Create an account in a few clicks or log in to continue. Search Query. Display results as : Posts Topics. Advanced Search. Website Navigation Help. Log in automatically:. Mestre Zumbi - Atrocious: by Oguyaka. J Yesterday at pm. How to fix broken character SFF file updated. Last edited by thatguy on February 13th , pm; edited 2 times in total Reason for editing : Added sticky. Thanks for help! Sponsored content. Page 1 of 1. Permissions in this forum:.
You cannot reply to topics in this forum. Capcom Plus --JLA vs. Avengers --Marvel vs. N character will have the following sets of sprites:. The sprite group numbers listed above next to the descriptions are suggested groups to assign your sprites to as you add them to your SFF file. Although this numbering pattern is standard, it is not required with a few exceptions those being Turn and Get Hit sprite groups.
In addition to the required character sprites you may also wish to add a variety of special effect sprites to your character. These can include hit sparks, guard sparks, projectiles, smoke, hyper backgrounds or just about anything you can imagine that would be useful. Once you have your sprites it is necessary to convert them into a strict color palette with correct indexing and format.
Thanks to Fighter Factory the process of combining sprites into a single SFF file has been greatly simplified since the time Mugen was first introducted.
Certain Mugen conventions are also important to note. Breif details are given as follows while more details can be found as necessary throughout the tutorial. Various character templates are available for mugen.
After downloading a template and extracting the file into a single folder you may want to rename the folder as the name of the character you are creating. After doing so, open the folder and find the def file e. Rename this file with the same name as the folder. List of character templates. Sometimes, rather than "adding" a new sprite you may just need to "change" the current sprites.
In such situations you will not need to select any of the options above, rather after selecting the "change" button all you need to do is select the sprite you wish to swap into the SFF file. This represents the ground in mugen where your character will stand so make sure to put the feet so they are touching the crosshairs. Look at other mugen characters for examples of how this works. Your character should also be centered horizontally over the crosshairs.
Hint: If you chose the EoH character template, there are place holder for each sprite that is necessary in Mugen, this includes the stance 0,0 and the get hit sprites ,0 - ,20 Just "change" each sprite with the correct sprite in your character. The AIR file contains all of the animation for the character in a text format.
Each of these animations are called an "action". Although you could type out the AIr file by hand, Fighter Factory has a module to create this file for you based on the imput you provide. Start by clicking on the animations icon at the top of Fighter Factory, and you will see the following window:.
Hint: If you are using a template take notice notice that all of the top section's basic animations have been set up for you. All you need to do is adjust the bottom section. Hint: As you get used to layout of an animation you can select the "Edit Action in TXT" button to add frames manually as a textr file.
This can be much faster in setting up your animation. If it is false, the texture rect is left unchanged. The texture rect is useful when you don't want to display the whole texture, but rather a part of it. By default, the texture rect covers the entire texture. Learn Download Community Development.
Home » Learn » 2. Documentation of SFML 2. Public Member Functions List of all members. Default constructor. Creates an empty sprite with no source texture. Construct the sprite from a source texture. Parameters texture Source texture See also setTexture. Construct the sprite from a sub-rectangle of a source texture.
Parameters texture Source texture rectangle Sub-rectangle of the texture to assign to the sprite See also setTexture , setTextureRect. Get the global color of the sprite. Returns Global color of the sprite See also setColor. FloatRect sf::Sprite::getGlobalBounds const. Get the global bounding rectangle of the entity. Returns Global bounding rectangle of the entity. FloatRect sf::Sprite::getLocalBounds const.
Get the local bounding rectangle of the entity. Returns Local bounding rectangle of the entity. Returns Current rotation, in degrees See also setRotation. Get the source texture of the sprite. Returns Pointer to the sprite's texture See also setTexture. Get the sub-rectangle of the texture displayed by the sprite.
Returns Texture rectangle of the sprite See also setTextureRect. Move the object by a given offset.
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