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Messages by wilver

    

Re: Explode Problems with only three chars o_O

 April 07, 2011, 02:48:55 pm View in topic context
avatar  Posted by wilver  in Explode Problems with only three chars o_O (Started by wilver April 07, 2011, 06:01:50 am
 Board: M.U.G.E.N Development Help

Its mugen 1.0, and I the intro of this characters of ahuron don't have any explods at intro ô_o and yeah its in th CNS of character I made somekind of storyboard intro before the battle =)

Caddie I modified the Statedef like you said, but nothing happens, the error still happens...

Cyanide, the limit for explods could be two or three? D:
    

Explode Problems with only three chars o_O

 April 07, 2011, 06:01:50 am View in topic context
avatar  Posted by wilver  in Explode Problems with only three chars o_O (Started by wilver April 07, 2011, 06:01:50 am
 Board: M.U.G.E.N Development Help

hi, Im having a strange problem, my chars have in their intros, two explodes, one at the start of the intro, and the other after determinated time, all with a pause in it, so the opponent char don't start to talk, anyway, the problem is, when its fighting against ahuron chris, shermie or yashiro, only the first explod works o_o my code is something like that:

;--------------------------------------------------------------------------
;Storyboard Intro
[statedef 189]
type = Assertspecial
ctrl = 0
trigger1 = RoundNo <= 1
flag = intro
;flag2 = nomusic      

[state 190, 1]    <--- Only this one works D:
type = explod
pos = 0,0
anim = 20000              
trigger1 = time = 0
trigger1 = Facing = -1         
trigger1 = RoundNo <= 1
sprpriority = 5
pausemovetime = 999       
supermovetime = 999      
ontop = 1

[state 190, 2]             <----- just don't work and dunno why D:
type = explod
anim = 21000               ;animação de fade out
trigger1 = time = 500      ;tempo em que rola o fade out
trigger1 = Facing = -1        ;Lembrar de colocar a imagem invertida sempre
trigger1 = RoundNo <= 1
sprpriority = 6
pausemovetime = 999       ;pra se mover no caso de pausas
supermovetime = 999      ;pra se mover no caso de pausas
ontop = 1

[State 190, 3]
type = pause
trigger1 = time < 798
time = 1
movetime = 1

;[State 190, PlaySnd]       ;Se quiser algum som ou música   
;type = PlaySnd
;trigger1 = time = 0
;value = S15,1

[state 190, 4]
type = changestate
trigger1 = time = 798
value = 0
ctrl = 0

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


its happens with all other character that I have with this kind of "storyboard" o_o any sugestions?
    

Re: About palets and character with "ex versions"

 April 06, 2011, 04:15:05 pm View in topic context
avatar  Posted by wilver  in About palets and character with "ex versions" (Started by wilver April 06, 2011, 03:04:46 pm
 Board: M.U.G.E.N Development Help

So, its impossible to change SFF of the character with the pal? or even load another def?
    

About palets and character with "ex versions"

 April 06, 2011, 03:04:46 pm View in topic context
avatar  Posted by wilver  in About palets and character with "ex versions" (Started by wilver April 06, 2011, 03:04:46 pm
 Board: M.U.G.E.N Development Help

Hi, I wanna know how some chars loads another version of the same character when you press start when selecting then, like iori on iori orochi, chris on chris orochi, and even that athena from kofzillion. Is it possible to load an entire sff with the "special character pallete" or the graphics of the ex version of char need to be all in one sff?

Thanks in advance =)
    

Kim Jae Hoon By Oscar12345/jin

 April 04, 2011, 10:04:39 pm View in topic context
avatar  Posted by wilver  in Kim Jae Hoon By Oscar12345/jin (Started by wilver April 04, 2011, 10:04:39 pm
 Board: Requests

Hi, I need this char for my mugen D: can anyone send me please?

its the kof styled one, thanks again



Spoiler, click to toggle visibilty
    

Re: Stage Thumbnails (Or preview) and Mugen 1.0

 March 12, 2011, 09:43:51 pm View in topic context
avatar  Posted by wilver  in Stage Thumbnails (Or preview) and Mugen 1.0 (Started by wilver March 12, 2011, 08:12:25 pm
 Board: M.U.G.E.N Development Help

Never mind, problem solved I guess, just put the letter size like 1,1 and its ok D:

go figure...
    

Stage Thumbnails (Or preview) and Mugen 1.0

 March 12, 2011, 08:12:25 pm View in topic context
avatar  Posted by wilver  in Stage Thumbnails (Or preview) and Mugen 1.0 (Started by wilver March 12, 2011, 08:12:25 pm
 Board: M.U.G.E.N Development Help

Hi, I was trying to make some stage thumbnails for the stage select, but mugen 1.0 just don't show the font at all, and its just with the stage font! I do the same thing on Winmugen and it worked fine...

