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Author Topic: Miscellaneous screenpack stuff  (Read 797 times)
tunglashor
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« on: May 02, 2009, 10:49:01 PM »

Some random things I noticed while looking at screenpacks in ShugenDo:

1. select_menu.xml has a <SelectMenuAttributes>/<P1Name> element, with an attribute named "alligment".  This should be "alignment".
SakirSoft:Fixed

2. same file: the <SelectionGridAttributes> element has an element named "WarpAround" - should probably be "WrapAround".
SakirSoft:Fixed

3. ShugenDo crashes if no <OverLayerAnim> element is specified in the <CellAttributes> element.
SakirSoft:Use -1 to disable the overlayer anim

4. On the select screen the large portraits are drawn on top of the small portraits - in mugen it's the other way round:

Mugen:


ShugenDo:


5. Also, the "Select your heroes" image is on Layer 1, which in Mugen ensures it's drawn in front of the portraits (large and small), but in ShugenDo it's drawn behind (hard to tell from the screenshot).

6. ShugenDo doesn't seem to display the <BgAnim> animation defined under <CellAttributes>.  You can see in the screenshot - the yellow cell border isn't being drawn.
SakirSoft:Shoudl work now
« Last Edit: May 03, 2009, 11:15:58 AM by sakirsoft » Logged
sakirsoft
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« Reply #1 on: May 03, 2009, 11:17:03 AM »

Nice screen pack.  Lol i am such a typo idiot.

In the next beat build you have to change your screen pack to get loaded.
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tunglashor
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« Reply #2 on: May 04, 2009, 05:08:17 PM »

 Grin I'll let you know if I spot any more...

A couple more things I've found:

1. In bg_select_menu.xml there's an element with <BGType> = "screen".  The comment ("This will show the stage in realtime") seems to suggest that this element is responsible for showing the stage preview - is that correct?  Because when I adjust the settings, nothing happens.  Even if I delete this element, the stage preview is still displayed!  So what's this for?

2. In select_menu.xml, you specify the portrait position/size like this:

Code:
<ScaleBigPortraitToFit value = "1"/>
<P1Portrait>
    <Pos x ="100" y = "100"/>
    <Dimension x = "200" y= "300"/>
    <Facing value = "1"/>
</P1Portrait>

But in vs_screen.xml it's different:

Code:
<VsScreenAttributes>
    <Player1>
        <Portrait x="100" y ="100" facing = "1" xScale = "2" yScale = "2"/>

Why isn't this specified the same way for both screens?  Using the first way it's possible to set the exact dimensions of the portrait, but with the second way you can only scale it.

Additonally, the xScale/yScale attributes don't actually seem to work...  the portrait is always drawn at its original size on the VS screen.
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sakirsoft
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« Reply #3 on: May 05, 2009, 03:20:32 PM »

Yeah i the screen pack def is not 100% done yet and its in expermental phase.
As you figured out it hase some onconsitent. Thats a reason why i did not release or wrote a doc about it.


The stage preview is currently hard coded. The screen bg element is disabled currently.
But good that you point it out.
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tunglashor
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« Reply #4 on: May 05, 2009, 05:20:04 PM »

Yeah, as always I'll just post what I find and you can decide what's relevant and what's not.
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tunglashor
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« Reply #5 on: May 05, 2009, 11:49:49 PM »

Spotted another typo - in main_menu.xml, <CursorDimemson> should be <CursorDimension>.
Also, the <alignment> element in select_menu.xml is still spelt wrong - it's now changed to <aligment>! 
« Last Edit: May 05, 2009, 11:53:32 PM by tunglashor » Logged
tunglashor
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« Reply #6 on: May 09, 2009, 03:17:02 AM »

More, this time concerning fight_screen.xml.  Again, some of these you're probably aware of.

1. The 'fontindex' and 'text' attributes of <FightScreenAttributes>/<HitCounter> are ignored - the font with index 1 is always used for the combo counter, and the text is hard-coded to "%i Rush!".  ShugenDo crashes if there is no font with index 1.

2. The lifebar and powerbar graphics - <Bg0>, <Bg1> etc - must be anims, you can't use <sprite> elements for these (obviously you can just define single-image anims but as sprites are accepted in other places it would make sense to allow them here)

3. The lifebar is reduced as the player takes damage, but the amount taken off is calculated incorrectly.  (Note - the following refers to P1 - invert for P2)
The lifebar sprite seems to reduce from its left edge to its x-origin (the sprite's X-axis value in the SFF).  I think instead it should reduce from its left edge to its right edge.  Otherwise, if the lifebar sprite's x-origin is less than its width, it will still be visible from its x-origin to its right edge.  You don't see this with the default lifebar because its x-origin = its width.

For example, in the lifebar I tried converting, the sprite's width was 116 and its origin was 58 (the centre of the image).  When the life hit 0 only half of the bar had been removed - from the left edge to the centre.

The above also applies to Power bars.

4. If you use small portraits instead of animations for the lifebar (<face> elements instead of <anim>), the portrait sprites are scaled incorrectly:



Also, the portrait sprite seems to be hard-coded to 9000,0, whereas in mugen you can specify the sprite to be used for the lifebar portrait.  I assume this is what the <FaceFg> element is for but it seems to be ignored.

Finally, I notice the lifebar portrait is visible even when the lifebars are hidden:



5. The <Counter> element seems to be ignored for Power bars - no counter is displayed (unless I'm doing something wrong).

6. For P2's Life and Power bars to work correctly (reduce from right to left instead of left to right), you must set <Facing> to -1.  This leads to problems when converting Mugen bars, as the images will be flipped horizontally.  You can get round this by using P1s bar anims (which will face the right way when flipped), but then you get results like this:



Of course you can fix this by editing the sprites, but that's not an ideal solution.

7. There doesn't seem to be any equivalent of the [Round]/win setting - i.e. an element to display text (such as the winner's name) when a round is won.

8. For the power bars the LayerNo attribute seems to be ignored - the bars are always drawn behind the characters even if LayerNo is > 0:



Interestingly the shadows are drawn behind the bars - but not always!  For example try jumping vertically - the shadow appears in front of the bar for one frame at the start of the animation:

« Last Edit: May 09, 2009, 03:00:59 PM by tunglashor » Logged
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