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Juano16

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Messages by Juano16

    

Re: Peketo crashing (in windows 8). HELP!

 February 05, 2014, 06:51:49 pm View in topic context
 Posted by Juano16  in Peketo crashing (in windows 8). HELP! (Started by Borghi January 31, 2014, 06:19:51 am
 Board: M.U.G.E.N Development Help

You welcome ;)

I've seen crashes like this before in Mugen, and they use to be caused by the AIR files
when it's the CNS code, Mugen shows you an error message, but in the case of the AIR files it seems like Mugen doesn't handle the Exception and just closes
    

Re: Peketo crashing (in windows 8). HELP!

 February 05, 2014, 07:09:44 am View in topic context
 Posted by Juano16  in Peketo crashing (in windows 8). HELP! (Started by Borghi January 31, 2014, 06:19:51 am
 Board: M.U.G.E.N Development Help

Hello Borghi
I have windows 8.1 and got the crash
it seems like a Mugen bug

It happens in the AIR file, action 2100

You have it like this

Spoiler, click to toggle visibilty

I put bold in the part that I found that had the issue
you have 2 frames of the anim, the second without boxes, and the first one with 2 default blue boxes and normal boxes mixed
it seems like you did it to pass the default boxes to the second frame (the one without boxes) but the normal boxes of the first frame overwritten the default boxes, leaving only the normal boxes
Summary, you mixed default boxes and normal boxes in one frame to pass the default boxes to the next frame

It seems like Mugen has problems parsing it or something like that, but I don't know why it crashes only in Windows 8
I tried using Mugen RC1 (not 1.1, I mean This)

I removed the default boxes in the frame and passed them to the next frame (the one without boxes) but this time as normal boxes, instead of default boxes.
This is the result
Spoiler, click to toggle visibilty

After this the crash stopped here
    

Re: Help from programmers(in general, not only mugen)

 September 11, 2012, 04:57:37 am View in topic context
 Posted by Juano16  in Help from programmers(in general, not only mugen) (Started by Matgonor September 09, 2012, 04:22:25 am
 Board: All That's Left

Java and C#.Net are good options to make a game
for example this year I started just by curiosity a game using C#, it started as a test, I'm trying to make a style of remake of mortal kombat trilogy

I'm using a library called OpenTK, that's a wrapper of OpenGL for C# (or any other .NET language), and it's pretty good, it's open source and multiplatform, you can run that app on windows, mac and linux

The only problem with that way of create the game, is that I needed to create the whole game engine from zero... that was (and still) a reall pain in the ass... but I based the engine creation in what I've used in mugen all this time, I even created code to load SFF, SND, AIR, etc jajaja... it's something like a Mugen Clone :p

Some people have recommended me to try phyton to create video games, they say it's very good and there is a big community that can help you (I'm not sure, I never checked). There are good tutorials about that, Phyton could be a good option
    

Re: Fighter Factory 3 Beta (UPDATE 6 [full])

 December 23, 2011, 03:59:06 am View in topic context
 Posted by Juano16  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

like the prev user said about the search button, but I think is good, the only thing that it needs is to allow the user to press enter to do the search, instead of only when you click the button

Also, in the cns editor, is there any way to disable the auto unfolding for states?
I mean this
Spoiler, click to toggle visibilty

it complicates me the navigation through states when I need to check them, in the prev images I show 2 small states, but some are larger, then when I need to go to the next one, I need to fold it or scroll down to go to the next state
    

Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)

 December 19, 2011, 12:11:18 am View in topic context
 Posted by Juano16  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

The search function in the AIR editor is not working for me, it just changes to the next anim each time

Also, I haven't found the way to reproduce it, but sometimes ff3 has removed the default param for the clsn boxes (the thing to make the clsn to be repeated in the whole anim)
    

Re: Can Fighter Factory Handle MUGEN 1.0 Characters?

 July 21, 2011, 08:50:50 pm View in topic context
 Posted by Juano16  in Can Fighter Factory Handle MUGEN 1.0 Characters? (Started by DNZRX768 July 21, 2011, 04:21:41 pm
 Board: M.U.G.E.N Discussion

    

Re: One Piece - Line To The Dreams

 July 19, 2011, 09:10:00 pm View in topic context
 Posted by Juano16  in One Piece - Line To The Dreams (Started by garp April 08, 2011, 12:58:49 pm
 Board: Projects

thanks =) you re welcome
we still search for some more coders - but it s damn hard to find some who are:
1) good enough
2) willing to work a lot.

