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[Infantry SHP]Youmu Konpaku
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Mar 20, 2015 8:31 am    Post subject:  [Infantry SHP]Youmu Konpaku Reply with quote  Mark this post and the followings unread

I made this just out of boredom.
Since there's no place for an Touhou character in EASB Hour, I decide to post it here. (There is no place for it in any other YR mod anyway...)
If someone should be ever using this, remember to credit me. (Although unlikely)
No prone/crawl/proneattack/parachute frames.
Sequence:
[YoumuSequence]
Ready=0,1,1
Guard=0,1,1
Prone=8,1,6
Walk=8,6,6
FireUp=56,25,25
Down=0,1,1
Crawl=8,6,6
Up=0,1,1
FireProne=56,25,25
Idle1=256,26,0,S
Idle2=256,26,0,E
Die1=282,50,0
Die2=282,50,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=256,26,0,E
Paradrop=1,1,0
Panic=8,6,6



konpaku.gif
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konpaku.gif



youmu2.gif
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youmu2.gif



youmu.rar
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 Filename:  youmu.rar
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Last edited by Trans_C on Fri Mar 20, 2015 10:58 am; edited 5 times in total

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Mar 20, 2015 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Anime geeks, rise up!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2015 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm quite sure Rampastring will like it. (and maybe even implement it in DTA as a map gimmick)

Even though i'm a bit confused. I only heard Rampa talk about Touhou being a shoot'em up with rainbow lasers and stuff. Not that it's also a cartoon.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Mar 20, 2015 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

No No NO, touhou is never a cartoon. Though there are fan made animations but the original is just shooter game that is too hard for most people.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2015 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Checked the SHP and it is really well made. Nice fluid animations and details.
Though i have no clue what that flying sperm thing is.

Oh and there's a blowfish.tlb included. Might be good to remove it from the archive again.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Mar 20, 2015 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Oh and there's a blowfish.tlb included. Might be good to remove it from the archive again.

Accidentally packed that thing. Now it's removed.

Lin Kuei Ominae wrote:

Though i have no clue what that flying sperm thing is.

Kenosis told me that thing must be included.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Mar 20, 2015 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

sperm wtf lol
That's a flying  Mochi.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2015 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Mochi.

No clue what that is, but it sounds like the german word for pussy.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Mar 20, 2015 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I LIKE IT, I LIKE IT, I LIKE IT.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Mar 20, 2015 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
I LIKE IT, I LIKE IT, I LIKE IT.

But there is no place for a katana-wielding girl in the war between evil Allies, evil Soviet, and evil Epsion, right? And with that sperm-like floating thing.

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Mar 20, 2015 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course there is. Very Happy

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Mar 20, 2015 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perfect  Very Happy

Now we just need a way to implement Deva God Sword "Components of Konpaku" in TS/YR.

https://www.youtube.com/watch?v=vfm88m1UmKo

Quote:
Anime geeks, rise up!

CALLING TOUHOU AN ANIME???? GO DIE IN A FIRE!!!........ The usual Touhou fan response when someone calls the game series an anime

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2015 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^If someone could explain me what is going on in the video, i might be able to tell if there is a way to implement that god sword thing.
Though i haven't seen any sword at all.
Just the same anim looped over and over with each time the top character releasing swarms of colored things and the bottom avoiding them.

Right now i could only say, anim.pal might not have enough colors for this.


I guess i'm too old for this, when i expect in the bottom a nice aircraft, shooting missiles (which are visible as such) and MGs vertically up, killing dozens of incoming enemy planes and tanks.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Mar 20, 2015 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread




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647.gif



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2015 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look ridiculous imo.
Huge lasers and weapons where you think nothing will stand a chance for more than 1 nanosecond, and then fights that take minutes without any visual feedback that it is of any use to shoot the enemy.
No damage, no kills, just some heavy lag due to the many anims (though maybe they also sell it as a bullet-time effect).

I guess these new shoot em ups aren't my taste anymore.


