Solved Is it possible to create the cut-out effect hit flash?

Question that is answered or resolved.

hbdhl

Active member
about hit flash.gif
The difference from the above picture is that the black part of the hit flash will cover the target character and appear transparent, revealing the background.
This effect can be used to represent "Just judgement cut" and slicing enemies. I guess this effect would be cumbersome to achieve, and I'd appreciate it if you could provide a little clue.
 
Solution
You could do this through use of subscreens, but it's going to be tricky and technical to pull off. You would, in the flash script, get the entity hit, and make it completely transparent. Then, you would draw the entity sprite onto the subscreen, and also draw the flash. The flash (you draw to screen) would be set with a color overlay of 0,0,0, meaning it creates an area over the entity sprite in subuscreen of absolute black. Screens show absolute black as transparent, so there's your temporary "hole" in the cut entity.

There are different variations of this and a hundred different ways you could dress it up to get differing visual appeal. The advantage to subscreen method is once you go through the trouble to set it up, it just works...
I think @hbdhl wants the enemy being hit to have a hole that you can see through while being hit.

What I would do

On the players side

Attack9
and inside the players Attack9 data make sure there's no hitflash

On the enemy side
Pain9
And in the pain9 animation the enemy sprite has a hole and also the pain9 spawns a flash entity over the location of the hole.
 
You could do this through use of subscreens, but it's going to be tricky and technical to pull off. You would, in the flash script, get the entity hit, and make it completely transparent. Then, you would draw the entity sprite onto the subscreen, and also draw the flash. The flash (you draw to screen) would be set with a color overlay of 0,0,0, meaning it creates an area over the entity sprite in subuscreen of absolute black. Screens show absolute black as transparent, so there's your temporary "hole" in the cut entity.

There are different variations of this and a hundred different ways you could dress it up to get differing visual appeal. The advantage to subscreen method is once you go through the trouble to set it up, it just works, and it's dynamic as well. Wherever the hit occurs on the entity, that's where you see the cut. No extra animations or anything else needed on the entities taking hits.

HTH,
DC
 
Solution
I think @hbdhl wants the enemy being hit to have a hole that you can see through while being hit.

What I would do

On the players side

Attack9
and inside the players Attack9 data make sure there's no hitflash

On the enemy side
Pain9
And in the pain9 animation the enemy sprite has a hole and also the pain9 spawns a flash entity over the location of the hole.
As you said, the safest way is drawing the hollow pain sprites with "false flash". Because the struck flash is directly drawn on the enemy's sprite, the position is fixed and can match the player's attack animation in ground fight.
However, there is an inconvenience in this way:
The height of the enemy in the air is not fixed, now the fixed flash may not match the player's attack animation.
 
You could do this through use of subscreens, but it's going to be tricky and technical to pull off. You would, in the flash script, get the entity hit, and make it completely transparent. Then, you would draw the entity sprite onto the subscreen, and also draw the flash. The flash (you draw to screen) would be set with a color overlay of 0,0,0, meaning it creates an area over the entity sprite in subuscreen of absolute black. Screens show absolute black as transparent, so there's your temporary "hole" in the cut entity.

There are different variations of this and a hundred different ways you could dress it up to get differing visual appeal. The advantage to subscreen method is once you go through the trouble to set it up, it just works, and it's dynamic as well. Wherever the hit occurs on the entity, that's where you see the cut. No extra animations or anything else needed on the entities taking hits.

HTH,
DC
Teacher, what you said is exactly the effect I want to pursue! Although I still can't figure out such complicated content, I'm glad to know that I'm not just imagining it.
 
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