Scenes use for char's freespecial

betterbold

Active member
Hey, guys. Please tell me about that. :)
Is it possible that the char show cutscenes just before use freespecials(likes cut-in) ?
 
Could you please be a little specific here? I don't get what you're asking about. Are you trying to make something similar to the story dialogues in Rocket Viper 2, Power Rangers (Beats of Power), or are you trying to make something pop out like a pause for you to read (e.g. DanteDevil's MK The Chosen One)? Like, you press freespecial button and have something show move commands.
 
yes you can make a entity with the cut scene animation (should be the size of the screen) set type as text and subtype to noskip spawn it in your freespecial using spawnfrrame but set relative to screen offset (as shown below). good luck.

spawnframe {frame} {x} {z} {a} {relative}
•~Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this has no limit.
•~The spawned entity is determined by 'subentity' or 'custentity'.
•~{frame} determines at which frame the other entity is spawned.
•~{x} determines spawn range in x axis.
•~{z} determines spawn range in z axis.
•~{a} determines spawn range in y axis.
•~{relative} determines where the other entity is spawned. ◦0, count from the spawner. Spawned entity will face same direction with the spawner.
◦1, count from screen offset.
 
Thanks, msmalik681. :)
I tryed it  but Openbor shut down ...

I need the way to use "GIF animation" from "scenes" folder.
 
betterbold said:
Thanks, msmalik681. :)
I tryed it  but Openbor shut down ...

I need the way to use "GIF animation" from "scenes" folder.

trust me my way works well maybe I explained it bad but I will make a example demo just give me one day
 
You don't need to do gif animation from scenes folder for you to do that. Like msmalik says, it can work, but the "scene" you're talking about has to be a character, not a gif animation. You can use type text for it and make that "scene" image under anim idle. Use the single picture of that character as a character for popping out for your super or special move.

Type text:
text = The entity is a message object. When spawned, it will freeze all objects in play and show it's IDLE animation, then dissapear. It can be sped up by pressing attack or jump. Can be used for level intros, mid-level cutscenes, etc.
 
msmalik681 said:
betterbold said:
Thanks, msmalik681. :)
I tryed it  but Openbor shut down ...

I need the way to use "GIF animation" from "scenes" folder.

trust me my way works well maybe I explained it bad but I will make a example demo just give me one day
Really thanks. :D
I've got to see it.
 
maxman said:
You don't need to do gif animation from scenes folder for you to do that. Like msmalik says, it can work, but the "scene" you're talking about has to be a character, not a gif animation. You can use type text for it and make that "scene" image under anim idle. Use the single picture of that character as a character for popping out for your super or special move.

That's right.
My problem is that I make the single picture then it deteriorate ... :(
(palette issue?)


 
Bloodbane said:
Show some screenshots please :)

Thanks, Bloodbane. :D

*cutscene = Beautiful !!

*single picture(copy and paste) = It looks so bad ...

I think that I should make the palettes separately ?
 
When you say cutscene, did you play it on OpenBoR or elsewhere?
And when you say copy and paste, did you copy the animated gif and paste it to an image with existing palette? if yes, it's not recommended at all
 
Bloodbane said:
When you say cutscene, did you play it on OpenBoR or elsewhere?
And when you say copy and paste, did you copy the animated gif and paste it to an image with existing palette? if yes, it's not recommended at all
All right. ;)
I decided to make single pitures but these look so bad ...
If you don't mind, please tell me best way to make it.
 
I never rip animated gif to be reproduced with animated frames in OpenBoR before so I can't give you best way  :-[
The only way I can tell you is to save each frame of the animated gif as a png file. Then set all pngs to indexed color with exact color + background color as first frame. Last, arrange them all as an entity (as usual) with palette none (to solve the palette issue)
 
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