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FatalVice

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Messages by FatalVice

    

All screenpacks menu font invisible (1.0)

 July 08, 2013, 03:28:10 pm View in topic context
 Posted by FatalVice  in All screenpacks menu font invisible (1.0) (Started by FatalVice July 08, 2013, 03:28:10 pm
 Board: M.U.G.E.N Configuration Help

Hello again!

I have a problem with 1.0, I used 3 different screenpacks (which worked on other computers) and they all have the same issue. The menu font is invisible, so I cant see Arcade, Survival, etc. Everything else on the screenpacks are perfect, just the fonts at the menu. Is this some sort of scaling or placement error? I've read somewhere trying to change colors to 255, but its already at 255. Any help is much appreciated!
    

Re: Making P2 invisible upon death

 April 14, 2012, 03:26:27 am View in topic context
 Posted by FatalVice  in Making P2 invisible upon death (Started by FatalVice April 14, 2012, 02:40:01 am
 Board: M.U.G.E.N Development Help

I didn't even think about Posadd ><. Thank you very much!! I put x and y to be -9999999999 and it works perfectly.
    

Making P2 invisible upon death

 April 14, 2012, 02:40:01 am View in topic context
 Posted by FatalVice  in Making P2 invisible upon death (Started by FatalVice April 14, 2012, 02:40:01 am
 Board: M.U.G.E.N Development Help

Hola!

I was wondering, how/ is it possible to make p2 invisible when they die?

To further clarify, I put p2 in a custom state already, but I want him to be invisible when he dies. If I use assertspecial to make them invis, and don't selfstate p2 at the end,  the round wont end until I use Ctrl+I.

If that doesn't make sense, i'll explain the move.  P2 gets sucked/shrinks into a black hole, and I want them to be invisible afterwards, like they got transported into the black hole.  So I don't want their body to show, and I want round 2 to just begin like normal.

Thanks!
    

How to bind a sprite on a character(On thier back,etc)

 January 19, 2012, 04:36:46 am View in topic context
 Posted by FatalVice  in How to bind a sprite on a character(On thier back,etc) (Started by FatalVice January 19, 2012, 04:36:46 am
 Board: M.U.G.E.N Development Help

Thanks for your help guys, but it seems like its a pain, I thought it would have been simple ><, so i'll just edit them as PCX. Thanks again!
    

Re: Helper Binding

 September 05, 2011, 10:11:10 pm View in topic context
 Posted by FatalVice  in (SOLVED) Helper Binding (Started by FatalVice September 05, 2011, 07:45:46 pm
 Board: M.U.G.E.N Development Help

Solved, just made helper Invis, and then put an explode w/ anim over it, then made the clsn insanely large.
    

(SOLVED) Helper Binding

 September 05, 2011, 07:45:46 pm View in topic context
 Posted by FatalVice  in (SOLVED) Helper Binding (Started by FatalVice September 05, 2011, 07:45:46 pm
 Board: M.U.G.E.N Development Help

So, I have a "Doom" attack from the FF games. If you dont know what "Doom" is, let me explain. Numbers appear over the targets head, and then said numbers countdown from X to 0. Once it reaches 0, the target dies. I have the countdown and dying part covered, its just the numbers will appear over the target, and then they will just stay in their original spot. So if the targets (p2,etc) move, it just sits in its original location. What statetype do I need to bind the helper to the target (p2, etc). Ive used Targetbind, but it just does nothing.
    

Re: Round 2 Intro?

 September 10, 2010, 03:37:37 am View in topic context
 Posted by FatalVice  in Round 2 Intro? (Started by FatalVice September 10, 2010, 02:03:21 am
 Board: M.U.G.E.N Development Help

tyvm! Ive never seen that used before >.>
    

Re: Round 2 Intro?

 September 10, 2010, 02:38:43 am View in topic context
 Posted by FatalVice  in Round 2 Intro? (Started by FatalVice September 10, 2010, 02:03:21 am
 Board: M.U.G.E.N Development Help

to activate? no sir.
    

Round 2 Intro?

 September 10, 2010, 02:03:21 am View in topic context
 Posted by FatalVice  in Round 2 Intro? (Started by FatalVice September 10, 2010, 02:03:21 am
 Board: M.U.G.E.N Development Help

Is it possible to make a Round 2 intro? I ask this because with my normal Round 1 intro, i force my character into a powered up state, and it obviously dosent transfer over into round 2. I tried setting a changestate to roundstate =2, but it glitches out.
    

