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Count Monte

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Re: Character won't go into walk animation after landing from special move

 January 08, 2010, 12:26:16 am View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

Thanks, I finally found what the problem was --- in the command for the flying kick, it was using (var) 1 = 1 for something else, so executing the kick was actually creating the problem, not the landing or standing.  I just changed the variable to something else and now it works.

I'll repost my other problem in a new topic.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:37:20 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

I tried what you said, it didn't work. The problem isn't that he won't go into his walk animation at all, it's working fine for every other move.  It's only after he does this one specific kick that he gets glitched.  But I know it's related to the Var (1) = 0 etc in his walk line because when I remove it then he walks fine.

Here's the walk line as it is now:

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
triggerall = var(1) = 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20


[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
triggerall = var(1) = 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 5]
type = ChangeAnim
triggerall = vel x > 0
triggerall = var(1) = 1
trigger1 = Anim != 25 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 25

[State 20, 6]
type = ChangeAnim
triggerall = vel x < 0
triggerall = var(1) = 1
trigger1 = Anim != 26 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 26
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:22:59 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

Sorry dude, I'm a newbie at this, trying to teach myself as best I can. 
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:21:45 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

But where do I put the ChangeAnim command?  He's only able to perform the flying kick when he's in regular mode (Var 1 = 0).  After he lands and goes to State 0, he's glitched.  Not only does his walk animation not work, but you can't activate nunchuk mode anymore either.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:18:54 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

But I can tell you that Var (1) = 0 puts him in regular hand-to-hand mode.  Var (1) = 1 puts him in Nunchuk mode.  To toggle between them you hit the "start" key.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:17:12 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

I did hit Cntrl D, I told you what it said in debug mode (State is 20 but  ActionId stays 0).  And I added the display to clipboard in statedef -2.  But I am confused as to where to look at the clipboard etc.  I have no clue what you meant for me to do past that.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:03:49 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

Related to this, my other problem is that it only let's me toggle back and forth from Nunchuk to regular mode if one of the triggers is Power = 3000.  If I remove that line from the command, then Nunckuk mode doesn't work at all.

Here's the command line for that:

;Nunchuku
[State -1, Nunchuku]
type = ChangeState
value = 995
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1) = 0
trigger1 =  power = 3000

[State -1, Nunchuku2]
type = ChangeState
value = 996
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1) = 1


I'd like to be able to toggle back and forth anytime, not just when the super meter is charged up.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 11:00:52 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

Finally, here's the code to toggle into nunchuk mode.

;---------------------------------------------------------------------------
; Nunchukus
[Statedef 995]
type = S
ctrl = 0
anim = 995
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 995, PlaySnd]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Anim = 995
value = 999, 27
channel = 0

[State 995, 1]
type = VarSet
trigger1 = Var(1) = 0
v = 1
value = 1

[State 995, 2]
type = VarSet
trigger1 = ctrl = 0
v = 2
value = 0

[State 995, 3]
type = VarSet
trigger1 = ctrl = 0
v = 3
value = 0

[State 995, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Nunchukus
[Statedef 996]
type = S
ctrl = 0
anim = 996
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 996, PlaySnd]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Anim = 996
value = 999, 28
channel = 0

[State 996, 1]
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 0

[State 996, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 10:59:14 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

In case this helps, here's the nunchuk walk code:

;---------------------------------------------------------------------------
; Walk Nunchukus
[Statedef 25]
type    = S
physics = S


[State 20, 1]
type = VarSet
trigger1 = Var(1) = 1
v = 2
value = 0

[State 25, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 25, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 25, PlaySnd]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Anim = 25
value = 998, 0
channel = 0


[State 25, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 25

[State 25, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 26
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 10:57:46 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

Sorry, I'll try and explain better.  This is the code for when he lands from the kick:

; Flying Dragon Kick Land
[Statedef 1601]
type = S
movetype = A
physics = S
velset = 0,0
sprpriority = 2
anim = 1601
ctrl = 0

[State 1601, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

;[State 1601, 1]
;type = VarRandom
;trigger1 = Time = 0
;v = 5
;range = 0,100


[State 1601, PosSet]
type = PosSet
trigger1 = 1
trigger1 = Time = 0
y = 0


[State 1601, PlaySnd]
type = PlaySnd
trigger1 = Time <= 0
value = 0, 0



[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------------------------

Now, here is the full list from State 0 and 20:  (note that 25 and 26 are Nunchuk walk animation

; Stand
[Statedef 0]
type = S
physics = S


[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = var(2) = 1
value = 20

[State 0, 4]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = var(2) = 1
value = 710


[State 0, 1]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = var(2) = 2
value = 715

[State 0, 1]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = var(2) = 0
value = 001


;---------------------------------------------------------------------------

; Walk
[Statedef 20]
type    = S
physics = S

[State 20, 1]
type = VarSet
trigger1 = Var(1) = 0
v = 2
value = 0


[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)



[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)


[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
triggerall = var(1) = 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
triggerall = var(1) = 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 5]
type = ChangeAnim
triggerall = vel x > 0
triggerall = var(1) = 1
trigger1 = Anim != 25 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 25

[State 20, 6]
type = ChangeAnim
triggerall = vel x < 0
triggerall = var(1) = 1
trigger1 = Anim != 26 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 26


So if I remove Var(1)=0 then he walks just fine after landing.  But then it screws up the nunchkuk stuff.
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 10:51:09 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

I can't find the list of variables -- how exactly do you find it?
    

