YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
ChubbyPotato is Offline
Contact ChubbyPotato:

ChubbyPotato

User

Messages by ChubbyPotato

    

Re: Explod problem...

 April 13, 2011, 03:06:57 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Explod problem... (Started by ChubbyPotato April 13, 2011, 12:41:46 am
 Board: M.U.G.E.N Development Help

[Statedef 7400]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7400
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 =  Time = 0
helpertype = normal
name = "BOMB"
stateno = 7400
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 209


Thats what I have so far, but my character either turns into the animation, or he just freezes...  --;
All I want is for the animation to just be put there as soon as the command is pulled off... THATS IT!  :S

Gosh im so confused.... when I try to look at another character codes, that have a similar helper, the make it look easy....  :-\ IDK what im doing wrong.... but im pretty sure there is a whole extra add on to this helper code thing.... idk.... im just confused... I wish there was some kind of tutorial that is all about helpers... but I hvent found any...  :'(

STATE "7400" is the state number of the bomb animation FYI......
    

Re: Explod problem...

 April 13, 2011, 02:52:11 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Explod problem... (Started by ChubbyPotato April 13, 2011, 12:41:46 am
 Board: M.U.G.E.N Development Help

Oh really???  :o

Aww man, Im not too familiar with helpers....
How can I convert this...

[State 7400, Explod]
type = Explod
trigger1 = AnimElem = 1
anim =  7400
ID = 7400
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 209
supermove
pausemove
scale = 1,1
sprpriority = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =


into a helper??? <:[
(Its supposed to be a bomb that explodes within seconds... like Ronald for example... he has that one exploding apple...)

I dont have any idea on how to code Helpers....>.<
    

Re: Explod problem...

 April 13, 2011, 02:11:18 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Explod problem... (Started by ChubbyPotato April 13, 2011, 12:41:46 am
 Board: M.U.G.E.N Development Help

Great! IT WORKED! :D

Just one more thing and my explod should be finished...
Im trying to figure out how to add a HitDef to the explod. I believe all I do is add a "Hitdef" below the explod and change the state # to match the explods state and just adjust the setting from there.

But I just want to make sure if im not forgetting anything on adding a Hitdef to the explod. My bomb does need to be able to cause damage obviously...  ;P
    

Re: Explod problem...

 April 13, 2011, 01:45:20 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Explod problem... (Started by ChubbyPotato April 13, 2011, 12:41:46 am
 Board: M.U.G.E.N Development Help

Oh no, I see what I did wrong now, thanks! But now I have this one little simple problem that im sure can be solved very quick.

The explod command is "Down, Right, A" and its a bomb animation. I was wondering how to stop the spam. As in like, I can do the command over and over again, and the bomb (explod) comes as much as I pull the command off.

So is there anyway you can make the explod wait until the animation is over and THEN you can do the move again?  :???:
    

Re: HOW DO I WORK THIS SITE?!?!?!?

 April 13, 2011, 12:45:34 am View in topic context
 Posted by ChubbyPotato  in HOW DO I WORK THIS SITE?!?!?!? (Started by ChubbyPotato April 11, 2011, 05:43:03 am
 Board: Off-Topic Help

Ah okay, thanks guys.... I guess I understand now.  :P
    

[SOLVED] Explod problem...

 April 13, 2011, 12:41:46 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Explod problem... (Started by ChubbyPotato April 13, 2011, 12:41:46 am
 Board: M.U.G.E.N Development Help

Every time I add an explod to my character, when the explod is done in the game, my character cant move after that... As in for example, I have an explod of a laser... and then test it. Then, when the I pull the move off, it works fine, but now my character cant move...

Anyway to fix this... ?
    

HOW DO I WORK THIS SITE?!?!?!?

 April 11, 2011, 05:43:03 am View in topic context
 Posted by ChubbyPotato  in HOW DO I WORK THIS SITE?!?!?!? (Started by ChubbyPotato April 11, 2011, 05:43:03 am
 Board: Off-Topic Help

Okay, you see... every time I see a really good stage or character I want in my MUGEN, it (most of the time) takes me to this site below to download it...

http://dogiken.hp.infoseek.co.jp/

Its in Japanese, I know that. But im pretty good with finding DOWNLOAD buttons on these kinds of sites. But this one is just like "WHAT??" I can never seem to find any kind of MUGEN related topic here at all!! So if you can please explain to me how to work this supposedly "FILE SHARING SITE", that'll be great.  :-\
    

Re: Hyper Combos...

