Posted by ELECTR0
in [IGNORE] So how do I add stage fatality to my stage? (Started by Emetar August 17, 2010, 10:36:53 amBoard: M.U.G.E.N Development Help
Posted by ELECTR0
in [IGNORE] So how do I add stage fatality to my stage? (Started by Emetar August 17, 2010, 10:36:53 am
Posted by ELECTR0
in [IGNORE] So how do I add stage fatality to my stage? (Started by Emetar August 17, 2010, 10:36:53 am
Posted by ELECTR0
in KoF 94 Korea + intro (Started by ELECTR0 August 17, 2010, 01:31:03 am
Posted by ELECTR0
in Final Fight Ultimate intro (Started by ELECTR0 August 15, 2010, 07:21:14 pm
Posted by ELECTR0
in Final Fight Ultimate intro (Started by ELECTR0 August 15, 2010, 07:21:14 pm
Posted by ELECTR0
in Mugen 1.0 quotes (Started by Nanashi_1337 July 20, 2010, 01:27:50 pm
Posted by ELECTR0
in Mugen 1.0 quotes (Started by Nanashi_1337 July 20, 2010, 01:27:50 pm
Posted by ELECTR0
in All Characters Updated to Mugen 1.0 (Started by Rajaa July 16, 2010, 12:02:02 am
Reply in .pdf format? What? No.
Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am[Statedef 5150, 0]
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 0
pos = 0,0
[State 5150, 2]
type = changeanim
triggerall= Anim != 9800 ; invisible
trigger1 = time = 0
value = 5150
[State 5150, floor position]
type = PosSet
trigger1 = Pos Y < 0
y = 0

Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
[State 88903, playwinposefaster]
type = ChangeState
trigger1 = Time >= 25
trigger1 = !Ishelper
value = 5150
[State 88750
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0
Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
This is in my hitdef to activate the finisher
[State 720]
type = TargetState
triggerall = movehit
trigger1 =p2life=0
trigger1=MatchOver
;trigger1=P2Dist Y =0
value = 88750
persistent = 0
[State 720, 1]
type = PlaySnd
trigger1 =p2stateno=88750
value = 1515, 1
persistent = 0
;rest of the code for the finisher
;----------------------------------
[Statedef 88750]
type = S
movetype= H
physics = N
anim = 9800; Invisible
[State 88750]
type = Helper
trigger1 = time = 0
stateno = 88751
id = 88751
ownpal = 0
pos = 0,0
[State 88750]
type = Helper
trigger1 = time = 0
stateno = 88752
id = 88603
ownpal = 0
pos = 0,0
[State 88750, 2]
type = GameMakeAnim
trigger1 = animelem=5
value = 61
pos = 0,0
under = 1
[State 88750, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------
;Top head fall
[Statedef 88751]
type = A
movetype = A
physics = N
anim = 99999;invisible
ctrl = 0
sprpriority = 3
;velset = 1,-2
[State 88751]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 88701
value = 88701
[State 88751]
type = VelSet
trigger1 = Time = 0
x = 1.5
y = -14
[State 88751,1] ; make head spin
Type = AngleAdd
trigger1 = 1
Value =-12;55 ; how much spin
[State 88751,2] ; make head spin
Type = AngleDraw
trigger1 = time>0
[State 88751, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,1
[State 88751, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S100,2
[State 88751]
type = VelAdd
trigger1 = 1
y = 0.4
;[State 88701, ground blood]
;type = explod
;anim = 88560
;trigger1 = time = 15
;pos = 0,50
;vel = 0, 0
;sprpriority = -2
;removetime = 3000
;shadow = 100,100,100
[State 88751]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 88702
[State 88751]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1
;-------------------------------
;------------------------------------------------------------------------------------------------------------
;lower Body fall
[Statedef 88752]
type = A
movetype = A
physics = N
anim = 99999;invisible
ctrl = 0
sprpriority = 3
;velset = 1,-2
[State 88752]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 88750
value = 88750
[State 88752]
type = VelSet
trigger1 = Time = 0 && Parent,Stateno = 88750
x = -1.7
y = -5
;[State 8556]
;type = AssertSpecial
;trigger1 = 1
;flag = noshadow
[State 88752, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,1
[State 88752, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S100,2
[State 88752]
type = VelAdd
trigger1 = 1
y = 0.4
;[State 88601, ground blood]
;type = explod
;anim = 88560
;trigger1 = time = 15
;pos = 0,50
;vel = 0, 0
;sprpriority = -2
;removetime = 3000
;shadow = 100,100,100
[State 88752]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 88753
