In Progress A Tale of Vengeance Ver. 2.0

The project is currently under development.
this is to me personally the best ive been able to get the effect to display.. tried many numbers , but am biased so please do chime in, i do appreciate input for real :)
also terrys walking animation may not be perfect but id accept any help with those animations... sprite editing is not my forte... i do try frankensteining and in the past i did ok... but before 2022 its been since i released the game... so its been a while. thanks you all for being helpful and honest...honesty is very much appreciated :)
 
ok after taking a nap...needed a nap lol... i think i got it... this one looks more like what DC meant i believe... crossing fingers xD
 
ok after taking a nap...needed a nap lol... i think i got it... this one looks more like what DC meant i believe... crossing fingers xD

Not too shabby. That's just one little trick you can do with layers. You can find plenty more. :)

DC
 
Not too shabby. That's just one little trick you can do with layers. You can find plenty more. :)

DC
Thanks brother...and yeah is just a matter of trying to understand the logic of all these great functions and like you said... Imagination xD

Looking back and now going through the game file's and observing the characters and jist everything really...i could have done so much more... And thats what am trying to fix. :)
 
opinion on this please... so i changed the og dust and added jump and land just to add little touches here and there.. but am not sure about the new additions ...maybe am not used to having them is little things like this that i should have inplemented back then... also gonna change all or most of the og bor sound effects... anyways id appreciate the feedback folks... thanks as always :)
 
I'm not sure how dust produced from jump should be but dust from landing should be bigger than that.
And I don't know if you like this or not, you should let Terry lie down on the ground longer after getting knocked down. Terry could later perform riseattack or dodge roll to get away while rising.
 
opinion on this please... so i changed the og dust and added jump and land just to add little touches here and there.. but am not sure about the new additions ...maybe am not used to having them is little things like this that i should have inplemented back then... also gonna change all or most of the og bor sound effects... anyways id appreciate the feedback folks... thanks as always :)

Dust is fine, but what would help more are pre-jump and landing animations. They are both native, no script or anything needed.

DC
 
I'm not sure how dust produced from jump should be but dust from landing should be bigger than that.
And I don't know if you like this or not, you should let Terry lie down on the ground longer after getting knocked down. Terry could later perform riseattack or dodge roll to get away while rising.
dont you see is a very dirty street??? lol jk but i like the rolling and or rise attack idea.. and hmm never really noticed the speed of his getup till now... will look into that thanks :)

Dust is fine, but what would help more are pre-jump and landing animations. They are both native, no script or anything needed.

DC
how the F you noticed 1 frame of animation missing i will never know lmfao... its literally for terry at least 1 single frame in its own group...nothing for landing but that can be be fixed , will look into adding them thanks... you warlock >_>

EDIT: just added them to terry... it makes a huge difference.. glad i asked for opinions on it :)
 
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The falling dust looks a little too small for him to fall. You need a little bigger one that can fit, probably a using different dust sprite or rescaling its size in code. I'm not sure about other dust particles from landing and jumping though.

You need landframe for a lie-down frame on the ground in anim fall.

Code:
anim fall
    offset 140 188
    delay 100
    dropframe 1
    landframe 3
    @cmd terminate "burnknuc"
    @cmd terminate "powdunk"
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_0.png #Start falling
    delay 27
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_1.png # Drop
    delay 1000
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_2.png
    delay 12
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_3.png #Land

landframe {frame} {dust}

  • If this is set, entity will be forced to frame {frame} when entity lands after jumping with 'jumpframe' or while falling no matter which frame entity currently is.
  • {dust} defines which dust entity this entity will drop when entity lands. See 'dust' command above for more info about dust entity.
  • In order to get this to work properly, give long delay to frame right before landing frame. The former frame will be played while 'waiting' to land.
  • Make sure the landing frame exists otherwise the entity will disappear right after landing!

Wow! This is my first time looking at the dust parameter as part of landframe. I didn't know that it can be used.

I don't wanna be condescending, but I'm just pointing out some insights for you.
 
The falling dust looks a little too small for him to fall. You need a little bigger one that can fit, probably a using different dust sprite or rescaling its size in code. I'm not sure about other dust particles from landing and jumping though.

You need landframe for a lie-down frame on the ground in anim fall.

Code:
anim fall
    offset 140 188
    delay 100
    dropframe 1
    landframe 3
    @cmd terminate "burnknuc"
    @cmd terminate "powdunk"
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_0.png #Start falling
    delay 27
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_1.png # Drop
    delay 1000
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_2.png
    delay 12
    frame data/chars/heroes/KOF_2K3_Terry_Sprite.7z/406_3.png #Land



Wow! This is my first time looking at the dust parameter as part of landframe. I didn't know that it can be used.

