Installed Shades of Manhattan 2, thanks.
Why do you need a tablet to start making your own Mugen character?
Spriting is easier that way. I would rather start making my own sprites rather than use existing.
Also samer that's useful information... one could get certain frames from moves and trace over them..
]]>TOCs, to get sprites is the easiest part of the process.
Set skybox textures to be pure white (or poisonous green or whatever color you pick).
Use chr_nocollision and chr_pin_characters to glue the performer on the deliberately selected spot.
Set camera angle via cm_orbit and cm_distance to get correct angle, so the character is viewed from side in and is in a pure monochromatic environment.
Press CTRL+SHIFT+L. Oni starts taking screen capture each frame.
Run a script of chr_animate commands, telling the character what to perform. ..
i may have misunderstood but it sounds like you want to record konoko animations .. If so a much simpler approach is : use XSI to preview the animation on konoko model, the background and floor are monotone grey, you can easily view the move from any angle you want by moving the mouse and adjust the animation's speed, and fraps can record from xsi ...or you can move the animation one frame at a time manually (keyboard arrow) and take a screenshot of every frame.
]]>Why do you need a tablet to start making your own Mugen character?
]]>Er Shades of Manhattan 2 by Sean Altly. Although it might be a pain to set up properly since you'd have to drag and drop the chars, data, sound, and stages folder into a new Mac Mugen folder.
I think the better thing I can recommend are a few characters, mainly Vegeta and Goku
http://network.mugenguild.com/balthazar/
The other characters there aren't finished but it might be nice to check these out!
Edit: I wanted to learn CVS spriting so I could make a fullsheet for Boma from Stand Alone Complex and then use him as a first character since I wouldn't get eaten alive for making mistakes with him. Although I'd need to wait for a tablet but I am interested in one day contributing something GITS or Oni related. That's my goal.
]]>What full games do you recommend?
To keep this post on topic, it would be cool to see Konoko in Mugen, but as mentioned it would require too much work.
]]>Mugen doesn't require the timing part, although infinites are always a problem. Either way on both ends the project seems difficult, it might be possible though. Sadly I have no experience in character making... so guess it might be better to tackle it on LF2 as TOCS knows more about it... if he wants to I guess... :l
Sure we could get something going, but I'm a little too busy these times to work on anything, I've got exams coming this Summer. I might have some actual spare time in the holidays though.
]]>And I don't think any of us want to spend money for a spriter...
The characters sprites are the least of our concerns. Scripting the moves to be timed correctly with the animations is probably the trickiest part about it all. I can't remember what each variable does etc. so it'd take some time to figure it out.
]]>If anyone is willing, we could try making Konoko a playable character with special moves etc. but it would require some help with a decent experienced scripter/coder, to make moves work correctly.
]]>Er I don't think LF2 and Mugen have much in common, although since you know more of LF2 why not try the project there? Also I see it supports more than 2 fighters on the same screen, that might be better..
]]>TOCS wrote:oxe161 wrote:Do you have any idea how long it would take? Making the sprites, building the SFF, coding the damn thing itself. It's a ridiculous thought. Not to mention coding a good Mugen character is difficult and you need to dedicate a lot of time to get decent at character making.
I used to do this kind of stuff in Little Fighter 2, as I said, so yes, I know how long it takes. I believe there're game templates available for use, or at least a core to start from. For starters, I'd probably go with experimenting with .gif files, to get the hang of it.
Mugen is an entire different process. Not only would you have to render every Konoko frame you take but also worry about paletting issues with it, as well as the face portrait sharing the same amount of colors. Okay and sure you can get every sprite and give it a palette, but the character coding is a bitch. You can try but I'll let you know that this is a difficult project if no one here has much experience with it. If you really want to start go and edit Kung Fu Man's files.
That's why you'd build it on an existing project. I know there're tons of these kinds of projects, and some of them are most likely open source too.
Little Fighter 2 for instance, is fully modable. The LFE community has spend the last 12 years (at least) modifying it like crazy, and sometimes they create some amazing stuff.
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