\Edit
nice gifs. Smile
RetargetAccurary=0% ?
That ingame gif looks much better than the actual game youtube video. At least you can see how the projectile actually hits and destroys something.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Mar 20, 2015 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Mar 20, 2015 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
They look ridiculous imo.
Huge lasers and weapons where you think nothing will stand a chance for more than 1 nanosecond, and then fights that take minutes without any visual feedback that it is of any use to shoot the enemy.
No damage, no kills, just some heavy lag due to the many anims (though maybe they also sell it as a bullet-time effect).

The slowdown is needed, otherwise it'd be just impossible to dodge all of those (and it's still impossible for most people).

I personally think that CAVE danmaku games look too confusing though (I personally can barely see what's going on there), so I stick to Touhou which has a more clear (but still colorful) graphical style with relatively slow bullets (of which there's still huge amounts though).

The reason why the player's hitbox is so tiny and there are so many bullets is that it not only makes the game difficult, it's part of the game's style. Often those bullets form beautiful patterns and such that are fun to dodge.

https://youtu.be/-A6w_cqPGow?t=4m26s

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Mar 20, 2015 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! xD

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Mar 20, 2015 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Command and Conquer, In my touhou?

Funny to see the Half Ghost in first...Would have though Black White Magician. You know because the Lazers

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Mar 20, 2015 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not Half Ghost but flying sperm LOL

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DerxwnaKapsyla
Vehicle Drone


Joined: 26 Dec 2013
Location: Wherever you want

PostPosted: Fri Mar 20, 2015 9:43 pm    Post subject: Re: [Infantry SHP]Youmu Konpaku Reply with quote  Mark this post and the followings unread

Trans_C wrote:
I made this just out of boredom.
Since there's no place for an Touhou character in EASB Hour, I decide to post it here. (There is no place for it in any other YR mod anyway...)
If someone should be ever using this, remember to credit me. (Although unlikely)

What can I say to convince you assist me on making assets for War of the Rice, because this is exactly what I need actually.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Mar 21, 2015 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

sperm and flowers
anyone smells gay mod here ? #Tongue

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Mar 21, 2015 4:58 am    Post subject: Re: [Infantry SHP]Youmu Konpaku Reply with quote  Mark this post and the followings unread

DerxwnaKapsyla wrote:

What can I say to convince you assist me on making assets for War of the Rice, because this is exactly what I need actually.


Perhaps the workload will be a bit too much for me. 3 different sets of buildings, countless infantry, and all these civillian shps...This is just too much, too much for me alone.
Also I have EASB Hour to complete.
Indeed Kenosis and me are both interested in touhou (to a different degree, though). So maybe we can help your project, but I can't really promise anything.

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PostPosted: Sat Mar 21, 2015 5:46 am    Post subject: Re: [Infantry SHP]Youmu Konpaku Reply with quote  Mark this post and the followings unread

Trans_C wrote:
Perhaps the workload will be a bit too much for me. 3 different sets of buildings, countless infantry, and all these civillian shps...This is just too much, too much for me alone.
Also I have EASB Hour to complete.
Indeed Kenosis and me are both interested in touhou (to a different degree, though). So maybe we can help your project, but I can't really promise anything.


A lot of the assets are done per-se (There's an issue with voxelized buildings but we're making due, we can't really afford to be picky in our situation). If we look past buildings, I suppose what remains is units. I was mostly just wondering if you could lend a hand here and there. If you can't help directly, that's fine! I don't want you to feel obligated to lend the project a hand. I am curious though if you have any assets aside from the Youmu one (such as the Yuyuko one) that we could use (With your permission, of course).

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DerxwnaKapsyla
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PostPosted: Sat Mar 21, 2015 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Er, the above post was me. PPM logged me out and I forgot to log back in. My bad!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 21, 2015 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
sperm and flowers
anyone smells gay mod here ? #Tongue


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Mar 21, 2015 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
sperm and flowers
anyone smells gay mod here ? #Tongue


No, just your average Japanese weirdness.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Mar 21, 2015 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't it be better to code Youmu like a dog?

