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ZzEzZ

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Messages by ZzEzZ

    

Re: [?] Ignore opponent's 'NotHitBy'

 November 08, 2014, 11:15:01 pm View in topic context
avatar  Posted by ZzEzZ  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

    

Re: In-game Transformations into Other Characters

 November 08, 2014, 03:29:45 am View in topic context
avatar  Posted by ZzEzZ  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Wow Cyanide you're still around?

Also, I've never seen that solution around although it makes sense. Can you point out any chars that exist today with E's method implemented?
    

Re: [?] Ignore opponent's 'NotHitBy'

 November 08, 2014, 03:20:23 am View in topic context
avatar  Posted by ZzEzZ  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

That's unfortunate.
I'll code my AI to account for the recovery invincibility then. *shrug*
    

Re: In-game Transformations into Other Characters

 November 07, 2014, 06:46:28 pm View in topic context
avatar  Posted by ZzEzZ  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

In game transformations aren't too bad. However, you are basically coding two characters at that point. You have to fully flesh out your base character, then go through the motions for your transformed character as well.

The one major flaw with transformations as the two above me said, is that when the transformed character is put in a custom state, they will use the untransformed sprites. There isn't a practical way around this, BUT, what I did in my character smooths the transition.

Whenever the transformed character goes into a custom state you can flash the screen and add small FX to your character (energy leaving them, etc.) under a helper or state -2, so that it looks like they were forced to detransform by losing power. Then when they come back into their own states (transformed animations, etc.) have the special FX reverse, so it looks like they gained power back and retransformed. That's the best solution I could come up with for the transformation flaw.
    

Re: Need help making my first mugen character?

 November 07, 2014, 06:32:13 pm View in topic context
avatar  Posted by ZzEzZ  in Need help making my first mugen character? (Started by KRAKELINGCATcarnage November 03, 2014, 07:01:53 pm
 Board: M.U.G.E.N Development Help

    

[?] Ignore opponent's 'NotHitBy'

 November 07, 2014, 05:18:24 pm View in topic context
avatar  Posted by ZzEzZ  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

Is there any way to ignore a NotHitBy (SCA) that an opponent has currently activated?

I ask because in the common1.cns NotHitBys are put in place to let a character successfully recover from a fall, etc, however, this fall recovery invincibility stops my character from continuing a combo. I want to allow my character to sometimes combo through their fall recovery. I don't want the opponent to not recover from a fall, I just want to combo through their invincibility.

What I was thinking of doing was having an invisible helper that would send the opponent into a custom state and add a "NotHitBy" (no param) to cancel out their NotHitBy every time they enter a recovery state, but I want to avoid custom states for this. Therefore, this solution I can't use.
 
 
 
Any ideas?
    

Re: explod/helper detection for charging character

 October 24, 2014, 01:57:29 am View in topic context
avatar  Posted by ZzEzZ  in explod/helper detection for charging character (Started by MDI October 22, 2014, 09:13:51 am
 Board: M.U.G.E.N Development Help

Put the command for destroying the helper in the state that you send the player to after doing "releaSEX" and when keybind = 1
    

Re: stage sizes

 October 21, 2014, 08:30:55 pm View in topic context
avatar  Posted by ZzEzZ  in stage sizes (Started by hsblaze October 15, 2014, 10:23:29 am
 Board: M.U.G.E.N Development Help

please mark your thread as solved.
    

Re: [SOUND] Naruto voice/fighting sounds

 October 21, 2014, 07:19:56 am View in topic context
avatar  Posted by ZzEzZ  in [SOUND] Naruto voice/fighting sounds (Started by ZzEzZ October 19, 2014, 06:59:18 am
 Board: Development Resources

That's unfortunate. Thanks for the tip.

(But reader, don't not post in this topic if you have information leading to extracting sound files from those games. I'm still looking.)
    

