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KBN22

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Messages by KBN22

    

Re: Fade Screen from Black to Normal

 November 15, 2013, 01:49:38 pm View in topic context
 Posted by KBN22  in Fade Screen from Black to Normal (Started by KBN22 November 13, 2013, 08:59:41 pm
 Board: M.U.G.E.N Development Help

But I'm still wondering how I would START a state out entirely BLACK.
This code will transition from normal to black and back to normal again.
I need to have the screen start out black and just fade to normal.
    

Re: Fade Screen from Black to Normal

 November 14, 2013, 02:21:38 pm View in topic context
 Posted by KBN22  in Fade Screen from Black to Normal (Started by KBN22 November 13, 2013, 08:59:41 pm
 Board: M.U.G.E.N Development Help

Well, I'm not quite sure what you mean.

I want the fade to occur during the beginning of a state, where it starts out black and then fades to normal.

I'm not quite sure how to use the variable inside the ALLPALFX controller to get that effect......

But thanks for the reply!
    

Fade Screen from Black to Normal

 November 13, 2013, 08:59:41 pm View in topic context
 Posted by KBN22  in Fade Screen from Black to Normal (Started by KBN22 November 13, 2013, 08:59:41 pm
 Board: M.U.G.E.N Development Help

How do I use AllPalFX to fade the entire screen from Black, back to normal??
I can easily fade it to black, but I don't understand how to do the opposite.

    

Re: Helper slow by 1 tick

 July 09, 2013, 09:15:44 pm View in topic context
 Posted by KBN22  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

That works so much better than making a helper state for each animation. Only problem I have is that I don't plan on making any animations for the gethit states (although I probably should..).

Is there anyway to have the changeanim only use what anims+10000 are available in the .AIR, without flooding me with "changed to invalid action"?
    

Re: Helper slow by 1 tick

 July 09, 2013, 02:42:15 pm View in topic context
 Posted by KBN22  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

Here's what I'm trying to accomplish, not sure if a helper would be more useful or not as I'm just adding that aura effect to each animation. I suppose an explod would be easier than making a ton of wasteful helper states... I'll try it out, thanks.

 
http://www.youtube.com/watch?v=J_G-QCUa8kc
    

Re: Helper slow by 1 tick

 July 08, 2013, 09:16:18 pm View in topic context
 Posted by KBN22  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

Brilliant, yet so simple... I had no idea that the negative states didn't parse time = 0.
Thanks! Now all the helpers are going to be on time with the animations.
    

Re: Helper slow by 1 tick

 July 08, 2013, 03:24:32 pm View in topic context
 Posted by KBN22  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

I tried using an explod to fill in that one missing tick, but I guess that doesn't work either. It's hardly noticeable though.  I guess my best bet was to just decrease my animation by one tick and than loop it after the initial run.  Thanks for the information!
    

Helper slow by 1 tick

 July 08, 2013, 06:41:11 am View in topic context
 Posted by KBN22  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

I'm binding an Aura helper to my character's animations, but the helper is always slow by 1 tick.
Am I missing something, or is this just how it's going to be?

Code:
[State -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9960)= 0
trigger1 = anim = 0
id = 9960
pos = 0,0
postype = p1
stateno = 9960
size.xscale = .5
size.yscale = .5
helpertype = player
ignorehitpause = 1

;-------------------------------------------------------------------------------
[Statedef 9960]
type    = A
movetype= I
physics = N
sprpriority = 1
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State 9960]
type = Changeanim
trigger1 = anim != 9960
value = 9960
ignorehitpause = 1

[State 9960]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state 9960]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 9960
ignorehitpause = 1

[state 9960]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[State 9960]
Type = Turn
triggerall = root,anim = 0 && root,facing = -1
Trigger1 = facing = 1
ignorehitpause = 1

[State 9960]
Type = Turn
triggerall = root,anim = 0 && root,facing = 1
Trigger1 = facing = -1
ignorehitpause = 1

[State 9960, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[state 9960]
type = assertspecial
triggerall = ishelper(9960)
trigger1 = root,anim != 0
flag = Invisible
ignorehitpause = 1

[State 9960, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[state 9960]
type = destroyself
triggerall = numhelper(9960)
trigger1 = root,stateno !=0
trigger2 = root,stateno =0 && anim = 5
    

Re: PERFECT SELECT 2013.1

 June 13, 2013, 02:58:29 pm View in topic context
 Posted by KBN22  in PERFECT SELECT 2013.1 (Started by electrocaid June 07, 2013, 02:50:04 pm
 Board: M.U.G.E.N Discussion

There was a point in time where I tried to collect every creation from the Perfect Select. I'm glad to see you still around.

There's actually a really interesting site that is trying to accomplish the same goal but lists creations by Author:
https://sites.google.com/site/mugenlist/home/mugen-hi-chars/page1

While not as extensive as your list, maybe you could use this to help fill the void where you left off?
    

Re: Bind Explod to Floor of P2's position

 April 18, 2013, 04:30:39 pm View in topic context
 Posted by KBN22  in Bind Explod to Floor of P2's position (Started by KBN22 April 18, 2013, 03:37:54 am
 Board: M.U.G.E.N Development Help

That's what I was looking for. You're the man Cybaster! Thank you.
    

