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Messages by Steimpunk

    

Re: Full Game Forum?

 April 22, 2013, 05:52:46 am View in topic context
 Posted by Steimpunk  in Full Game Forum? (Started by Steimpunk April 22, 2013, 05:22:36 am
 Board: M.U.G.E.N Discussion

Thank you
    

Full Game Forum?

 April 22, 2013, 05:22:36 am View in topic context
 Posted by Steimpunk  in Full Game Forum? (Started by Steimpunk April 22, 2013, 05:22:36 am
 Board: M.U.G.E.N Discussion

Should a completed full game be released in:

•  FullGame Development > Inactive Projects
     or
•  Your Releases, M.U.G.E.N. 1.0+ with a "Full Game" icon?

Spoiler: Details (click to see content)
    

Re: Custom BGM Loop Issue

 February 13, 2013, 07:05:39 am View in topic context
 Posted by Steimpunk  in Custom BGM Loop Issue (Started by Steimpunk February 12, 2013, 09:52:18 pm
 Board: M.U.G.E.N Development Help

Thanks again. It's disappointing that I may never hear any of the full songs, but whatever.
    

Custom BGM Loop Issue

 February 12, 2013, 09:52:18 pm View in topic context
 Posted by Steimpunk  in Custom BGM Loop Issue (Started by Steimpunk February 12, 2013, 09:52:18 pm
 Board: M.U.G.E.N Development Help

I use custom BGMs that are played using a looped PlaySnd from the shared common1.cns file.  However, the music does not loop properly from round to round.  Is there any way to fix or work around this?

[State 5900, PlaySnd]
type = PlaySnd
triggerall = RoundNo = 1
trigger1 = Time = 0
trigger1 = IsHomeTeam = 1
value = F50,(random%9)
channel = 50
loop = 1
abspan = 0
    

Re: LifeAdd Trouble

 January 22, 2013, 06:39:29 am View in topic context
 Posted by Steimpunk  in LifeAdd Trouble (Started by Steimpunk January 22, 2013, 06:02:52 am
 Board: M.U.G.E.N Development Help

Thanks, Rajaa. The variables worked great. This is what I ended up working with.
Code:
[State 0, VarSet]
type = VarSet
triggerall = (!ishelper) & (gethitvar(damage)>0)
trigger1 = numhelper(1301) > 0
trigger2 = life <= (lifemax*0.25)
var(0) = floor(gethitvar(damage)*0.15*(numhelper(1301)+cond((life<=(lifemax*0.25)),1,0)))

[State 0, Aero/Defender]
type = LifeAdd
trigger1 = (!ishelper) & (var(0)>0) & 1
value = var(0)

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
trigger1 = (numhelper(1301)=0) & (life>(lifemax*0.25))
trigger2 = gethitvar(damage) <= 0
var(0) = 0

By the way, what was that about bitwise operators? Are they worse in some way?
    

LifeAdd Trouble

 January 22, 2013, 06:02:52 am View in topic context
 Posted by Steimpunk  in LifeAdd Trouble (Started by Steimpunk January 22, 2013, 06:02:52 am
 Board: M.U.G.E.N Development Help

This piece of code is doing absolutely nothing.
I test it twice by hitting him with 200 points of damage at max health:
Once with one helper(1301) active, and once without it. He never recovers any health.

Code:
[State -3, Aero/Defender]
type = LifeAdd
trigger1 = (!ishelper) & (gethitvar(damage)>0) & 1
value = floor(gethitvar(damage)*0.15*(numhelper(1301)+cond((life<=(lifemax*0.25)),1,0)))
ignorehitpause = 1
    

Re: Stage with Multple BGMs?

 January 12, 2013, 06:59:53 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

Thanks, I should have noticed the topic named "You Can Solve Your Own Topics."
    

Re: Stage with Multple BGMs?

 January 12, 2013, 06:48:35 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

Well, I'm taking all of this as good news. See, look at me > :megusta:
    

Re: Stage with Multple BGMs?

 January 12, 2013, 06:36:00 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

Aww, well okay thanks. Do you know anywhere I could post it, I mean it's almost done now, and I wouldn't dare ask for credit.
    

Re: Stage with Multple BGMs?

 January 12, 2013, 06:33:03 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

I wouldn't say I made them. Most of the sprites, sounds, and animations were already there.
I just did erased all the coding and did it from scratch and of course added and modified anims to work smoothly.
    

Re: Stage with Multple BGMs?

