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Messages by clus

    

Re: blinking stand animation

 July 05, 2010, 06:23:43 am View in topic context
avatar  Posted by clus  in blinking stand animation (Started by clus July 05, 2010, 04:54:12 am
 Board: M.U.G.E.N Development Help

Oh ok i see it now, found it out. Geez i havent done this in a lonnng time. lol Thanks guys. really appreciate it. Ill be back if i have another prob.
    

Re: blinking stand animation

 July 05, 2010, 06:09:50 am View in topic context
avatar  Posted by clus  in blinking stand animation (Started by clus July 05, 2010, 04:54:12 am
 Board: M.U.G.E.N Development Help

You mean like in the pallete edit? With every sprite? How does that go
    

Re: blinking stand animation

 July 05, 2010, 06:03:21 am View in topic context
avatar  Posted by clus  in blinking stand animation (Started by clus July 05, 2010, 04:54:12 am
 Board: M.U.G.E.N Development Help

Dang. When i converted to 256, it made my background color show up on the rest of the frames. lol    And now the 1st frame is perfect but the rest are in green and weird looking.
    

Re: blinking stand animation

 July 05, 2010, 05:08:57 am View in topic context
avatar  Posted by clus  in blinking stand animation (Started by clus July 05, 2010, 04:54:12 am
 Board: M.U.G.E.N Development Help

Yep, i set them all to 18 ticks. I tried to set the number lower than 10 but then it was going way too fast for me. Than i liked how 18 was. And its still blinking after the 1st frame.
    

blinking stand animation

 July 05, 2010, 04:54:12 am View in topic context
avatar  Posted by clus  in blinking stand animation (Started by clus July 05, 2010, 04:54:12 am
 Board: M.U.G.E.N Development Help

Hows it goin ppls. Havent posted here in a while.

But im having an issue with my characters standing animation showing up in the winmugen window. I can get the window to come up. But it seems that the 1st frame shows than the rest are invisible. Then it loops on and on. Any one know what the problem might be?
    

Re: Fighter Factory throw creator

 October 22, 2007, 11:20:49 pm View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help

WOW, thanks. I just added one to the begin action 800, and it did the attack, thanks again.
    

Re: Fighter Factory throw creator

 October 22, 2007, 10:40:44 pm View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help

This is what the throw creator put in my cns file. Its State 800 through 821 and I know its still kind of hard to see, but if you look on the second box where it says [State 810, Bind 1] thats where i begin the throw. If I need to, where do I add the type = hitdef?
    

Re: Fighter Factory throw creator

 October 22, 2007, 10:27:32 pm View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help








    

Re: Fighter Factory throw creator

 October 22, 2007, 09:32:12 pm View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help

im going to take a snapshot of the rest of the the list.
    

Re: Fighter Factory throw creator

 October 22, 2007, 08:09:09 pm View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help



Where it says [State 810,  Bind 1] I put the opponent in the position of (-5,-2) to be grabbed on the throw attempt.
    

Fighter Factory throw creator

 October 22, 2007, 05:52:55 am View in topic context
avatar  Posted by clus  in Fighter Factory throw creator (Started by clus October 22, 2007, 05:52:55 am
 Board: M.U.G.E.N Development Help

I just downloaded a recent version of fighter factory, and it has this throw creator thing. May be the other one had it too, but im trying to put my throwing move together and when i test it out in mugen, the opponent just stands there when i walk up to her to execute the move. I've been trying to figure it out all day long, anybody have any suggestions?
    

Re: Just a few ideas im going to work on soon.

 October 20, 2007, 05:13:22 pm View in topic context
avatar  Posted by clus  in Just a few ideas im going to work on soon. (Started by clus October 20, 2007, 12:37:14 am
 Board: Projects

Thanks, do you know of any tutorials?
    

Re: Just a few ideas i going to work on soon.

 October 20, 2007, 09:26:11 am View in topic context
avatar  Posted by clus  in Just a few ideas im going to work on soon. (Started by clus October 20, 2007, 12:37:14 am
 Board: Projects

Thanks
    

Just a few ideas im going to work on soon.

 October 20, 2007, 12:37:14 am View in topic context
avatar  Posted by clus  in Just a few ideas im going to work on soon. (Started by clus October 20, 2007, 12:37:14 am
 Board: Projects



 
    

Re: damages

 October 16, 2007, 02:19:19 am View in topic context
avatar  Posted by clus  in damages (Started by clus October 14, 2007, 06:36:12 pm
 Board: M.U.G.E.N Development Help

Ill try that and get back with you. Thanks for helping me, I appreciate it.
    

Re: damages

 October 15, 2007, 10:40:07 pm View in topic context
avatar  Posted by clus  in damages (Started by clus October 14, 2007, 06:36:12 pm
 Board: M.U.G.E.N Development Help

Im trying to get my hit animations to take effect when i get attacked. I came across another tutorial that was talking about strl docs or something. And it mentioned hitdef and gethit.

But I put in [statedef 250]
                 type = H for Gethit . Its still confusing me, so what i did earlier was went into the data file in my mugen folder and clicked on the common1 file. It has all the state numbers in it, so ill try to see whats up with that.

But i still need some help with what codes to put in.
    

Re: damages

 October 15, 2007, 10:34:56 pm View in topic context
avatar  Posted by clus  in damages (Started by clus October 14, 2007, 06:36:12 pm
 Board: M.U.G.E.N Development Help

yep
    

Re: damages

 October 15, 2007, 04:35:25 am View in topic context
avatar  Posted by clus  in damages (Started by clus October 14, 2007, 06:36:12 pm
 Board: M.U.G.E.N Development Help

When i go in the cns part of fighter factory, it doesnt show the part where im suppose to set up the hitdef for damage. I ran it in winmugen and it didnt show the damage animation. I remember seeing the hitdef in the list of words when i click on the text (trigger1). Do you know how to set it up?
    

damages

 October 14, 2007, 06:36:12 pm View in topic context
avatar  Posted by clus  in damages (Started by clus October 14, 2007, 06:36:12 pm
 Board: M.U.G.E.N Development Help

Ive been looking at uroz23's mugen tutorial on youtube, and the video helped me out a lot. But im to the part of adding hit damages for my character. Ive added the sprites that shows her taking a hit, but it show up in the window when i run in mugen. Does anybody know what begin action this is?

When i go to the constants, all it shows is begin actions up to something like (begin action 840).
    

Re: April O Neil w.i.p

 October 06, 2007, 07:04:39 pm View in topic context
avatar  Posted by clus  in April O Neil w.i.p (Started by clus October 06, 2007, 06:00:58 am
 Board: Projects

I know, the pixels need to be touched up some more, im currently working on that. It will look better later on.

I dont really know about the fighting style yet. Im just working with some kicks and punches for now. Im also working on a couple of other chars too.