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Mar 28, 2015 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

The graphic itself is nice, but what I like most about this is the missing firing frames combined with the animation of the character appearing at the target and attacking. That is very innovative and creative! I love it.

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KAMI_KAZE
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Joined: 29 Mar 2015

PostPosted: Sun Mar 29, 2015 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome!

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun Mar 29, 2015 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gay, really? We still use that as an insult? This is ugly as sin, though. lol

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sat Apr 04, 2015 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Though i have no clue what that flying sperm thing is.
It's a wisp, an apparition/ghost.

Crimsonum wrote:
Exley wrote:
sperm and flowers
anyone smells gay mod here ? #Tongue
No, just your average Japanese weirdness.
When you get familiar with japanese stuff you realize that it's actually quite sensible in it's "weirdness".
______________________________________________________

Edit:
i also filled the sequence to add walking on water, and walking in air if you are into that (though it's pretty much just a copypasta job... walk=swim=fly, die=waterdie=tumble, ready=tread=hover)
Code:
[YoumuSequence]
Ready=0,1,1
Guard=0,1,1
Prone=8,1,6
Walk=8,6,6
FireUp=56,25,25
Down=0,1,1
Crawl=8,6,6
Up=0,1,1
FireProne=56,25,25
Idle1=256,26,0,S
Idle2=256,26,0,E
Die1=282,50,0
Die2=282,50,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=256,26,0,E
Paradrop=1,1,0
Panic=8,6,6

WetAttack=56,25,25
WetIdle1=256,26,0,S
Tread=0,1,1
Swim=8,6,6
WetIdle2=256,26,0,E
WetDie1=282,50,0
WetDie2=282,50,0
Fly=8,6,6
Hover=0,1,1
FireFly=56,25,25
Tumble=282,50,0


i whipped up some cameos out of boredom if anyone cares.



youmuicon.png
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youmuicon.png



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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 06, 2015 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've whipped up full voice for youmu as well if anyone cares... there's 25 attack voices, 13 select voices, and 13 fear voices among the rest XD
pulled them out of a fan-voiced pack. (i had extra voices and ended up having unused psy-resist and enemy-killed voices . . . iono if ares can already or may be able to do those in the future... could probably cheat in the enemy killed voices using custom infantry death anims)
Edit: i also wouldn't mind making up the voices for other touhou (or anime) characters, using sound bites i dig up.

As you can probably tell, i was bored and really wanted to make this a full unit haha... And it was fun.

Only one thing, i can't seem to get delayfire to work... i want to delay the attack just a few frames so she has time to poof before the slash animation happens, it's more ideal than adding dead frames to the beginning of the slash anim.

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malius123
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Joined: 14 Aug 2010

PostPosted: Fri Jan 01, 2016 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

imported her to ts for giggles. part of a gdi sponsered private medical military outfit, reaching out to mutants and abandoned cyborgs. (wah wah, its just fluff to justify me using this awesome shp).

I've succesfully got her to work in Ts as a medic for the most part giving her slash atk as a secondary. but the slash animation doesnt seem to work at all. anyone got an example rules, ive tried applying her slash animation to both a warhead and type of weapon but it wont proc the anim, still does damage tho.

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PostPosted: Thu Mar 17, 2016 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
I've whipped up full voice for youmu as well if anyone cares... there's 25 attack voices, 13 select voices, and 13 fear voices among the rest XD
pulled them out of a fan-voiced pack. (i had extra voices and ended up having unused psy-resist and enemy-killed voices . . . iono if ares can already or may be able to do those in the future... could probably cheat in the enemy killed voices using custom infantry death anims)
Edit: i also wouldn't mind making up the voices for other touhou (or anime) characters, using sound bites i dig up.

As you can probably tell, i was bored and really wanted to make this a full unit haha... And it was fun.

Only one thing, i can't seem to get delayfire to work... i want to delay the attack just a few frames so she has time to poof before the slash animation happens, it's more ideal than adding dead frames to the beginning of the slash anim.


So you actually made voices too????

