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LaQuak

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Messages by LaQuak

    

Special Move rough draft.

 December 11, 2007, 07:51:49 am View in topic context
 Posted by LaQuak  in Special Move rough draft. (Started by LaQuak December 11, 2007, 07:51:49 am
 Board: M.U.G.E.N Development Help

You guys are probably getting annoyed with me already heh. But information I get here is great in helping me learn what needs to be done. I am stuck at making a dragon punch like move. I see my sprites perform the move upward then im sure as you guys can already guess he gets stuck in the air with his standing animation. I know that in order to make him come down I need to set the velocity opposite of what made him go up but how do I implement that. Obviously i cant put negative number and be off with it? this is my rough draft code of the move.

[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 20
sprpriority = 2

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 125
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3000, vel]
type=velset
trigger1=anim=3000&&!animelemtime(4)
x=ifelse(var(10)=3,12,ifelse(var(10)=2,9,6))
y=ifelse(var(10)=3,-11,ifelse(var(10)=2,-8.5,-6))

[State 3000, vel]
type=velmul
trigger1=1
x=.95

[State 3000, vel]
type=velmul
trigger1=vel y>0
x=0



[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

i am *shrugs* at this point on this issue.
    

Re: DEF trouble

 December 11, 2007, 06:35:39 am View in topic context
 Posted by LaQuak  in DEF trouble (Started by Raiden December 11, 2007, 02:06:01 am
 Board: M.U.G.E.N Development Help

^ to that. Why dont mugen recognize spaces in names like that?
    

Finesse and Overall Speed.

 December 11, 2007, 12:44:56 am View in topic context
 Posted by LaQuak  in Finesse and Overall Speed.  (Started by LaQuak December 11, 2007, 12:44:56 am
 Board: M.U.G.E.N Development Help

Whats up again guys. I was reading a bunch of tips of character improvments ect. Now what I liked most is how one passage of a website said to remeber what character youre going to make and how that character is used. At the moment I am making a Genjuro, from samurai showdown. I've watched videos, studied how he moves and how he acts ect. My intentions is not to make a hastly release. I am ready to put time and effort into making this character as solid as as can be and bug free. Back on point. Everything Is going rather smooth and I am happy with the initial results. What Id like is to hear some suggestions on how to make a Sword based character move agile and swift as I do have alot of custom ides that I will implement once I get a better understanding of coding and such. For right now I want to focus more on making my character more combo friendly. I can pull of light to medium combo beause those attacks are ratehr faster then hard punch which is usualy on a sword warrior is a slow swing. I somehow even pulled a nice 4 hit while testing him. Now I dont want it to be like GodAkuma where I can just spam combos (not to forget hes a different style character) but id like to atleast get atleast 3-4 or even 5-6 combos hits. Wheather its standing to crouching or standing to jumping attacks. Now in order to acheive this. Do i need to make my accual animations faster in animation screen? or paly around with "pausetime" line in the hitdef of the attack?
cvshaohmaru by Warusaki3 is a nice, if not on point example of what I have so far. But id like to get it faster as far as a sword fighter being more combo friendly?

What do you guys suggest, ideas?

- Edit.

I think i've found some clues that might do the trick. Nontheless. Any suggestions I should know about using sword type warriors in the future of my creation process? Should I stick to the original slow moving sword swings or maybe some fast sword combos would be alright?
    

Re: Help with fighter factory

 December 11, 2007, 12:26:19 am View in topic context
 Posted by LaQuak  in Help with fighter factory (Started by zav December 10, 2007, 02:28:18 am
 Board: M.U.G.E.N Development Help

when you open Fighter Factory and you set your definitions file and save it as a shared pallete you then next should open a Electbyte Player template "File -> Template -> Electbyte Player" it will set you up with basic stuff, then go to sprite window and ull see a white box in the middle of the big screen and 65/65 sprites..keep clicking X till u get rid of all of them cept u stop when it says 2/2 right then scroll till u see that box on your big window again. Next open Pallete menu (paintlooking icon that painters use when they pain they pictures and such) and u see 2 windows. Left window has a white box right window is blank. on the right window click Open and chose that picture you have. It has to be in Windows Bitmap and/or .pcx but it be easy if its bitmap right. then click that blue TV icon says immutize and it will show u new colors in those small black boxes right below the picture. If you have to, zoom in till u see your background color and left mouse click on that background color which in your case should be pink. I use pink and purple alot myself hehe. So anyway if you notice that pink color on the little boxes gets selected also..Now you have to transfer that pink color to the other side that has all those boxes. They will be all black..Accept a white box on the very bottom right. While your pink color is selected on the right. select the white color box on the right and inbeetween ull see icons..Hover your mouse over the icon till u see a message pop up <= transfer color and press it. then press Add button beloew the white box on the top left and add all those sprites and check the box and then press apply pallete on the images box and find your character folder and press 0 on the save name field so u dont change the name of your sprites and then after all that. on the top under the word Character ull see a blue disk and its a save disk. click that and save it nameing w/e character name .act then make sure you add in that xxxx.act on that def screen. Close and open char and when u click active transperancy it should go away.
    

