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SAINT SEIYA ultimate cosmo (mugen 1.1) (Read 109368 times)

Started by icare26, January 31, 2016, 08:36:20 pm
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SAINT SEIYA ultimate cosmo (mugen 1.1)
#1  January 31, 2016, 08:36:20 pm
  • **
    • France
Hello, my name is Icarus, I allow me to introduce our project saint seiya ultimate cosmo.

My brother (Atlas) and I are working for more than 7 years on this game daily.
Our task is to achieve overall programming, sprites, animation, sound, kinematics of Mugen 1.1.

Currently we review update on the gameplay of the characters.

I leave you a video, others are available on our youtube channel.

I hoped it may please some fans of Saint Seiya
We work on the links and target.
addition of new moves and special attacks.
bug fix ...



The package version 1.8 (08/2015) is available for download.


Last Edit: May 06, 2016, 09:48:08 am by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#2  January 31, 2016, 08:59:27 pm
  • **
  • "Some People Are Born To Be Extraordinary"
    • Italy
    • fab.marchetti86@gmail.com
Ultimate Cosmo! I know you very well and I was asking myself when they'll come to Mugenguild to show their faces! :).

Your job is amazing and I hope you'll never stop 'cause your Saint Seiya game has good chances to be the best, graphically and mechanically.

Keep on!!! ^^
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#3  January 31, 2016, 09:04:24 pm
  • **
    • France
Thank you for the welcome, I had problems with my old site registration Mugen guild error problem because email, so I had time to time a spectator on the forum, it is really great for the Mugen world.

sorry for the language and translation, there are many interesting forum topic Mugen Guild, I have trouble finding certain information, I wonder if Ikkemen is compatible now with Mugen 1.1, many people apply for an online mode but we do not know if it's possible

I apologize to the moderators for the message, I think the question to ask from being many times here, but I want a reply on the forum.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#4  January 31, 2016, 10:08:09 pm
  • ****
    • Zimbabwe
    • hephaistos1.wix.com/mugen-palace
We were speaking on the french forum few months ago about good sprites of Saint Seiya chars that was missing in Mugen.
I really hope that you'll be the men, you and your bro, that will bring us something that this anime deserve.
Good luck, Icare. I wish you the best!! :)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#5  January 31, 2016, 10:43:03 pm
  • ****
  • NINJA COP SAIZOU
    • Mexico
Being following you Icare, since demo ver.1.2.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#6  January 31, 2016, 10:56:23 pm
  • **
    • France

Thank you for your encouragement! Noside yes I remember you had your nickname on the same I think.

The work on the game and we continuously strive to improve the better in many aspects.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#7  February 01, 2016, 02:06:10 am
  • **
    • France
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#8  February 01, 2016, 02:11:08 am
  • **
    • France
The pack demo version 1.9 being created, Fenril & jing (wolf) ,thor gamma are included in news characters !

Rhadamanthys for the pack edition special !

Pack includes 18 characters in total.
Many stage will be present.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#9  February 01, 2016, 02:15:59 am
  • **
    • France




Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#10  February 01, 2016, 02:19:13 am
  • ****
  • NINJA COP SAIZOU
    • Mexico

Thank you for your encouragement! Noside yes I remember you had your nickname on the same I think.

The work on the game and we continuously strive to improve the better in many aspects.
That's right! keep it up! ;D

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#11  February 01, 2016, 11:48:04 am
  • **
    • France




Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#12  February 01, 2016, 01:27:11 pm
  • ***
  • Wataaaaahhhhh
    • France
Bienvenu sur mugen fighter guild Icare. Tu pourras avoir ici l'aide de gars compétents pour la programmation.
Essaye de contacter Cybaster si tu peux, il est français, ça sera plus facile pour communiquer.

Great project, I can't wait to see the next pack with the news characters.  8)
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#13  February 01, 2016, 08:36:37 pm
  • **
    • France
Merci Teddy,pour le moment je regarde un peu dans le forum les discutions certaines sont enrichissantes,mais oui je demanderais si je rencotre un problème si il on un moment, pour le mode online avec mugen 1.1 ce n'est toujours pas d'actualité?

il y a le mode mugen story qui est pas mal mais même problème fonctionne en mugen 1.0...

J'imagine que beaucoup serais content de voir ces nouveautés voir le jour!
--------------------------------------------------------------------------------------------------------------------------------
eddy thank you for the time I look a bit in the forum are discussing some of the rewarding, but yes I would if I rencotre a problem if there were a time for the online mode with Mugen 1.1 this is still not valid ?

there is the Mugen story mode which is not bad but same problem runs Mugen 1.0 ...

I imagine many would be happy to see these new features see the day!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#14  February 01, 2016, 11:34:36 pm
  • ***
Salut Icare,
je suis ton (votre) boulot sur Les chevaliers du zodiaque depuis longtemps maintenant. c'est vraiment fantastique. J'ai des potes qui adorent, moi suis plus porté sur capcom...mais merci pour eux. et bonne continuation. Travail incroyable. Merci de m'envoyer un message si je peux partager votre boulot sur mon site.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hi Icare26, i'm following news about your game for years now.  really Fantastic. Got many friends that likes ST Seya, i'm much for capcom fighting games, but anyway and thx for them.  Good luck. amazing work, keep it up.

C u Bro !!!

