Next week i'll start to change scorpion's old sprites for the new ones but there's something that is really worrying me, the quantity of sprites per animations and we are talking about HD sprites.
i've read here that scorpions fatality has 99 sprites, wow!
Bleed: maybe you can make it smoother for you standalone character but we need to think that we will have all characters into a single file.
don't get me wrong, the fatality looks great but for example there are a lot of "innecesary" movement of the mask at the end of the animation, same goes for blocking wich is supposed to be a pretty simple animation, it has 47 sprites!
this is cool for a 3D engine but not for mugen. probably later a skilled 3D coder shows up and you can make it better but we need to think about mugen now.
As i said I'll add all the sprites and then i'll make 2 or 3 sets of animations. full, intermediate, and less. off course the full character will look great but we need to start thinking in something in the middle or the character will have a 1gb file wich will hang your computer or takes minutes to load =/
i need to say this now we are in time to prevent these situations
we can make the character looks better adding the triple of sprites, probably more probably less, it depends of each the animation but standing block are 15.6x
Neutral jump is another example of insane quantity of sprites.
We need to find a balance.
hi everbody
somebody help me pls
i have mk 2 mugen for example when i do fatality with kunglao, (Kunglao wins text coming early ) Kungla Wins sound coming late
how i can do Kunglao Wins text +Kunglao Wins sound at the same time
thank you
open your common1.cns (in data folder) and search the statedef 180, now look for a PlaySnd and change the time to 0 (or the same as kung lao wins text). if you change the time and still the same then there are 2 options:
A) your character have a statedef 180 in his files so this have priority over the common file.
B) your character's winpose is in a custom state, and not 180 as usual.
open the debug mode (ctrl+d) win the match and look at what statedef is your character.
when you know this repeat the process (look for this statedef in your character's cns files or common1.cns)