collapse

Author Topic: Re: Lifebar Situation  (Read 547 times)

0 Members and 1 Guest are viewing this topic.

Offline Warrior

  • Contributor
  • ****
  • Posts: 141
  • Last Login:February 11, 2016, 12:53:08 AM
  • Warrior
Re: Lifebar Situation
« on: December 16, 2008, 07:12:02 PM »
Hi guys,

Its me again (unfortunately) I'm figuring out how to make lifebars, but I can't seem to attain this affect.



See those little buttons? Yeah, I have sprites for them, but I don't know where to put them in in-place of the other sprites that the default MUGEN has. There's a V, and a snake or something...I'm really, really, confused. The buttons I want to put in need to be there constantly, as in, all throughout the fight, and one of the buttons light up if that player happens to win that match, and the second lights up if the player wins again. So any help would be appreciated.


Thanks,

Turbanator


I'm back!

Offline Warrior

  • Contributor
  • ****
  • Posts: 141
  • Last Login:February 11, 2016, 12:53:08 AM
  • Warrior
Re: Lifebar Situation
« Reply #1 on: December 21, 2008, 03:58:29 PM »
I know I'm bumping my own topic, but I really need help with this....
I'm back!

Offline dragonesku

  • Forum Member
  • ***
  • Posts: 407
  • Last Login:February 24, 2010, 06:08:41 PM
  • Fo' shizzle my nizzle
    • Email
Re: Lifebar Situation
« Reply #2 on: December 21, 2008, 08:12:18 PM »
Hey what's up TurbanatorX. Those buttons are the win icons, you can put a sprite or an animation in there.

Below is an example of the "WinIcon" definiton for hires lifebars. Since I used the same animation for all the "win icons" my anim is the same and my bars are "hires", so I used a scale of .5 on both X and Y, but you can set it to 1,1 for normal resolution and change ".anim" for ".spr" to place one imaged icons.The sprites go into the fight.sff, and you can find the code lines in the fight.def.

Here's what they are, and their definitions:

=====================================================================
;Icon
;=====================================================================

[WinIcon]
p1.pos = 89,16
p2.pos = 148,16

;------------------------ Offset for next icon (x,y)
p1.iconoffset = -14,0 
p2.iconoffset = 14,0

;------------------------ Counter text font and offset for representing wins

p1.counter.offset = 3,-8
p2.counter.offset = -2,-8

;------------------------ Win by normal. The letter "n" respresents a "normal win"
p1.n.anim = 600
p1.n.scale = .5,.5
p1.n.layerno = 0
p2.n.anim = 600
p2.n.scale = .5,.5
p2.n.layerno = 0
;------------------------ Win by special . The letter "s" respresents a "special win"
p1.s.anim = 600
p1.s.scale = .5,.5
p1.s.layerno = 0
p2.s.anim = 600
p2.s.scale = .5,.5
p2.s.layerno = 0
;------------------------ Win by hyper. The letter "h" respresents a "hyper win", etc..
p1.h.anim = 600
p1.h.scale = .5,.5
p1.h.layerno = 0
p2.h.anim = 600
p2.h.scale = .5,.5
p2.h.layerno = 0
;------------------------ Win by normal throw
p1.throw.anim = 600
p1.throw.scale = .5,.5
p1.throw.layerno = 0
p2.throw.anim = 600
p2.throw.scale = .5,.5
p2.throw.layerno = 0
;------------------------ Win by cheese
p1.c.anim = 600
p1.c.scale = .5,.5
p1.c.layerno = 0
p2.c.anim = 600
p2.c.scale = .5,.5
p2.c.layerno = 0
;------------------------ Win by time over
p1.t.anim = 600
p1.t.scale = .5,.5
p1.t.layerno = 0
p2.t.anim = 600
p2.t.scale = .5,.5
p2.t.layerno = 0
;------------------------ Win by suicide
p1.suicide.anim = 600
p1.suicide.scale = .5,.5
p1.suicide.layerno = 0
p2.suicide.anim = 600
p2.suicide.scale = .5,.5
p2.suicide.layerno = 0
;------------------------ Opponent pounded by his own teammate
p1.teammate.anim = 600
p1.teammate.scale = .5,.5
p1.teammate.layerno = 0
p2.teammate.anim = 600
p2.teammate.scale = .5,.5
p2.teammate.layerno = 0
;------------------------ Win by perfect
p1.perfect.anim = 600
p1.perfect.scale = .5,.5
p1.perfect.layerno = 0
p2.perfect.anim = 600
p2.perfect.scale = .5,.5
p2.perfect.layerno = 0