 :thumbsup:

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#15  February 02, 2016, 02:15:48 am
  • *
  • Day Dreamer
    • Brazil
    • diego_moreira@oi.com.br
Sorry if it is a stupid question, but where can I download the game?
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#16  February 02, 2016, 02:56:00 am
  • avatar
  • ***
  • ̢̻̮̫̬̹̞̼̲̪̜̭͇̲͒ͪ̌ͬ̒̄̔̐͘͟ͅ ̢̋ͬ̓͗̏̇̌̑͐ͤ͗̔̊̕͏̴̣͎̟͈̬͚
    • Monaco
i want to join your project. what can i help?
http://signavatar.com/32255_s.gif

please visit my request thread. here
bad grammar is art
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#17  February 02, 2016, 03:59:35 am
  • ***
  • Wataaaaahhhhh
    • France
Merci Teddy,pour le moment je regarde un peu dans le forum les discutions certaines sont enrichissantes,mais oui je demanderais si je rencotre un problème si il on un moment, pour le mode online avec mugen 1.1 ce n'est toujours pas d'actualité?

il y a le mode mugen story qui est pas mal mais même problème fonctionne en mugen 1.0...

J'imagine que beaucoup serais content de voir ces nouveautés voir le jour!
--------------------------------------------------------------------------------------------------------------------------------
eddy thank you for the time I look a bit in the forum are discussing some of the rewarding, but yes I would if I rencotre a problem if there were a time for the online mode with Mugen 1.1 this is still not valid ?

there is the Mugen story mode which is not bad but same problem runs Mugen 1.0 ...

I imagine many would be happy to see these new features see the day!

Si tu veux pouvoir faire un mode online, je te conseille plutôt de convertir ton projet sur IKEMEN http://mugenguild.com/forum/ikemen.409
Ikemen est compatible avec mugen, tu n'auras pas grand chose à modifier pour les persos et les stages, le gros du travail sera surtout sur le screenpack. Demandes des conseilles à Rei.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#18  February 02, 2016, 04:01:24 am
  • ***
  • Wataaaaahhhhh
    • France
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#19  February 02, 2016, 05:21:19 am
  • ****
  • Shit
    • vadapega.akawah.net/motorroach/
I'm so glad to hear that this game is still being worked on. I had been checking on it every now and then, and I really love all the animation work put into this. Looking forward to see more!

Shit
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#20  February 02, 2016, 09:24:40 am
  • **
    • France
yaminogun/
Me and my brother actually working on the project for several annèes and it works very well in advancing the work against it by the fan demamnde project to participate on what soihaite have in the game, so of course possible, we exchange a lot on the forum, sometimes we ask for things to help such as programming, or opinions on current test pack.

Teddyslam/merci pour le tuto IKKEMEN,c'est compatible mugen mais uniqument version 1.0 je crois,mieux vaut attendre une vesion comptible 1.1 si ikkemen le met en place,j'ai vu des vidéos mais je lis des informations fausses...
thank you for the tutorial ikemen, it is compatible mugen but only 1.0 I think, better to wait a vesion 1.1 comptible if ikkemen puts in place, I have seen videos but I read the false information ...
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#21  February 02, 2016, 09:27:15 am
  • **
    • France
MotorRoach/
Thank you, we have happy if the project appeals to members mugenguild famous forum for the creation of fighting game characters from consoles!

saint seiya remains more in the manga status and is less popular in this area 2d fighting
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#22  February 02, 2016, 10:18:25 am
  • ***
  • Wataaaaahhhhh
    • France
yaminogun/
Me and my brother actually working on the project for several annèes and it works very well in advancing the work against it by the fan demamnde project to participate on what soihaite have in the game, so of course possible, we exchange a lot on the forum, sometimes we ask for things to help such as programming, or opinions on current test pack.

Teddyslam/merci pour le tuto IKKEMEN,c'est compatible mugen mais uniqument version 1.0 je crois,mieux vaut attendre une vesion comptible 1.1 si ikkemen le met en place,j'ai vu des vidéos mais je lis des informations fausses...
thank you for the tutorial ikemen, it is compatible mugen but only 1.0 I think, better to wait a vesion 1.1 comptible if ikkemen puts in place, I have seen videos but I read the false information ...

Si je ne me trompe pas, tu n'auras aucun problème de compatibilité car le 1.1 rajoute essentiellement le zoom des stages, et Ikemen le prend aussi en compte.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#23  May 04, 2016, 01:15:39 am
  • **
    • France






Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#24  May 04, 2016, 01:20:34 am
  • **
    • France











Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#25  May 04, 2016, 04:38:06 pm
  • **
    • Brazil
This is looking so pro! Awesome!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#26  May 04, 2016, 04:56:16 pm
  • ***
Merci infiniment les gars.  c'est du travail de pro. j'attends la full. Je suis fan !!!

thx a lot men, that's professionnal work, will wait for the full release. Really i'm fan !!!

 :sweetheart:

 :thumbsup:

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#27  May 04, 2016, 08:56:08 pm
  • **
    • France
Merci pour vos messages on fait de notre mieux !

Quelqu'un sais si un membre appelé "rednavi" travail toujours sur mugen, car il a créer des configuration avec le menu pause pendant le jeu, (movelist,retour,training avec affichage damage etc)j'aimerais avoir si il a laisser la possibilité de voir son travail sur ces codages car on trouve que c'est toujours très intéressant de mettre ce genre de chose et pratique.



