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Daimonmau

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Messages by Daimonmau

    

Re: making a helper activate a throw

 July 29, 2008, 03:29:56 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

greeeaat help rajaboy, what is the cost to you tellme CLEAR what I have to do instead of this "helper(helper id number),movecontact/stateno/etc."?

make a control+c/control+V on the code I posted and fix it explaining what you did (or other one that know how to do this to)
    

Re: making a helper activate a throw

 July 29, 2008, 06:02:30 am 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

[State 968, ChangeState]; the state of the special kick
type = ChangeState
trigger1 = *
value = 985; the state of the special throw
ctrl = 1

969 = the number of the helper
while the helper is going towards the enemy, the char is on the state 968


*I din't understand, is something like that? what I have to put in the trigger? now you explain better please
    

Re: making a helper activate a throw

 July 29, 2008, 05:42:02 am 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

aarrghh... my char has a move where he does a special kick. if the kick hits the enemy then he does a special throw, that's ok. at same time my char does this special kick he sends towards the enemy one helper (that's a clone of the char).
what I want is that when this clone (helper) hit the enemy he makes my char do the special throw. but the problem that is happening is that who is doing the special throw is the clone and not my char.
    

Re: making a helper activate a throw

 July 29, 2008, 05:25:54 am 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

no, you din't understand what I said: when the helper hits the enemy the move works correctly, but who is doing the move (doing the throw on the enemy) is the helper, a copy of my char, while I keep controling my real char (that is not doing anything)
    

making a helper activate a throw

 July 29, 2008, 05:17:43 am 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

I want to to make a move were the char try to hit the enemy at same time that he throws some helpers to try to hit the enemy to. If he hits the enemy then he does a throw, but I want that if some of the helpers hit the enemy then the throw activates as well (the char teleports and grabs the enemy)
The problem that I have is that when the helper hits the enemy he becames a copy of the char and does the throw, while my true char just stands there looking at the move.
    

Re: Bebum Ryo (beta 1) (at last)

 July 17, 2008, 05:22:43 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

"bebum" here in brazil means something like "really drunk" or "always drunk"

(L) for legen:
- I will take a look on this tutorial later, but what you mean with "all the basics have infinite priority"?
- It's just if someone would jump on his back and get hit by his knee...
- hum... my projectiles have shadows? and why take off?
- strange, I have tested on some chars and I could do only 3 on the maximum... How I make it hit less? it's on the jugle points?
- 25? but he pushes the enemy slowly back? I will see later.
- yeah, it's not perfect
- that was the idea with the weak fireball, but in the next update I will do something about this.
- it's because of the lengh fo the arm of ryo on that move, it's not a mistake.
- more or less, I tough it look cool on the haoshokoken strong.
- yeah, I have to fix the small portrait stuff on the next update
- supers give back power? but the only one that I let just a small powergive was if the supercombo don't conect? I will take a look
- man, I am really sleep right now (because of the workday), I will see the rest later, hahaha

therio, I will fix this thing about the taunt later, thanks (almost sleeping)

thanks for the comments (almost falls... must... go... sleep)
    

Re: Bebum Ryo (beta 1) (at last)

 July 16, 2008, 05:20:08 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

no coments about the fatals?I tought people would like the fatals...

haklol, what is a "ripped"? I made the char from "scratch" trough the fightersfactory, it was something like "imagine a move, research/learn how to do it, do it".
and I know, that intro are to much long...

Therio, you tough it was a shit one? but by what I writed in the post I tough I have let clear that it wasn't a shit charachter? well...
-read the readme, he runs really fast and he pass trough the oponent (his run is more or less his teleport)
-I wanted him to say just kou on the weak fireball/kououken
-well, he allready has 3 versions of "voadora aérea", the medium version is the "tatsumakisempukiako"
-what about taunt? I din't understand
    

Bebum Ryo (beta 2) (UPDATE 1)

 July 15, 2008, 04:16:14 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

after one month and 15 days... my first char is here:

It's called "beta 1" because I will put some more moves and special moves on him, and 4 more fatals... and I know, certain things are not with a really good aparence, but this is the beta, hahaha. an I need to find some picture for the select and the versus screen... change that 2 songs to, perhaps...

but it's completly playable, please don't think it's bad because it's beta, haha. and one month and half is a good time to do a char? well, anyway I will take some need rest of make him, but the next update will not take to much time to come out.

aaaaannnd... there's no picture because it's just the normal ryo in aparence, but it's completely different. and he has some stuffs that are new to the world of mugen so download him to see (and I assure that he is in the minimun a coll character that people probably will not want to erase from their hds, hahahaha)

notes:
- I like the fatalities to became available after the first round, and not just after the first win.
- I made a new way of make fatalities, so if someone want that I make one tutorial just ask and I will do (my way is a more simplified and easy way than the usual)
- he has no AI in the moment, will come on the next update

and please, give-me some coment about what is coll and what could be changed, etc.

