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Daimonmau

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Messages by Daimonmau

    

Re: how to send p2 to a state on this condition?

 December 14, 2008, 03:38:24 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

hum... or if the enemy scream and dies, fly away a little and scream again as explod... that could be coll...
    

Re: how to send p2 to a state on this condition?

 December 14, 2008, 03:34:30 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

"The explosion will have to be dealt with by p1 as p2 won't always have the sprites."
I know
"And after that, i suggest a posset for p2 at y = 200 and then selfstate to 5150 and give him ctrl back."
yes, it is allready done
but...
"p2stateno in the hitdef, damage = 0, lifeadd in the p2stateno state and if life = 0 somewhere inside that state, changestate to another one and have him blow up."
i din't get, explain better...

I allready made work with this:
[State 907, targetstate]; 907 is the punch, 7026 is the state to the p2
type = targetstate
trigger1 = p2life = 0
value = 7026
but the problem with this way now is that when p2 is killed by the punch he says his death scream, fly away and THEN go to the 7026 state. but i want it to be instantaneous, that he is killed by the punch and "kabum+scream", no "scream... kabum"
    

Re: how to send p2 to a state on this condition?

 December 14, 2008, 12:30:40 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

and how i do that? and in case you din't get what i am asking, i will give one exemple: my char make a super punch that send the enemy flying and do xx damage. now i want that, if he kill the enemy with this punch, the enemy explods (disapears from screen and a explosion take his place (more or less like the brutality of the mortal kombat)). the explosion and the state where the enemy disappears is done, what i don't know is how to make that punch send the p2 to that state ONLY if p2 is with life = 0 (since i can't use triggers here)
(and, if possible, without utilizing helpers. i know a way to do this with helpers, but i want to know if there is other way without helpers and stuff)
    

Re: how to send p2 to a state on this condition?

 December 13, 2008, 08:40:47 pm View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

i was in doubt, hahaha, but the result is the same, p2 is not send to that state but the special effect of that state happens on the screen
    

Re: how to send p2 to a state on this condition?

 December 13, 2008, 07:42:55 pm View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

humm... but how i use this "target state"? on that link there was no example.

i have tried this:

[State 907, targetstate]
type = targetstate
trigger1 = p2life = 0
value = 7026
ctrl = 1;-1

but what happen was that the enemy was not send to the state 7026, but the effect of that state appear on the screen.
    

Re: how to send p2 to a state on this condition?

 December 13, 2008, 07:35:41 pm View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

hú? fatalities? no, my char allready has fatalities, what i want is that when some special moves hit and kill the enemy (so, no kill=0) he (the enemy) is send to a certain custon state. but only if the enemy is killed to him be send to this custon state.

but i will take a look on this "targetstate", i din't know this code
    

Re: how to send p2 to a state on this condition?

 December 12, 2008, 05:43:27 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

making a projectile doesn't work, because when the enemy is killed by a certain move he can't be hit by nothing else, so the projectile don't hit him. and i have tried what you said before the projectile stuff and it din't work or i did wrong what you said (hum... explain more)

what i want to do is that when certain kinds of moves of my char kill the oponent, the oponent disappear while a effect/explosion happens. (and now that i think about it the explosions/effects can't be on the state where the enemy is send... cause he doesn't has the effects and stuff...)
    

how to send p2 to a state on this condition?

 December 12, 2008, 04:12:12 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

I need to make that when certain special moves of my char hit the enemy, the enemy is send to a certain stateno but only if the life of the enemy is 0.
I can put on the hitdef "p2stateno =", but how i make that it only will work if the life of p2 is 0?
I am kind of without ideas here, except if i use a helper, but i din't want to create a helper just to make this work (except if its the only way)

there is a quick way or i will have to do this via helpers?
    

Re: some (maybe big) palete problem...

 December 12, 2008, 04:03:24 am View in topic context
 Posted by Daimonmau  in some (maybe big) palete problem... (Started by Daimonmau December 09, 2008, 02:24:04 pm
 Board: M.U.G.E.N Development Help

yeahh, did it. thanks again cyanide (and in case you read this, take a look on my char, not because is my char, but because he is a kind of comedy char. then (maybe) you will find funny some stuffs that i did, hahaha (including the fatalities))
    

Re: some (maybe big) palete problem...

 December 11, 2008, 01:15:21 pm View in topic context
 Posted by Daimonmau  in some (maybe big) palete problem... (Started by Daimonmau December 09, 2008, 02:24:04 pm
 Board: M.U.G.E.N Development Help

cooooolllll, i will begin to do that today.
and off course, i always make a backup (and sometimes a backup of the backup) before mess with the char.

aaaaaannd, really-very-thanks-and-stuff mode, hahaha
    

Re: some (maybe big) palete problem...

 December 11, 2008, 03:26:55 am View in topic context
 Posted by Daimonmau  in some (maybe big) palete problem... (Started by Daimonmau December 09, 2008, 02:24:04 pm
 Board: M.U.G.E.N Development Help

e aí cyanide. hahaha

sorry to bother you men, but, even if I allready did a char, i don't know how to "create a pallete with all the colours" and "apply it to all your sprites" and to "Batch apply your pallete, then remount the sff".

so, could you tellme how to do it or, if the explanation would be to long to you then tellme just the first step and, when i finish that step in the other day or so, then you tellme the second step and stuff.

obs.: and you know now the char that i made, the "bebum ryo" or you dont know (or dont care since, maybe, you are kind of tired of mugen? hahaha)
    

some (maybe big) palete problem...