Thank you for your messages we did our best!

Anyone know if a member called "rednavi" always work on Mugen because it create configuration with the pause menu during play (movelist, back, training with display damage etc) I would have if he let the opportunity to see his work on these encodings because we think it's always interesting to put this kind of thing and practice.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#28  May 04, 2016, 09:51:24 pm
  • **
    • Brazil
Hey Icare26,

I don't know about Rednavi, but I know a project that makes good use of the pause menu, it's the MKTX. However, as far as I know, they also use another engine or front-end along mugen. Here is the project's thread in case you wanna check:

http://mkmugenworks.myfreeforum.org/about15.html
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#29  May 05, 2016, 08:05:57 am
  • ***
  • Wataaaaahhhhh
    • France
Super les images de Thor... une question, vous allez faire une version en 16/9e ?

Great screen of Thor... will you do a version of the screenpack in 1270/960 ?
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#30  May 05, 2016, 09:12:31 pm
  • **
    • France
Pour le moment tout les stages sont en HD (1280/960) et sont très rand sur leur inteface,par contre nos personnages sont et resterons en HR, la HD nous demanderais trop de travaille pour les refaire totalement, que veux -tu dire par 16:9?
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#31  May 05, 2016, 09:36:03 pm
  • ******
  • Does this look like the face of mercy?
Anyone know if a member called "rednavi" always work on Mugen because it create configuration with the pause menu during play (movelist, back, training with display damage etc) I would have if he let the opportunity to see his work on these encodings because we think it's always interesting to put this kind of thing and practice.
rednavi is an active member in this forum, you can send him a private message if you want:
http://mugenguild.com/forum/profile/red-11349

i remember years ago when you posted about this project back in Random Select forums and it was mostly focusing on the asgard saga. i rediscovered the project recenlty and i am glad the porject is alive and expanding. keep up the good work.

(though, i still haven't played it, i tried once and it simply crashed several times. i'll try again some time later)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#32  May 05, 2016, 09:45:19 pm
  • **
    • France

Thank you I will try to contact him! ^^
Yes the ongoing project we soon 18 characters available in the next version 1.9 package that is prepared me and my brother.

thank you again for your response.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#33  May 05, 2016, 09:53:43 pm
  • ***
  • ORA ORA!!!
I follow this project from the years!
It's an amazing work, maybe the best in all mugen history!
A true Masterpiece!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#34  May 05, 2016, 11:24:22 pm
  • **
    • France

Thank you so much it's nice, we'd like to do more but it's a lot of work.

Anyway mugenguild a great community and thanks to this kind of site and forum many talented people can show their work without being forced to be real professional, I really find the concept Mugen very rewarding for people who like to work and or live their own little play. ^^
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#35  May 06, 2016, 09:51:54 am
  • **
    • France
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#36  May 07, 2016, 06:37:36 am
  • ****
  • Shit
    • vadapega.akawah.net/motorroach/
Each new trailer really makes me hyped for this. Loving every bit of progress.

Shit
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#37  May 26, 2016, 12:59:06 am
  • **
    • France
Quelques screenshot de l'avancement du jeu:





















Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#38  May 26, 2016, 01:04:16 am
  • **
    • France
N"hésitez pas a vous abonnez et mettre un petit "like" sur la vidéo si le projet vous plait ! c'est important pour nous, faire connaître et partager notre projet aux autres fans qui aiment notre travail,cela nous motive toujours plus ! merci.



Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#39  May 26, 2016, 01:13:55 am
  • ****
  • Rurouni Fan
  • The dream is nothing yet drive us to the end.
    • www.youtube.com/playlist?list=PLaWlQGjKyJWoXxMR8nrea7P4R9C0JnA-_
It's bad. By bad I mean totally AWESOME!
It's a shame my old pc can't handle 1.1, :wall:
but I wish you guys the best of luck. Keep up the good work.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#40  May 26, 2016, 01:28:12 am
  • **
    • France
my pc does not manage my Opengl, I have to change when I could ...
thank you for your message of support! ^^
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#41  May 26, 2016, 05:37:44 am
  • ***
  • ORA ORA!!!
French are artists by nature! Keep the work on! :bjugoi:
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#42  May 26, 2016, 12:18:00 pm
  • **
    • France

oooh, I return the compliment to other countries, talent is everywhere, we still have much work to do better. ^^
sorry for the translation, thank you again
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#43  June 11, 2016, 08:09:12 pm
  • **
    • France
need to quickly help!

here I would like my character loses his helmet if life <200 !


so I simply encode this


Part walk ok.anim 20(normal) or 30 (without helmet)
in the common.cns.

Code:
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = life <=200
v = 10   
value = 1

[State 20, 1]
type = VelSet
triggerall = !AiLevel
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
triggerall = !AiLevel
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = !AiLevel
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = ifelse(var(10)=0,20,30)
;value = 20


ST
[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = RoundState = 0
v = 10   
value = 0

WALK N°1


WALK N°2


MY PROBLEM !
Walk 2 - he does not play the animation, the sprite simply slides forward and stand as it has a fixed animation, but you can move the character that responds well to control.

Any idea please?Thank you.





Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#44  July 01, 2016, 12:18:00 pm
  • **
    • France
Hello, I have one last problem to solve!

So my character loses his helmet shura, when in life <250, so I porccéder like (see above) .This works great!

However, when making a mug with the player 1 with this code:



Code:
;Chope reversal
[StateDef 695]
type = S
movetype = A
physics = S
anim = 695
ctrl = 0
velset = 0,0
sprpriority = 2

[State 695]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
guard.dist = 0
p2facing = 1
p1stateno = 696
p2stateno = 697
p2getp1state = 1
p1sprpriority = 8
hitsound = s81,0

[State 695]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;chope Ok !
[Statedef 696]
type    = S
movetype= A
physics = S
juggle  = 3
ctrl = 0
anim = 696
sprpriority = 5

[State 696]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, <0
pos = 90,-45
[State 696]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, <0
pos = 60,-50
[State 696]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, <0
pos = 70,-100
[State 696]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, <0
pos = 0,-105
[State 696]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, <0
pos = -15,-105
[State 696]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, <0
pos = -60,-90
[State 696]
type = TargetBind
trigger1 = AnimElem = 7
pos = -80, -130
[State 696]
type = TargetVelSet
trigger1 = AnimElem = 7, = 1
X = 8
Y = -2
[State 696]
type = TargetDrop
trigger1 = AnimElem = 7, = 1

[State 696]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;p2 reversal

[statedef 697]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 697]
type = ChangeAnim2
trigger1 = Time = 0
value = 697

[State 697]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 697]
type = Gravity
trigger1 = AnimElem = 7, > 0

[State 692]
type = SelfState
trigger1= Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100




Player 2 plays the animation from p1 file.

but how to tell him to shura, when a movie without headphones, because it automatically plays sprites 5000.0 5010.0 etc alos that shura without headphones are the sprites 5000.1 5010.1 that are different?

now if I fight shura and is without his helmet and I'm a mug p2, shura back in animation with his helmet lorqu'il is planned!

Last Edit: July 01, 2016, 12:30:03 pm by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#45  July 30, 2016, 09:24:34 pm
  • ***
  • A rapadura é doce mas não é mole não
    • Israel
c est mechant ca..

Une superbe qualite et on ne peux pas les avoir dans notre mugen....

Qu est ce qu on peux faire pour que vous y faites une version de ces chars et stages separes pour mugen? Peut etre vous pouvez demandar de l argent...? C est vraiment domage qu on ne puisse pas les ajouter dans notre jeux.... c est ca toute la magie du monde mugen!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#46  September 05, 2016, 07:35:24 pm
  • **
    • France
ROLEINMUGEN/Il n'y a pas d'intention de méchanceté.

Mugen est libre d'accès à tout le monde et nous partageons notre jeu pour cela.
Les personnes qui décident de partager leur characters (travail) c'est formidable ! c'est aussi un choix personnel.Une façon d'aider aussi les autres créateurs indépendant.

Nous, on essaye pas de créer un seul personnage, mais un jeu complet !, et avant de partager des personnages,
on doit atteindre notre objectif,
terminer notre jeu!

Si on distribue nos personnages à tout le monde,
notre site,notre jeu lui même serait entravé,
 les membres ou fan de saint seiya qui découvrent sur internet pourrais tomber sur des characters complétement modifier,et cela pourrait nuire au projet et notre travail.

Il est important de terminer avant.
Il faut donc attendre.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#47  September 05, 2016, 07:39:10 pm
  • **
    • France
Video Gameplay







Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#48  September 19, 2016, 10:52:51 am
  • ***
  • A rapadura é doce mas não é mole não
    • Israel
Merci d'avoir repondu.

Je suis d'accord.

Le jeu il est magnifique comme vous le savez bien. Ca vas bien sur valoir la peine d attendre aussi les perso et stages sont parfaits. :)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#49  October 30, 2016, 11:11:23 pm
  • **
    • France
Hello ! I do research, I would implement this system with class ranks !
exemple:


The rank assigned following the addition of points:
A   =      8 pts
B   =   6 or 7 pts
C   =   4 or 5 pts
D   =     2 pts


Should I place in stage 2?
create varset & VarAdd for each round?
in our game a match is determined on round 3 max!


Code:
[State -2,  A]
type = VarSet
triggerall = (RoundState = 2) && (winko)
trigger1 = life = [750,1000]
var (18) = 4

[State -2,  A]
type = VarAdd
triggerall = (RoundNo = 1) && (RoundNo = 2)
trigger1 = life = [750,1000]
var (18) = 4

[State -2:  A]
type = Explod
triggerall = (WinKO) && (RoundNo >= 2)
trigger1 = var (18) = 8 
anim = 9996  ; letter A
id = 9996
ignorehitpause = 1
pos = 0,0
postype = left
sprpriority = 5
bindtime = -1
ownpal = 1
scale = 0.5,0.5


;----------------------------------------------
[State -2,  B]
type = VarSet
triggerall = (RoundState = 2) && (winko)
trigger1 = life = [500,749]
var (18) = 3

[State -2,  B]
type = VarAdd
triggerall = (RoundNo = 1) && (RoundNo = 2)
trigger1 = life = [500,749]
var (18) = 3

[State -2:  B]
type = Explod
triggerall = (WinKO)&& (RoundNo >= 2)
trigger1 = var (18) = [6,7] 
anim = 9997; letter B
id = 9997
ignorehitpause = 1
pos = 0,0
postype = left
sprpriority = 5
bindtime = -1
ownpal = 1
scale = 0.5,0.35


A idea please?^^


Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#50  October 31, 2016, 12:18:56 am
  • *
awesome project congratulations.

if  I understand the rank, this can depends of p1 life, and I think use the all rounds and no loose round in the match to asign the rank, an idea only.

sorry my bad english.

