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Messages by Guillier

    

Auto Cropper

 November 08, 2009, 11:01:02 am View in topic context
avatar  Posted by Guillier  in Auto Cropper (Started by Guillier November 08, 2009, 11:01:02 am
 Board: M.U.G.E.N Development Help

Greetings.  :)
I wanted to ask, Is there a tool or program that can auto crop sprites in a sprites sheet and extract them as individual?
I'm curious about it.  ???
Thanks.
    

Re: Helper Or Explod Summon In "Pause Button"

 October 09, 2009, 04:22:11 am View in topic context
avatar  Posted by Guillier  in Helper Or Explod Summon In "Pause Button" (Started by Guillier October 08, 2009, 05:38:57 pm
 Board: M.U.G.E.N Development Help

I dont know but it doesnt work.

I remap the button "pause" like this:
pause = pause

And I make a command like this:
[Command]
name    = "pause"
command = pause
time    = 1

but im getting error something like this:
error while precaching.

    

Helper Or Explod Summon In "Pause Button"

 October 08, 2009, 05:38:57 pm View in topic context
avatar  Posted by Guillier  in Helper Or Explod Summon In "Pause Button" (Started by Guillier October 08, 2009, 05:38:57 pm
 Board: M.U.G.E.N Development Help

Possible? How?  :)
    

Re: Tatsunoko Vs.Capcom voices & sound effectz

 August 21, 2009, 05:39:44 am View in topic context
avatar  Posted by Guillier  in Tatsunoko Vs.Capcom voices & sound effectz (Started by Guillier August 20, 2009, 05:13:26 pm
 Board: Requests

 ;)
    

Tatsunoko Vs.Capcom voices & sound effectz

 August 20, 2009, 05:13:26 pm View in topic context
avatar  Posted by Guillier  in Tatsunoko Vs.Capcom voices & sound effectz (Started by Guillier August 20, 2009, 05:13:26 pm
 Board: Requests

Hiya!  ;)
May I request for Tatsunoko Vs.Capcom voices and sound effectz?
Thank You!
    

Removing MUGEN default dust effects

 August 14, 2009, 05:56:07 pm View in topic context
avatar  Posted by Guillier  in Removing MUGEN default dust effects (Started by Guillier August 14, 2009, 05:56:07 pm
 Board: M.U.G.E.N Development Help

hello everyone.
I have a problem and i need help.
When my character jump up or jump land or sliding from a get-hit velocity, my character have some small white dust in his feet which are the default dust effects in mugen?
Have a way to remove this?
thanks.
    

Re: Moving Helper During Superpause?

 July 29, 2009, 01:57:20 pm View in topic context
avatar  Posted by Guillier  in Moving Helper During Superpause? (Started by Guillier July 28, 2009, 01:17:36 pm
 Board: M.U.G.E.N Development Help

Im using the pausemove and superpause only.
So it should be pausemoveTIME and superpauseTIME.
Thanks.
    

Moving Helper During Superpause?

 July 28, 2009, 01:17:36 pm View in topic context
avatar  Posted by Guillier  in Moving Helper During Superpause? (Started by Guillier July 28, 2009, 01:17:36 pm
 Board: M.U.G.E.N Development Help

How do i make my helper,as a super spark,move during superpause?
Possible? How?
    

Re: Remove PalFX on gethit

 July 21, 2009, 10:12:06 am View in topic context
avatar  Posted by Guillier  in Remove PalFX on gethit (Started by Guillier July 18, 2009, 06:06:52 pm
 Board: M.U.G.E.N Development Help

[State -3, PalFX]
type = PalFX
trigger1 = movetype=H  ;or stateno!=  the state number where it started.
time = 1

try that.


Nice. It works.
Thanks.
    

Remove PalFX on gethit

 July 18, 2009, 06:06:52 pm View in topic context
avatar  Posted by Guillier  in Remove PalFX on gethit (Started by Guillier July 18, 2009, 06:06:52 pm
 Board: M.U.G.E.N Development Help

Is there a way to remove a PalFX once your character gets hit?
    

Ressurection

 July 08, 2009, 01:38:23 pm View in topic context
avatar  Posted by Guillier  in Ressurection (Started by Guillier July 08, 2009, 01:38:23 pm
 Board: M.U.G.E.N Development Help

Is it possible to ressurect any dead players during simul battle?
    