Anyone know if is impossible to have stage thumbnails on mugen 1.0 or already done (or saw) it once? Thanks in advance
    

Re: Character code for Intro Questions

 March 12, 2011, 08:07:40 pm View in topic context
avatar  Posted by wilver  in (Solved) Character code for Intro Questions (Started by wilver March 11, 2011, 05:31:29 am
 Board: M.U.G.E.N Development Help

Thanks Cyanide, your last code worked perfectly, the final form of code is like this:

;intro1
[statedef 191]
type = Assertspecial
ctrl = 0
trigger1 = RoundNo <= 1
flag = intro

[state 191, 1]
type = explod
pos = 0,0
anim = 20000         ;animação que vai rolar =D
trigger1 = time = 0
trigger1 = Facing = -1       ;Lembrar de colocar a imagem invertida sempre
trigger1 = RoundNo <= 1
sprpriority = 5
keyctrl = 0         ;pra responder ao botão que tu apertar
pausemovetime = 999 ;pra se mover no caso de pausas
supermovetime = 999 ;pra se mover no caso de pausas
ontop = 1

[state 191, 2]        ;cortininhas fechando
type = explod
anim = 21000         ;animação que vai rolar =D
trigger1 = time = 500
trigger1 = Facing = -1       ;Lembrar de colocar a imagem invertida sempre
trigger1 = RoundNo <= 1
sprpriority = 6
keyctrl = 0         ;pra responder ao botão que tu apertar
pausemovetime = 999 ;pra se mover no caso de pausas
supermovetime = 999 ;pra se mover no caso de pausas
ontop = 1

[State 191, 3]
type = pause
trigger1 = time < 798
time = 1
movetime = 1

;[state 191, 2]
;type = assertspecial
;trigger1 = 1
;trigger1 = RoundNo <= 1
;flag = intro
;pausebg = 1
;ignorehitpause = 1
;Persistent = 1

[state 191, 4]
type = changestate
trigger1 = time = 798
value = 0
ctrl = 0

;[state 191, 2] ; pra retirar a música
;type = assertspecial
;trigger1 = time <= 315 ;tempo total da animação
;flag = nomusic
;pausebg = 1
;ignorehitpause = 1
;Persistent = 1


;[State 0, PlaySnd] ;Somzim =D
;type = PlaySnd
;trigger1 = time = 0
;value = S15,1

Messing with state 0 caused me some minor and anoying bugs D: Thanks again for the help guys!
    

Re: Character code for Intro Questions

 March 12, 2011, 03:19:51 am View in topic context
avatar  Posted by wilver  in (Solved) Character code for Intro Questions (Started by wilver March 11, 2011, 05:31:29 am
 Board: M.U.G.E.N Development Help

Hehe its should be an "introduction" of the boss XD so he tells his motivations and plans =P Why? Dunno D: Its just fancy I guess, but make sense to me to have it in a game ._. I need some motivation to kick asses D: joking a part...

The problem is that I didn't put the pause (of one tick) on the statedef 0, after put that in there, everything just workout miraculously D: its basically the the State 0 posted by Cyanide, but I was putting that on the same 191 state =) well of course it didn't work XD so on state 0 he checks the round, the time and also the roundstate =) thats why it don't keep ticking I think D:

Bad Mugen Contributor, is the same idea about Shadow Dio XD just with a couple of images, about the triggers, well, they all worked fine o_o like I said, no ticks D:

The idea is like, pause on the intro (to P1 don't talk during the images) its just like a cut scene, got it? So a sequence of images passes with talk and everything, them, when the time runout, the images stop at de same time (of course, I done a little fade out animation, anim 21000) then, it shows p1 intro, and then fight o_o

I got your logic here Cyanide:

" tbh, a pause throughout roundstate = 1 basically locks you IN roundstate = 1 and you don't go to roundstate = 2 (that's the bit where you fight) unless the pause ends."

got time to this make sense on my mind XD and when I notice that, I tought it might be impossible (because Im a noob D: ) then I think about your post about pause like "state 0" and tought "well, he might want me to put that on Statedef 0 D:" and then it worked, and thats the history =D on the "statedef 191" it keeps only showing round 1 on a loop with the "cut scene", and then, when I press any button, the problem was the same =\
    

Re: Character code for Intro Questions

 March 11, 2011, 05:53:28 pm View in topic context
avatar  Posted by wilver  in (Solved) Character code for Intro Questions (Started by wilver March 11, 2011, 05:31:29 am
 Board: M.U.G.E.N Development Help

Solved! (at least I thinks =D)

put this on statedef = 0

[statedef 0]
type = s
movetype = I
physics = s
ctrl = 1
trigger1 = time = 0
trigger2 = roundstate = 2
trigger3 = RoundNo <= 1
anim = 0
pos = 0,0

[State 0, Pause]
type = Pause
trigger1 = time = 0
trigger2 = roundstate = 2
trigger3 = RoundNo <= 1
time = 1          ;
movetime = 1      ;
endcmdbuftime = 1 ;
pausebg = 0
ignorehitpause = 0
persistent =  0

now it works perfect =) someone can tell me if this would cause any bug at the char? D: thnks again!
    