UPDATE:

well, one month and some days later... the first update is DONE.
It's not a giant update (well, because of the work (more or less little time) and because I was more or less lazy, haha.
I made some fixes here and there, but there still somethings left to do about fixes. Bebum now has all his moves except the final 4 fatalities that will come later.
so, what is new?
- 2 new normal moves: voadoras (não airvoadoras) (D, DB, B, weak or strong kick)
- 1 new super level 1: supervoadora (D, DB, B, D, DB, B, weak kick) (on the air)
- 1 new super level 2: megavoadora (eu sei, thanks, meus nomes são muito originais) (D, DB, B, D, DB, B, strong kick) (on the air)
- The TIM super now is a super level 1
- And what is more important: A.I. (coooollll, hahaha)

now Bebum has one A.I., and I will say some things about this now:
there is a chance that bebum will do a combo that will take, probably, all the energy of the enemy, but I never saw he do that (and I have watched his AI fight a lots of time), but I am just telling now, hahaha.
I know, I know... he could do a infinite combo using some 2 special moves, but I will let that to the next update (I only see he do that once I think).
it's not that bebum makes to much damage, but his combos can really destroy one enemy... well.

So, here is the update. please give some coments about his new moves and about his A.I. (put him to fight some hard enemies and stuff, I made him good enough to defeat chars like evilken and stuff (but he dosen't has to much chance against MB-02 for exemple, hahaha) (of course chars like rare akuma and evil god orochi doesn't count, húú))

OBS: it's rare but sometimes the megavoadora dosen't work right, I will try to solve this on the next up. haa, and... hãã... weird stuffs can happen if this move is utilized on 2vs2 games, hahaha).

link: http://rapidshare.com/files/138994761/Bebumryo_update_1.rar.html
    

Re: how to make the enemy face the char when hit in the back on a move?

 July 15, 2008, 04:15:36 pm View in topic context
 Posted by Daimonmau  in how to make the enemy face the char when hit in the back on a move? (Started by Daimonmau July 05, 2008, 05:26:30 am
 Board: M.U.G.E.N Development Help

well, as I said in the past I will just tell here (can be on this post) that the beta of my char is ready and on the release section, his name is "bebum ryo".
rajaboy take a look on him, and cyanide and the others that I don't remember the names: maybe you will want to see how in the end became the the fatal of split and stuff, hahaha.
    

Re: how to make the enemy face the char when hit in the back on a move?

 July 05, 2008, 07:06:59 am View in topic context
 Posted by Daimonmau  in how to make the enemy face the char when hit in the back on a move? (Started by Daimonmau July 05, 2008, 05:26:30 am
 Board: M.U.G.E.N Development Help

yeah, that was what I remembered just after I have posted this question, but it din't work. even if the enemy face the char on the moment of the hit the move still was going out wrong. then I have create a "invisible" hit, just before the true hit, that makes the enemy face the char.

    

Re: how to make the enemy face the char when hit in the back on a move?

 July 05, 2008, 05:46:14 am View in topic context
 Posted by Daimonmau  in how to make the enemy face the char when hit in the back on a move? (Started by Daimonmau July 05, 2008, 05:26:30 am
 Board: M.U.G.E.N Development Help

sorry, I just imagined one theory and it works. I made one new hitdef (that don't do sound or sparks or damage or anything) just before the move conects that make the enemy turn around before the true hitdef connects.
    

how to make the enemy face the char when hit in the back on a move?

 July 05, 2008, 05:26:30 am View in topic context
 Posted by Daimonmau  in how to make the enemy face the char when hit in the back on a move? (Started by Daimonmau July 05, 2008, 05:26:30 am
 Board: M.U.G.E.N Development Help

I made one cooll special move but if the move start by the back of the enemy, hit him while he is facing the other way, the move looks bad, all wrong. it's a hit move, not a throw, so, how can I make the enemy face the char in the moment the move hits?
    

Re: priority of commands?

 July 03, 2008, 07:18:08 am View in topic context
 Posted by Daimonmau  in priority of commands? (Started by Daimonmau July 03, 2008, 05:47:59 am
 Board: M.U.G.E.N Development Help

I tried this before post this question here. on my .cmd the specials are before the normals (the "~D,DF,F,D,DF,F,punch" allready are before the "hadouken", "shoryuken" commands.
and... wait a moment, you are saying to I change the order on the part bellow the commands, on the change states...
aaand... it work, hahaha.

and cyanide, a quick one without to much importance: I made the reversal def on the move I wanted and now, when the enemy hits the char on this move, the char keeps doing the move and the attack is defended. but one weird but cool thing has happened, when the enemy hits the char one slowmotion enters in effect until the move ends, and the enemy became almost paralized on the superslowmotion.

the strange thing is that I din't put any code on this move for slowmotion and stuff. (but in the end it became cool, I think I will let it this way, but I wanted to know why this is happening)
    

Re: priority of commands?

 July 03, 2008, 06:51:48 am View in topic context
 Posted by Daimonmau  in priority of commands? (Started by Daimonmau July 03, 2008, 05:47:59 am
 Board: M.U.G.E.N Development Help

nope, don't make any difference.

on other char that I have tested all his moves works good, two half moons... shoryuken, hadouken... and aparentely he made the moves same thing as me, so where I have to mess with to solve this?
    

priority of commands?