 April 11, 2011, 05:23:58 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Hyper Combos/Projectiles? (Started by ChubbyPotato April 09, 2011, 11:06:50 pm
 Board: M.U.G.E.N Development Help

Oh, yeah, I see it! Thanks... :)
    

Re: Hyper Combos...

 April 10, 2011, 06:44:20 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Hyper Combos/Projectiles? (Started by ChubbyPotato April 09, 2011, 11:06:50 pm
 Board: M.U.G.E.N Development Help

Okay, I have a question... I kind of got the hang of the hyper combo, but how do I stop a projectile from going through the floor...?? It just looks odd. As in, when a air projectile is thrown downward, it doesn't stop where the ground ends, it just goes right through.  :S
    

[SOLVED] Hyper Combos/Projectiles?

 April 09, 2011, 11:06:50 pm View in topic context
 Posted by ChubbyPotato  in [SOLVED] Hyper Combos/Projectiles? (Started by ChubbyPotato April 09, 2011, 11:06:50 pm
 Board: M.U.G.E.N Development Help

I've now come to the point where I'm finishing up my character with some hyper combos. But this is really my first time even trying to attempt this and I thought maybe I can get, AT LEAST, some tips on what to do first, or how to get started for beginners such as myself.

If I'm not mistaking, I think I saw one of the moderators here get mad at someone for asking a very similar question to this one. But I just want to let them know that I really do need some guidance on this stuff, and I cant do it myself no matter where I look. DOCS folder does help, but not throughly, I really need a primary source for hyper combos.

Thanks!  8)
    

Re: Air Projectile?

 April 09, 2011, 06:43:49 pm View in topic context
 Posted by ChubbyPotato  in Air Projectile? (Started by ChubbyPotato April 09, 2011, 05:45:38 am
 Board: M.U.G.E.N Development Help

Never mind, I got him to follow the laws of physics but now im having trouble making the projectile go downward to the opponent. Instead of straight forward.

I tried going into other characters that have projectiles that go downward, such as Spiderman and try copying there codes, but I end messing my character up making him look like Spiderman... xD

Please explain?
    

Jenny (XJ9) by SJJ

 April 09, 2011, 04:40:12 pm View in topic context
 Posted by ChubbyPotato  in Jenny (XJ9) by SJJ (Started by ChubbyPotato April 09, 2011, 04:40:12 pm
 Board: Requests

If anyone has the updated Jenny (XJ9) by SJJ, please send her to raggie1996@yahoo.com

I'll appreciate it!  ;)
    

Re: Air Projectile?

 April 09, 2011, 06:34:55 am View in topic context
 Posted by ChubbyPotato  in Air Projectile? (Started by ChubbyPotato April 09, 2011, 05:45:38 am
 Board: M.U.G.E.N Development Help

Okay, this is what I have...

; Projectile
[Statedef 417]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 417                       ;Change animation (Def: no change)
poweradd = 40                    ;Power to add (Def: 0)
sprpriority = 2

[State 0, Projectile]
type = Projectile
trigger1 = Time = 1
projanim = 6500
projscale = 0.05,0.05
projremovetime = -1
velocity = 6,0
remvelocity = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = -1
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 5,-88
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 15,0
pausetime = 0,0
;guard.pause,0
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 5,0
guardsound = 0,0
ground.type = High

[State 200, CtrlSet]
type = CtrlSet
trigger1 = MoveHit
trigger2 = AnimElem = 4
value = 1

I already made the command... "D,F,x" but for some reason, its not working...
Do you mind checking the above part to see any errors?

NOTE: I inserted this code where the air punches and kicks are located...
    

Air Projectile?

