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Messages by warioman

    

Re: Squidward Tentacles

 March 10, 2010, 03:04:25 am View in topic context
avatar  Posted by warioman  in Squidward Tentacles  (Started by warioman March 10, 2010, 03:01:57 am
 Board: Projects

i'll have to fix that
    

Squidward Tentacles

 March 10, 2010, 03:01:57 am View in topic context
avatar  Posted by warioman  in Squidward Tentacles  (Started by warioman March 10, 2010, 03:01:57 am
 Board: Projects






Squidward from Spongebob!

He has all required sprites, music note projectile (actually a helper) currently 2 supers, some AI, and a special victory.
he also has an attack where he smashes his opponents  with his head (its an air attack).  one of squidward's supers is where he moves foward and slices his opponents with his tentacles. squidward uses CVS2 hitsparks. squid also has a superjump and can do aerial raves. 4 button char
    

how do I increase the volume of a wav and mp3 file?

 March 07, 2010, 11:17:32 pm View in topic context
avatar  Posted by warioman  in how do I increase the volume of a wav and mp3 file? (Started by warioman March 07, 2010, 11:17:32 pm
 Board: Off-Topic Help

how do I increase the volume of a wav and mp3 file? and if you say use audacity, tell how i can make it louder with it.
    

this doesnt make any sense

 March 06, 2010, 04:16:36 am View in topic context
avatar  Posted by warioman  in this doesnt make any sense (Started by warioman March 06, 2010, 04:16:36 am
 Board: M.U.G.E.N Development Help

I already know how to fix it if a character is stuck standing in the air, but this doesnt make sense. i put a changestate so that my character will go to state 50, but he just got stuck standing in the air. how do I fix this?


Code:
[StateDef 3501]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3499
poweradd = 0
sprpriority = 2

[State 3501, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 20
anim = 102
sound = 20, 0
pos = 0,-24
move = 0
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1

[State 3501, PosAdd]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s8000
sparkxy = -10, -26
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
p1stateno = 3500
p2facing = 1
kill = 0 ;Do not Remove
getpower = 0

[State 3501, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 50
ctrl = 1

[State 3501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[StateDef 3502]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3500
poweradd = 20
sprpriority = 2

[State 3502, VelSet]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
x = 6

[State 3502, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 5 ;Damage that move inflicts, guard damage
animtype = med ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8003 ;Spark anim no (Def: set above)
sparkxy = -10, -10 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 4 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = 0,0 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,0 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
getpower = 0

[State 3502, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 5 ;Damage that move inflicts, guard damage
animtype = med ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8003 ;Spark anim no (Def: set above)
sparkxy = -10, -10 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 4 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
getpower = 0
fall = 1
fall.animtype = hard

[State 3502, end]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
    

power charge explod

 March 01, 2010, 01:05:38 am View in topic context
avatar  Posted by warioman  in power charge explod (Started by warioman March 01, 2010, 01:05:38 am
 Board: M.U.G.E.N Development Help

i am very confused with with this problem. i have made a power charge for a character but i want to but an explod to make it look good. i already put an explod, but when i charge up and stop charging, the explod is still there.
    

Re: Elmo:Sesame Street Battler

 March 01, 2010, 12:59:37 am View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: Elmo:Sesame Street Battler

 February 28, 2010, 03:47:08 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

Warioman, here's a 2 minute fix on one of the sprites.
Elmo has a lot of variances on his look but there's a couple of laws of Elmo that you cannot violate.

One is that his hair never goes higher than his eyes and his mouth is wide and black. Another is that his nose should always be oval-like shaped.
Behold
http://i33.photobucket.com/albums/d96/tmwouss/elmo.png

You can maintain his anime eyes and have it still work.
If you can get your bro to make the rest of the sprites look like that....you'll have a more solid Elmo on your hands.

it doesn't matter how he looks what do you think of his attacks

    

Re: Elmo:Sesame Street Battler

 February 28, 2010, 04:13:10 am View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: Elmo:Sesame Street Battler

 February 28, 2010, 04:12:19 am View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: Elmo:Sesame Street Battler

 February 28, 2010, 03:22:00 am View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

doesnt anyone even know how elmo looks?

    

Re: Elmo:Sesame Street Battler

 February 28, 2010, 12:20:56 am View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

state 220 and 650 dont do anything becasue he is a 4 button character. did you ever see that kung fu man only uses 4 buttons?
    

Re: Elmo:Sesame Street Battler

 February 27, 2010, 07:10:01 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

An anime elmo? why exactly? anyways the character doesnt look bad, but id rather him look like the icon, i think its mostly his eyes that are too big, maybe make them a little smaller, he might look more like elmo then. Also is that his tongue sticking out or is his mouth open? because his icons mouth is black when its open.

he's not sticking his tongue out his mouth is opened
    

Re: Elmo:Sesame Street Battler

 February 27, 2010, 06:13:39 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: Elmo:Sesame Street Battler

 February 27, 2010, 04:06:17 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

Yeah i agree with spikeriley doesnt look anything like elmo just the icon bears a remblance to elmo

how does that not look like elmo? hes got the orange nose and hes red, its elmo!
by the way, that was a useless reply.
    

Re: Elmo:Sesame Street Battler

 February 27, 2010, 03:34:14 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: Elmo:Sesame Street Battler

 February 27, 2010, 03:33:02 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

yes he has 2 supers and required sprites he is a 4 button chracter with combos and uppecuts. he also has air supers (but they are the same as the normal ones)
    

Elmo:Sesame Street Battler with AI and new super with fixed win

 February 27, 2010, 02:47:10 pm View in topic context
avatar  Posted by warioman  in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
 Board: Your Releases, older Mugen

    

Re: air super problem

 February 26, 2010, 10:22:56 pm View in topic context
avatar  Posted by warioman  in air super problem (Started by warioman February 26, 2010, 07:47:38 pm
 Board: M.U.G.E.N Development Help

wait its okay i fixed it
    

Re: air super problem

 February 26, 2010, 10:17:53 pm View in topic context
avatar  Posted by warioman  in air super problem (Started by warioman February 26, 2010, 07:47:38 pm
 Board: M.U.G.E.N Development Help

yes it works but it makes my character not go straight he's supposed to go straight in the air.
    

air super problem

 February 26, 2010, 07:47:38 pm View in topic context
avatar  Posted by warioman  in air super problem (Started by warioman February 26, 2010, 07:47:38 pm
 Board: M.U.G.E.N Development Help

I have made a super for the ground, and i made an air version of it. it works perfectly, but when i do it, my character is standing in the air.
is it because i used a velset? should i use something other than a velset?