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Krizalid99v2

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Messages by Krizalid99v2

    

[SOLVED] Jumping immediately after connecting with a 'launcher' uppercut?

 July 04, 2011, 06:51:30 am View in topic context

My character has a crouching uppercut move where if it hits, the opponent is 'launched' upwards.

I want to make it so that after the hit connects, the character can jump immediately to perform her air combo, meaning you don't have to wait for the uppercut animation to finish (i.e. like in the Capcom Marvel versus games).

My character's Crouching Uppercut state number is 440 and it has 9 animations. The hit comes on animation 5.

I'm new to coding, and I came up with the following code to insert into the character's 'Jump Start' section in the common.cns file, but predictably, no luck.

Code:
[State 40, 7]
type = ChangeState
trigger1 = stateno = 440
trigger1 = AnimElem = 5
value = 40
ctrl = 1

Can anyone help guide or show the correct method and code to do this?

Thanks in advance.
    

How do I make a shadow (AfterImage) show until I release the directional input?

 June 28, 2011, 06:23:24 pm View in topic context

I am making a character who's dash is continuous until I release the directional input (think KOF style running).

I use an AfterImage shadow effect for this dash, but I want to make it so that the shadows become continuous until I release the direction input (forward).



So basically I press Forward, Forward and hold the 2nd Forward to dash which the shadows appear, but when I release the Forward the shadows stop.

Any help will be most appreciated, thanks in advance.
    

Re: How to code a Command to make a character roll back?

 May 28, 2011, 05:19:02 pm View in topic context
avatar  Posted by Krizalid99v2  in How to code a Command to make a character roll back? (Started by Krizalid99v2 May 28, 2011, 07:31:41 am
 Board: M.U.G.E.N Development Help

but those are both exactly the same except the top one has command != "holddown"

Thats not even what you put in your first post.

Yeah just realised. Reason is because I changed it to something else when I realised it wasn't working. Sorry for the confusion.

Going to have to experiment more then I guess.
    

Re: How to code a Command to make a character roll back?

 May 28, 2011, 08:13:59 am View in topic context
avatar  Posted by Krizalid99v2  in How to code a Command to make a character roll back? (Started by Krizalid99v2 May 28, 2011, 07:31:41 am
 Board: M.U.G.E.N Development Help

And i bet that's below your neutral version, put it above it.

Heh just tried that, problem now is that button A always does the back roll, regardless of whether the D-Pad is in NEUTRAL or held BACK.

Well here's both the forward (working) and back rolls/evade (not working) if that helps:

Code:
;Evade
[State -1, Evade]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;Evade Backwards
[State -1, Evade Backwards]
type = ChangeState
value = 231
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl
    

How to code a Command to make a character roll back?

 May 28, 2011, 07:31:41 am View in topic context
avatar  Posted by Krizalid99v2  in How to code a Command to make a character roll back? (Started by Krizalid99v2 May 28, 2011, 07:31:41 am
 Board: M.U.G.E.N Development Help

My character has a roll move where if you leave the D-Pad neutral and press the A button, she'll roll forward.

However, I want to make it so that when you hold BACK and press A, she'll roll backwards instead (i.e. like KOF'98).

I have already created an anim and state for this backward roll, all I need to do is code the correct command to do it in the .CMD file.

This is one of the many methods I have tried so far, but doesn't seem to work:

Code:
;Evade Backwards
type = ChangeState
value = 231
triggerall = command = "holdback" && command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

Anyone help? Thanks in advance.
    

Re: How to change the speed of a roll/evade, but keep the length?

 May 28, 2011, 06:01:30 am View in topic context

For that, I think you need to use physics = N. Normal roll velocites are like 3 - 6, not 15.

Nice one, changing the physics = from S to N instead made all the difference. Many thanks.

And also thanks to everyone else in this thread.
    

Re: How to change the speed of a roll/evade, but keep the length?

 May 28, 2011, 02:57:40 am View in topic context

How many frames last the anim? How many frames the character actually moves?

Cyanide said:
If you wish to travel SLOWER say, a velocity of 3. That will take 30 ticks, so your animation must be at least 30 ticks long.

Guys, this is my character's roll/evade anim:

Code:
;Evade
[Begin Action 230]
11,0, 0,0, 4
230,0, 0,0, 4
230,1, 0,0, 4
230,2, 0,0, 4
230,3, 0,0, 4
230,1, 22,0, 4,H
230,0, 29,0, 4,H
11,0, 0,0, 4,H

So that's 8 frames of animation, and 32 ticks altogether.

If I lower the x = velocity to anything under 15 (from the State in my original post), the distance the character travels is not long enough - the animation still continues even when the character has stopped moving forward.

So maybe there's a controller that can specify the distance?

Remember I'm working on the character using Mugen 1.0.

Thanks in advance.
    

Re: How to change the speed of a roll/evade, but keep the length?

 May 27, 2011, 05:45:06 pm View in topic context

Distance over time. If you need them to roll slower but travel the same distance you need to extend the amount of time they're allowed to roll for. This means extending the animation.