I would like to be part, but I'm already the coder for 2 projects... I lack of time to work in another one...
as I said before, very good project ;)
    

Re: Old Mugen Stages Converted To Mugen 1.0

 July 15, 2011, 06:24:50 am View in topic context
 Posted by Juano16  in Old Mugen Stages Converted To Mugen 1.0 (Started by Hooten0 July 03, 2011, 02:08:42 am
 Board: M.U.G.E.N Configuration Help

the omegapsycho stages use posZ stuff to change the char scale
the whole posZ stuff is now deprecated in mugen 1.0, then the omega's bosses can't work the same in mugen 1.0 as they used to do in winmugen
    

Re: One Piece - Line To The Dreams

 July 15, 2011, 04:54:11 am View in topic context
 Posted by Juano16  in One Piece - Line To The Dreams (Started by garp April 08, 2011, 12:58:49 pm
 Board: Projects

I've read about this project, I find it very impressive, One piece is my favorite manga (the anime too), and I see you are very good coders and spriters, but the most incredible stuff I see about it, it's the platform stuff... WHOA!!!... that's something I've always wanted to see in a mugen game which uses small chars ;)

I really support this project  :sugoi:
    

Re: Do you like to do team work while making chars, stages, etc?

 July 03, 2011, 08:54:04 pm View in topic context
 Posted by Juano16  in Do you like to do team work while making chars, stages, etc? (Started by Toshio Tenma July 03, 2011, 05:21:24 pm
 Board: M.U.G.E.N Discussion

Normally only for not coding stuffs, all about sprites or other stuffs I like to team up
    

Re: ChangeAnim when projectile goes off screen

 June 18, 2011, 08:46:40 am View in topic context
 Posted by Juano16  in ChangeAnim when projectile goes off screen [Solved] (Started by DragonFaku June 18, 2011, 07:07:32 am
 Board: M.U.G.E.N Development Help

In addition to what you have, not instead of. Put it first so mugen reads it first.

yeah, i did that, but i told you, it change the animation right after he shoots the projectile

[State 26000, ChangeAnim]
type = ChangeAnim
trigger1 = numhelper(941) = 1
trigger2 = helper(941),Movehit = 1
trigger3 = numhelper = 0 && time > 53
value = 1524
elem = 2
persistent = 0

the first and the second triggers are supposed to be in the same condition, then they should be both trigger1

Spoiler: Something like this (click to see content)
    

Re: Mortal Kombat Redemption ALPHA2

 May 04, 2011, 06:44:04 am View in topic context
 Posted by Juano16  in Mortal Kombat Redemption ALPHA2 (Started by Resurrecta April 26, 2011, 02:33:22 am
 Board: Your Releases, Mugen 1.0 +

juano what happen to your page, i can't enter??? D:

I have serious problems with the host and the file manager.... but i don't have time to fix it... that would need a complete reinstall
    

Re: Mortal Kombat Redemption ALPHA2

 April 26, 2011, 06:29:03 am View in topic context
 Posted by Juano16  in Mortal Kombat Redemption ALPHA2 (Started by Resurrecta April 26, 2011, 02:33:22 am
 Board: Your Releases, Mugen 1.0 +

When I saw your name, I knew this was promising. I hope to see these implementations in the next release, if you can find the time to do so. Very interesting ideas.

well, there is already a system to have the old versions of the chars, i mean mk1 and mk2 versions, in the ninjas, you onlye need to hold Back + Block during the intro of the first round, some chars has other transformation using Foward + block, and to return to the normal it's Down + block

i hope you like it
    

Re: Mortal Kombat Redemption ALPHA2

 April 26, 2011, 04:23:19 am View in topic context
 Posted by Juano16  in Mortal Kombat Redemption ALPHA2 (Started by Resurrecta April 26, 2011, 02:33:22 am
 Board: Your Releases, Mugen 1.0 +

welp, there's not much in terms of gameplay but already you've shown a lot of consideration for how well the engine is handled and the aesthetics

i did notice that scorpion's portrait seems to flash upon his spear making contact with the opponent

but once this is finished it's most likely going to be in the category of mk projects that (gasp) don't suck

i'm also pretty curious how you managed to do the whole choose your destiny pillar...

hello, i'm Juano16, the main programmer of this project

and about the choose your destity, that's not like in the original game (cause mugen limitations), it's just an animation that i made in the round intro

im doing my best to code the engine, that's planned to allow various stuffs like morphs, shao khan treasures, etc... i only hope i could do those stuffs (i mean cause lack of time...)
    

Re: Widescreen without the incorrect sizes?

