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Super_Sonic_67

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Messages by Super_Sonic_67

    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 09:32:45 pm View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

 --; Umm... It's STILL not doing anything! I'm sure that error I made would have been one of the factors, but something's still missing apparently... here's what I have now:

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)+fvar(0)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)-fvar(0)

[State 20, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 0
value = 0.05
;ignorehitpause =
;persistent =

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20+(var(7)*20000)

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21+(var(7)*20000)[/mcode]

What am I doing wrong?

And another thing: What's the difference between an fvar and a var anyways?
    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 04:55:31 am View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

 ??? Wait, hold up, It's not doing anything... Still need some help here... I got:
-------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)+var(0)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)-var(0)

[State 20, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 0
value = 1

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20+(var(7)*20000)

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21+(var(7)*20000)
-----------------------------------------

What am I missing?
    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 04:00:47 am View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

 ;D Besides, it's exactly FOR that reason that I want Sonic to have this gradual speed increase! So he can be blazing fast, but not when he doesn't NEED to be! He's really hard to control when you're playing as him in that Super Mario stage..  :P
    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 03:57:28 am View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

Ok, A. You are QUICK to respond!! It's like you're Superman or something.. o_O

And B. Thanks! I'll keep fiddling around with it! I had no idea I was so close!
    

Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 03:49:18 am View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

 Hey, me again! I was just wondering how I would go about making Sonic gradually pick up speed as he walks and eventually reach break-neck speeds! I know I'm supposed to do something in the common.cns in the "walk" state, So at least I know where to go to do it.

I saw a post about how to do it a while back here on MFG, but I can't find it anymore.

As always, here's the full state written out for ya!

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)+var(0)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)-var(0)

[State 20, VarAdd]
type = VarAdd
trigger1 = time = 1
v =     ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20+(var(7)*20000)

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21+(var(7)*20000)

You guys have been really helpful so far, thanks for teaching me all of these tricks and commands!

PS- I finished the Spin Dash, and it works EXACTLY like it does in the original Sonic games! So thanks for helping me out with that too!
    

Re: Sonic Spin Dash Help

 January 29, 2008, 06:44:37 pm View in topic context
 Posted by Super_Sonic_67  in Sonic Spin Dash Help (Started by Super_Sonic_67 January 29, 2008, 04:20:37 am
 Board: M.U.G.E.N Development Help

 :o OH.... Now I getcha! That's cool! Thanks Cyanide! And don't worry, I'll be sure to make this Sonic one of the best ones out there thanks to you guys!

 :sugoi:
    

Re: Sonic Spin Dash Help

 January 29, 2008, 06:41:48 am View in topic context
 Posted by Super_Sonic_67  in Sonic Spin Dash Help (Started by Super_Sonic_67 January 29, 2008, 04:20:37 am
 Board: M.U.G.E.N Development Help

 :S I'm not sure I follow... What exactly is a Varset or Varadd?
    

Sonic Spin Dash Help

 January 29, 2008, 04:20:37 am View in topic context
 Posted by Super_Sonic_67  in Sonic Spin Dash Help (Started by Super_Sonic_67 January 29, 2008, 04:20:37 am
 Board: M.U.G.E.N Development Help

Hey, me again! So, I'm giving my new Sonic his classic spin dash move, and everything is coming along great! It works just like it does in the original games, just hold down and mash the button to get him spinning really fast!

The thing is, I was wondering if there was a way to make Sonic roll further, depending on how many times you mash the button. Like, the longer you charge it, the further he goes. Any idea how I would go about that?

Bear in mind that the command would have to relate to how many times you press the button before unleashing the move, unlike most charge moves where you just hold the button down. Any tips?

 :-\

Just in case you need it, here's the code:

[Statedef 82]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 82

[State 82, PlaySnd]
type = PlaySnd
trigger1 = command = "x"
trigger1 = command = "holddown"
value = 2,2
volume = 400

[State 0, ]
type = Explod
trigger1 = command = "x"
anim = F190
ID = 190
pos = 0,0
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 1

[State 82, 3]
type = HitDef
trigger1 = time = 1 || time = 2 || time = 3 || time = 4 || time = 5 || time = 6 || time = 7 || time = 8
attr = S, NA
damage    = 5
animtype  = back
hitflag = MDAF
guardflag = MA
pausetime = 0,12
sparkxy = 0,-15
sparkno = 1
hitsound   = s2,3
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-5
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1

[State 82]
type = changestate
trigger1 = command != "holddown"
value = 103

[Statedef 103]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 103

[State 103, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 30
y = 0
;ignorehitpause =
;persistent =

[State 103, PowerAdd]
type = PowerAdd
trigger1 = time = 20
value = -20
;ignorehitpause =
;persistent =

[State 103,***]
type = AssertSpecial
trigger1 = AnimElem = 1
flag = noautoturn

[State 103, 2]
type = AfterImage
trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 5
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 103, 2]
type = AfterImage
triggerall = var(7) = 1
trigger1 = time = 0
time = 30
trans = add1
timegap = 1
framegap = 1
length = 10
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 103, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 4,0
volume = 400

[State 103, 3]
type = HitDef
trigger1 = time = 1 || time = 2 || time = 3 || time = 4 || time = 5 || time = 6 || time = 7 || time = 8
attr = S, NA
damage    = 5
animtype  = back
hitflag = MDAF
guardflag = MA
pausetime = 0,12
sparkxy = 0,-15
sparkno = 1
hitsound   = s2,3
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-5
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1

[State 103, end]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1

And, if you need even MORE detail, here's an explanation of the coding:
-Starts with action 82 which is Sonic spinning in place.
-Here you can keep mashing the x button while holding down and the spin sound and the dirt cloud will rise every time you press it.
-Then, when you let go of the down button, Sonic shoots forward at 30 velocity.

I hope that's enough info for you guys, I know you like it when people give you details!
 ;D
    

Re: Footstep sound help?

 January 28, 2008, 12:22:23 am View in topic context
 Posted by Super_Sonic_67  in Footstep sound help? (Started by Super_Sonic_67 January 27, 2008, 06:50:10 pm
 Board: M.U.G.E.N Development Help

 ;D Well, what do ya know! That did the trick! Thanks mug3nM8n!

 :ninja:
    

Footstep sound help?

 January 27, 2008, 06:50:10 pm View in topic context
 Posted by Super_Sonic_67  in Footstep sound help? (Started by Super_Sonic_67 January 27, 2008, 06:50:10 pm
 Board: M.U.G.E.N Development Help

Hey everybody, I'm trying to make my Sonic have footsteps for when he's walking and running, but I can't seem to get it to work. Here's the code from the common.cns:

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

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

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

[State 100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3,0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20+(var(7)*20000)

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+(var(7)*20000) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21+(var(7)*20000)

[State 20]
type = AfterImage
trigger1 =AnimElem = 1
time = 20
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 200,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

Do you guys see what the problem is? Oh and by the way, this Sonic is based off of Cyanide's from way back when, so you KNOW it's gonna be good when I finish him!