There are not a lot of options.

I see. Any rough idea of how to code this?

When I change the trigger1 = Time = to a higher value, the character just pauses for longer before executing the evade/roll.

The character's roll animation is long enough to roll the distance it wants.

What extra State Controller(s) would I need?

Thanks in advance.
    

[SOLVED] How to change the speed of a roll/evade, but keep the length?

 May 27, 2011, 09:05:29 am View in topic context

My character has an evade/roll forward move, where it obviously goes though/past the opponent when used. It's almost like Kyo's evade/roll in KOF'99.

So far I have used VelSet to do this, as shown below:

Code:
[State 230, 4]
type = VelSet
trigger1 = Time = 2
x = 15

^ that moves my character forward, at quite a fast speed.

However I want to make it so that she rolls/evades forward slower - but retaining the same length/distance of the roll (x = 15).

If I set the x = to a smaller value the character rolls too short a distance.

Can anyone help? Thanks in advance.
    

How to get specific AfterImage shadow colours / transparency?

 May 14, 2011, 02:11:56 am View in topic context
avatar  Posted by Krizalid99v2  in How to get specific AfterImage shadow colours / transparency? (Started by Krizalid99v2 May 14, 2011, 02:11:56 am
 Board: M.U.G.E.N Development Help

Hi all. I'm in the process of making the following character, this is my first time making a character so I'm learning as I go along.

Basically what I want to know is by using the AfterImage controller (the one that generates shadows), what code do I need to create the following three colours / transparencies in the shadows below? See below:

1) Evade:


2) Special Move:


3) Dash:


So far I only have this in the state:

Code:
[State 230, 5]
type = AfterImage
trigger1 = Time = 0
time = 20
length = 20

^ The above creates a very heavy darkened blue colour based on the sprites original colours, which is not what I want.

Any help will be most appreciated, thanks for your time.
    

Re: How to specify random win poses?

 February 19, 2011, 07:32:03 am View in topic context
avatar  Posted by Krizalid99v2  in [SOLVED]How to specify random win poses? (Started by Krizalid99v2 February 18, 2011, 09:57:43 am
 Board: M.U.G.E.N Development Help

Got it working, thanks guys.

I changed the Win State decider back to 180, deleted all the duplications, and used the provided value.

XGargoyle said:
Oh, and by the way, the code in your sig is "down r up l y b" (x a wasn't needed at all)

I think X A was needed in the Japanese version of SNES Street Fighter II.  ;P
    

[SOLVED]How to specify random win poses?

 February 18, 2011, 09:57:43 am View in topic context
avatar  Posted by Krizalid99v2  in [SOLVED]How to specify random win poses? (Started by Krizalid99v2 February 18, 2011, 09:57:43 am
 Board: M.U.G.E.N Development Help

Hi all.

The character I'm making has 3 win poses. I want to set it so that each time she wins a round, she randomly uses one of the 3 win poses.

This is what I have so far, but it doesn't seem to be working:

; Win state decider
; CNS difficulty: basic

[Statedef 185]
type = S

[State 185, 1]
type = ChangeState
trigger1 = Time = 0
value = 185

[Statedef 181]
type = S

[State 181, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

[Statedef 182]
type = S

[State 182, 1]
type = ChangeState
trigger1 = Time = 0
value = 182

;---------------------------------------------------------------------------
; Win pose 1 - Fold arms
; CNS difficulty: basic

[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 2 - Back chop

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;Win pose 3 - Maid

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


This is my first time trying to create a character, so it's pretty much a process of learning at the same time.

Therefore any help will be most appreciated, thanks in advance.
    

Re: 2 questions on ground/straight paused back-dash?

 December 03, 2010, 08:05:59 am View in topic context
avatar  Posted by Krizalid99v2  in (Solved) 2 questions on ground/straight paused back-dash? (Started by Krizalid99v2 December 02, 2010, 07:51:34 am
 Board: M.U.G.E.N Development Help

Yeah, thanks to Cyanide.

Problem solved.
    

Re: 2 questions on ground/straight paused back-dash?

 December 03, 2010, 05:10:20 am View in topic context
avatar  Posted by Krizalid99v2  in (Solved) 2 questions on ground/straight paused back-dash? (Started by Krizalid99v2 December 02, 2010, 07:51:34 am
 Board: M.U.G.E.N Development Help

1)
mmm maybe that could help you

i use 3 states...

start hop back -> anim  105
air hop back -> anim  106
land hop back -> anim  107

;-------------------------------------------------------------------------------
; hop back
[Statedef 105]
type = S
physics = S
anim = 105
velset = 0
ctrl = 0
facep2 = 1

[State 105, 1]
type = ChangeState
trigger1 = !AnimTime
value = 106

;-------------------------------------------------------------------------------
;
[Statedef 106]
type = A
physics = N
anim = 106

[State 105, 1]
type = PlaySnd
trigger1 = !Time
value = F40,0

[State 106, 1]
type = VelSet
trigger1 = !Time
x = -12
y = -1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .94625

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
y =.140625

[State 106, 4]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y + Vel Y >= 0
value = 107

;-------------------------------------------------------------------------------
;
[Statedef 107]
type = S
physics = N
anim = 107
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = 0

[State 107, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 107, 2]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 105, 1]
type = PlaySnd
trigger1 = !Time
value = F7,3

[State 107, 3]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


try use this values anyway most of back dash or hop back or back step have a few time in the air.