[State 88752]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1
;-------------------------------
;body lay on ground
[Statedef 88753]
type = S
movetype= H
physics = N
velset = 0,0
[State 88753, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 88751 ; need to make this animation for 2nd player
[State 88753, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,0
;[State 88604, blood puddle]
;type = explod
;anim = 88558
;trigger1 = time = 10
;pos = 0,0
;vel = 0, 0
;sprpriority = -2
;removetime = 2000
;shadow = 100,100,100
[State 88753, blood puddle]
type = explod
anim = 88559
trigger1 = time = 1
pos = 55,0
vel = 0, 0
sprpriority = -2
removetime = 2000
;shadow = 100,100,100
[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 2
pos = -40,0
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100
[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 3
pos = 0,1
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100
[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 4
pos = 60,-2
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100
[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 5
pos = 70,4
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100
[State 88753, 3]
type = selfState
trigger1 = Animtime=0
trigger1=alive=1
value = 5120
[State 88753, 4]
type = selfState
trigger1=alive=0
trigger1 = Animelem=1
value = 5110
Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
Posted by ELECTR0
in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
;This is in my Hitdef to trigger the finisher
[State 310]
type = TargetState
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
value = 8555
[State 310, 1]
type = PlaySnd
trigger1 =p2stateno=8555
value = 0, 23
persistent = 0
[State 310]
type = Explod
trigger1 =p2stateno=8555
anim =6102 ;need to make this explosion for blood
id =3350
pos =0,-20
postype = p2
sprpriority =4
ownpal = 1
ignorehitpause=1
persistent = 0
[Statedef 8555]
type = S
movetype= H
physics = N
anim = 8556
velset = 0,0
[State 8555, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8555
[State 8555]
type = Helper
trigger1 = time = 0
stateno = 8556
id = 8556
ownpal = 0
pos = 0,0
[State 8555, 2]
type = GameMakeAnim
trigger1 = animelem=5
value = 61
pos = 0,0
under = 1
;------------------------------------------------------------------------------------------------------------
;Top Body fall
[Statedef 8556]
type = A
movetype = A
physics = N
anim = 99999;8556
ctrl = 0
sprpriority = 3
;velset = 1,-2
[State 8556]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 8556
value = 8556
[State 8556]
type = VelSet
trigger1 = Time = 0 && Parent,Stateno = 8555
x = -3
y = -7
[State 8556]
type = VelAdd
trigger1 = 1
y = 0.4
[State 8556]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 8557
[State seeya]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1
;-------------------------------
;top body lay on ground
[Statedef 8557]
type = S
movetype= H
physics = N
velset = 0,0
[State 8557, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8557
[State 8557, 3]
type = selfState
trigger1 = Animtime=0
trigger1=alive=1
value = 5120
[State 8557, 4]
type = selfState
trigger1=alive=0
trigger1 = Animelem=1
value = 5110
Posted by ELECTR0
in TY Pit Fighter Edit (Started by ELECTR0 July 11, 2010, 12:54:08 pm
Posted by ELECTR0
in TY Pit Fighter Edit (Started by ELECTR0 July 11, 2010, 12:54:08 pm
Posted by ELECTR0
in Ty Released (Started by dxwho July 04, 2010, 09:04:30 pm
Posted by ELECTR0
in Ty Released (Started by dxwho July 04, 2010, 09:04:30 pmWell, I can't say that I haven't been waiting for these characters, but I also say they could be better... Just a suggestion: Loose the intros... It would be smoother if they just started like everyone else. (Just My opinion)
Loose the one button power up... It's pretty annoying. Why not just make all 6 buttons into attacks!?
Loose the whole holding the attack button then releasing to do specials/other projectiles... DUDE!! Just make them into special moves! Such as (D, DF, F, x) Basically what I'm saying is, less gimmicks, and more fighting...! With characters like this, It's best to keep it simple. 6 attack buttons, maybe a projectile, and a few special moves. That's it! Hope I didn't offend you man, that's not my intention. Peace!!