 February 14, 2011, 06:45:53 am View in topic context
 Posted by Juano16  in Widescreen without the incorrect sizes? (Started by FrozenDelight February 14, 2011, 06:04:28 am
 Board: M.U.G.E.N Configuration Help

Have you ever tried to modify the localcoord of chars and stages?
    

Re: My site

 January 31, 2011, 07:19:51 am View in topic context
 Posted by Juano16  in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pm
 Board: Introductions and Guides

Juano16 Site
This is my new site, the server was moved and my page was several months offline
    

Re: "Mortal Kombat II: Dilogy stages". Update!

 January 18, 2011, 10:34:42 pm View in topic context
 Posted by Juano16  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

Help open the files sent to me. The fact that any version of "Fighter Factory" does not see the sprites, animations and even sounds.

sprites are in SFFv2... and all the sounds of the chars are in the common.snd... then the chard don't have his own SND file, that was created in that way to make the load faster...

to open SFFv2 files, i think bmarquis created one tool, im not sure... but i think also zCharCad can open them

    

Re: MUGEN Battle Plans

 January 14, 2011, 11:35:30 pm View in topic context
 Posted by Juano16  in MUGEN Battle Plans (Started by Zinjonovic January 13, 2011, 07:38:44 pm
 Board: M.U.G.E.N Development Help

Now that I'm thinking about it (thanks to given info) I would assume that this has NOTHING to do with the versus screen, but instead is a prefight intro that happens during the "round 1.....round 2 and so on" sequences?  Or, is it possible to code it separately?  Thanks for your time, guys.

yes
for mu mortal kombat 2 mugen game i disabled the default VS screen; both VS and battle plan are coded into the chars using explods just like adriano gt says

i didn't use the mugen intro round no stuff... i removed too and coded in the chars .. then there is no intros in my game.. everything is battle since the round starts (i mean there is no roundstate = 1). The intro in the game is coded in the chars being a "false" intro wich have steps:

  • An special intro, in my game only shant tsung and shao kahn use it in arcade mode (shang with the morph from the old shang to young and kahn jumping from his throne)
  • The char calls one of 3 helpers depending of the mode of play (that in function of the AiLevel trigger.. cause there is no a default method to know it)
    • Arcade Mode: Battle plan (AiLevel of the player is 0 and the AiLevel of the enemy is different from zero)
    • Versus Mode: VS screen (if both AiLevel triggers of both players are different from zero)
    • Demo Mode: Biography Screen (if both AILevel triggers are different from zero)
  • the chars standing and the Round no message appears. This is calling a helper that makes it appear
  • When the Fight message appears from the prev step, then the intro finishs and the chars gain control.. starting the fight

steps 1 and 2 are only in round 1, when the round no is different from 1, then these are ignored

also you can notice that because i don't use a real mugen intro, it can't be skipped pressing buttons, instead of that i made the battle plan go faster when you rpess buttons

to count the steps i had to use a variable instead of time cause it was easier, but also i had a problem, and it was that at the tick 70 of the start of the round, the chars changes automatic to state 0 :S, then i need to use a changestate to the state of my false intro everytime while the intro variable doesn't reach the fight value, for that reason if you try to add an external char to my game the char still in stand

the all in one SFF that means that my game has only 1 char and the other ones are simple morphs (they uses all the same files) for that reason too i couldn't use the default mugen VS screen

pd: and about the files of the game, i think you downloaded the 1.0 version which is encrypted.. you need to download the 1.1 where the files are not encrypted... the game is on my page that you can see in my signature (it was server changed then it was various bugs :/ and i cant fix them until i got the FTP account settings... then you can't download anything from there for now.. i hope next week i can fix it)
there is someone in the projects thread who posted something about "mortal kombat diodology" he is trying to modify my game... but he posted a megaupload link with my game, then if you need it you can download from there

Mortal Kombat 2 Mugen v1.1





    

Re: what game are you playing right now

 December 30, 2010, 08:45:16 pm View in topic context
 Posted by Juano16  in what game are you playing right now (Started by Shunu December 09, 2009, 09:37:27 pm
 Board: Gaming

Resident Evil (Biohazard) 4
    

Re: Z-CharCAD 9

 December 26, 2010, 08:39:47 am View in topic context
 Posted by Juano16  in Z-CharCAD 9 (Started by VirtuallTek December 25, 2010, 07:35:55 pm
 Board: Your Releases, Mugen 1.0 +

Could someone assist me with installing this program, please?

File says unexpected end of archive every single time I attempt to decompress it.

i got that too, it was cause the file didn't complete download
try again, the file must be around 4 MB