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Messages by Continuity

    

Re: Mr.Karate XI Updated, Fixed Some things

 July 15, 2009, 01:27:29 am View in topic context
 Posted by Continuity  in Mr.Karate XI Updated, Fixed Some things (Started by Jack Skellington July 14, 2009, 05:39:09 pm
 Board: Your Releases, older Mugen

a small bit of feedback after some random playing
-some small potrait color doesn't match actual character color
-second hit of Hi'En Shippukyaku I sometimes misses at corner
-light punch has infinity juggle
    

Re: A mid-air special move question

 July 15, 2009, 01:07:15 am View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

wow...that was the best crash course I've ever taken, problem officially solved, AND I know the basics of variables, thank you  :sugoi:
    

Re: A mid-air special move question

 July 14, 2009, 10:30:40 pm View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

I used displaytoclipboard, and when I executed the move, it said sysvar(1) is 0, and it stayed like that, so I guess this means that the sysvar reset itself somehow. I'm sorry but I'm just really terrible with variables, what am I suppose to do now? Thank you
    

Re: A mid-air special move question

 July 14, 2009, 02:14:57 pm View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

ok, I added a velset to the original statedef, and I added another velset state after the statetypeset and I also changes airjump into jump. The character paused like it should, but after changing statetype, only the y component of the velset worked, while the really really long x part didn't, so I figure there must be something wrong with the really long x part.
    

Re: A mid-air special move question

 July 14, 2009, 02:08:33 am View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

I deleted the velset in the original statedef and the character falls according to original speed but doesn't pause in mid-air like I intended it to do. And everytime I try adding velset of any sort to pause the character it stops all together like before, here is my code
[mcode][statedef 1400]
type=A
movetype=A
physics=N
poweradd=30
ctrl=0
anim=1200
sprpriority=2

[state 1400,1]
type=helper
trigger1=animelem=6
stateno = 7010
pos = 55,-68
ownpal = 1
keyctrl = 0
ID = 7002


[state 1400,4]
type=statetypeset
trigger1=animelem=7
type=A
physics=A
velset=ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x))),-5
[/mcode]

what am I doing wrong? appreciate the help, thank you
    

Re: A mid-air special move question

 July 13, 2009, 02:12:19 pm View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

it's still not working, here's what I wrote
[mcode][statedef 1400]
type=A
movetype=A
physics=N
poweradd=30
velset=0,0
ctrl=0
anim=1200
sprpriority=2

[state 1400,1]
type=helper
trigger1=animelem=6
stateno = 7010
pos = 55,-68
ownpal = 1
keyctrl = 0
ID = 7002

[state 1400,4]
type=statetypeset
trigger1=animelem=7
type=A
physics=A

[State 1400, 6]
type = VelSet
trigger1 = animelem = 8
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
[/mcode]

my intention is for him to do the move with no velocity in mid-air then fall down according to his original speed, now the character stays still when doing the move, but always drops straight down regardless of his original velocity
    

Re: Pocket Akuma re-release ;)

 July 12, 2009, 10:56:43 pm View in topic context
 Posted by Continuity  in Pocket Akuma 100% - Final Version (Started by T.F July 09, 2009, 01:54:09 am
 Board: Your Releases, older Mugen

is just me or does the charactor actually use "a" to jump  o_O
    

Re: Satan from Bible Fight

 July 12, 2009, 10:52:44 pm View in topic context
 Posted by Continuity  in Satan from Bible Fight (Started by Count Monte July 11, 2009, 04:15:04 am
 Board: Your Releases, older Mugen

it downloadable now...but it's not really worth it, everything about the character feels broken and unfinished, collision boxes are especially messed up  --;
    

Re: A mid-air special move question

 July 12, 2009, 09:39:18 pm View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

my character doesn't have a specific common1.cns, and I didn't write any statedef for the basic movements like stand, walk, or jump. Are their statedef required to make this work?
    