About Cyanide tip he say "Copy your run state code but use other velocity" i xplain in a code ;D

Cns -> [Velocity]
run.back = -5.4,0

;-------------------------------------------------------------------------------
; RUN_Back
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = Time > 0
x = const(velocity.run.back.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time >= 12
value = 106 ;<-- Land State you could put 0 to go stand state.


2) Just add a land state, inside of there make an anim with recovery sprites... or use the same recovery anim (default 5200)

see ya.

Thanks Leandro, the second batch of code was almost what I came up with, and it works just as well.

    

Re: 2 questions on ground/straight paused back-dash?

 December 02, 2010, 10:48:43 am View in topic context
avatar  Posted by Krizalid99v2  in (Solved) 2 questions on ground/straight paused back-dash? (Started by Krizalid99v2 December 02, 2010, 07:51:34 am
 Board: M.U.G.E.N Development Help

Thanks Cyanide, I have the character being able to dash backwards straight now, in a manner where if I hold down Back (after Back Back) she'll continue to back-dash.

Hmm, if you or anyone else has the time, two more questions:

1) I would like the back-dash to be a set length dash (i.e. like MvC1 Ryu back-dash), where the dash automatically stops after a certain length. How would I do that?

2) At the end of the back-dash, I would like to have 'recovery' frames, and during these recovery frames the character stops dashing (again like MvC1 Ryu). How would I implement that?

Any help will be most appreciated, thanks for your time.
    

(Solved) 2 questions on ground/straight paused back-dash?

 December 02, 2010, 07:51:34 am View in topic context
avatar  Posted by Krizalid99v2  in (Solved) 2 questions on ground/straight paused back-dash? (Started by Krizalid99v2 December 02, 2010, 07:51:34 am
 Board: M.U.G.E.N Development Help

Hi all. Trying to make a character, but I'm new to this coding lark.

So I have 2 questions on how to code a straight dash back.

1) I am working on the character by using KFM as a template, and as we all know, his back dash is a hop. I have already inserted the new sprites for my character's back-dash, it consists of 5 frames.

I've set the actions correctly in the .AIR file under [Begin Action 105].

So to try and change it into a straight back dash, in the .CNS I set the run.back values to -4.5 , 0 in the [Velocity] section. It looks like this:

run.back = -4.5,0

But when I try the character's back-dash, she dashes back straight, but it is only a really little dash and only shows the 1st frame/sprite and doesn't show the other 4 frames at all.

The 5 sprites are correctly specified in the .AIR file. I have not adjusted [State 105] in the common1.cns yet, because I don't know how.

What do I need to do to have a longer dash-back and have all 5 frames featured?

2) Next, what I'm need to do is create a back dash for the character, but have a slight pause/no movement before she actually moves/dashes back after the command (Back-Back) is input.

For this straight dash back she is on the ground (not hopping), and it has 5 animation frames. For the first 3 frames I need:

Frame/Sprite 1: no movement
Frame/Sprite 2: no movement
Frame/Sprite 3: actual dash back, movement.

How do I do this?

Any help will be most appreciated, thanks in advance.
    

Re: M.U.G.E.N Screenshots V2

 April 30, 2009, 04:55:53 pm View in topic context
avatar  Posted by Krizalid99v2  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

    

Re: M.U.G.E.N Screenshots V2

 April 14, 2009, 04:23:18 am View in topic context
avatar  Posted by Krizalid99v2  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

;D I've got so many versions of this/these characters:



I was wondering, are both the Goeniko and Wind characters made by the same person?

    

Is it possible to specify .anim for .teammate parameters?

 April 09, 2009, 05:37:16 am View in topic context
avatar  Posted by Krizalid99v2  in Is it possible to specify .anim for .teammate parameters? (Started by Krizalid99v2 April 09, 2009, 05:37:16 am
 Board: M.U.G.E.N Development Help

In the following image, as you can see I have already given the main lifebar a transparent shadow in the area behind Krizalid's face and name.



Now what I want to do is to have 3 transparent background/shadows behind EACH of the 3 teammate faces below the lifebar.

In the [Turns Face] section of fight.def, I have tried using p1.teammate.bg1.anim = 10 (I have the [Begin Action 10] transparency readily and correctly coded) and that didn't work.

Can anyone help?

Thanks in advance.

    

Re: Making custom KOF2k2UM lifebars - how do you make sprites transparent?

 April 06, 2009, 09:03:16 pm View in topic context

Set it up as an animation

bg0.anim.10

or whatever the format is and end the line as show

group,image,x axis, y axis, time,, A

Note it HAS to be 2 comma's. 1 comma is for the H/V flip field, the second defines the transparency.

Nice one, worked a treat.

Thanks.