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#51  October 31, 2016, 06:53:36 am
  • **
    • France
you have to win two round, it counts the points based on the remaining life of each round,
so I know if triggers are ok?
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#52  October 31, 2016, 07:05:43 am
  • ***
  • Wataaaaahhhhh
    • France
Salut Icare, tu as ici un exemple de code pour un Score system:
http://mugenguild.com/forum/topics/score-system-147166.0.html

Faudra juste le modifier pour tes besoins ensuite. Lis tout il détaille bien les effets du code le pourquoi des différents truc etc...


Ici un code interessant pour faire un effet de brillance par des variations de palettes. Peut être top pour donner l'impression que les armures brillent:
http://mugenguild.com/forum/topics/glowing-palette-mugen-1-0-141925.0.html


Pour les projectiles qui peuvent suivre l'adversaire ou avec des effets spirales... super pour le bélier, le poisson et autres:
http://mugenguild.com/forum/topics/autoaim-projectile-stuff--20068.0.html
http://mugenguild.com/forum/topics/aimed-projectile--8060.0.html
http://mugenguild.com/forum/topics/spiraling-projectiles-52881.0.html
http://mugenguild.com/forum/topics/b%C3%A9zier-curves-mugen-31860.0.html

PS: mon message est refusé sur le site de SSUC, c'est comme si je n'ai plus le droit de poster... tu peux arranger ça ? Merci.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Last Edit: October 31, 2016, 07:38:21 am by teddylam
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#53  October 31, 2016, 02:05:40 pm
  • **
    • France
I just want to create a variable when the round is win,
and an addition to the second round win
to be able to give a total and a rank.

Code:
[State -2,  A]
type = VarSet
triggerall = (RoundState = 2) && (winko)  -------------------> ????
trigger1 = life = [750,1000]
var (18) = 4    ;number of points
 
[State -2,  A]
type = VarAdd
triggerall = (RoundNo = 1) && (RoundNo = 2)  ----------------->????   round2 win,trigger it's ok?
trigger1 = life = [750,1000]
var (18) = 4
   ; numbers additionel  gf points




The rank assigned following the addition of points:
A   =      8 pts
B   =   6 or 7 pts
C   =   4 or 5 pts
D   =     2 pts

Code:
[State -2: rang B]
type = Explod
trigger1 = MatchOver
trigger1 = var (19) = [6,7]
anim = 9960
id = 9960
ignorehitpause = 1
pos = 0,50
postype = left
sprpriority = 5
bindtime = -1
ownpal = 1
scale = 0.25,0.25

Round 1 = 4pts
Round 2 = 3pts


4+3 + 7 , ----------------> rank B assigned


variable back to zero when new round?

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#54  October 31, 2016, 04:33:44 pm
  • ***
  • Wataaaaahhhhh
    • France
Moi je te conseille de faire un vrai système de score complexe, le jeu grâce à votre travail à Libanais devient de plus en plus technique, autant faire un score système qui reflète ça. Par exemple:

-score technique: système de points sur les hits et les combos, super hypers etc... définis à la fin du round un helper qui fixe une note en fonction du score par palier.
-score de maitrise: score par palier , note maximale en perfect. Ce score reflète les esquives, déplacements, counter...
-Il faut fixer une balance entre les 2 pour qu'une personne sacrifiant sa vie pour placer un max de combo avec les 2 hypers puisse avoir une note aussi haute qu'une personne faisant peu de combos mais fait un perfect.

Pour le coding, tu as dejà le code avec les points qui s'affichent. Il te reste à faire un code similaire pour afficher les points pour la barre de vie. A la fin du round tu peux placer un helper dans le code du victory pose pour afficher les notes techniques et maitrise... puis la note global à la fin avec le rang.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#55  October 31, 2016, 09:40:56 pm
  • **
    • France
j'ai finalement fait le systeme score, il me reste encore des choses à créer pour customiser,projectile,light punch,strong punch...throw,throw reversal...
I finally did the scoring system, I still have things to create to customize, projectile, light punch, strong punch ... throw, throw reversal ...



Thank you !
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#56  November 02, 2016, 12:04:05 am
  • **
    • France
I can find no answer, no one know if there uelu'un who manages to take into account the system score with projectiles?

I did not get to the point of transfer, indexpersist = 0 and parentvarset, parentvaradd ...

