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Messages by F&F

    

Re: How to disable movement during grapple state?

 June 07, 2008, 08:23:26 am View in topic context
 Posted by F&F  in How to disable movement during grapple state? (Started by F&F June 07, 2008, 07:07:31 am
 Board: M.U.G.E.N Development Help

Why are you returning control?

Create a special knee state, and have those commands send him to it, then back to the hold state. Or set up another changestate in your CMD that allows it. Granting control is a silly way to do that.

Yeah I realise that now - I feel quite silly  :D

I'm not sure if this is the sort of thing you meant (sorry for the noobness, just not that bright!)

I replaced
Quote
[State 802, CtrlSet]
type = CtrlSet
trigger1 = command = "a" || command = "b" || command = "c" && ctrl = 0
trigger2 = command = "x" || command = "y" || command = "z" && ctrl = 0
value = 1
with
Quote
[State 802, 3]
type = ChangeState
trigger1 = command = "a"
value = 235
ctrl = 0
My char now attacks and returns to grapple state

Did you mean to set it up this way? 
How can I limit the amount of attacks? (Only allowed to hit 3 times then return to state 0)

Thank you for your help.
    

How to disable movement during grapple state?

 June 07, 2008, 07:07:31 am View in topic context
 Posted by F&F  in How to disable movement during grapple state? (Started by F&F June 07, 2008, 07:07:31 am
 Board: M.U.G.E.N Development Help

I've been trying to figure out how to stop my character from being able to walk, jump etc whilst in a clinch state. Is there a way to ignore the direction being held or disable walking whilst attacking during this state?

Here's what I have so far:

Clinch
Spoiler, click to toggle visibilty

An attack during clinch state
Spoiler, click to toggle visibilty

Also - what would be the easiest way to perform this type of thing:

During clinch state
  • press "a" to knee, after 1.5 seconds of no input both players return to state 0
  • press "a" again to kick, after 1.5 secs... " "
  • press "a" yet again for finish, after 1.5 secs... " "


 
    

Re: Fight stance in character select screen HELP!

 June 04, 2008, 01:28:34 am View in topic context
 Posted by F&F  in Fight stance in character select screen HELP! (Started by kreeddem June 04, 2008, 12:01:20 am
 Board: M.U.G.E.N Configuration Help

Not possible to my knowledge - although I would love to be corrected if i'm wrong  ;P

How many characters does your screenpack have? If you really want to give it a go you might be able to do it through the cursor lol but it would more than likely look terrible.

If you think you're up to doing it, take a look at this thread
http://mugenguild.com/forumx/index.php?topic=75454.0

That's the technique Kira showed me for my project, you should be able to achieve what you want with it

Hope this helps - have fun!

(Alternatively - if you're not after animation just change each characters big portrait to a picture of them in stance)
    

Re: mugen

 June 04, 2008, 12:56:38 am View in topic context
 Posted by F&F  in mugen (Started by Phantom-Ryu June 04, 2008, 12:02:29 am
 Board: M.U.G.E.N Configuration Help

I've read what you posted several times and its still not making that much sense to me. Could be I need to get some sleep.

Are you saying that you've downloaded characters and they are usually zipped (end in .zip), but some of them are in a rar archive?  ???

Do you mean you want to know how to open a .rar? if so use either 7-zip or winrar. (Google is your friend)

    

Re: Row Alignment/Character Box Posistioning

 February 12, 2008, 06:51:51 am View in topic context
 Posted by F&F  in Row Alignment/Character Box Posistioning (Started by F&F February 12, 2008, 05:35:13 am
 Board: Development

It looks pretty hard to explain but i'm very apprecietive of both your efforts

I think this is one of those "learn by doing" situations so i'm gonna get on photoshop and play around to get a better understanding.

At the minute my understanding of it sounds like you tile up images of cell positions into one big image (I'm unsure if that makes any sense)

Thanks again, i'll report back when i've had a go (And I have re-read your posts a few more times for clarification)
    

Re: Row Alignment/Character Box Posistioning

 February 12, 2008, 05:58:24 am View in topic context
 Posted by F&F  in Row Alignment/Character Box Posistioning (Started by F&F February 12, 2008, 05:35:13 am
 Board: Development

Lol ok - but if poss give it another shot.

At first I thought you meant make a 640x480 cursor image with the layout of the character boxes, but then I realised the boxes would move with the cursor

Was I kinda close or way off?

Soz didnt read your post properley - Cell size 640 x 480? Does that include all the cells?
    

Row Alignment/Character Box Posistioning

 February 12, 2008, 05:35:13 am View in topic context
 Posted by F&F  in Row Alignment/Character Box Posistioning (Started by F&F February 12, 2008, 05:35:13 am
 Board: Development

I am currently designing a full game - This is my rough layout of the Select screen



I was just wondering if this would be at all functional in mugen. By that I mean is it possible to handle the cursor correctly and align the character select boxes this way?

Any advice appreciated
    

Stage Intro Help

 December 11, 2007, 04:21:07 pm View in topic context
 Posted by F&F  in Stage Intro Help (Started by F&F December 11, 2007, 04:21:07 pm
 Board: M.U.G.E.N Development Help

Hi, What i'd like to implement is an intro for every stage but i'm not entirely sure how to go about it.

I've currently disabled the vs screen to try and get this working

Basically, Just before the round starts i want to have a plane go around the globe to the country of the fight - like SFII.

Would i have to put the sprites i need into the characters SFF and get them to run when they meet a certain character? (Should i use - P2name=?) Or do i put the sprites in the stages SFF? (If so, how would i make the sprite appear before the round starts with no lifebars etc on top?)

Or if at all possible could i just create an intro.sff for every stage and get that to run before the stage starts?

Any advice would be greatly appreciated

    

Creating Stage Intros

 December 10, 2007, 04:42:22 pm View in topic context
 Posted by F&F  in Creating Stage Intros (Started by F&F December 10, 2007, 04:42:22 pm
 Board: M.U.G.E.N Development Help

Hi all, I was wondering what is the best way of creating an intro for a stage?

i have currently removed the versus screen as it doesnt do my screenpack justice (gotta love Hi-res)
so i was planning on creating an intro for every stage that kinda looks like the plane flying around the globe in street fighter 2.

Any ideas?