I don't wanna be condescending, but I'm just pointing out some insights for you.
yeah i remember reading through that a few days back while looking for litle details to add...... gonna need a few different sizes as terry alone has the widest stance
as he lands even after adding the extra frames for pre jump and landing frames, thanks to DC the wizard eyes >_> lol... i didnt noticed myself smfh
Code:
######################################################################
## Jump Animation ##
####################

anim jump
        loop     0
        landframe 11 landBig
        delay   10
        bbox    5 10 30 112
offset    37 93
        frame    data/chars/terry/get03.gif
offset    18 130
        frame    data/chars/terry/jump00.gif
offset    15 124   
        frame    data/chars/terry/jump01.gif
offset    19 104
        frame    data/chars/terry/jump02.gif
offset    20 102
        frame    data/chars/terry/jump03.gif
offset    24 113
        frame    data/chars/terry/jump04.gif
offset    26 122
        frame    data/chars/terry/jump05.gif
offset    27 129
        frame    data/chars/terry/jump06.gif
offset    28 139
        frame    data/chars/terry/jump07.gif
offset    28 138
        delay   50
        frame    data/chars/terry/jump08.gif
        delay   8
offset    37 93
        frame    data/chars/terry/get03.gif
offset    42 88
        frame    data/chars/terry/ratk08.gif
 
yeah i remember reading through that a few days back while looking for litle details to add...... gonna need a few different sizes as terry alone has the widest stance
as he lands even after adding the extra frames for pre jump and landing frames, thanks to DC the wizard eyes >_> lol... i didnt noticed myself smfh
Code:
######################################################################
## Jump Animation ##
####################

anim jump
        loop     0
        landframe 11 landBig
        delay   10
        bbox    5 10 30 112
offset    37 93
        frame    data/chars/terry/get03.gif
offset    18 130
        frame    data/chars/terry/jump00.gif
offset    15 124 
        frame    data/chars/terry/jump01.gif
offset    19 104
        frame    data/chars/terry/jump02.gif
offset    20 102
        frame    data/chars/terry/jump03.gif
offset    24 113
        frame    data/chars/terry/jump04.gif
offset    26 122
        frame    data/chars/terry/jump05.gif
offset    27 129
        frame    data/chars/terry/jump06.gif
offset    28 139
        frame    data/chars/terry/jump07.gif
offset    28 138
        delay   50
        frame    data/chars/terry/jump08.gif
        delay   8
offset    37 93
        frame    data/chars/terry/get03.gif
offset    42 88
        frame    data/chars/terry/ratk08.gif

Landframe is great for falls and such, but you didn't need it for a regular jump lands, only moves that happen to have a hoping element in them without jumping first. There's a JUMPLAND and JUMPDELAY animation to take care of that. See here.

You can then optionally add landframe in specific jump attacks if you want to override the JUMPLAND animation, say, like a drop kick that lands on the belly.

Also, when you do use landframe, do use an arbitrarily delay before it. Just make a negative delay, and that will set infinite delay until the landframe executes. I like to use -1000 as a nice round, easy to spot number.

Code:
 delay  -1000
        frame    data/chars/terry/jump08.gif
        delay   8
offset    37 93
        frame    data/chars/terry/get03.gif
offset    42 88
        frame    data/chars/terry/ratk08.gif

Next, there's also dropframe. It works same as landframe, but plays when you reach the peak of a jump/fall. Used right it really makes the animation of jumps and falls perfect, and saves you production time too. The animation is always matched to the arc, and yes, you can use it in conjunction with landframe.

Lastly... dude, WTF are you using all those individual offsets? Save yourself a ton of grief and make your all a model's sprites a uniform size. Then you don't have to kill yourself finding and setting all those offset parameters.
 
Landframe is great for falls and such, but you didn't need it for a regular jump lands, only moves that happen to have a hoping element in them without jumping first. There's a JUMPLAND and JUMPDELAY animation to take care of that. See here.

You can then optionally add landframe in specific jump attacks if you want to override the JUMPLAND animation, say, like a drop kick that lands on the belly.

Also, when you do use landframe, do use an arbitrarily delay before it. Just make a negative delay, and that will set infinite delay until the landframe executes. I like to use -1000 as a nice round, easy to spot number.

Code:
 delay  -1000
        frame    data/chars/terry/jump08.gif
        delay   8
offset    37 93
        frame    data/chars/terry/get03.gif
offset    42 88
        frame    data/chars/terry/ratk08.gif

Next, there's also dropframe. It works same as landframe, but plays when you reach the peak of a jump/fall. Used right it really makes the animation of jumps and falls perfect, and saves you production time too. The animation is always matched to the arc, and yes, you can use it in conjunction with landframe.