 January 12, 2013, 06:24:35 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

If memory serves, I think there was a way to add stages into your mugen without having them being able to be selected. Sort of like a secret stage to be exact. Maybe you could look into that for your work around? Although I could be wrong. Maybe that was for characters I am thinking of.

That trick is for characters. But I've got it now.
I'm doing a full game, so I should have realized that I can just put the music and state controllers to play them in the common files.  :omg:
I shouldn't have given up on the idea so easily.

Anyway, later this month I should release the game with 10 Naruto characters, Sora, and Cloud, and 25 stages (thanks to EXShadow).
    

Re: Stage with Multple BGMs?

 January 12, 2013, 04:55:32 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

a workaround you could do if you just want the same stage with different music is rename the def files

Yeah, but I want all of the stages to be playable with lots of music, but I don't want any repeating names in the select.
    

Re: Stage with Multple BGMs?

 January 12, 2013, 04:37:19 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

    

Stage with Multple BGMs?

 January 12, 2013, 04:09:17 am View in topic context
 Posted by Steimpunk  in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
 Board: M.U.G.E.N Development Help

Any ideas on having a stage with multiple BGMs that play at random?
Is this currently possible? If so, how?
    

Re: Classic

 November 26, 2012, 07:02:36 am View in topic context
 Posted by Steimpunk  in Classic (Started by Margatroid November 15, 2012, 06:21:17 pm
 Board: Your Releases, older Mugen

Beautiful, but the link is down.
    

Re: Delayed Death

 June 15, 2012, 04:24:51 pm View in topic context
 Posted by Steimpunk  in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pm
 Board: M.U.G.E.N Development Help

the winning character is what needs ctrl=1 not the other way around.
That fixed it. There was a line that I added to State 0 that modified the 'ctrl' parameter. Edited & Fixed. THANK YOU ALL  :mthumbs:
    

Re: Delayed Death

 June 15, 2012, 04:12:19 pm View in topic context
 Posted by Steimpunk  in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pm
 Board: M.U.G.E.N Development Help

it's possible the problem is with the winning character. Does this ONLY happen vs the death state you're looking at, i mean, if you put KFM in do things break then.
Everything worked correctly when KFM won the match. So yes, the problem is with the winning character.
Also, there does not appear to be an issue in State 180 or 181
    

Re: Delayed Death

 June 15, 2012, 05:24:40 am View in topic context
 Posted by Steimpunk  in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pm
 Board: M.U.G.E.N Development Help

Not the one in data? Compare it to the default one, iirc, ctrl = 1 is required in that state for the match to actually hit roundstate = 4.


Code:
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
ctrl = 1


[State 0]
type = PlaySnd
trigger1 = !time
value = 1, 13
volumescale = 75
channel = 0
ignorehitpause = 1


[State 0, Clear Vars]
type = VarRangeSet
trigger1 = !time
value = 0


[State 0, Clear FVars]
type = VarRangeSet
trigger1 = !time
fvalue = 0


[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = (!time) & (selfanimexist(5140))
trigger1 = (anim!=[5111,5119]) & (anim!=[5171,5179])
trigger2 = !selfanimexist(5140+(anim%10))
value = 5140


[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim=[5111,5119]) | (anim=[5171,5179])
trigger1 = selfanimexist(5140+(anim%10))
value = 5140+(anim%10)


[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10


[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110


[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85


[State 5150, 7] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0


[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


"Ctrl = 1" didn't work. So, I replaced State 5150 with the version from the original Mugen 1.0 package... no effect
So, is it possible that the problem is in State -1, -2, or -3, and not 5150, possibly a variable?
    

Delayed Death

 June 14, 2012, 08:06:18 pm View in topic context
 Posted by Steimpunk  in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pm
 Board: M.U.G.E.N Development Help

Most of my characters share the same 'Common' file, and they seem to lie there for a while after the 'K.O.'sound just before the match ends.
I've made sure that they go to state 5150 after state 5110, but nothing happens after that.  :computer: Please help.


Spoiler: STATE 5150 (click to see content)
    

Re: BindtoTarget

 May 11, 2012, 02:06:51 am View in topic context
 Posted by Steimpunk  in BindtoTarget (Started by Steimpunk May 11, 2012, 01:08:22 am
 Board: M.U.G.E.N Development Help

If he's not in a hitstate he's not a target so bindtotarget will not work. You would have to use Posset


Well, that sucks... but it will have to do. Thanks again Cyanide!