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Author Topic: Another portrait question  (Read 642 times)

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Offline shastab24

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Another portrait question
« on: May 10, 2015, 11:16:36 PM »
Something I wonder now that I'm actually working moreso on the screenpack I'm doing.  It's not something that is giving me trouble, but it could help me to know, especially when I start making my own characters.  Anyways, I look at the sprites and coding for both the low res and high res Kung Fu Man characters and I see that their lifebar face sprites are different sizes, yet both fill up the same amount of space on the lifebar itself.  I was wondering where things signify that it will do that.  I know it's not just to have the head fit a certain box no matter the size, because I've been testing putting the character logo as the name and having it be part of the face sprite and it still works.  So where in the coding does that happen?  I assume it's in the character coding, not the screenpack.



Offline Playing Enemy

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Re: Another portrait question
« Reply #1 on: May 11, 2015, 02:23:09 AM »
As far as know, (others feel free to correct me if I'm wrong), the lifebar portrait sizes are controlled in the fight.def file, and that's it, other than the portrait itself which is in a characters files. If you're saying when you load mugen with a low res kung fu man, and a hi res kung fu man both in the roster, they appear to have the same size lifebar portrait even if the low res ones lifebar portrait is 25x25 pixels, and the hires ones is 50x50, that is totally new to me, and can see why you're asking the question. However, if you look at the coding in the fight.def under the portrait sections, you'll see a setting for scale. Having this set to 1 will have the portrait appear in it's original size. If you set it to 0.5, it will appear to be half it's original size, and so on. So as far as I know, you can't code it into characters to have their portraits change size. All characters portraits for a screenpack are held against the same guiding scale line of code. I hope that makes sense. It's a simple concept, simple process, simple everything, I just can't explain it simply for some reason.


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Offline shastab24

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Re: Another portrait question
« Reply #2 on: May 11, 2015, 07:17:27 PM »
Actually, it's that low-res Kung Fu Man's portrait is 25x25 and high-res is 100x100, though other than being off by half on the high res scale, you were right on in a bit of your post.  Both those portraits fill the same amount of space on the lifebar, which obviously means that the low-res has been scaled up somehow, at least.  I just wonder what coding says to do this, as if it were in the lifebar coding, the high-res portrait would be gigantic on screen.

And I know it's not made to simply fit a certain height or width regardless of size, as I have done some versions where the player name is off to the side, without changing the size of the face sprite (both face and name on the same sprite) and the face still fits perfectly in its space, with the name off to the side, like I wanted.  The thing is, knowing why this is can better help me when I start to make my own characters and the like.

Offline Cyanide

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Re: Another portrait question
« Reply #3 on: May 12, 2015, 02:09:40 AM »
Both characters are 1.0 specific and make use of a feature in it. Your .def file has this line

localcoord = 320,240

That's a low res character, all details are standard, a velocity of 1 means a velocity of 1.

KFM 720 has a much larger localcoord and all his values are tripled. His sprites are scaled to match however. I'm not sure i like the implementation tbh.

Anyway, if you want to use a fancy portrait like that but stick with a regular res character you need to use the higher localcoord (for example localcoord = 640,480) and scale your sprites in the .cns with xscale = 0.5 yscale = 0.5 and then double all the velocities.

Yeah, it's ugly. This is how mugen manages HR now. None of that rubbish where sparks aren't scaled and you need to guess at clsn boxes for FX.

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