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Author Topic: Coding Two-Face issues  (Read 856 times)

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Offline Firelord Kursan

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Coding Two-Face issues
« on: October 28, 2014, 02:19:57 PM »
There's been a time when will the character will appear with 2-sides for Mugen. Only Gill has appeared in Mugen, but no other characters had with 2-sided sprites.

So, people of IMT... Let's talk about this thing that there's been a rumor about Two-Face for sometime...
Two-Face, Batman's enemy, sprited by IHighGamerI from Brazil, wants to code him with two-sides, but he don't know how to make that work. Can some of you give instructions about how to code with two-sided sprites properly? And no, i have little to no coding knowledge whatsoever. IHighGamerI must know how to perform two-sided sprites for Two-Face. Coding 2 sprites is a complicated thing.

Here's the sprites of Two-Face by IHighGamerI


« Last Edit: October 28, 2014, 05:48:29 PM by kanodoom »



Offline HyperVoiceActing

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Re: Coding Two-Face issues
« Reply #1 on: October 28, 2014, 04:14:05 PM »
Slight sprite nitpick, his shoulder facing the screen seems to deform

Offline supa2520

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Re: Coding Two-Face issues
« Reply #2 on: October 28, 2014, 04:25:25 PM »
chill my friend, the sprites has already fixed by IHighGamerI. Show the sprites of it.


Offline HyperVoiceActing

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Re: Coding Two-Face issues
« Reply #3 on: October 28, 2014, 05:10:38 PM »
No actually it's still there. When he pulls the arm in, the shoulder shrinks

Offline Firelord Kursan

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Re: Coding Two-Face issues
« Reply #4 on: October 28, 2014, 05:33:06 PM »
This is the discussion about the coding issues of having two-sides. I don't think you payed attention of what i said, Hyper. Shoulder will be dealt later. Right now, there's a problem about the two-sides of the coding system like Gill do.

Offline HyperVoiceActing

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Re: Coding Two-Face issues
« Reply #5 on: October 28, 2014, 05:43:15 PM »
Sorry, I didn't mean to derail your discussion

Offline Cyanide

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Re: Coding Two-Face issues
« Reply #6 on: October 29, 2014, 12:48:06 AM »
Gill with the advent of 1.0 is relatively easy as you can do palette swaps.

This, if that face is detailed is the oldschool transformation code. If you seperate the face very very cleverly, you can do the palette swap.

However custom states can STILL break it, because we can H flip sprites without changing the facing of the character therefore busting it again.

Offline IHighGamerI

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Re: Coding Two-Face issues
« Reply #7 on: October 29, 2014, 08:26:05 AM »
Hey guys !
Earlier in the code, I was doing well, and began to present in Jump problems that interfered in walk, since I do not know what went wrong.
I use this expression : +11020*(facing = -1)
In walk/stance worked. In jump not worked...

Offline Firelord Kursan

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Re: Coding Two-Face issues
« Reply #8 on: October 29, 2014, 02:15:23 PM »
That's correct. What can you tell about that issue?

Offline Cyanide

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Re: Coding Two-Face issues
« Reply #9 on: October 30, 2014, 01:53:39 AM »
Old school transform code then, which is of course broken during custom states.

If the equation doesn't work. Simply use 2 changeanims and use facing as a trigger.

Offline O Ilusionista

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Re: Coding Two-Face issues
« Reply #10 on: October 31, 2014, 06:53:19 AM »
This is the discussion about the coding issues of having two-sides. I don't think you payed attention of what i said, Hyper. Shoulder will be dealt later. Right now, there's a problem about the two-sides of the coding system like Gill do.

Kanodoom, Hyper was just giving feedback about the character. So, since its related to the character, he is not derailing the topic.
You don't need to be that harsh with other users. I saw that you are making some harsh replies (even in other foruns) so, please, chill out.

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