 December 09, 2008, 02:24:04 pm View in topic context
 Posted by Daimonmau  in some (maybe big) palete problem... (Started by Daimonmau December 09, 2008, 02:24:04 pm
 Board: M.U.G.E.N Development Help

well, I create my char without know that i should have used one palete only for him. I was justing puting more frames/objects/specials/efects/etc and creating a new palete for they. in the end my char has only one color. (hum... maybe i could have explained this with less words, hahaha)

so, what is the sugestion of the fastest or easiest way (if there is one) to solve this? to make him have only one palete, so i can make to him later diferent colors and stuff?

in other words: how i make other colors to my charachter since i made him utilizing lots of diferent palets for his moves?
    

Re: Bebum Ryo (beta 2) (UPDATE 1)

 August 31, 2008, 09:17:12 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (beta 2) (UPDATE 1) (Started by Daimonmau July 15, 2008, 04:16:14 pm
 Board: Your Releases, older Mugen

for those who knew bebum allready give some coments about the update, about the new moves and about his AI.
    

Re: Bebum Ryo (beta 2) (UPDATE 1)

 August 26, 2008, 05:10:58 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (beta 2) (UPDATE 1) (Started by Daimonmau July 15, 2008, 04:16:14 pm
 Board: Your Releases, older Mugen

?? the link is on the top. I have erased the old link and put new comentaries together with a new link.
    

Re: Bebum Ryo (beta 2) (UPDATE 1)

 August 24, 2008, 10:30:19 pm View in topic context
 Posted by Daimonmau  in Bebum Ryo (beta 2) (UPDATE 1) (Started by Daimonmau July 15, 2008, 04:16:14 pm
 Board: Your Releases, older Mugen

UPDATE
    

Re: how to make the AI run correctly?

 August 16, 2008, 04:56:34 pm View in topic context
 Posted by Daimonmau  in how to make the AI run correctly? (Started by Daimonmau August 16, 2008, 04:15:26 pm
 Board: M.U.G.E.N Development Help

cool, I will try this when I get home (I don't have my char here at the moment).

Yeah, I have released the beta on month ago, it's the "bebum ryo", my first char (he has lots of jokes because, you know, was the first char, hahaha) (if you want wait until before the end of the next week to download him since I will put one update with more moves, fixes and the AI) (and a modification to that anoying introduction music that I made)
    

Re: how to make the AI run correctly?

 August 16, 2008, 04:28:18 pm View in topic context
 Posted by Daimonmau  in how to make the AI run correctly? (Started by Daimonmau August 16, 2008, 04:15:26 pm
 Board: M.U.G.E.N Development Help

hum... so I have to make the modifications on the cns and not on the cmd? I have tough before on that, but my char dosen't have a state for the run on the cns, so can I use the "state -2" section?

obs.: rajaboy, someone has put one video with my char on the youtube and he has put versus one of your charachters, hahaha (but unfortunately for me my char dosen't has one AI so he loses bad, hahah)
(but now I have made one good AI (at least he has win one fight against the evil ken for test) and I will put the update next week I think)
    

how to make the AI run correctly?

 August 16, 2008, 04:15:26 pm View in topic context
 Posted by Daimonmau  in how to make the AI run correctly? (Started by Daimonmau August 16, 2008, 04:15:26 pm
 Board: M.U.G.E.N Development Help

It's me again, hahaha

I have make the AI of my char run towards the enemy, but the problem is that the AI don't hold foward while running, she does only the begining of the animation of the run and begins again. in other words, the AI runs towards the enemy, no problem, but don't does the animation of running. the AI runs but don't hold foward, so she begins to run and begins again and again until reachs the enemy (so the char looks weird while running).

I have tried the "triggerall = stateno  != 100" (so, while she is on the 100 state she will not try to go to the 100 state)(100 is the number of the running state), but it don't help because the AI is not holding foward.

so, how I make the AI runs towards the enemy correctly?

extra: and how can I make the AI understands that is to stop running on the back of the adversary? (the run of my char can pass trough the enemy)
    

Re: making a helper activate a throw

 July 29, 2008, 04:27:51 pm View in topic context
 Posted by Daimonmau  in making a helper activate a throw (Started by Daimonmau July 29, 2008, 05:17:43 am
 Board: M.U.G.E.N Development Help

aaaaarrrrgghhh... I never said anyone here is being rude, and is not my intention to seens rude. rajaboy, you said that stuff about you have learned your mugen stuff someway and will not teach the other way, etc. that's the why of my aswer and... haaa, forget, there was to much misunderstandings here and a full explanation would be boring.
so, forget it all.
    

Re: making a helper activate a throw

 July 29, 2008, 03:55:25 pm View in topic context
 Posted by Daimonmau  in making a helper activate a throw (Started by Daimonmau July 29, 2008, 05:17:43 am
 Board: M.U.G.E.N Development Help

blah, blah, half thanks rajaboy. I am not being not educated here, since I not know you I don't care how you learn your mugen stuff, I was expecting a quick and direct aswer.
but really thanks to the zanguief guy, off course I knew the movecontact stuff, but I din't knew that I could put a "," on the triggers.