Re: Organisation in Constants window in Fighter Factory.

 December 10, 2007, 07:02:42 am View in topic context
 Posted by LaQuak  in Organisation in Constants window in Fighter Factory. (Started by LaQuak December 10, 2007, 01:02:32 am
 Board: M.U.G.E.N Development Help

Thats a negative. I didnt add it to the .def. And I didnt know I needed to do that till now thanks to you.

Cheers
    

Re: I need a tutorial for creating Chars

 December 10, 2007, 01:59:13 am View in topic context
 Posted by LaQuak  in I need a tutorial for creating Chars (Started by ZeldaMAN December 10, 2007, 01:15:56 am
 Board: M.U.G.E.N Development Help

if you go to google and type in ultimate mugen tutorial and search it. 1st link is a you tube video ..that guy goes over all the basics on character startup ect. its in english (a bit broken and sometimes funny sounding) but if you follow his instruction you should be able to start there well. Also download Fighter Factory as its a neat program for character creation. If youre going to watch his video. pay close attention (sometimes even close up on your monitor) because a few parts are tricky.

Hope this helps
    

Organisation in Constants window in Fighter Factory.

 December 10, 2007, 01:02:32 am View in topic context
 Posted by LaQuak  in Organisation in Constants window in Fighter Factory. (Started by LaQuak December 10, 2007, 01:02:32 am
 Board: M.U.G.E.N Development Help

What up again. My questions is about different tabs in Constants window in FF. As you guys know you get one with a template ect. But I want it organised where I have different tabs for special, super, hypers ect. Now as far as I got was to click the new icon and then save it and name it Special.cns right. Then I can reopen it. I already have special moves there written out ofcourse but heres the kicker. Everytime I restart FF and load my character lol that tab doesnt come up. Its still saved with the code though when I open it again. How can I save it so I dont have to reopen it. As you see I want to be very organised and it is very important to me :)
    

Re: Sonic The Hedgehog Screenpack by Nino

 December 08, 2007, 04:37:47 am View in topic context
 Posted by LaQuak  in Sonic The Hedgehog Screenpack by Nino (Started by tetsuo9999 December 08, 2007, 02:39:50 am
 Board: Found Releases

I will definately second that ^
    

Re: Sounds when you make a hit

 December 08, 2007, 02:29:50 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

Yeah I get it now heh. Still getting the same sound play on Every attack though.

----------------------------------------------------------------------------
[State -3, LightHitSound] ;getting attacked by a light hit
type = PlaySnd
triggerall = anim = 5000 || anim = 5010 || anim = 5020   
trigger1 = time = 1 ;after 1 tick
value = 4,0 ;number of the sound in the snd
----------------------------------------------------------------------------
[State -3, MediumHitSound] ;getting attacked by a medium hit
type = PlaySnd
triggerall = anim = 5001 || anim = 5011 || anim = 5021   
trigger1 = time = 1 ;after 1 tick
value = 4,1 ;number of the sound in the snd
----------------------------------------------------------------------------
[State -3, HardHitSond] ;getting attacked by a hard hit
type = PlaySnd
triggerall = anim = 5002 || anim = 5012 || anim = 5022   
trigger1 = time = 1 ;after 1 tick
value = 4,2 ;number of the sound in the snd

^ lol thats what my code looks like on the very bottom of the page. Did i type it out correct?

For the moment im using the same animation for all those cuz my sprite sheet was only 180 sprites. If you say its with sprites I will go test puting different sprties in those places and see whats happens :)


-Final Edit for this issue

<- noobsauce had set "Light" for all animtype in HitDef for All the attacks and yes I also had same sprites in those just for test purposes and such so no wonder I heard the same sound. With your help whatever and Cyanide and trial and error I am understanding this more day by day. I really appretiate your effort in helping solve my problems. Thank you again.
    

Re: Sounds when you make a hit

 December 08, 2007, 02:16:35 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

This is what I got so far. I used that code you provided but it kept playing the same sound for all hits. light, medium and hard. So far I added 3 sound files Im going to use for light hit, medium hit and hard hit. With Electbyte Template I looked at the animations and I get the whole trigger 5000 which is lighthit, but 5001 is medium and 5002 is hard and for 5010's and 5020's. I looked at other characters and they seem to be using same. I set the sound tigger and groups and all and still getting the same sound on every single attack.
What could be wrong at this point?
    