Re: Bind Explod to Floor of P2's position

 April 18, 2013, 03:47:40 pm View in topic context
 Posted by KBN22  in Bind Explod to Floor of P2's position (Started by KBN22 April 18, 2013, 03:37:54 am
 Board: M.U.G.E.N Development Help

That will position the explod while he's standing.
Is there a similar code that will bind the explod to the floor of P2's Y-Position while P2 is in the Air, regardless of where he is in the Air?
I'm using this code when the projectile makes contact, an explod will appear under P2, kind of a rising from the floor thing.

Code:
[State 1500]
type = Explod
trigger1 = root,projcontacttime(3100) = 1
anim = 2551
id = 2551
sprpriority = 3
postype = p2
pos = 0,0+ceil(-pos Y)
bindtime = 1
scale = 1,1.35
ignorehitpause = 1
    

Bind Explod to Floor of P2's position

 April 18, 2013, 03:37:54 am View in topic context
 Posted by KBN22  in Bind Explod to Floor of P2's position (Started by KBN22 April 18, 2013, 03:37:54 am
 Board: M.U.G.E.N Development Help

What would you set the pos to if you only want an explod to appear at P2's position without having it follow P2's velocity after a hit?

I have an explod that appears after a projectile hits P2, sort of a rising flame from the ground, but if I hit P2 while he's in the air the pos is still at his feet in the air and not "rising from the ground".

Is there any simple way to have the pos stay at P2's feet regardless of the velocity of P2?
    

Re: Idaho WIPs (Current: Uranus and Pluto)

 April 04, 2013, 03:02:13 pm View in topic context
 Posted by KBN22  in Idaho WIPs (Current: Joker, Hayabusa, Classic Moon) Spriters Wanted! (Started by ThatIdahoGuy July 21, 2012, 10:52:06 pm
 Board: Projects

Rock on! I'm glad you decided to work on Link. At least with you, now I know my time wasn't wasted editing him.
Good Luck. I can't wait to see how this turns out.
    

Re: WARNING: You Are Now in Deep Shit

 February 27, 2013, 03:06:24 pm View in topic context
 Posted by KBN22  in The thread, the myth, the LEGEND: the shit thread (Started by gfw spacezilla August 30, 2007, 01:40:47 pm
 Board: Hall of Fame

So basically all those that never heard about Christianity were judged by their own hearts, after all christianity is all about the heart.
Not some rituals of practice that mysteriously make you a good person like nowadays.

Well, I'm glad to see that you notice what you're trying to do here is completely pointless then.
No ritual or scripture or any kind of faith will mysteriously make you a good person.
We ARE judged, regardless of what we believe in, by how we decide to act.
Quoting the Bible is no less more significant than quoting John Lennon.
    

Re: Goku HR is corrupted but cant find a good one anywhere.

 February 12, 2013, 01:18:13 pm View in topic context
 Posted by KBN22  in Goku HR is corrupted but cant find a good one anywhere. (Started by RSakazaki13 February 03, 2013, 09:21:14 am
 Board: Requests

    

Re: Leaving so soon

 February 07, 2013, 02:45:42 am View in topic context
 Posted by KBN22  in Leaving so soon (Started by AxKingsXRevengeX February 07, 2013, 02:27:26 am
 Board: M.U.G.E.N Discussion

That's a real shame. I hope everything works out for you in the end. I'll continue working on Link and hopefully can pull something together soon.
Good luck with whatever it is, and take care!
    

Genjuro by JeanBureau - Latest Update

 January 09, 2013, 02:05:06 pm View in topic context
 Posted by KBN22  in Genjuro by JeanBureau - Latest Update (Started by KBN22 January 09, 2013, 02:05:06 pm
 Board: Requests

    

Re: Gouken

 January 02, 2013, 12:59:44 am View in topic context
 Posted by KBN22  in Gouken- Updated 01/26/2013  (Started by Infinite Crisis January 02, 2013, 12:51:16 am
 Board: Your Releases, Mugen 1.0 +

Amazing! Finally a decent 2D Gouken. You're the man Infinite!
    

Re: A Variety of Chars & Stages Smoothed Out {growing list}

 January 02, 2013, 12:55:30 am View in topic context
 Posted by KBN22  in A Variety of Chars & Stages Smoothed Out {growing list} (Started by RobotMonkeyHead May 27, 2012, 09:18:31 pm
 Board: Edits & Addons 1.0+

What is even going on here? I was expecting some updates from RMH.
Leave well enough alone Snakebyte.
All you deserve from RMH is a "Cool story bro" post from this point forward.
    

Re: CvS Bluestreak By Diepod and Jesuszilla

 January 01, 2013, 01:32:11 am View in topic context
 Posted by KBN22  in CvS Bluestreak By Diepod and Jesuszilla (Started by Diepod January 01, 2013, 12:33:40 am
 Board: Your Releases, older Mugen

Yeah. This character is just too awesome for words. Every move and animation just flows together so seamlessly. I haven't been this excited about a Mugen creation in quite a while. This character was a real treat. Thank you. All your hard work truly paid off to create a very memorable and unique addition for mugen fans everywhere.