Re: Character code for Intro Questions

 March 11, 2011, 02:38:14 pm View in topic context
avatar  Posted by wilver  in (Solved) Character code for Intro Questions (Started by wilver March 11, 2011, 05:31:29 am
 Board: M.U.G.E.N Development Help

Quote
[State 0, Pause]
type = Pause
trigger1 = roundstate < 2
trigger1 = RoundNo <= 1
time = 1          ;
movetime = 1      ;
endcmdbuftime = 1 ;
pausebg = 1
ignorehitpause = 1
persistent =  1
That will have more or less the same effect as if your intro had lasted 798 ticks. But as the pause is only one tick long it'll cancel when you skip the intro. You cannot avoid intro skipping except in a full game where you avoid the whole intro sequence altogether and recode them in roundstate =2

Hi =) thanks for the feedback, but it did'nt worked =\ its just keep saying "round 1" until the 768 ticks are over D: (and the p1 character still talk during the intro) there is any specific place that I have to put this code? I just put it after my pause state =) thanks!
    

(Solved) Character code for Intro Questions

 March 11, 2011, 05:31:29 am View in topic context
avatar  Posted by wilver  in (Solved) Character code for Intro Questions (Started by wilver March 11, 2011, 05:31:29 am
 Board: M.U.G.E.N Development Help

Hi all, well, I have a problem doing the code for intro of a char, heres the code:

;intro1
[statedef 191]
type = S
ctrl = 0
trigger1 = RoundNo <= 1

[state 191, 1]
type = explod
pos = 0,0
anim = 20000         ;
trigger1 = time = 0
trigger1 = Facing = -1       ;
trigger1 = RoundNo <= 1
sprpriority = 5
keyctrl = 0         ;
pausemovetime = 999 ;
supermovetime = 999 ;

[state 191, 2]        ;
type = explod
anim = 21000         ;
pos = 0,0
trigger1 = time = 750
trigger1 = Facing = -1       ;
trigger1 = RoundNo <= 1
sprpriority = 6
keyctrl = 0         ;
pausemovetime = 999 ;
supermovetime = 999 ;

[State 0, Pause]
type = Pause
trigger1 = time = 0
trigger1 = RoundNo <= 1
time = 798          ;
movetime = 798      ;
endcmdbuftime = 798 ;
pausebg = 1
ignorehitpause = 1
persistent =  1

[state 191, 2]
type = assertspecial
trigger1 = time <= 834 ;
trigger1 = RoundNo <= 1
flag = intro
pausebg = 1
ignorehitpause = 1
Persistent = 1

;[state 191, 2] ;
;type = assertspecial
;trigger1 = time <= 315 ;
;flag = nomusic
;pausebg = 1
;ignorehitpause = 1
;Persistent = 1


;[State 0, PlaySnd] ;
;type = PlaySnd
;trigger1 = time = 0
;value = S15,1     


the problem is, if p1 or p2 press anybutton during the intro, the p1 and timer, keep frozen for the time of the Pause state, what is wrong with my code? I want the Pause to be canceled if the intro is skiped.  or if there is anyway to prevent any of the players from pressing buttons and skip the intro, it can solve my problem too...
Thanks in advance =)
    

Re: Spacing from fonts has no more effect?

 March 08, 2011, 09:00:05 am View in topic context
avatar  Posted by wilver  in Spacing from fonts has no more effect? (Started by wilver March 06, 2011, 05:17:16 pm
 Board: M.U.G.E.N Development Help

Bump
    

Spacing from fonts has no more effect?

 March 06, 2011, 05:17:16 pm View in topic context
avatar  Posted by wilver  in Spacing from fonts has no more effect? (Started by wilver March 06, 2011, 05:17:16 pm
 Board: M.U.G.E.N Development Help

Hi people, well I recently updated my winmugen to mugen 1.0, and now my team select screen looks just like this:

Spoiler, click to toggle visibilty

In the winmugen, all was perfect, just like that:
Spoiler, click to toggle visibilty

What can I do to fix this problem? D: Thanks in advance =)

Update: I was just looking at the fonts, and the "Spacing= 0,0" of my fonts (and of course, others) seens to not have more effect, even when I change it, the result is just the same, the letters came one after anoter o_o really strange...