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Post by FlashBurton on Jun 26, 2020 19:05:01 GMT
I saw someone had put this up on YouTube if it's any good to anyone www.youtube.com/watch?v=ApWqO7IKUHI&list=WL&index=2&t=31sI can't seem to work links here so I'll just post that, sorry (oh, it worked :D) Been slammed at work & it's super hot here so haven't been in the mood for MC the last few days, I'm getting more into though. It was super intimidating at first but I soon picked up on the basics. I want to stick with it because I really want to make my own animations some day
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Post by mauzer33 on Jun 27, 2020 5:13:41 GMT
I am having an issue and was wondering if anyone had any feedback?
So I am making a corner grapple. When the animation starts, the defender gets knocked back like with most corner grapples. But there is a significant gap between the defender's back and the post. So through the entire animation, both defender and attacker are not even in the corner completely.
I tried messing with the rx and ry values but nothing seems to fix it.
Has anyone here ran into this and found a solution? Thanks.
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Post by sofia on Jun 27, 2020 6:06:19 GMT
I am having an issue and was wondering if anyone had any feedback? So I am making a corner grapple. When the animation starts, the defender gets knocked back like with most corner grapples. But there is a significant gap between the defender's back and the post. So through the entire animation, both defender and attacker are not even in the corner completely. I tried messing with the rx and ry values but nothing seems to fix it. Has anyone here ran into this and found a solution? Thanks. Check the move status maybe? How is the coordinate correction set up? IIRC, most corner grapples are set to match position to attacker.
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Post by OrochiGeese on Jun 27, 2020 10:59:40 GMT
I actually got this idea by accident by seeing two frames I was working on for another move and realizing how cool it could look to turn it into this move. Punches to the stomach: Medium Punches to the stomach: Strong
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Post by QueenNemma on Jun 27, 2020 21:27:42 GMT
I am having an issue and was wondering if anyone had any feedback? So I am making a corner grapple. When the animation starts, the defender gets knocked back like with most corner grapples. But there is a significant gap between the defender's back and the post. So through the entire animation, both defender and attacker are not even in the corner completely. I tried messing with the rx and ry values but nothing seems to fix it. Has anyone here ran into this and found a solution? Thanks. Check the move status maybe? How is the coordinate correction set up? IIRC, most corner grapples are set to match position to attacker. I've been using MX and MY to reposition, instead of RXY. I honestly don't know what the difference is, but it seems to work better?
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Post by sofia on Jun 28, 2020 7:18:34 GMT
Check the move status maybe? How is the coordinate correction set up? IIRC, most corner grapples are set to match position to attacker. I've been using MX and MY to reposition, instead of RXY. I honestly don't know what the difference is, but it seems to work better? RX/RY and FX/FZ allow you to reposition without creating new frames. The main concern is that, since Firepro is a 32-bit program, eventually people will hit a wall for the RAM available for the game. While a lot of Windows programs have switched to 64-bit, not all programs and services used have done so. So even if there's theoretically 3.5GB of memory or so for FPW to use, it's shared memory space and the more of a footprint it leaves, the less stable it gets.
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Post by OrochiGeese on Jun 28, 2020 8:07:07 GMT
That is very interesting! 💡
So it's a better idea to reposition the sprites and shadows using the RX/RY and FX/FZ values in the Animation List rather than the MX/MY values in the Parts list? Is there any advantage at all to using the MX/MY values?
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Post by ligerbear on Jun 28, 2020 18:25:23 GMT
That is very interesting! 💡 So it's a better idea to reposition the sprites and shadows using the RX/RY and FX/FZ values in the Animation List rather than the MX/MY values in the Parts list? Is there any advantage at all to using the MX/MY values? From my understanding its purely to customize your own unique frame.
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Post by QueenNemma on Jun 28, 2020 18:28:01 GMT
That is very interesting! 💡 So it's a better idea to reposition the sprites and shadows using the RX/RY and FX/FZ values in the Animation List rather than the MX/MY values in the Parts list? Is there any advantage at all to using the MX/MY values? From my understanding its purely to customize your own unique frame. I believe it avoids the out of whack RX/RY issue (if Animation 1's values are different from 2's, then the animation can get jerky). This keeps me from having to go back and adjust that biz. Plus it's easier to move them by highlighting all their body parts, or an entire leg, etc. EDIT: Oh, I misread that. So using MX/MY takes up more space? That sucks. It's so much easier to use...
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Post by QueenNemma on Jun 28, 2020 18:34:30 GMT
Since I learned that P101 is the start of "idle" or generic poses/animations, I've made a list of useful spots that I often need.
These are random, but maybe you'll find them useful. P0____:
Collapse 1282 Stun 1348 Exit ring 1424 Blocking avalanche moves 1574 Slide under ropes 1685 Critical head grab/roll 1908 Drag opponent 2050 Waist lock 2491 Handshake 3149 Lockup break 3199 Hard neck landing 3390 German suplex 3895 Front flip 3848
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Post by QueenNemma on Jun 28, 2020 21:42:33 GMT
This took forever to make. Turned out okay, though.
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Post by AtomicTurd on Jun 29, 2020 6:28:41 GMT
Hope you're all good guys.x.
Just a quick question if you don't mind:
Does it matter if the damage marker is placed on the Attacker or Defender?
Just don't want my guy getting criticaled after doing his own finisher.
Cheers.x.
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Post by OrochiGeese on Jun 29, 2020 10:22:40 GMT
I think you have to put the damage marker in the animation library (or 1 specific if there are many of them, like in C2C moves) for the attacker. When I have 0 or more than 1 damage marker in that Animation Library, the game turns the title of the library red and gives me an error message in the Run Checker menu. So tonight I did a first draft of the move I've wanted to try since Day 1. Geese Walker thought his chaos was so great but it turns out he's PREDICTABO!
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Post by AtomicTurd on Jun 29, 2020 12:50:46 GMT
I think you have to put the damage marker in the animation library (or 1 specific if there are many of them, like in C2C moves) for the attacker. When I have 0 or more than 1 damage marker in that Animation Library, the game turns the title of the library red and gives me an error message in the Run Checker menu. So tonight I did a first draft of the move I've wanted to try since Day 1. Geese Walker thought his chaos was so great but it turns out he's PREDICTABO! Thanks for the clarification Geese. By the way that move's awesome!; i used to hate attacking him and just getting spin thrown all over the place!! Lol.
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Post by invader3k on Jun 29, 2020 13:05:19 GMT
Amazing (PS4 version):
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