Spr

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the sprite standard =================== m.u.g.e.n, (c) elecbyte 2002 documentation for version 2002.04.14 updated 26 june 2000

==================================================================== 0. contents ==================================================================== i. ii.

required sprites recommended group numbers

==================================================================== i. required sprites ==================================================================== every character must have what is called "required sprites". these are sprites that you may not necessarily be using for your animations, but must always be included in the character's sff. these sprites are necessary for your character to appear correctly when thrown. - use only these standard frames when making a action in the .air file that characters beside yourself will execute. for example, getting thrown animation. - the horizontal component of "axis" means around the center of the character, unless specified otherwise standard getting hit -------------------- you must follow the numbers exactly. - axes labelled "where feet would be" should have the axis approximately between where both feet would be, if the character was made to stand with his center of gravity fixed in the same position as that required frame - axes labelled "midsection" should have the axis around the waist area - axes labelled "head" should have the axis in the middle of the character's head - some numbers, such as 5000,1 to 5000,9 are for you to add intermediate frames if you choose to do so. - see spr.gif for an example of how the sprites should approximately look and where the axes should be placed. - sprites labeled with an asterisk (*) are the new required sprites that were added since mugen version 2000.06.27. frame ------5000,0 5000,10 5000,20 5001,0 5001,10 5001,20

description -----------hit high while standing, head back slightly hit high while standing, head back more hit high while standing, head back far frame 5000,0 frame 5000,10 frame 5000,20

axis ---feet feet feet midsection midsection midsection

5002,0 5002,10 5002,20 5010,0 5010,10 5010,20 5011,0 5011,10 5011,20 5012,0 5012,10 5012,20 5020,0 5020,10 5020,20 5030,0 standing 5030,10 5030,20 * 5030,30 * 5030,40 * 5030,50 * 5031,0 5031,10 5031,20 * 5031,30 * 5031,40 * 5031,50 * 5032,0 5032,10 5032,20 * 5032,30 * 5032,40 * 5032,50 * 5040,0 5040,10 5040,20 * 5041,0 5041,10 5041,20 * 5042,0 5042,10 5042,20 * 5060,0 * standing 5060,10 * 5061,0 * 5061,10 * 5062,0 * 5062,10 * 5070,0 * standing 5070,10 * 5070,20 * 5071,0 * 5071,10 * 5071,20 * 5072,0 *

frame 5000,0 frame 5000,10 frame 5000,20 hit low while standing, bent over slightly hit low while standing, bent over more hit low while standing, bent over far frame 5010,0 frame 5010,10 frame 5010,20 frame 5010,0 frame 5010,10 frame 5010,20 hit while crouching, head back slightly hit while crouching, head back more hit while crouching, head back far hit back, head back slightly

head head head feet feet feet midsection midsection midsection head head head feet feet feet where feet would be if

hit back, head back far hit in stomach with body horizontal hit back, body horizontal falling, head down slightly falling, head down far frame 5030,0 frame 5030,10 frame 5030,20 frame 5030,30 frame 5030,40 frame 5030,50 frame 5030,0 frame 5030,10 frame 5030,20 frame 5030,30 frame 5030,40 frame 5030,50 fall and hitting ground lying down on ground hit while lying on ground frame 5040,0 frame 5040,10 frame 5040,20 frame 5040,0 frame 5040,10 frame 5040,20 hit up, head pointed up, body vertical

where feet would be where feet would be where feet would be where feet would be where feet would be midsection midsection midsection midsection midsection midsection head head head head head head ground-level (eg. back) ground-level ground-level middle of body middle of body middle of body head head head where feet would be if

head pointed down, body vertical frame 5060,0 frame 5060,10 frame 5060,0 frame 5060,10 thrown, body tiled forwards slightly

where feet would be midsection midsection head head where feet would be if

thrown, body tiled forwards far thrown, body horizontal, head in front frame 5070,0 frame 5070,10 frame 5070,20 frame 5070,0

where feet would be where feet would be midsection midsection midsection head

5072,10 * frame 5070,10 5072,20 * frame 5070,20

head head

==================================================================== ii. recommended group numbers ==================================================================== group ------0 5 10 11 12 20 21 40 41 42 43 44 45 46 47 100 105 110 115 120 121 122 130 131 132 140 141 142 150 151 152

description -----------standing turning stand to crouch crouching stand to crouch walking forwards walking backwards jump start (on ground) jump neutral (upwards) jump forwards (upwards) jump back (upwards) jump neutral (downwards) jump fwd (downwards) jump back (downwards) jump landing run fwd hop back dodge up dodge down start guarding (stand) start guarding (crouch) start guarding (air) guard (stand) guard (crouch) guard (air) stop guarding (stand) stop guarding (crouch) stop guarding (air) guarding a hit (stand) guarding a hit (crouch) guarding a hit (air)

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