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Lost_Avenger

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Messages by Lost_Avenger

    

Re: Mugen: King of Fighters Edition

 April 06, 2010, 03:17:49 am View in topic context
 Posted by Lost_Avenger  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

How close is he to completion?
    

Re: Mugen: King of Fighters Edition

 March 29, 2010, 08:31:57 pm View in topic context
 Posted by Lost_Avenger  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

It looks better. The Rugal intro I mean. One question, when you release the next version, can you include the newly created characters and the motif in the character download area? I have a 5gb download limit per month and the game itself is already a fairly large file. Just a small request, its ok if you cant though.
    

Re: Error: need at least one state controller, character not designed to run on this

 March 21, 2010, 11:36:30 pm View in topic context
 Posted by Lost_Avenger  in Error: need at least one state controller, [solved] (Started by Lost_Avenger March 21, 2010, 10:23:57 pm
 Board: M.U.G.E.N Development Help

Lol, I knew it would be something stupid on my part. Thanks for the help. I had a typo in the close heavy coding also. A minor tweak in the cmd file and all is well, thank you for the help *bows*
    

Error: need at least one state controller, [solved]

 March 21, 2010, 10:23:57 pm View in topic context
 Posted by Lost_Avenger  in Error: need at least one state controller, [solved] (Started by Lost_Avenger March 21, 2010, 10:23:57 pm
 Board: M.U.G.E.N Development Help

I'm not sure what I did wrong, I basically took the heavy punch that was in kfm's cns(I think I did, it might have come from the fighter factory template, but I'm not sure about that) I had problems with my lp and close lp. Lp would work, but close lp didnt. I managed to fix that by adding p2bodydist X<10.

Here is the attack in the cns(modified KFM heavy punch)
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 75
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[Statedef 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 75, 0         ;Damage that move inflicts, guard damage
animtype = Hard         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 11, 10         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12      ;Time that the opponent slides back
ground.hittime  = 14      ;Time opponent is in hit state
ground.velocity = -6      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

CMD:
[State -1, Strong Punch ]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command ! = "holddown" ;added, but didnt change anything
trigger1 = statetype = S
trigger1 = ctrl

HP close is similarly coded and it also has the same problem. Sorry about the long post, I'm not sure how to post them as scrollable and separate from my post. I'm new, sorry.
    

Re: Mugen 1.0+ sprites format. Edit:Palette help

 March 20, 2010, 08:14:03 am View in topic context
 Posted by Lost_Avenger  in Mugen 1.0+ sprites format. Edit:Palette help (Started by Zage March 17, 2010, 07:51:26 pm
 Board: M.U.G.E.N Development Help

Open your image in paint shop pro(or whatever you use for image editting, maybe photoshop). Reduce the colors to 256(assuming you already did so). Drop the colors menu and go to the pallet, swap pink with the color in the top left corner. save the pallet(not the image). Now reopen the image, and load your pallet(shift+o). If the image didnt mess up, save the image then open it in an sff on fighter factory. Then save the pallet it generates.

If that doesnt help you, go to cyanide's site and download narutorial 1. It will tell you with pics included.

Sorry, it might be on the bottom right hand corner on some images
    

Re: Where should I start.

 March 20, 2010, 08:10:05 am View in topic context
 Posted by Lost_Avenger  in Where should I start. (Started by SolarOblivion March 18, 2010, 05:16:54 pm
 Board: M.U.G.E.N Development Help

I tried ultimate for a bit. for every one thing it does right, it messes up like three others. so try to find one of the older ones if you can. And just for future advice, dont use the fighter factory template if you try to make your own character...