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DarkVyse

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Messages by DarkVyse

    

Re: Chaos control (stoping time)

 February 08, 2008, 02:01:58 pm View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

i only but in superpause to give the effect that a super/hyper move has been active and normal pause to kick the hell out of 2 player. Dont have any proplems ATM so i will keep it for now may chage it later.
    

Re: Sonic advance/battle wip

 February 07, 2008, 12:53:58 am View in topic context
avatar  Posted by DarkVyse  in Sonic advance/battle wip (Started by DarkVyse January 16, 2008, 04:26:59 am
 Board: Projects

more good news got chaos control working now ;D the verion that i have done is for beta wich is were chaos control freeze time so you can kick the crap out of player 2 for a small amount of time then when final release is done it will be changed it to rageing demon verion and time stoping will be named time freeze
    

Re: Chaos control (stoping time)

 February 07, 2008, 12:49:05 am View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

ok every thinks working now thanks for the help. Sub1117 you dont need a helper so delete it if you all ready set it here is the working code that i got

;chaos control
[StateDef 3500]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3500
sprpriority = 2

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2500, SuperPause]
type = SuperPause
trigger1 = !time
sound = S10,0
time = 100
moveTime = 100
darken = 1
;ignorehitpause =
;persistent =


[State 3500, Pause]
type = Pause
trigger1 = !time
time = 255
movetime = 255
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ctrl = 1
    

Re: Chaos control (stoping time)

 February 06, 2008, 04:49:10 pm View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

ok getting there 2player is now not moving wich is what i want but 1player is leaving a image of him self after pause is active how do i remove it
    

Re: Chaos control (stoping time)

 February 06, 2008, 02:51:59 pm View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

ok here is the code i got atm ;chaos control
[StateDef 3500]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3500
sprpriority = 2

[State 3500, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "helper"
ID = 3500
stateno = 3500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 255
pausemove = 255
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 3500, Pause]
type = Pause
trigger1 = !time
time = 1
movetime = 1
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0
ctrl = 0

when i use it its not frezzing time but leaving images of my sonic all over the screen.
    

Re: Chaos control (stoping time)

 February 05, 2008, 11:55:04 pm View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

already did that but now i carnt move i need to stop time for all except sonic how do i do that?
    

Re: worst movies you've ever seen

 February 05, 2008, 05:01:30 pm View in topic context
avatar  Posted by DarkVyse  in worst movies you've ever seen (Started by Rote Zaungast February 05, 2008, 02:08:21 am
 Board: Entertainment

Worst move for me and i have made it forbiden to say the word in my house. Man i have to bite my self for this is Open Water! RAAAA! there i sead it.
    

Chaos control (stoping time)

 February 05, 2008, 04:50:06 pm View in topic context
avatar  Posted by DarkVyse  in Chaos control (stoping time) (Started by DarkVyse February 05, 2008, 04:50:06 pm
 Board: M.U.G.E.N Development Help

Ok for one of my hyper moves for sonic i want to do Chaos control that stop time like rare Akuma can do. Can some one plz tell or show me the code to do that? This chaos control is for bata release then i will change it to rageing demon verion later on for the main release and change stoping time to sonic's Time brake.
    

Re: upercut help!

 February 04, 2008, 02:59:56 am View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

it working now and hitting to thanks for your help and time R[E]ika here is the working code just unless i some think else happens

; begin upercut
[StateDef 451]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
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 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, 2
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 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -5

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Lava Reef Zone

 February 04, 2008, 02:10:47 am View in topic context
avatar  Posted by DarkVyse  in Lava Reef Zone (Started by Mr. I February 02, 2008, 08:58:04 pm
 Board: Your Releases, older Mugen

anougher sonic stage sweet DOWNLOADING NOW! as you can tell am a big sonic fan grow up on him and his games :)
    

Re: Sonic advance/battle wip

 February 04, 2008, 02:01:38 am View in topic context
avatar  Posted by DarkVyse  in Sonic advance/battle wip (Started by DarkVyse January 16, 2008, 04:26:59 am
 Board: Projects

Sweet that reminds me, you could give them a special move similare to the sonic heroes game. knuckles and tailes swing him round then sonic hits everything on the screen with a spindash.

:) I was gonna say that, maybe you could have a special where all 3 of them are super and do something like that but more powerful

You mean in super forms or super attacks? I dont think there is a super form for tails and knuckles in the sonic advance and battle series games but i was thinking of having tails and knuckles come out and tails doing a big beam attack from mavrel vs capcom games and knuckles doing hulks special attack the one were he hits the ground and rubble comes down from the sky
    

Re: upercut help!

 February 03, 2008, 10:33:02 pm View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
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 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
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 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: upercut help!

 February 03, 2008, 09:24:40 pm View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

the same thing is happening agane hes only starting at down upercut and skipping the first 2 states but when i but a defhit state in the down upercut he is now hitting
    

Re: upercut help!

 February 03, 2008, 02:37:24 am View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

ok av been mesing around with the codes and it seems like when i change y=-10 code in velSet

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y =  -10

to [y = 0]

he does all the states of upercut but loops like made. but now hes doing begin upercut right thourgh to land upercut.

    

Re: upercut help!

 February 03, 2008, 01:58:57 am View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

ya i found out it seems like hes only doing down from upercut and land upercut. But hes not doing begin upercut and hit upercut the second pic is a old pic sorry about that i have deleted all the red and blue colltion boxes in the attack and re do them but still hes only doing from down from upercut.

here is the new pic and the code.



; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Heavy
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 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -50

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 100
animtype = Heavy
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 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Sonic advance/battle wip

 February 03, 2008, 01:33:22 am View in topic context
avatar  Posted by DarkVyse  in Sonic advance/battle wip (Started by DarkVyse January 16, 2008, 04:26:59 am
 Board: Projects

new move in mind soinc calls out tails to do a speacle attack like in marvel vs capcom 2 and maybe a team attack with both knuckles and tails.So what do you all think?
    

Re: upercut help!

 February 03, 2008, 12:14:51 am View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

Sorry about this but i got a new problem i got sonic to go into the air as i wanted him to but now he dosent hit



as you can see theres no Clsn attack box but in the animation part there is as you can see



    

Re: DBZ UB22 MUGEN PROJECT SUPER GOKU V2, NOW WITH SSJ3 MODE

 February 02, 2008, 11:08:40 pm View in topic context
avatar  Posted by DarkVyse  in DBZ UB22 MUGEN PROJECT SUPER GOKU V2, NOW WITH SSJ3 MODE (Started by Sammyboi February 01, 2008, 08:27:09 pm
 Board: Projects

Man i carn wait for the release looks cool
    

Re: upercut help!

 February 02, 2008, 07:06:10 pm View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

Ok i will do that later going out now. Thanks for your help R[E]ika and the other mugen helpers if it still want work i will but on hold and do other super and hyper moves and come back to this later on.
    

Re: upercut help!

 February 02, 2008, 02:08:34 pm View in topic context
avatar  Posted by DarkVyse  in upercut help! (Started by DarkVyse January 30, 2008, 12:11:33 am
 Board: M.U.G.E.N Development Help

after he hits