Re: Auto Facing

 June 26, 2009, 12:38:37 pm View in topic context
avatar  Posted by Guillier  in Auto Facing (Started by Guillier June 25, 2009, 03:57:53 pm
 Board: M.U.G.E.N Development Help

Problem solved.  :o
Thank you very much for help.  :D
Thanks a lot. :D
    

Auto Facing

 June 25, 2009, 03:57:53 pm View in topic context
avatar  Posted by Guillier  in Auto Facing (Started by Guillier June 25, 2009, 03:57:53 pm
 Board: M.U.G.E.N Development Help

Hi I Need Help.
It's about auto facing which will turn the helper to face the direction his going to according to his velocity.
I have a missile helper that follows the opponent with no fix velocity since he will follow the opponent.
Like when my helper have a velocity of x=9,y=-9, he will face to upright direction.
Please help.
thanks.   :)
    

Re: Helper's P2stateno =

 March 15, 2009, 03:03:42 pm View in topic context
avatar  Posted by Guillier  in Helper's P2stateno = (Started by Guillier March 15, 2009, 01:08:51 pm
 Board: M.U.G.E.N Development Help

1) Don't use p2stateno, use a separate state controller - TargetState triggered on movehit and numtarget. The helper you hit will do whatever it needs to do by itself (like, disappear after activating its hitoverride) and you're safe. Also you must consider what happens when you hit but the target is gone (you hit a fireball, the fireball disappeared because that's what it's supposed to do, what does your projectile do then ?)

Oh what you have said Solved my Problem.
*TargetState Sends enemy to my custom States.
*My Helper(as a projectile) Hits another helper even it have a hitoveride.
*My Helper(as a projectile) Hits another helper without sending it to a custom state.
Everything's Fine Now.  :sugoi:

Thank You Very Much.  ;D
                     
    

Helper's P2stateno =

 March 15, 2009, 01:08:51 pm View in topic context
avatar  Posted by Guillier  in Helper's P2stateno = (Started by Guillier March 15, 2009, 01:08:51 pm
 Board: M.U.G.E.N Development Help

Hi...
I have problem and need help.
I make a Helper as a Projectile.
I make hitdef that have p2stateno = 10000.
Everything Works Fine.
When My Helper hits the P2... He goes to my custom States.
The Problem Is...
It Cant Hit Some Other Helpers...
Help Please...

Spoiler, click to toggle visibilty
    

Ripping Or Extracting Flash Games' Image

 March 15, 2009, 01:03:08 pm View in topic context
avatar  Posted by Guillier  in Ripping Or Extracting Flash Games' Image (Started by Guillier March 15, 2009, 01:03:08 pm
 Board: Off-Topic Help

Is There Anyone Know How To Extract The Images Of Flash Games(.swf)??
Thanks In Advance...
    

Re: Helper's state

 March 03, 2009, 12:29:49 pm View in topic context
avatar  Posted by Guillier  in Helper's state (Started by Guillier March 02, 2009, 02:36:16 pm
 Board: M.U.G.E.N Development Help

My problem with my custom state is when it hit the enemy and the enemy recovered...it seems that the enemy is stuck...But when I use selfstate it doesnt happen anymore...
Thanks.
    

Re: Helper's state

 March 03, 2009, 02:35:05 am View in topic context
avatar  Posted by Guillier  in Helper's state (Started by Guillier March 02, 2009, 02:36:16 pm
 Board: M.U.G.E.N Development Help

If I want the helper to send the P2 to this state for example...
[mcode]; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110[/mcode]

I should edit this like this...???

[mcode]; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = target,Vel Y > 0
trigger1 = target,Pos Y >= 12
type = ChangeState
value = 5110[/mcode]
    

Helper's state

 March 02, 2009, 02:36:16 pm View in topic context
avatar  Posted by Guillier  in Helper's state (Started by Guillier March 02, 2009, 02:36:16 pm
 Board: M.U.G.E.N Development Help

Is there a difference between Making a State that a "Helper sending P2 to a custom state" and  "P1 sending P2 to custom state"...?
    

Re: Throwing Off The Stage's Edge

 March 01, 2009, 02:24:45 pm View in topic context
avatar  Posted by Guillier  in Throwing Off The Stage's Edge (Started by Guillier February 27, 2009, 01:03:19 pm
 Board: M.U.G.E.N Development Help

The question here is: what happens to p1 while p2 is flying towards the edge of the stage?

The P2 would hit the Edge of the stage not the screen's edge...And when he hits the edge(wall),I will send P2 to a custom gethit state which can be found in KFM...  :)

The question here is: P1 would of course go off screen, and what happens after p2 hits the ground?

P2 will will liedown for a while and getup...  :)

.... I have tried the screenbound but P2 pass not only screen's edge also the stage's edge...

This code is in KFM, and everyone uses it. Go have a look.

Done It... And you're Definitely Right...
I combine his Ultra KFPalm and his Throw...Everyhing works fine...Through P2 still hits the screen's edge...not the stage's edge...

... Is there a difference of making a throw state between "P1 throwing P2" and "HELPER throw P2" ...

Thanks in Advance for any help...  ;D

Thanks a lot Everyone...