I'll put coterie of it, I would look when I have more time to create a similar way that this score system.

thank you very much.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#57  August 30, 2017, 02:52:22 pm
  • **
    • France
Hello, I have a problem, my characters play a "liedown = 60", when the human player is on the ground he plays well the lie.down = 60, but the AI does not recognize this value, it arises immediately, Why? Someone can help me, I would like to correct this
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#58  August 30, 2017, 05:58:31 pm
  • *
    • France
Hello Icare , je répond en Français ça sera plus claire je pense , je ne comprenais pas le problème je me suis donc permis de regarder vos code , pour moi votre problème vient du dégel et de la répétition "x" et aussi le faite que le dégel agis comme un recoverry , testez en match faite une balayette et appuyer sur x x x x ... de l'autre perso vous devriez pouvoir régler ca facilement je pense =p . Encore un grand merci pour vos démo qui sont de plus en plus fun a jouer , vivement la prochaine =p (je ne post plus depuis longtemps sur votre forum mais je vous suis toujours de prêt =p ) j'espère bien avoir compris votre question et que votre problème est réglé , si j'ai rien compris il faut pas hésiter à me le dire =p

(ajouté suite a la lecture du post : pour moi ça viens du dégel ou du recovery et les deux ajouté rendent l'IA très (trop?) dynamique, si le problème viens bien du dégel il vous suffira d'ajouter la state que vous voulez qui le déclenche pour empécher le possibilité de le faire tout le temps )
"sorry for english peoples my english is Bad * "
Last Edit: August 30, 2017, 10:06:50 pm by Hao.D
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#59  August 30, 2017, 09:24:32 pm
  • **
    • France
en faite mon probléme c'est que l'IA ne joue pas le time de 60 lorsqu'il est au sol, il zappe directement pour se relevé donc ne laisse aucun répis au joueur humain, je vais vérifier en supprimer le dégél voir si il réagit toujours pareil...
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#60  September 02, 2017, 07:25:56 pm
  • *
    • France
Problème résolu ou non du coup Icare ? savoir si je trifouille la prog des perso pour trouver ou non . (ps j'avais aussi edit le post d'avant pour une solution éventuelle si la cause était le dégel)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#61  September 04, 2017, 07:54:48 pm
  • **
    • France
Hao.D,merci oui j'ai résolu le problème en faisant autre,j'ai mis le liedown = 5 car il n'est pas pris en compte par l'AI, donc j'ai mis le sprite du perso allongé au sol au debut de l'animation 5120,là ou le perso se reléve, comme ça il joue bien le timing.^^  j'ai régler mon mode arcade également, par contre mugen 1.1 est une version bêta, est parfois mais chars pesant de plus de 100Mo et j'ai une error ne peux chargé sff. donc le fait que  2 characters de 100Mo se charge fait planter le jeu...(enfin je pense).
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#62  September 04, 2017, 11:03:58 pm
  • *
    • France
Ah ok pour le liedown , pour ton autre bug je l'ai déja eu comme beaucoup je pense avec les personnages blazeblue , tu peu fixer ça dans le mugen cfg , je pense que le réglage exact dépend des pc
je te mes le mugen cfg que j'utile pour mon mugen 1.1 biensure la résolution ne sera pas bonne mais peu être que ça vous permettra de regler le crash

Code:
;-=====================================================-
;        Configuration file for M.U.G.E.N
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = -1
GameSpeed = 0

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 1

; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/system.def

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1.5


;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth =640;1280
GameHeight =480;720
;GameWidth =1280
;GameHeight =720
 ;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
 ;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
 ;Leave blank automatically detect the system language.
Language = "en"

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 0;1

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 256

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1;0

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 0

 ;Set to 1 to run at maximum speed by default.
Speedup = 0

 ;Default starting stage for quick versus.
StartStage = stages/stage0-720.def

 ;Set to 1 to hide the development build banner that shows on startup.
HideDevelopmentBuildBanner = 0


;-------------------------------------------------------
[Video]
 ;Screen rendering mode.
 ;OpenGL - Experimental OpenGL renderer (recommended)
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;System and DirectX modes do not support advanced features
 ;such as RGB sprites and window resizing.
RenderMode = OpenGL

 ;Set to 1 to enable "safe" mode for older graphics cards.
 ;Many features will be disabled.
SafeMode = 0;1

 ;The video resolution defaults to the same as the game resolution.
 ;In windowed mode, this specifies the window size.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
;Width  = 1280
;Height = 720
Width  = 640;1280
Height = 480;720

 ;This is the color depth at which to run MUGEN.
 ;Ignored if RenderMode=System (forced to 16).
Depth = 32

 ;Set to 1 to enable vertical retrace synchronization.
 ;Only supported for RenderMode=OpenGL.
VRetrace = 1;;<------ utile pour pas crash

 ;Set to 1 to start in fullscreen mode, 0 for windowed.
 ;This enables exclusive fullscreen, which may give better performance
 ;than windowed mode.
FullScreen = 1

 ;Set to 1 to make the window resizable when in windowed mode.
 ;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1

 ;Set to 0 to stretch the video to fit the whole window.
 ;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
 ;BlitMode is ignored for RenderMode=OpenGL
BlitMode = Normal

; ;Drawing mode
; ;Choose from Normal (fast) and PageFlip (less image "tearing")
; ;BlitMode is ignored for RenderMode=OpenGL
;BlitMode = PageFlip
;RenderMode = OpenGL;Screen

 ;Stage fit mode.
 ;0 - stage drawn to width of screen (may crop stages with tall aspect)
 ;1 - stage shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
StageFit =  1;0

 ;System fit mode.
 ;0 - system drawn to width of screen (may crop motifs with tall aspect)
 ;1 - system shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

;-------------------------------------------------------
; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100