Re: Counter system

 August 08, 2010, 07:51:16 am View in topic context
 Posted by FatalVice  in Counter system *SOLVED* (Started by FatalVice August 08, 2010, 06:45:08 am
 Board: M.U.G.E.N Development Help

All I needed was the triggerall, thanks Rice
    

Re: Counter system

 August 08, 2010, 07:49:17 am View in topic context
 Posted by FatalVice  in Counter system *SOLVED* (Started by FatalVice August 08, 2010, 06:45:08 am
 Board: M.U.G.E.N Development Help

OK since youve never seen those games, after you get hit X times, you combo break/counter and start your own combo or counter attack
    

Counter system *SOLVED*

 August 08, 2010, 06:45:08 am View in topic context
 Posted by FatalVice  in Counter system *SOLVED* (Started by FatalVice August 08, 2010, 06:45:08 am
 Board: M.U.G.E.N Development Help

Not counter as in counting numbers, as in rejecting attacks, E.g GGX characters, Melty Blood. I'm trying to add one to my character, but every character with a counter system i know, is in japanese. If anyone knows of a counter method, or knows of a similar method, please post here. Ty
    

Re: Can you put PalFX on an Explode? *solved*

 August 03, 2010, 10:47:41 pm View in topic context
 Posted by FatalVice  in Can you put PalFX on an Explode? *Solved* (Started by FatalVice August 03, 2010, 09:00:23 pm
 Board: M.U.G.E.N Development Help

Ty.
    

Can you put PalFX on an Explode? *Solved*

 August 03, 2010, 09:00:23 pm View in topic context
 Posted by FatalVice  in Can you put PalFX on an Explode? *Solved* (Started by FatalVice August 03, 2010, 09:00:23 pm
 Board: M.U.G.E.N Development Help

I dont think i need to say much more, simple yes or no question.
    

Re: Afterimage help

 August 03, 2010, 02:54:39 am View in topic context
 Posted by FatalVice  in Afterimage help *SOLVED* (Started by FatalVice August 03, 2010, 02:42:05 am
 Board: M.U.G.E.N Development Help

TYSM! I dont understand what I did wrong, Elecbye wiki says to use -1 for infinte time, and to use afterimage time.
    

Afterimage help *SOLVED*

 August 03, 2010, 02:42:05 am View in topic context
 Posted by FatalVice  in Afterimage help *SOLVED* (Started by FatalVice August 03, 2010, 02:42:05 am
 Board: M.U.G.E.N Development Help

Ok so, I want to have an afterimage at all times.  But for some reason, any trigger I use will not activate the afterimage, if I use other statetype besides afterimage, it works (e.g used Trans, and worked just fine) I have gone through about all the "eternal" triggers possible (!=Time, alive, name, time>=0, gametime%, etc...) and it still refuses to work. I have state controllers in -1, but those are for SuperArmor. Elecbyte wiki dosent help me for mierda, so im coming here.
Code:
[State 0, AfterImage]
type = AfterImage
trigger1 != time
time = -1
length = 20
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 1
timegap = 1
framegap = 4
trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 != Time
time = 1
;ignorehitpause =
;persistent =
    

Re: Is there any way to reject or counter a changestate?

 June 16, 2010, 04:26:27 pm View in topic context
 Posted by FatalVice  in Is there any way to reject or counter a changestate?(delete) (Started by FatalVice June 16, 2010, 02:26:45 am
 Board: M.U.G.E.N Development Help

It's not just states, he dosen't kill my character when I force A.I. He uses some 1 hit kill command whenever an attack is started when he forces me into X state. I'm not worried about the grab issue, because A) I have SuperArmor and B)The character dosent even grab, he just spams clones with A.I and the parent is unhittable.  I implemented what you recommended, and I wont die instantly from doing an attack, but as I said before, once he puts me in X state, any attack command= death. I like these super boss characters, but he's so insanely cheap, and it'll give me satisfaction if he dies. He does die though, from the F1 key, but thats about it >.>' .
    

Is there any way to reject or counter a changestate?(delete)

 June 16, 2010, 02:26:45 am View in topic context
 Posted by FatalVice  in Is there any way to reject or counter a changestate?(delete) (Started by FatalVice June 16, 2010, 02:26:45 am
 Board: M.U.G.E.N Development Help

delete please
    

Re: Multiple PalFX

 May 30, 2010, 02:48:46 am View in topic context
 Posted by FatalVice  in Multiple PalFX (Solved)  (Started by FatalVice May 28, 2010, 07:13:31 pm
 Board: M.U.G.E.N Development Help

Ty so much man
    

Multiple PalFX (Solved)

 May 28, 2010, 07:13:31 pm View in topic context
 Posted by FatalVice  in Multiple PalFX (Solved)  (Started by FatalVice May 28, 2010, 07:13:31 pm
 Board: M.U.G.E.N Development Help

Solved