 April 09, 2011, 05:45:38 am View in topic context
 Posted by ChubbyPotato  in Air Projectile? (Started by ChubbyPotato April 09, 2011, 05:45:38 am
 Board: M.U.G.E.N Development Help

How can I create a projectile in air? They dont give you an option on "Fighter Factory" for one, only for punches and kicks.

Can someone please explain how?

Thanks!  :)
    

Re: How do I add/Edit a Losing Animation?

 April 09, 2011, 02:39:46 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] How do I add/Edit a Losing Animation? (Started by ChubbyPotato April 08, 2011, 01:08:17 am
 Board: M.U.G.E.N Development Help

Alright... I finally got it!
Thank you! That was the only mistake... call me retarded! xD IDC

Thanks Cyanide... despite the fact that I think ur mad at me... U helped a lot! ^^
Thank you!  8)
    

Re: How do I add/Edit a Losing Animation?

 April 09, 2011, 01:46:18 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] How do I add/Edit a Losing Animation? (Started by ChubbyPotato April 08, 2011, 01:08:17 am
 Board: M.U.G.E.N Development Help

OKAY....

- "DATA"
- "common1"
- Copy Code
- "Paste" into CNS where punches and kicks are located.



I tried to mess around with everything, and I get nothing but the common death animation it came with. If someone can please be spacific on how to add a loosing animation. I appreciate Cyanide's effort and information on this, but I think im going to need a step by step thing or something...

Im pretty sure this is so simple that a 7 year old can do it, but I just need to know what exactly I do after this.

Im planing on just making this character, as soon as he gets KO'd, to do this one animation where he just sits down like a failure. NOT fly in the air and just lay on his back like the common chars.

Thanks... please help ASAP...  :-\



    

Re: How do I add/Edit a Losing Animation?

 April 09, 2011, 12:51:01 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] How do I add/Edit a Losing Animation? (Started by ChubbyPotato April 08, 2011, 01:08:17 am
 Board: M.U.G.E.N Development Help

MY CNS? Do you mean Mugen's CNS or the character im editing CNS?

This is what I have so far...

- Open MUGEN folder
- Open "data"
- Open "common1.cns"
- Find "5150"
-Copy it.....

Then im stuck... >.< (idk where to paste that code I just copied)

Im sorry if im being such a slow learner and taking too much of your time. Its just that this is my first time working with outside animations such as intros, wins and looses.  :-\ Please dont be mad... im sorry...
    

Re: How do I add/Edit a Losing Animation?

 April 09, 2011, 12:34:53 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] How do I add/Edit a Losing Animation? (Started by ChubbyPotato April 08, 2011, 01:08:17 am
 Board: M.U.G.E.N Development Help

Okay, I found what you were talking about... but I dont really get where to put it and how to edit it.
Do I change the value? Or the Trigger Anim?

Im pretty good with coding and everything but this just confuses me a little...

Thanks for your time...  :)
    

[SOLVED] Fighting before "ROUND 1, FIGHT!" ?????

 April 08, 2011, 04:07:43 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] Fighting before "ROUND 1, FIGHT!" ????? (Started by ChubbyPotato April 08, 2011, 04:07:43 am
 Board: M.U.G.E.N Development Help

Okay... characters like Haruhi, or Kaito always seem to start fighting before the Narrator says "Round 1" "FIGHT!" and it just annoys me whenever I try to attempt to beat em, since those characters are a little cheap... xD

So I was just wondering if there is anyway to maybe go into their .def file in "Fighter Factory" and change some codes up that makes them wait after narrator.

Thanks...  ;)
    

[SOLVED] How do I add/Edit a Losing Animation?

 April 08, 2011, 01:08:17 am View in topic context
 Posted by ChubbyPotato  in [SOLVED] How do I add/Edit a Losing Animation? (Started by ChubbyPotato April 08, 2011, 01:08:17 am
 Board: M.U.G.E.N Development Help

I've been working with "Fighter Factory" for about a year now, so I'm pretty familiar with the coding and stuff. But I was wondering how I can add or edit a characters Losing Intro... basically giving them an animation when they are KO'd.

I've looked all around my characters CNS/ST pads but I dont see this option anywhere.

Example: MvC Megaman has that classic explosion when he gets KO'd

Thanks in advanced!  :)