Re: Character won't go into walk animation after landing from special move

 January 07, 2010, 10:47:49 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

When he's walking normally it says ActionId and State is 20
After I do the flying kick and try to walk it says State is 20 but ActionId is 0
    

Character won't go into walk animation after landing from special move

 January 07, 2010, 10:41:17 pm View in topic context
avatar  Posted by Count Monte  in Character won't go into walk animation after landing from special move (Started by Count Monte January 07, 2010, 10:41:17 pm
 Board: M.U.G.E.N Development Help

I'm working on a Bruce Lee (Fei-Long edit).  He does all his special moves just fine.  The problem is that when he lands from his flying kick, he doesn't go into the walk animation anymore.  The landing from kick command tells it to ChangeState to 0, so he does go into his stand animation.  But if you push left or right, he moves but his animation still is the stand animation.  This only happens after performing this one flying kick, all his other air moves work fine.

This problem started when I added a toggle using the Enter key, which lets you go into Nunchuk mode, with a whole other move set.  I can fix the issue and get him to walk normally after landing if I remove this line from his walk command:

Var(1)=0

But then his nunchuk walk animation won't work.  And Var (1) = 1 puts him in nunchuk walk fyi.  Any ideas why this is causing a problem?

; Walk
[Statedef 20]
type    = S
physics = S

[State 20, 1]
type = VarSet
trigger1 = Var(1) = 0
v = 2
value = 0



[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
triggerall = var(1) = 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

    

Re: Bruce Lee almost finished -- NEED HELP!

 January 07, 2010, 01:06:19 am View in topic context
avatar  Posted by Count Monte  in Bruce Lee FINISHED! (Started by Count Monte January 07, 2010, 12:40:38 am
 Board: Projects

Yep, but if you take SFA Fei-Long's head and legs and paste them over Hon Fu, just keeping his body and arms (for the nunchucks) it'll work -- I'm terrible at Frankenspriting, and I can't seem to get the files into MUGEN without major color loss etc.  It's not an impossible job, there's only 6 nunchuck attacks, maybe 30-40 sprites.  You don't even have to draw, just cut and paste mostly.  And I have the raw sprites to send, in the proper palettes.
    

Bruce Lee FINISHED!

 January 07, 2010, 12:40:38 am View in topic context
avatar  Posted by Count Monte  in Bruce Lee FINISHED! (Started by Count Monte January 07, 2010, 12:40:38 am
 Board: Projects

The goal was to make the ultimate Bruce Lee char for MUGEN.  This is a Fei-Long edit.  He has the One-Inch Punch and some other custom moves.  But the best part is that he has nunchuks.  You can toggle between them and unarmed combat. 


You can see how he plays here: 

http://www.youtube.com/watch?v=72IxMf7J5go

NEW FATALITY VIDEO:http://www.youtube.com/watch?v=JgZZ5ue22Bg

I made him to go with the Enter the Dragon game I put together (it's part compilation, part edits).

    

Count Monte's requests

 July 18, 2009, 12:46:34 pm View in topic context
avatar  Posted by Count Monte  in Count Monte's requests (Started by Count Monte July 18, 2009, 12:46:34 pm
 Board: Requests

See below for latest request, thanks:)
    

Re: Mr. Han from Enter the Dragon

 July 18, 2009, 09:52:36 am View in topic context
avatar  Posted by Count Monte  in Mr. Han from Enter the Dragon (Started by Count Monte July 11, 2009, 08:26:29 am
 Board: Edits & Add-ons

Well technically, Mr. Han did have a fake hand which he could remove and add on different clawed hands etc
    

Re: Shadowlord

 July 17, 2009, 06:42:39 am View in topic context
avatar  Posted by Count Monte  in Shadowlord (Started by Count Monte July 16, 2009, 10:58:45 pm
 Board: Projects

The box scan is to show what character I'm trying to create, as well as his height compared to a normal person. 
    

Shadowlord

 July 16, 2009, 10:58:45 pm View in topic context
avatar  Posted by Count Monte  in Shadowlord (Started by Count Monte July 16, 2009, 10:58:45 pm
 Board: Projects

I'm turning Xavier Pendragon (by Keioh and Juan Carlos) into the Shadowlord from the Ultima series.

Here's Xavier before the changes:


And after


Here's what the Shadowlord looks like:



I've added all new sound FX, painted new eyes on each frame, changed the palette a lot, removed the requirement to be powered up to perform spells and special moves, and increased his size.  Hopefully what was an older looking, pixelated character will seem higher in quality and fit in with the Golden Axe and Warzard characters

Here's a clip of SHADOWLORD WIP in action:
http://www.youtube.com/watch?v=nZroh3buYDs

    

Masters of the Universe He-Man Stage

 July 15, 2009, 06:01:26 am View in topic context
avatar  Posted by Count Monte  in Masters of the Universe He-Man Stage (Started by Count Monte July 15, 2009, 06:01:26 am
 Board: Projects

I didn't create the original stage or sprites, what I did was put all the characters on the empty stage and animate some of them, and starting cleaning them up.  Added some fog as well.  Put the cartoon theme song on there as well (hum it to yourself as you watch the vid).

http://www.youtube.com/watch?v=zsmYZALA8q4