Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

No permission to download
The project is currently under development.
I'm a friendly person! Always positiv!

What you think you are is not my concern. This is my house and I decide what is appropriate. Using harsh language and exclamations toward other members is crossing the barrier from critiquing to demanding and therefore breaking the rules. I'm issuing you a 10 day mute for ignoring and back-talking my friendly warning. Please be more cautious when you are able to post again.

DC
 
What you think you are is not my concern. This is my house and I decide what is appropriate. Using harsh language and exclamations toward other members is crossing the barrier from critiquing to demanding and therefore breaking the rules. I'm issuing you a 10 day mute for ignoring and back-talking my friendly warning. Please be more cautious when you are able to post again.

DC
Is fine! I like it!
 
Great sprite work, machok! What makes me curious is the foot steps are separated from each step. What I mean is one step per sound while running. I believe there is.
 
Great sprite work, machok! What makes me curious is the foot steps are separated from each step. What I mean is one step per sound while running. I believe there is.
I only use sound in 2 frames, as cody stomping to the ground. Total 8 frames for this anim so 6 frames without sound
 
Thank you 😘
it's @dixin2888 sprite yeah I did the edit and change to what I like and need
hmm.. to be honest I'm not satisfied because it's not from the original source so it's still "below" the standard but this is the best I can do
Can I have a look at the edited files? (And perhaps the source ones too...)
 
@machok the running sprite looks good, but will you keep the step sound? There’s a reason on why games like turtles in time don’t use sounds on that, because it can get tiresome to hear every single step making a noise. Some modders here abuse it.
 
Can I have a look at the edited files? (And perhaps the source ones too...)
😘

@machok the running sprite looks good, but will you keep the step sound? There’s a reason on why games like turtles in time don’t use sounds on that, because it can get tiresome to hear every single step making a noise. Some modders here abuse it.

You think so? I thought it was quite strange that there was no footsteps sound when running,
thanks, I will compare with or without sounds and think about this
 
@machok

The same advice of putting hitsounds in the flash models instead of using hitfx applies to footsteps.

Don't play a sound, spawn a dust effect, and have that play the sound instead. This way you have a self contained and reusable model where you can adjust the appearance and sound based on terrain and situation.

Maybe on hard ground there's no visible dust and a very quiet step. Wooden floors make a louder step, water has a visible splash, etc. The point is you'll have one easy place to make tweaks and adjustments.

HTH,
DC
 
The running sound do not bother me (and I think its weird without it), neither I think its too loud.
But from listening it, it sounds to be playing on the wrong frames.

If my retired musician ears isn't playing with me, your sounds triggers like:
(X means sound, - means pause)

X--X----
SOUND, pause, pause, SOUND, pause, pause, pause, pause

(it´s easy to get because if you listen carefullly, the 2 sounds have a short pause between then, but a long pause after the second one)

Since your run animation looks to have 8 frames, the sound should be evenly split (right now, you have a sound, 2 pauses, a sound again then 4 pauses), like this:

X---X---
SOUND, pause, pause, pause, SOUND, pause, pause, pause.

IOW, split the sound and pause evenly

Some extra tips:
- Avoid using the step sound on the first frame of the Run animation, because if the play do a short run and then walk, he will listen the step sound too often
- You can use different levels for each leg (some games, like KOF and other SNK games have a different step sound for each leg)
 
@machok

The same advice of putting hitsounds in the flash models instead of using hitfx applies to footsteps.

Don't play a sound, spawn a dust effect, and have that play the sound instead. This way you have a self contained and reusable model where you can adjust the appearance and sound based on terrain and situation.

Maybe on hard ground there's no visible dust and a very quiet step. Wooden floors make a louder step, water has a visible splash, etc. The point is you'll have one easy place to make tweaks and adjustments.

HTH,
DC

This suggestion is absolutely perfect in detail 😮 Thanks! although I may need to search more .wav resources for this

Some extra tips:
- Avoid using the step sound on the first frame of the Run animation, because if the play do a short run and then walk, he will listen the step sound too often
- You can use different levels for each leg (some games, like KOF and other SNK games have a different step sound for each leg)
Thank you Ilu I'll doing research on this

anim run
loop 1
delay 8
offset 91 176
bbox 58 97 41 79
frame data/chars/cody/r1.gif
offset 91 177
frame data/chars/cody/r2.gif
sound data/sounds/jump.wav
offset 91 176
frame data/chars/cody/r3.gif
offset 92 175
frame data/chars/cody/r4.gif
offset 95 178
frame data/chars/cody/r5.gif
offset 94 179
frame data/chars/cody/r6.gif
offset 94 177
frame data/chars/cody/r7.gif
sound data/sounds/jump.wav
offset 94 175
frame data/chars/cody/r8.gif
 
anim run
loop 1
delay 8
offset 91 176
bbox 58 97 41 79
frame data/chars/cody/r1.gif
offset 91 177
frame data/chars/cody/r2.gif
sound data/sounds/jump.wav
offset 91 176
frame data/chars/cody/r3.gif
offset 92 175
frame data/chars/cody/r4.gif
offset 95 178
frame data/chars/cody/r5.gif
offset 94 179
frame data/chars/cody/r6.gif
offset 94 177
frame data/chars/cody/r7.gif
sound data/sounds/jump.wav
offset 94 175
frame data/chars/cody/r8.gif
Ah I got it right : 8 frames. I just inverted the order :)
The sound should happen in frames "r4.gif" and "f8.gif"
 
Yes, the first step sound is definitely something to avoid!
@O Ilusionista is definitely right.

(The kind of similar problem you can see in overpowered mugen characters having big flames effect in their idle stance at frame 1
-> every time you stop moving it play thins sound immediately.)

My advice about the sound itself. It sounds more like a jump land.
Should use something from Slam masters instead ? or similar capcom game with run. (I don't know)
 
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