Re: Sounds when you make a hit

 December 07, 2007, 05:21:55 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

will do ..tyvm sir
    

Re: Sounds when you make a hit

 December 07, 2007, 03:34:20 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

Hey man another quick question for you on sounds. I got everything working good. I was wondering where I can add in sounds when he does get hit it would play like a "ugggh" sound u know lol..where can I add those in? Im looking at anything I can specialy in FF right now I cant seem to find anything.
    

Re: Sounds when you make a hit

 December 07, 2007, 01:27:33 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

thanks man. Yeah I know that code is empty i just used it as an example.. I will follow your suggestion in my work right now :)

cheers man
    

Sounds when you make a hit

 December 07, 2007, 12:56:52 am View in topic context
 Posted by LaQuak  in Sounds when you make a hit (Started by LaQuak December 07, 2007, 12:56:52 am
 Board: M.U.G.E.N Development Help

Whats up again. So far I have a basic understanding of how to make new sounds playable with characters. I know how groups and how the code works. Where I get stuck on is when, for instance I just attack the air I hear the sound right, that i understand it happening with this code

[State 200, PlaySnd]
type = PlaySnd
trigger1 =
value = S0,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

when I hit the other dummy in test, the default hit sound is Electbyte Player which I am ultimately going to change to new sounds.
So what i did in that code is make a line like this:
trigger1 = AnimElem = (x)
After I checked out other characters. What I got in the end are 2 sounds right on top of each other. The sound I want when I attack at nothing and the sound I want when the character will make contact with a hit. I know im 1/2 way there since I hear the other sound (i guess heh) but how would I go about making that sound play when I hit other then playing over the sound I make when I just attack?
    

Re: Adding new hitsparks

 December 06, 2007, 04:58:44 am View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

ah alright i think that will fix my issue. come to think of it now I did put them in a different alignment. Hey man thanks a bunch dude. you dont know how much I appretiate your help Cyanide..cheers
    

Re: Adding new hitsparks

 December 05, 2007, 11:57:44 pm View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

thanks again man. greatly appretiate it.

Im at a jam again after messing with guardsparks. I do everything as before but since they are so small I cant seem to locate them with the x and y's lol..but heres the weird part. I used a hit spark that worked when I hit as a guard spark right. I see it in the air since its easy to notice cuz its larger. I added another sparkxy underneath the guard.sparkno but it stays in the same place in the air.. I tested with new sparks that ill probably use which are bigger for me to see and identify on the small screen but they are stuck in the ground. Seems that I have to work with the guard.spakrno xy but is there such a thing for them?. Think you can help again Cyanide?
 
    

Re: Adding new hitsparks

 December 05, 2007, 01:13:20 pm View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

Also. Does the same apply to guard sparks when they block?.

Add the sparks in same as the above, make new animation with + and add a line guard.sparkno = s8100  ect. in the hitdef of the attack.?

There is also 2 lines on the top wit the default spark no. already set Do I change those with the Electbyte Template to mine?
    

Re: Adding new hitsparks

 December 04, 2007, 08:28:38 am View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

Will do. Ill also trial and error a bit. Thanks again man.
    

Re: Adding new hitsparks

 December 04, 2007, 02:37:58 am View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

My sparks so far are in 4 groups. 8000, 8001,8002 and 8003
What I want to toy with is my standing strong kick which is a 2 hit attack so that we know.
I tried puting in a line like this
sparkno = s8003, s8001 but that didnt start the debug mugen. I looked at other characters sparkno but I just cant seem to figure out exactly what to put in that line for a different hitspark on the 2nd hit of that attack. Some characters line had like (random%8) so I dont know what that meant.
I tried sparkno = s(8003+2)
Just cant seem to get it for some reason. Do you know what I could be doing wrong. Again I appolgize for nooby questions its just im more of a better learner if someone shows me one time then Im good.
    

Re: Adding new hitsparks

 December 03, 2007, 04:52:53 am View in topic context
 Posted by LaQuak  in Adding new hitsparks (Started by LaQuak December 03, 2007, 03:28:13 am
 Board: M.U.G.E.N Development Help

Also one more thing on these sparks. Most of my regular attacks and most likely other specials are/will be double hit. How do I code in that it uses more then one spark animation in a combo type of attack for future refrence.

I tried adding another line of sparkno and sparkxy to the same attack but that didnt work.