  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Number of voice channels to use.
WavChannels = 32

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100

  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 75

  ;This is the master volume for music, (0-100).
BGMVolume = 50

  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage)
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample

  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0

  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0


[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin = <pluginname> [, <pluginfile1>]
  ;  <optional_param_1> = <value>
  ;  <optional_param_2> = <value>
  ;  plugin = <pluginname2> [, <pluginfile2>]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the <pluginfile> argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = <decodername>
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
  ;      generic_dither.   
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = <volume>
  ;    Specifies volume scaling for MIDI in percent.
  ;    100 means no change (default).
  ;  modvolume = <volume>
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =

;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 2;<------ utile pour pas crash

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled.
  ;Precaching is disabled when Rendermode=OpenGL.
Precache = 1 ;<------ utile pour pas crash

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 0;;<------ utile pour pas crash

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 1;;<------ utile pour pas crash

  ;Set to 1 to pause the game when the window is in the background.
PauseOnDefocus = 1;0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play

  ;Set to nonzero to force stages to have the specified zoomout scale
  ;factor.
  ;This option has no effect on stages that have either zoomin or zoomout
  ;parameter set to a value other than the default of 1.
  ;This is a debug parameter and may be removed in future versions.
;ForceStageZoomout = .75
;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 0;1

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating).
 ;Set to 1 to enable, 0 to disable.
AI.Cheat = 1

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 0, 0
arcade.AIramp.end   = 0, 0

 ;Team Mode AI ramping
team.AIramp.start = 0, 0
team.AIramp.end   = 0, 0

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
  ;Joystick type:
  ;0 - Disabled
  ;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1
  ;Command input direction mode
  ;0 - Commands are input in direction player faces
  ;1 - Commands are input in direction of nearest opponent (experimental; do not use)
InputDirMode = 0
  ;0 - Only pause key will unpause
  ;1 - Any key unpauses if there is no menu
AnyKeyUnpauses = 0

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 264
Crouch = 258
Left   = 260
Right  = 262
A      = 97
B      = 115
C      = 100
X      = 113
Y      = 119
Z      = 101
Start  = 96

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 273
Crouch = 274
Left   = 276
Right  = 275
A      = 44
B      = 46
C      = 47
X      = 107
Y      = 108
Z      = 59
Start  = 8

[P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 14
B      = 15
C      = 20
X      = 13
Y      = 16
Z      = 18
Start  = 22

[P2 Joystick]
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 46
B      = 47
C      = 52
X      = 45
Y      = 48
Z      = 50
Start  = 54

en espérant que ça règle le crash , j'ai marquer se qui me semble régler le crash mais si ca fonctionne pas tu as un cfg complet qui fonctionne sans crash pour des gros perso 100 mo a 150 mo + avec combat a répétition sans error loading sff
Last Edit: September 05, 2017, 12:09:05 am by Hao.D
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#63  March 15, 2018, 05:23:25 pm
  • **
    • France
Hello dear members of the forum, here I am modifying a character "argol"

I made sure that I could use the shield "medusa shield" with a command: command = ~ D, DB, B, x

;------------------------------------------------------
;argol puts the bouclier
[StateDef 6200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 1

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;argol remove the bouclier
[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

everything is working properly, it plays well the animation of chanegement.

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0+(var(7)*20000) && Anim != 5+(var(7)*20000)
trigger2 = Anim = 5+(var(7)*20000) && AnimTime = 0 ;Turn anim over
value = 0+(var(7)*20000)


now I would like to include another condition.

I wish that argol when it has its shield in possession, the shield is destroyed with: life <= 400!

the problem is that the shield helper works in but argol remains with the shield on it.

file command
[State -2]
type = Helper
triggerall = life <= 400
trigger1 = numhelper (216000) = 0
ID = 216000
pos = 0, -110
stateno = 216000
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999

ST file
[Statedef 216000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 300000

[state shield]
type = explod
trigger1 = time = 0
anim = 60
ID = 60
pos = 0.0
velocity = 0.2.5
postype = p1
facing = 1
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
bindtime = 1
removetime = 49
supermovetime = -1
pausemovetime = -1
removeongethit = 0
Persistent = 0

[state 2160000]
type = DestroySelf
trigger1 = animtime = 0


help me please?
thanks.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#64  March 15, 2018, 08:24:24 pm
  • **
    • France
it's ok ! I think what I have a solution.


[state -2]
type = changestate
triggerall = !var(6) = 1
triggerall = Life != 0 && P2Life != 0
triggerall = life < 400
trigger1 = time = 0
ctrl = 1
value = 6201

and modify statedef 6201:

[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002
=========================
[State -2]
type = varset
triggerall = life < 400
trigger1 = 1
var(6) = 1
=========================
[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State destruction shield]
type = explod
triggerall = life < 400
trigger1 = time = 0
anim = 6203
sprpriority = -9999
postype = left
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
ontop = 1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#65  March 15, 2018, 09:35:29 pm
  • ****
  • NINJA COP SAIZOU
    • Mexico
Question, with all that racket that just happen with some people selling the game, what's gonna happen with regular members? how can we download the game when a a new update comes out?
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#66  August 01, 2018, 11:07:12 pm
  • **
    • France
Hello, a new pack will be released in a few weeks in August 2018!