A mid-air special move question

 July 12, 2009, 07:10:56 pm View in topic context
 Posted by Continuity  in A mid-air special move question (Started by Continuity July 12, 2009, 07:10:56 pm
 Board: M.U.G.E.N Development Help

here's a part of my code for my mid-air hadouken attack, I intend the move to execute in mid-air with no velocity and then resume the character's original jump velocity
[mcode][state 1400,2]
type=veladd
trigger1=animelem=7
x=const(velocity.jump.fwd.x)[/mcode]

this is where I'm stuck, the code will always cause my character to fall foward after the move, I wish to add velocity.jum.back.x as an additional state so he'll fall backwards when he was originally jumping backward, but I don't know right trigger for it. Can anyone help me , thank you
    

Re: Jhun XI Updated

 July 12, 2009, 06:51:05 pm View in topic context
 Posted by Continuity  in Jhun XI Updated (Started by Jack Skellington July 12, 2009, 06:38:56 pm
 Board: Your Releases, older Mugen

you've got to be kidding me, still didn't fix small fight potrait? :omg:
    

Re: Start my sh*t out right, this time. XP

 July 12, 2009, 04:45:22 am View in topic context
 Posted by Continuity  in Start my sh*t out right, this time. XP (Started by Blackmore July 09, 2009, 08:49:51 am
 Board: Projects

hmm...the sprite is very nice, just hoping the gameplay is not broken
    

Re: Card Sagas Wars ( Link VS Cloud and new stage )

 July 12, 2009, 04:42:03 am View in topic context
 Posted by Continuity  in Card Sagas Wars ( Lenneth VS Walküre ) (Started by Abysswolf February 04, 2009, 04:37:10 pm
 Board: Projects

this will be the most epic game ever, amazing sprite work, true artists. I'll have to see more footage to get to know how the fighting system works but seeing these famous charactors under one roof is awesome enough IMO
    

Re: triggers only when hitdef from another state doesn't trigger?

 July 10, 2009, 11:42:20 pm View in topic context
 Posted by Continuity  in triggers only when hitdef from another state doesn't trigger? (Started by Continuity July 10, 2009, 11:11:49 pm
 Board: M.U.G.E.N Development Help

the problem is solved for now, I used the numtarget(ID) method, but thanks for the advices, I'll try them out when I get the chance
    

Re: triggers only when hitdef from another state doesn't trigger?

 July 10, 2009, 11:20:55 pm View in topic context
 Posted by Continuity  in triggers only when hitdef from another state doesn't trigger? (Started by Continuity July 10, 2009, 11:11:49 pm
 Board: M.U.G.E.N Development Help

for example a shoruken (please mind spelling) has multiple hits, but once the first hit lands, the rest of the hits won't trigger and the opponent flies away, my shoruken attack is separated into multiple states, so if the hitdef in the first state triggers, I wouldn't want the rest of the hitdef from the other states to trigger.

yes, when the indicated hitdef doesn't trigger, but the hitdef is in another state
    

triggers only when hitdef from another state doesn't trigger?

 July 10, 2009, 11:11:49 pm View in topic context
 Posted by Continuity  in triggers only when hitdef from another state doesn't trigger? (Started by Continuity July 10, 2009, 11:11:49 pm
 Board: M.U.G.E.N Development Help

The title says it all, an expression that makes the trigger happen only when the indicated hitdef from another state doesn't. I kinda expect it might involve variable because I know nothing about variables --; thank you
    

How to set position relative to player position

 July 08, 2009, 02:26:32 am View in topic context
 Posted by Continuity  in How to set position relative to player position (Started by Continuity July 08, 2009, 02:26:32 am
 Board: M.U.G.E.N Development Help

I'm coding a throw right now so I'm trying to get the opponent to always in a position relative to the player when he gets thrown. I tried using type=width for the throw state but it doesn't seem to work, am I on the right track or is there a way to set position relative to player's position? thank you
    

Re: Hardest video game bosses in your opinion

 July 07, 2009, 05:10:30 am View in topic context
 Posted by Continuity  in Hardest video game bosses in your opinion (Started by vgma2 November 25, 2008, 07:09:15 am
 Board: Gaming

most of the final bosses from touhou in insane mode
final boss from shinobi ps2 highest difficulty, it's not just hard, it's....bloody cheapass
    

Re: grapple move not coming out

 July 06, 2009, 11:03:00 pm View in topic context
 Posted by Continuity  in grapple move not coming out (Started by Continuity July 06, 2009, 10:16:31 pm
 Board: M.U.G.E.N Development Help

yes, you're right, I put the changestate at the top and it worked, thank you very much :D
    

Re: grapple move not coming out

 July 06, 2009, 10:45:07 pm View in topic context
 Posted by Continuity  in grapple move not coming out (Started by Continuity July 06, 2009, 10:16:31 pm
 Board: M.U.G.E.N Development Help

I most definitely have anim 2000
no debug text appeared
no other moves are triggered by x+a
not sure what the last part meant but I have put [command] right below the 2/3 button categery and the [state -1] below the [statedef -1]