Re: Fire Blast

 October 21, 2014, 12:18:28 am View in topic context
avatar  Posted by ZzEzZ  in Fire Blast (Started by FobiaZz October 19, 2014, 01:18:49 pm
 Board: Development Resources

    

Re: Sound

 October 19, 2014, 11:38:34 pm View in topic context
avatar  Posted by ZzEzZ  in Sound (Started by Yamcha8 October 19, 2014, 07:41:00 pm
 Board: M.U.G.E.N Development Help

    

Re: Sound

 October 19, 2014, 09:17:41 pm View in topic context
avatar  Posted by ZzEzZ  in Sound (Started by Yamcha8 October 19, 2014, 07:41:00 pm
 Board: M.U.G.E.N Development Help

Code:
[State 0, PlaySnd]
type = PlaySnd
trigger1 =
value = 0,0
volumescale = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
Add this, with your sound under statedef 120 - 155
    

Re: This Is BAD! I can't view the CMD

 October 19, 2014, 10:41:46 am View in topic context
avatar  Posted by ZzEzZ  in This Is BAD! I can't view the CMD (Started by MadokaEtoile October 17, 2014, 12:52:40 pm
 Board: M.U.G.E.N Development Help

^That'll happen every time you try to run a character's .cmd file.  Even KFM by Elecbyte.
Oh, boring...I thought OP meant that (s)he was trying to open the CMD in FF
    

Re: Affects of Safe-Mode?

 October 19, 2014, 07:54:32 am View in topic context
avatar  Posted by ZzEzZ  in Affects of Safe-Mode? (Started by H Mr. Ton! October 18, 2014, 11:09:04 pm
 Board: M.U.G.E.N Development Help

The world gets a little less safe.
    

Re: barrier

 October 19, 2014, 07:52:48 am View in topic context
avatar  Posted by ZzEzZ  in barrier (Started by Yamcha8 October 15, 2014, 09:29:59 pm
 Board: M.U.G.E.N Development Help

Either under State -2, -3, or all of the "gethit" states, you need to add a projectile that sets its position based on p2 (or based on p1, but shift its pos a little forward) and hits instantly. If under state -2/-3, the trigger would be movetype = H && !time

As for the second problem, using a HitOverride like the guy above me said would work.
    

Re: This Is BAD! I can't view the CMD

 October 19, 2014, 07:45:46 am View in topic context
avatar  Posted by ZzEzZ  in This Is BAD! I can't view the CMD (Started by MadokaEtoile October 17, 2014, 12:52:40 pm
 Board: M.U.G.E.N Development Help

Ya, open the CMD in Notepad++ or something.

Also, which character is this? I'm interested because maybe the creator did it on purpose as a "don't look at my code" security measure, which sounds interesting.
    

Re: Character Not Showing Up in Game (Urgent)

 October 19, 2014, 07:43:55 am View in topic context
avatar  Posted by ZzEzZ  in Character Not Showing Up in Game (Urgent) (Started by MadokaEtoile October 16, 2014, 10:58:07 am
 Board: M.U.G.E.N Development Help

If you mean it won't show on the select screen, try putting electric_pikachu/electric_pikachu.def in the select.def
    

Re: Geros Mami Tomoe Calling Madoka

 October 19, 2014, 07:41:53 am View in topic context
avatar  Posted by ZzEzZ  in Geros Mami Tomoe Calling Madoka (Started by MadokaEtoile September 07, 2014, 04:37:49 am
 Board: M.U.G.E.N Development Help

Show a vid or something, your picture link is broken.
    

Re: Destroy a "projectile" when a helper is active

 October 19, 2014, 07:39:50 am View in topic context
avatar  Posted by ZzEzZ  in Destroy a "projectile" when a helper is active (Started by KensouSye October 12, 2014, 03:15:44 pm
 Board: M.U.G.E.N Development Help

Code for a projectile doesn't change on the fly. As soon as it's created, all the code for the projectile is set, so if your helper or explod is created/destroyed later, the projectile won't even know.

You'd have to make your projectile a helper then have it use destroyself when the aforementioned explod or helper no longer exists.
    

Re: Defence move

 October 19, 2014, 07:30:34 am View in topic context
avatar  Posted by ZzEzZ  in Defence move (Started by Yamcha8 October 12, 2014, 07:54:34 am
 Board: M.U.G.E.N Development Help

Make your move cost 0 power or remove the trigger that says "power > 0."