The project continues despite the poor conscientiousness of some people, which I hope will not happen again at the risk of having to abandon the project to avoid any problems of liscense against us.

So a pack will be released soon, new characters: Hyoga, shiryu (2modes), Hagen merak, Persus algol!

Update: internships, hyper added / verseau, fenrir.
boosting gameplay, link, cancel, minor bug fixes
update movelist, special effect ...
garlic
Here I will share the link on mugenguild and it will be available on all the sites he wants to host the game.

Thanks again to mugenguild and all the creators who make this forum live!






Last Edit: August 01, 2018, 11:13:57 pm by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#67  August 01, 2018, 11:18:31 pm
  • **
    • France



Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#68  August 01, 2018, 11:33:05 pm
  • **
    • France


Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#69  August 13, 2018, 10:20:15 am
  • ****
    • Argentina
    • sites.google.com/view/senseiyoda/sensei-yodas-mugen
Awesome man! Good job!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#70  August 13, 2018, 07:32:53 pm
  • ****
    • Zimbabwe
    • hephaistos1.wix.com/mugen-palace
Tu pourrais largement améliorer les grosses images des personnages. On dirait ou que ça a été étiré, ou que ça provient de versions HD faites avec les fesses. :)
Pas d'offense hein, c'est le rendu typique des épisodes DBZ mais upscalé pour arriver aux hautes résolutions actuelles... Mais ça rend moyennement au final.
Un peu de polish manuel aiderait beaucoup! ;)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#71  August 14, 2018, 03:55:45 pm
  • ****
  • Every day is night
    • Brazil
    • linktr.ee/Magma_MKII
I've seen some videos of the project, and I think the time on the cinematic hypers should be toned down a bit, some of them take 10 to 15 seconds to complete, killing the pace of the fight.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#72  August 17, 2018, 12:40:03 am
  • **
    • France
the hypers we were reduced in time, yes there are images that I could rework completely for lack of time I'm alone to sprite for 4 characters in 6 months, not to mention everything else, but I'll come back as we has excellent quality see hyper milo scorpion, aiolia etc, everything is just a matter of time., but I'm getting out beta versions currently.(image hagen gros plan visage et hyoga pas retravailler complétement, application de filtre etc)
for the hypers, many were reduced in timing but there are hypers in console games that are all as long if you calculate the time ^^
Last Edit: August 17, 2018, 12:45:11 am by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#73  August 17, 2018, 12:49:03 am
  • **
    • France



anime version
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#74  August 17, 2018, 01:00:53 am
  • ****
  • NINJA COP SAIZOU
    • Mexico
I like the hypers as they are, because I enjoy watching the animation going on, keep them as they are.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#75  August 17, 2018, 02:13:11 am
  • **
  • "Some People Are Born To Be Extraordinary"
    • Italy
    • fab.marchetti86@gmail.com
Good job guys! I hope you'll reduce the time of some moves, btw you're very close to perfection! :)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#76  August 22, 2018, 10:07:02 am
  • **
    • France
For the hypers, yes we think that 5/10 seconds maximum which is already a lot, but we especially want to make them more dynamic, we will rework many things to improve.
I noticed a problem with the AI, the file cfg AIcheaté = 1 which is not good ^^, we have to work it has thereafter for it to be coherent because there are still some bugs, we are not at the top levels programming, hyper dbz is much stronger and other creators are very good in the field, but we do our best by being the fastest productive.

there are sometimes still crashes on the loads, which happens sometimes, I think that it comes from the performances of pc according to the cases ...

we continue the advancement.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#77  August 22, 2018, 02:08:44 pm
  • ****
    • Zimbabwe
    • hephaistos1.wix.com/mugen-palace
Good luck, I'll be happy to see what will result of this hard work! ;)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#78  August 22, 2018, 07:40:35 pm
  • ****
  • Every day is night
    • Brazil
    • linktr.ee/Magma_MKII
Good to see this progressing!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#79  August 23, 2018, 10:35:50 pm
  • **
    • France
thanks,there is still a lot to do !
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#80  September 12, 2018, 07:13:12 pm
  • avatar
    • Spain
When the new version will be available? @icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#81  September 14, 2018, 01:48:27 pm
  • ***
  • Wataaaaahhhhh
    • France
Le new version is up !!!
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#82  September 14, 2018, 03:09:45 pm
  • **
    • France
Voilà la nouvelle version mise à jour du pack saint seiya ultimate cosmo PACK 2.2 !

LINK:

https://mega.nz/#!DHYlxAQa!tvsS-wMqwsZuqWM86ccG-4qdQXvgZxSruApgIrgqYqM

https://1fichier.com/?bg0vhh6pfu3de15w8cgk

https://uptobox.com/qugw6jdgd3k2

http://nitroflare.com/view/B9075A8866FC860/UltimateCosmosSetup.exe

https://rg.to/file/0c0d6062978d2314553473754fd54458/UltimateCosmosSetup.exe.html

http://ul.to/2cw111ep

https://turbobit.net/5xqlqg3ejpz8.html

http://www.datafile.com/d/TWpneU1qSTRPVGcF9/UltimateCosmosSetup.exe
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#83  September 14, 2018, 05:34:44 pm
  • ****
  • NINJA COP SAIZOU
    • Mexico
Awesome! I was waiting for this, thanks Icare!