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 18, 2016 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you quoted Aria to re-state the problem about how to delay the "slashing" animation, then the reply would be that DelayFire does not work for infantry (to my knowledge), but that the effect that I understood to be desired can be created in Ares by setting Warhead>PreImpactAnim to a NULL animation with as many frames as the slashing should be delayed by. However, this will allow the target to "evade" the attack during the time the PreImpactAnim is playing.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Fri Mar 18, 2016 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

art.ini wrote:
;    FireUp = frame of projectile launch when firing standing [required if it has firing animation]


Set for example FireUp=25 and an infantry won't fire the weapon until frame 25 of the firing anim.
If FireUp is set higher than the max number of frames in the firing anim, the weapon won't be fired at all.

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Millennium
Commander


Joined: 09 Mar 2008
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PostPosted: Fri Mar 18, 2016 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh. Right you are. I was thinking of FireUp at first, but the thought escaped me and then I formulated the suboptimal solution you see above. Thanks for setting this straight.

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Banshee
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Also Known As: banshee_revora (Steam)
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Location: Brazil

PostPosted: Sat Mar 19, 2016 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The guest above has originally posted his comments at the Keywords box. I've edited the guest post fixing this problem.

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Millennium
Commander


Joined: 09 Mar 2008
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PostPosted: Sat Mar 19, 2016 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh. He's out of luck then. Aria has been gone for almost a year. I have him on Skype though, I could ask him for the voiceset if anyone cares to get a hold of it.

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PostPosted: Sat Jun 22, 2019 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Can i ask for her art.ini?

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Rakaziel
Medic


Joined: 20 May 2019

PostPosted: Sat Jun 22, 2019 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really well animated! Very Happy

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Mon Jun 24, 2019 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy necrobump, batman.

Her Art code is already included in the original post (well, the sequence, anyhow).

If you need the artmd.ini entry for the infantry unit itself, simply copy-paste another infantry unit, change the name, icon, and sequence tags to the appropriate values. Then paste that sequence somewhere in the artmd.ini file as well and you should be good to go.

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PostPosted: Sat Sep 11, 2021 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

anybody can code this i duno how to code sory

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Sep 11, 2021 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just read the post above. The man explained it there.
Also, Holy necrobump, batman.  Very Happy (yeah yeah, I just stole that)

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Midian-P
Rocket Cyborg


Joined: 16 Mar 2018
Location: GB

PostPosted: Sun Sep 12, 2021 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the Necropost but even it's late, i like to mention that Flying Sperm thing is her Phantom Half because she's half-ghost and the irony that she's scared at her own species. also ngl her Phantom Half does look like a Flying Sperm.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Sep 12, 2021 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

That flying sperm can be wisp actually, Will O' The Wisp, like here https://villains.fandom.com/wiki/Will_O%27_The_Wisp scroll down to images. It also looks like flying sperm. It gave me idea to isolate it's frames, and add alpha light I can find, and there you go, evil spirit which attracts people in dark with it's glowing colors! As Halloween monster of course.

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BrowserTravel
Cyborg Soldier


Joined: 19 Oct 2020
Location: Somewhere else

PostPosted: Sun Sep 12, 2021 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Why everyone looks at it as a flying sperm, that's her half-ghost form!! (T_T )

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PostPosted: Sat Oct 02, 2021 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

how to put this on code

youmusml.shp
youmuanim.shp
youmuanimsml.shp

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Oct 02, 2021 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

You need a brain for that. Once you activate it, everything will be clear. That is how you put .shp files ,,on code". Very Happy
Man, seriously, go read some tutorials. We have those in sections.

According to those filenames you mentioned, those are animations. The animation must be put on [Animations] section on rulesmd.ini If I have for example someanim.shp then I go to [Animations] section and put XXX=SOMEANIM  while XXX means first free number, after the last anim.
Now, you have to put also the name of that anim in Artmd.ini where you usually setup animation's parametres. Check out any weapon's anim there. In my case that would be
[SOMEANIM]
Translucent=yes
Report=Explosion13
Crater=yes
That is for example. You will setup codes there how you need.

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