;------------------------ Use icons up until this number of wins
useiconupto = 3

;------------------------;Animation

[begin action 600]
60,9,0,0,60
60,8,0,0,2,, AA
60,0,0,0,2,, AA
60,1,0,0,2,, AA
60,2,0,0,2,, AA
60,3,0,0,2,, AA
60,4,0,0,2,, AA
60,5,0,0,2,, AA
60,6,0,0,2,, AA
60,7,0,0,2,, AA
60,6,0,0,4,, AA
60,5,0,0,5,, AA
60,4,0,0,6,, AA
60,3,0,0,7,, AA
60,2,0,0,8,, AA
60,1,0,0,9,, AA
;------------------------------------------------


Good luck.



Offline Warrior

  • Contributor
  • ****
  • Posts: 141
  • Last Login:February 11, 2016, 12:53:08 AM
  • Warrior
Re: Lifebar Situation
« Reply #3 on: December 22, 2008, 11:34:56 AM »
Oooh, so all of them just become the same sprites? But, before I try this, does another sprite stay in its place before there is a win? I'm just making sure.

Thank you so much dragonesku,

-Turbanator
I'm back!

Offline dragonesku

  • Forum Member
  • ***
  • Posts: 407
  • Last Login:February 24, 2010, 06:08:41 PM
  • Fo' shizzle my nizzle
    • Email
Re: Lifebar Situation
« Reply #4 on: December 22, 2008, 08:42:32 PM »
To your first question, yes. I did used the same animation for all the "WinIcons", but you can use different ones if you chose to.

Quote
But, before I try this, does another sprite stay in its place before there is a win? I'm just making sure.

You mean like a "icon holder?"

If you did, here's what you can do; you can place an extra sprite as one extra bg layer under Player 1's [lifebar], [Simul Lifebar] and [Turns Lifebar], in the example below I added it as "p1.bg1.anim = 500". You're only going to need this anim/sprite under player 1 because it's going to be easier to center one sprite for both "WinIcons" animation/sprite instead of doing one for each player, that way both players can share the same still image.


Here's an example of what I'm talking about. Below, the "extra sprite" lines (the icon holder) are marked in red. Notice that ".bg1"  is only added to player1. That's because it doesn't really matter to which player you add them to, since that image (icon holder) is ggoing to be static throughout the rounds and will only serve as the icon's background.

;=====================================================================
;Lifebar
;=====================================================================

[lifebar]
;Player 1
p1.pos = 89,16
p1.bg0.scale = 1,1
p1.bg0.anim = 212
p1.bg0.layerno = 0
p1.bg1.anim = 500  ;---------icon holder animation or sprite (use .spr)
p1.bg1.scale = 1,1                 ;---------animation or sprite scale           
p1.bg1.layerno = 0      ;---------use "layer = 0" so it will appear behind the icons

p1.mid.anim = 300
p1.mid.scale = 1,1
p1.front.anim = 122
p1.front.layerno = 0
p1.front.scale   = 1,1
p1.range.x  = 59,-61

;Player 2
p2.pos = 230,16
p2.bg0.anim = 2
p2.bg0.scale  = 1,1
p2.bg0.layerno = 0
p2.mid.anim = 132
p2.mid.scale  = 1,1
p2.front.anim = 1
p2.front.layerno = 0
p2.front.scale   = 1,1
p2.range.x = -59,61


Do the same under ;player 1 for [Simul Lifebar] and [Turns Lifebar].

Hope it helps.

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

D2TD VS Showcase Thread by D2TD
[November 24, 2024, 09:12:03 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 [25] 26 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal