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KamiyaKasshinRyu

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Messages by KamiyaKasshinRyu

    

Helper Binds To Teammate

 May 17, 2009, 06:45:59 am View in topic context
 Posted by KamiyaKasshinRyu  in Helper Binds To Teammate (Started by KamiyaKasshinRyu May 17, 2009, 06:45:59 am
 Board: M.U.G.E.N Development Help

Hi Everyone.
Binding A Helper To P2 is Possible, How about binding your helper in the front of your partner or teammate in team arcade or co-op?
Thanks.
    

Re: CVS2like K.O. Sound

 March 17, 2009, 03:04:49 pm View in topic context
 Posted by KamiyaKasshinRyu  in CVS2like K.O. Sound (Started by KamiyaKasshinRyu March 12, 2009, 05:22:17 pm
 Board: M.U.G.E.N Development Help

Thanks drex... but have some problem and need help.
Uhmm I Open It Then What Should I do Next?
There's no sound when I play it.
Sorry... Dunno What to do...Im Very Sorry...
    

Re: CVS2like K.O. Sound

 March 14, 2009, 04:08:30 pm View in topic context
 Posted by KamiyaKasshinRyu  in CVS2like K.O. Sound (Started by KamiyaKasshinRyu March 12, 2009, 05:22:17 pm
 Board: M.U.G.E.N Development Help

Ok I have Download it...
Im Ready  ;D
    

Re: CVS2like K.O. Sound

 March 13, 2009, 10:05:45 am View in topic context
 Posted by KamiyaKasshinRyu  in CVS2like K.O. Sound (Started by KamiyaKasshinRyu March 12, 2009, 05:22:17 pm
 Board: M.U.G.E.N Development Help

Oh...I havent have FL studio so... I'll download it right away...  ;D
I'll reply when I ready...
Thanks a Lot Drex....
    

CVS2like K.O. Sound

 March 12, 2009, 05:22:17 pm View in topic context
 Posted by KamiyaKasshinRyu  in CVS2like K.O. Sound (Started by KamiyaKasshinRyu March 12, 2009, 05:22:17 pm
 Board: M.U.G.E.N Development Help

Hi everyone!.
Im just wondering and wanted to ask if somebody or anybody know how to make (or edit) a KO sound to be like in CVS2 ko sounds...? ...you know it have a Echo like sound...or something that is really nice to hear...
Thanks In Advance...  :sugoi:
    

Re: Helper's Life

 March 09, 2009, 01:26:45 pm View in topic context
 Posted by KamiyaKasshinRyu  in Helper's Life (Started by KamiyaKasshinRyu March 09, 2009, 01:03:06 pm
 Board: M.U.G.E.N Development Help

Use a variable to store the helper's life; remember helpers can have their own variables.

I don't really know if you can read the damage they take from an opponent's attack though, you could try; maybe using gethitvar(damage), test it out because I'm not sure that works for helper.

Hey!!!...You're Right!!!...  ;D
I have tried it just now and it works...
I set a var in my helpers state and a varadd with value like this: (-1*gethitvar(damage))... and use gethitvar(damage) as you said...
Everything's fine now Thanks a Lot for help Rajaa...  ;D
    

Helper's Life

 March 09, 2009, 01:03:06 pm View in topic context
 Posted by KamiyaKasshinRyu  in Helper's Life (Started by KamiyaKasshinRyu March 09, 2009, 01:03:06 pm
 Board: M.U.G.E.N Development Help

Heya!...I'm thinking if it's possible to give your helper some life point's so that it could be destroyed when its life is 0 pts...?
    

Re: Scaling Clsn2/Clsn1

 February 23, 2009, 09:54:31 am View in topic context
 Posted by KamiyaKasshinRyu  in Scaling Clsn2/Clsn1 (Started by KamiyaKasshinRyu February 23, 2009, 09:12:23 am
 Board: M.U.G.E.N Development Help

Okay... Now my mind is Cleared...  ;D
Thanks P.o.t.S.
    

Scaling Clsn2/Clsn1

 February 23, 2009, 09:12:23 am View in topic context
 Posted by KamiyaKasshinRyu  in Scaling Clsn2/Clsn1 (Started by KamiyaKasshinRyu February 23, 2009, 09:12:23 am
 Board: M.U.G.E.N Development Help

Heya!!!...
Is there a way to scale Clsn2/Clsn1 when using the scale in "AngleDraw"...or any other Scaling method...or I just manually make Clsn2/Clsn1 bigger...?
    

Re: KO effects

 February 07, 2009, 04:40:27 pm View in topic context
 Posted by KamiyaKasshinRyu  in KO effects (Started by KamiyaKasshinRyu February 05, 2009, 04:00:06 pm
 Board: M.U.G.E.N Development Help

Yep That was exactly im looking for.
Thanks a lot supermystery.
I have tested it and it works.... :D
    

Re: KO effects

 February 06, 2009, 02:44:13 pm View in topic context
 Posted by KamiyaKasshinRyu  in KO effects (Started by KamiyaKasshinRyu February 05, 2009, 04:00:06 pm
 Board: M.U.G.E.N Development Help

I mean those explods appear only when you have Hit and KO your opponent with that move.
    

KO effects

 February 05, 2009, 04:00:06 pm View in topic context
 Posted by KamiyaKasshinRyu  in KO effects (Started by KamiyaKasshinRyu February 05, 2009, 04:00:06 pm
 Board: M.U.G.E.N Development Help

Its very common on all fighting games...
Its the effects that appear when you KO the opponent with some of your player's move...
Like when you KO the opponent with your hyper attack.
How do you manage to make any special effects when you KO your ooponent with some of your moves specially the Hyper Moves?
...Thanks.
    

Re: Double Jump!!!

 February 01, 2009, 10:26:28 am View in topic context
 Posted by KamiyaKasshinRyu  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

 :2thumbsup: Hey, It Works !!!  :2thumbsup:
 :juggle: MikeDaBike, You're Great! :juggle2:
You solve my problem that has been for almost 1 month...:sick2:
Thank you very much ! :shocked2:
I have 1 question left...
May I use it? :beamgoi:
    

Re: Double Jump!!!

 January 31, 2009, 11:22:06 am View in topic context
 Posted by KamiyaKasshinRyu  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Oh yep I have... its this...
[mcode][State 620, ToJump]
type = ChangeState
triggerall = MoveHit = 1
triggerall = var(30) = 0
trigger1 = command = "holdup"
value = 45
ctrl = 1
[/mcode]
I implement this so that my player can move to jump and combo again after an Aerial High Punch...
The Problem occurs during this situation:
When I attack P2 with Aerial High Punch my player can jump but twice after the Aerial High Punch's Hit. Is there any other way to do it beside the changestate Or other....?
Thanks for help....
    

Re: Double Jump!!!

 January 30, 2009, 05:10:47 pm View in topic context
 Posted by KamiyaKasshinRyu  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Oh Sorry.  :o
Okay...
Im using Var(30) as Jump Limiter.
I'm using Varset to set Var(30) to 1 in state 45.
I put a varset in state -2 to set Var(30) to 0 when statetype !=A.
    

Re: Double Jump!!!

 January 30, 2009, 04:22:27 am View in topic context
 Posted by KamiyaKasshinRyu  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Ok Thanks...But the problem Left here is "doing it".
1.When my player is jumping...he automatically jump up if im holding up.
2.When I press "UF" he will jump forward diagonally but when I lose the Forward(F) then left the Up(U) he will jump,Not like the default double jump.

[mcode][Command]
name    = "SJump"
command = U
time    = 1[/mcode]

[mcode][State -1, Second Jump]
type       = ChangeState
value      = 45
triggerall = var(30) <= 0
triggerall = command = "SJump"
trigger1   = statetype = A
trigger1   = ctrl[/mcode]
    

Double Jump!!!

 January 28, 2009, 05:47:51 pm View in topic context
 Posted by KamiyaKasshinRyu  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Making This like this will make your player able to jump twice.
[mcode]airjump.num     = 1[/mcode]
But the problem is when I include it to a combo...it's not only twice ... it's infinite.
How do you manage to make it just twice as it should be?
I have try setting a Var in airjump state and making it as a triggerall in cmd.
But doesnt work...
    

Re: First Attack

 January 25, 2009, 05:45:02 pm View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

Oops...its Var(59)...I'm Very Sorry...Got my mind twisted   :o
I've try to change it to Var(33) to be make sure if using var(59) occur the problem...but still there's no difference...So I'm back and change everyting again to Var(59)...
Still I have no idea how to fix this poweradd problem... :sugoi:
    

Re: First Attack

 January 25, 2009, 08:36:06 am View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

Yep...the explod summoning is solved but  occurs again when I add this state:
[mcode][State -2, PowerAdd]
type = PowerAdd
triggerall = var(59) = 1
trigger1 = movehit = 1
value = 1000[/mcode]
This poweradd state, Is there something wrong?
Thanks.
    

Re: First Attack

 January 25, 2009, 06:13:22 am View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

(looking back at my post earlier I have no idea why I said to put a trigger for movetype = H, sorry about that)
It's Okay...You're the one that help me to have an Idea on how to make FirstAttack.
Thanks.

Im very sure I dont have a double.  ;D
And I am sure now what causes the problem, it is this one state.
I check everything and Remove and add one by one.
I have no problem,then lastly I add this state.
[mcode][State -2, PowerAdd]
type = PowerAdd
trigger1 = var(33) = 1
value = 1000[/mcode]
And I found that it causes the problem.
But, I don't know why and how?

Anyway, Any suggestion on how I add power when I first attack?
Thank you very much for help.