Lastly... dude, WTF are you using all those individual offsets? Save yourself a ton of grief and make your all a model's sprites a uniform size. Then you don't have to kill yourself finding and setting all those offset parameters.
huh i started using landframe in 2022 before i lost the game on other moves where jumpframe is needed so i figured id use it h on regular jump as well...kinda a lazy move on my part i set all at once and went to test(wont make that mistake again lol)... didnt know about the negative value and yeah will correct asap... will look into using the the jumpland and jumpdelay on normal ...wonder if negative value will make them more seamless for lack of a better word on some of the special moves i have them set up?

in any case thanks for the heads up and course correction, id like to do things as correct as possible.
also the many offsets are from when the game was first made, no sense in changing them just for the hell of it lol...
any new characters i make will be batch in PS and i already have batch scripts i used for my builds to write the frame lines lol.. already been saving me time with some animations and level fglayers xD
you just change stuff around to whatever you need it to write lol.. very useful for my old build i used to make and super useful for here hehe
Code:
@echo off
setlocal

rem Specify the folder path before the file names
set prefix=frame    data/bgs/level7/fauntain/

rem Specify the suffix to append after each file name
set suffix=    -2 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 2

rem Create or overwrite the list.txt file
echo. > list.txt

rem Loop through each image file in the current directory
for %%f in (*.png *.jpg *.jpeg *.gif *.bmp) do (
    echo %prefix%%%~nxf%suffix% >> list.txt
)

endlocal
 
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@DCurrent thank you... smoother than before...perfect? probably not but i see a big improvement just using dropframe alone...crazy... why i post cus sometime i tend to go in autopilot ..old habit from when making artwork for builds xD

Code:
######################################################################
## Jump Animation ##
####################

anim jumpdelay
        loop     0
        delay   10
        bbox    5 10 30 112
offset    37 93
        frame    data/chars/terry/get03.gif

anim jumpland
        loop    0
        delay   8
offset    37 93
        frame    data/chars/terry/get03.gif
offset    42 88
        frame    data/chars/terry/ratk08.gif

anim jump
        loop     0
        dropframe 4
        delay   10
offset    18 130
        frame    data/chars/terry/jump00.gif
offset    15 124 
        frame    data/chars/terry/jump01.gif
offset    19 104
        frame    data/chars/terry/jump02.gif
offset    20 102
        frame    data/chars/terry/jump03.gif
offset    24 113
        frame    data/chars/terry/jump04.gif
offset    26 122
        frame    data/chars/terry/jump05.gif
offset    27 129
        frame    data/chars/terry/jump06.gif
offset    28 139
        frame    data/chars/terry/jump07.gif
offset    28 138
        frame    data/chars/terry/jump08.gif

now i have to add land to the landframes special moves and repeat for all the heroes and some enemies.
 
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Hey buddy, some points to share:

- you have some perspective issues on your stage. Compare the purple line with the green line:
The purple line is the direction and angle your assets are facing to, which is ok.
But the green line is facing to the wrong direction and, plus, the angle is wrong (pay attention to the shadow angle, it doesn't matches the line angle)
1724852335868.png

- There is a difference between the water direction and the clouds direction: the clouds are moving to one direction, while the water is moving to another one. It would be better if they match.

Also, you can try using my semi transparency tutorial on the front layer: Tutorial - Selective Transparency
 
yeah the water and clouds slipped me lol.. rest no as that stage is not even populated yet, whats there is for testing as it is my last level made i tend to use that for latest testing crap lol
thanks for the heads up tho... wil change the direction of the clouds :)
 
scripts are kicking my ass so back to what i know how to do best xD
tho is very subtle, the foliage in the back is moving along with the trees... also all the front trees where edited to be diff from one another cus am anal like that >_>
the OG background is a pain to animate and even then quality was crappy.. and while i am not %100 on the new background, ill have to keep looking for one as thats not that great of a quality but its very much alive which is what am looking for and the heavy rain hides a lot of its inperfections..

idealy id like to get rid of the rain on this stage as then you can really notice the how much it changed.. but need the perfect background..if you have any ideas for one let me know.. has to be a night city and animated... also the boulder got replaced with a better one and it shows my appreciationg for you folks and a few not from here that will play the game when done.
anyways back to the salt mines xD

OldOG.gif
newNEW.png
 
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scripts are kicking my ass so back to what i know how to do best xD
tho is very subtle, the foliage in the back is moving along with the trees... also all the front trees where edited to be diff from one another cus am anal like that >_>
the OG background is a pain to animate and even then quality was crappy.. and while i am not %100 on the new background, ill have to keep looking for one as thats not that great of a quality but its very much alive which is what am looking for and the heavy rain hides a lot of its inperfections..

idealy id like to get rid of the rain on this stage as then you can really notice the how much it changed.. but need the perfect background..if you have any ideas for one let me know.. has to be a night city and animated... also the boulder got replaced with a better one and it shows my appreciationg for you folks and a few not from here that will play the game when done.
anyways back to the salt mines xD

OldView attachment 9172
newView attachment 9173
Isn't that the City-Night Stage by OldGamer's background in the video?
 
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