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Алексей

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Messages by Алексей

    

Re: Win Poses...Help

 May 20, 2011, 06:03:57 am View in topic context
 Posted by Алексей  in Win Poses...Help (Started by Flamekyo May 20, 2011, 05:14:18 am
 Board: M.U.G.E.N Development Help

You said that you made your intros change depending on character. If you got that down, it's the same concept really.

Pseudo-code:
1.) When in the Win state, check is player 2's name is "RYU" or whoever you want. This can be accomplished using the trigger "P2Name."
So for example, trigger1 = P2Name = "RYU"
2.) Use the ChangeAnim state controller to change your character's animation to the appropriate win animation you've set up in your AIR file.

See? Easy! ;)

Edit: Beat me to the punch GT Yzan. :P
    

Re: Fire trail using particles.

 May 19, 2011, 06:43:31 pm View in topic context
 Posted by Алексей  in [SOLVED] Fire trail using particles. (Started by Алексей May 19, 2011, 04:22:38 am
 Board: M.U.G.E.N Development Help

I was thinking about it, yes. But first I want to make sure that he doesn't start crashing people's computers. :P
    

Re: Fire trail using particles.

 May 19, 2011, 04:28:08 pm View in topic context
 Posted by Алексей  in [SOLVED] Fire trail using particles. (Started by Алексей May 19, 2011, 04:22:38 am
 Board: M.U.G.E.N Development Help

Hey Cyanide, thanks for the quick reply. Much appreciated :)
Here's a photo. I tried to get the fire turning so it doesn't look so linear, but this is the basic idea.


(Ignore the on-screen keyboard. My computer doesn't have a PrtScn key :P)

I'm trying to emulate the effect from The World End With You (The stylus dragging fire across enemies) for DS, but ripping those sprites has been pretty terrible. Instead I made my own.
    

[SOLVED] Fire trail using particles.

 May 19, 2011, 04:22:38 am View in topic context
 Posted by Алексей  in [SOLVED] Fire trail using particles. (Started by Алексей May 19, 2011, 04:22:38 am
 Board: M.U.G.E.N Development Help

Hello,
I'm working on adding a move to my character that entails a trail of fire that is controlled with the keyboard. Currently, it works rather well, but only on computers with high processing power and copious amounts of RAM. I've tried using Explods at first to achieve my desired effect, but it just wasn't working out. The trail wasn't large (length) and It looked pretty terrible in game. Currently I'm using Helpers that are generated recursively up until a maximum limit of 20 (don't wan't to screw up other characters by using too many Helpers now do we :) ) Is there any way that I can achieve this effect "cleanly" and without the use of 20+ Helpers. I'm open for any suggestions. Here is the code for my state(s):

Code:
;Pyrokenisis
[StateDef 11002]
type = S
movetype = A
physics = S
anim = 700
velset = 0,0
sprpriority = 2
ctrl = 0

[State 11002, VarSet]
type = VarSet
trigger1 = !time
fv = 7
value = 1

[State 11002, VarSet]
type = VarSet
trigger1 = !time
v = 7
value = 700

[State 11002, Helper]
type = Helper
trigger1 = time=10
helpertype = normal ;player
name = "PYROKENISIS_FIRE"
ID = 701
stateno = 11102
pos = 40,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = .5
size.yscale = .5

[State 11002, PlaySnd]
type = PlaySnd
trigger1 = time % 8 = 0
;trigger1 = abs(vel x) > 0
;trigger2 = abs(vel y) > 0
value = 700,0
;volume = -10

[State 11002, VelSet]
type = VelSet
trigger1 = 1
y = sin(time*.05)*-.5

[State 11002, ChangeState]
type = ChangeState
trigger1 = !NumHelper(701) && time>10
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Pyrokenisis (Fire)
[StateDef 11102]
type = A
movetype = A
physics = N
anim = 701
sprpriority = 10
velset = 0,0

[State 11102, VarSet]
type = VarSet
trigger1 = !time
fv = 7
value = 1

[State 11102, VarSet]
type = VarSet
trigger1 = 1
fv = 7
value = fvar(7)-.01

[State 11102, VarSet]
type = VarSet
trigger1 = !time
v = 7
value = (parent,var(7)+1)

[State 11102, AngleDraw]
type = null;AngleDraw
trigger1 = var(7) != 701
scale = fvar(7), fvar(7)

[State 11102, Trans]
type = Trans
trigger1 = 1
trans = add

[State 11102, SprPriority]
type = SprPriority
trigger1 = 1
value = 10

[State 11102, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 701
elem = floor(random*.1000/100*14) + 1

[State 11102, Helper]
type = Helper
triggerall = NumHelper(701) < 20
trigger1 = time=2; time % 10 = 0
helpertype = normal ;player
name = "PYROKENISIS_FIRE"
ID = 701
stateno = 11102
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = .5
size.yscale = .5

[State 11102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11102, PosSet]
type = PosSet
trigger1 = var(7) != 701
x = pos x - (pos x - parent,pos x)/3
y = pos y - (pos y - parent,pos y)/3

[State 11102, VelSet]
type = VelSet
triggerall = var(7) = 701
trigger1 = root,command = "holdfwd"
x = 5
y = 0

[State 11102, VelSet]
type = VelSet
triggerall = var(7) = 701
trigger1 = root,command = "holdback"
x = -5
y = 0

[State 11102, VelSet]
type = VelSet
triggerall = var(7) = 701
trigger1 = root,command = "holdup"
x = 0
y = -5


[State 11102, VelSet]
type = VelSet
triggerall = var(7) = 701
trigger1 = root,command = "holddown"
x = 0
y = 5

[State 11102, VelSet]
type = VelSet
triggerall = var(7) = 701
trigger1 = root,command != "holdfwd"
trigger1 = root,command != "holdback"
trigger1 = root,command != "holdup"
trigger1 = root,command != "holddown"
x = 0
y = 0

[State 11102, Explod]
type = Explod
trigger1 = movehit
anim = 30004
ID = 30004
pos = 0,-30
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,-1
accel = 0,0
random = 10,40
removetime = -2
pausemovetime = 0
scale = .3,.3
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 11102, MoveHitReset]
type = MoveHitReset
trigger1 = movehit

[State 11102, HitDef]
type = HitDef
trigger1 = time % 40 = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 2,1
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slidetime = 0
;guard.slidetime = 0
ground.hittime = 0
;guard.hittime = 0
air.hittime = 20
;guard.ctrltime = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,0
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrltime = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1facing =
p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hittime = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;getpower = 0,0
;givepower = 0,0
palfx.time = 10
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.invertall = 0
palfx.color = 0
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
;ignorehitpause =
;persistent =

[State 11102, DestroySelf]
type = DestroySelf
trigger1 = time = TicksPerSecond*helper(12000),var(2)
trigger2 = root,stateno != 11002
trigger3 = !enemy,alive

Thanks in advance.