2 different sides to a character

  • Thread starter Thread starter Itsuchi KS
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Itsuchi KS

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Hey guys, is there a way that I could have 2 different sides to a character? Like he looks 1 way facing right and another way facing left? For example: Gill from SF3 has a RED and a BLUE side and his Pyrokinesis projectile changes depending on which side he's facing.
 
http://www.chronocrash.com/forum/index.php?topic=557.msg4056#msg4056
still untested properly, my attempts failed, thou I had wrong openbor at the time I think. been meaning to try this in another mod but still sorting sprites for that.
 
I may just make Gill's other side a weapon and keep it simple :-\ I don't know if that script will work but I'll give it a try :-[
 
For Gill, it would be way better to change the map based on its facing.

On Winmugen, we had to made a sff with both sides (which makes the file way bigger than it should be) as we did on this edited char:
31yGZ.jpg


But for mugen 1.0, you can chance the palette on the fly, so its not needed anymore.
 
So i just need to make a remap of him facing left? but how would I get him to stay in that map until he turns back around?
 
with script in his animations you can detect facing and then change remap

if ((getentityproperty(self, "direction")==1)&&(frame == 2)){
changeentityproperty(self, "velocity", 3, 0, 6);
}

this is to change velocity based on facing direction
 
Would I still have to make remap of the other side or will it automatically do it for me? And I jus put this script in every animation right?
 
I think you would need a update script for the level so it sets a remap based on facing direction !

I am still a beginner when it comes to scripting but I will give it a try !

void main()
{//force map based on direction
void self = getentityproperty("gill");//get entity by name
int dir = getentityproperty(self,"direction");//get direction

if(dir==0){ // if facing right . . .
changeentityproperty(self, "map", 0);}//set to default map
else{// if facing any other direction . . .
changeentityproperty(self, "map", 1);//set to 1st remap
  }
}

now save this as txt file with .c as the extention.  example: forcemap.c

now declare it on the level file header like this:

updatescript      data/scripts/forcemap.c

sorry if that don't work it was just a idea I have not tested it !  for the above script to work your entity will have to be named "gill" !
 
You still need to make a sprite with palette that has the blue and red colour entries swapped around.  Looks like he has about 3-4 unique reds and 2-3 blue.  This should be pretty easy to find the entries unless your palette is filled with extra colours that he doesn't use.

post your main sprite if you have trouble making the remap.  Fighter factory 3 would be good for doing this.
 
I purposely left Gill out of the game and altered my story because of this. he would look stupid if he did not change.  ??? I just got an idea how to use Gill in my game. Is Gill and Urien related? Thanks for the brain jolt. 
 
I have Gill sprites but I need a way to display both sides of him. I may just do it as a weapon and specify the palette change
 
I think he means like Samus in Metroid. Her cannon is Always in her right hand regardless of which side she's facing. If space isn't a concern, you'll need two sets of sprites. (facing Left, Facing Right. I imagine Facing right to be the normal char model, while facing left is the weapon model. Then all you need a script that swaps models according to which direction the character is facing. If you wanted to go all fancy, enable backwalk and that *Transitional Turning around Anim, so it'll animate smoothly.
*I cant remember what its called, sorry.  :-[
 
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