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Author Topic: [TUTORIAL] Creating new skins for MM8BDM  (Read 169011 times)

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August 23, 2013, 04:14:30 PM
Reply #315

Offline Lagman

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #315 on: August 23, 2013, 04:14:30 PM »
I'm so confused  :? I don't get the files that have 2 numbers in it...what are they for?!

(As you can tell I'm kinda a noob to this)  :|

August 23, 2013, 05:00:59 PM
Reply #316

Offline Russel

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #316 on: August 23, 2013, 05:00:59 PM »
The numbers in the frames indicate which rotations they are.
Here are the valid rotations: [Direction the object is facing]
0 is omnidirectional. This sprite will always appear the same way in all directions.
1 is front
2 is front left
3 is left
4 is back left
5 is back
6 is back right
7 is right
8 is front right

Repeated frames, such as PROMA8A2, the base frame is taken for frame 8 [front right] and reflected for frame 2
I actually didn't know how all this worked until I cracked open my copy of the Doom2.wad...this was about a year after making my first skin, but this information does help.

To answer your last question, you need four characters in a sprite name to establish a set of sprites that are unique from everything else. PROM is the sprite set for Protoman's skin in 8BDM, replacing PLAY on the base class.

I'm sure you've already noticed how the frames have the conventions of four characters, a letter from A-Z, and a rotation number, yes? This is actually the case because of how DECORATE, the coding language used for establishing how objects in the game work, renders sprites on objects.
The following is the base code is highly simplified from the base Megaman class for this example:
(click to show/hide)

It's fine. You don't need to know what all of this means, you just need to note the fact that each line (except the indices for states) has PLAY, a letter, and then a number.
PLAYA1 is the front frame of the base skin, which is obviously Megaman, as used in the spawn state [just him standing there.]

Also worth noting, but is irrelevant to what you're doing is the number at the end of each line. DECORATE does not call specific rotations of a frame, otherwise it would be impossible to properly render an object in the game. The number given is the number of tics that frame is supposed to last before moving to the next one.

I hope this information helps...I know I gave you way too much to work with...but yeah I hope it helps.

August 23, 2013, 05:44:47 PM
Reply #317

Offline Lagman

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #317 on: August 23, 2013, 05:44:47 PM »
Quote from: "Lego"
The numbers in the frames indicate which rotations they are.
Here are the valid rotations: [Direction the object is facing]
0 is omnidirectional. This sprite will always appear the same way in all directions.
1 is front
2 is front left
3 is left
4 is back left
5 is back
6 is back right
7 is right
8 is front right

Repeated frames, such as PROMA8A2, the base frame is taken for frame 8 [front right] and reflected for frame 2
I actually didn't know how all this worked until I cracked open my copy of the Doom2.wad...this was about a year after making my first skin, but this information does help.

To answer your last question, you need four characters in a sprite name to establish a set of sprites that are unique from everything else. PROM is the sprite set for Protoman's skin in 8BDM, replacing PLAY on the base class.

I'm sure you've already noticed how the frames have the conventions of four characters, a letter from A-Z, and a rotation number, yes? This is actually the case because of how DECORATE, the coding language used for establishing how objects in the game work, renders sprites on objects.
The following is the base code is highly simplified from the base Megaman class for this example:
(click to show/hide)

It's fine. You don't need to know what all of this means, you just need to note the fact that each line (except the indices for states) has PLAY, a letter, and then a number.
PLAYA1 is the front frame of the base skin, which is obviously Megaman, as used in the spawn state [just him standing there.]

Also worth noting, but is irrelevant to what you're doing is the number at the end of each line. DECORATE does not call specific rotations of a frame, otherwise it would be impossible to properly render an object in the game. The number given is the number of tics that frame is supposed to last before moving to the next one.

I hope this information helps...I know I gave you way too much to work with...but yeah I hope it helps.
My mind does not comprehend this :shock: but thanks i guess??? wait...does this mean for 6-8 I need to simply flip the sprites then rename them as a different file?  :) if so, then forget the part where I said I don't get this  :p

August 23, 2013, 05:56:27 PM
Reply #318

Offline Korby

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #318 on: August 23, 2013, 05:56:27 PM »
You don't even need to do that. If you just name it "x6x3" where "x" is the letter you're using, it will flip it for you in game.

August 23, 2013, 06:14:41 PM
Reply #319

Offline Lagman

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #319 on: August 23, 2013, 06:14:41 PM »
Oh thanks! Now I have (hopefully) no more questions ^U^

September 13, 2013, 05:11:05 AM
Reply #320

Offline Loppyq

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #320 on: September 13, 2013, 05:11:05 AM »
I'm going to make a skin myself. already made the sprites and everything. Lets hope this tutorial is dummy proof. I'm one big ol dummy.

EDIT: it is indeed dummy proof!

September 14, 2013, 12:39:06 AM
Reply #321

Offline Lagman

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #321 on: September 14, 2013, 12:39:06 AM »
Something tells me it's dummy proof, but I just can't put my finger on it.

September 20, 2013, 05:50:22 PM
Reply #322

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #322 on: September 20, 2013, 05:50:22 PM »
Wait, have the base sprites been edited again?

September 20, 2013, 10:36:24 PM
Reply #323

Offline Ceridran

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #323 on: September 20, 2013, 10:36:24 PM »
Some of the sprites have changed, I don't have a full list or anything.

Mega, Proto, and Skull off the top of my head, though.

September 20, 2013, 11:19:30 PM
Reply #324

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #324 on: September 20, 2013, 11:19:30 PM »
From what I can tell, is it just the back sprite?  To make it more proportional with the front?  Or is that incorrect?

September 20, 2013, 11:29:23 PM
Reply #325

Offline Ceridran

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #325 on: September 20, 2013, 11:29:23 PM »
The ear areas on Mega and Skull were shoved in a little due to being too wide. Proto's front frame face was changed.

There's probably a bit more than that.

September 21, 2013, 02:44:14 AM
Reply #326

Offline Magnet Dood

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #326 on: September 21, 2013, 02:44:14 AM »
Heat's frames were changed around a bit. Other than that, I can't remember.

September 21, 2013, 03:45:25 PM
Reply #327

Offline GameAndWatcher

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #327 on: September 21, 2013, 03:45:25 PM »
Guts' little orb is now its original color rather than Cyan.

September 21, 2013, 04:00:42 PM
Reply #328

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #328 on: September 21, 2013, 04:00:42 PM »
Alright, I took all of the new Mega Man edits and put them into the convenient skin template.


September 21, 2013, 04:05:48 PM
Reply #329

Offline Ceridran

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #329 on: September 21, 2013, 04:05:48 PM »
Quick somebody pull CutmanMike over here

Looks good!