 July 03, 2008, 05:47:59 am View in topic context
 Posted by Daimonmau  in priority of commands? (Started by Daimonmau July 03, 2008, 05:47:59 am
 Board: M.U.G.E.N Development Help

I am having some problem with my char and I couldn't find some info on how to solve this: I have, for example, one move with "~F,D,DF,x" and other with "~D,DF,F,x". then I try to do my special move with "~D,DF,F,D,DF,F,x" and it almost never come out, the char do almost always the "~F,D,DF,x" move.
I have look on the command of other char that don't has this problem but I din't find any clue on how to solve this.

cam someone give-me a hand?
    

Re: A help with one air move, guard move, fatality and one weird move?

 June 21, 2008, 07:34:37 am View in topic context
 Posted by Daimonmau  in A help with one air move, guard move, fatality and one weird move? (Started by Daimonmau June 12, 2008, 06:19:42 am
 Board: M.U.G.E.N Development Help

and satou sei, I have made one test on one sacanner and the results where cool men. my next char will be on high resolution (but after I take a time to rest after doing this char that I am doing, it's being less than one month to make him but it's a lot of work. almost every move I imagine I have to discover how that certain thing is done, etc)

when I release the beta in one or two weeks I will post here one note before I post the char, so you guys would see the char and the fatality that I was talking about
    

Re: A help with one air move, guard move, fatality and one weird move?

 June 21, 2008, 07:29:08 am View in topic context
 Posted by Daimonmau  in A help with one air move, guard move, fatality and one weird move? (Started by Daimonmau June 12, 2008, 06:19:42 am
 Board: M.U.G.E.N Development Help

some new doubts:

1 - next week I will begin to do the fatalities, but I still have not try to discover how they are done because I am finalizing the "normal" moves. but I was thinking about something now while I was making one move: what I have to do is make all the moves of my character "kill = 0", that the enemy will be always dizzy if is the second,third or fourth round and his life is 1, and one explosion that let the screen dark, says "finish him" and shows "finish him" on the center of the screen? is that right? if this is right then how I make the enemy be always dizzy if his energy is 1? I have to put one thing put the enemy on this state in all my moves or there is a easy way?

2 - Cyanide (or someone who know this), how exactly I can make my char be guarding while I am doing a special punch? like the punch form ralf, from king of fighters? (I know you have give some aswer before, but I din't understand right, put one example please)

3 - how I make my char aproach automaticaly the enemy to do one move? like, I put the comand then the char walks/run to the correctly distance of the enemy and do the move?

4 - let's say i make one move that will send my char running to catch the enemy, but the enemy teleports or something to behind my char, how I can make my char (still on the move) change direction automaticaly to catch the enemy that is now behind him?

Aaaaannnd... thanks in advance again, hahaha
    

Re: A help with one air move, guard move, fatality and one weird move?

 June 17, 2008, 06:46:07 pm View in topic context
 Posted by Daimonmau  in A help with one air move, guard move, fatality and one weird move? (Started by Daimonmau June 12, 2008, 06:19:42 am
 Board: M.U.G.E.N Development Help

I draw really well, I am rust right now (I don't like draw) but I can come back to professional level in quick time. so I am asking this for some reasons: once I saw a cable character that have his sprites visible done by photos, and the result was horrible, and I am asking if scanned stuff can look good (let's say like one guilty gear character or hokuto no ken charachter for example) or it requires a lot of work on each draw+becoming+sprite to look good?

the other reason is that, since I can draw good and more or less fast, if do scanned sprites do not require a lot of work I could begin to create chars completely new (and maybe fast since it is coming fast this char that I am making, I begin only half month ago and he is allready cool and playable (he will have a lot of moves so it will take some more time to go out))

and of course the sprites would be free, so people would be able to do crazy/evil versions and stuff (of course if someone would want to do that, hahaha)
    

Re: A help with one air move, guard move, fatality and one weird move?

 June 17, 2008, 06:00:16 am View in topic context
 Posted by Daimonmau  in A help with one air move, guard move, fatality and one weird move? (Started by Daimonmau June 12, 2008, 06:19:42 am
 Board: M.U.G.E.N Development Help

yeah, that's what I want to do. thanks satou sei.

I am not making this fatality now, I ammaking other moves of the char, but when I do the fatality I will post here in case some other doubt appears (my char is becoming cool, hahaha)

well, and one quick question about other thing: let's say I draw on one paper all the sprites of one new char in black and white and, using the scanner, put then on the computer. is to much hard to put colors and prepare the frames to put on the mugen? one scanned char looks good? (sorry, two quick questions, haha)
    

Re: A help with one air move, guard move, fatality and one weird move?

 June 15, 2008, 11:31:15 pm View in topic context
 Posted by Daimonmau  in A help with one air move, guard move, fatality and one weird move? (Started by Daimonmau June 12, 2008, 06:19:42 am
 Board: M.U.G.E.N Development Help

coll cyanide, I will try that later.

and rajaboy, just for record,I know what custom states do, hahaha. but what you said in the begining was the same thing that cyanide said now? hum...

and blackchaos07, no, I don't want to edit sprites.