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ELECTR0

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Messages by ELECTR0

    

Re: So how do I add stage fatality to my stage?

 August 19, 2010, 01:28:45 am View in topic context
 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
 Board: M.U.G.E.N Development Help

Cool - About to leave for work but, when I get home i'll definetly try this out o_O
    

Re: So how do I add stage fatality to my stage?

 August 18, 2010, 03:59:45 am View in topic context
 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
 Board: M.U.G.E.N Development Help

I too would like an explaination of how to trigger the [stage ID] ussing 1.0 o_O
    

KoF 94 Korea + intro

 August 17, 2010, 01:31:03 am View in topic context
 Posted by ELECTR0  in KoF 94 Korea + intro (Started by ELECTR0 August 17, 2010, 01:31:03 am
 Board: Your Releases, Mugen 1.0 +

Made for Mugen 1.0 but, I also included a def for winmugen - I only added a few new things like puddle effects to give the stage more life - So it's pretty much the stage from the game - Later I might add in a few other things that the original stage didn't have like a few leaves falling from the trees & superjump - To lazy right now to animate a bunch of tree limbs to make it super jump compatible o_O

Link : http://electros115.web.officelive.com/default.aspx

Video : http://www.youtube.com/watch?v=15dIbVIbMok
    

Re: Final Fight Ultimate intro

 August 16, 2010, 03:12:47 am View in topic context
 Posted by ELECTR0  in Final Fight Ultimate intro (Started by ELECTR0 August 15, 2010, 07:21:14 pm
 Board: Your Releases, older Mugen

I'm sure down the line I'll do some more. I was going to release the Ultimate ending to FF but, I can't figure out how to scroll the background images in a storyboard o_O
    

Final Fight Ultimate intro

 August 15, 2010, 07:21:14 pm View in topic context
 Posted by ELECTR0  in Final Fight Ultimate intro (Started by ELECTR0 August 15, 2010, 07:21:14 pm
 Board: Your Releases, older Mugen

    

Re: Mugen 1.0 quotes

 August 12, 2010, 05:48:54 am View in topic context
 Posted by ELECTR0  in Mugen 1.0 quotes (Started by Nanashi_1337 July 20, 2010, 01:27:50 pm
 Board: M.U.G.E.N Discussion

Added these to Mike Haggar o_O


victory1 = "Your crime spree is over!"
victory2 = "Joining the Mad Gear Gang was a bad career move."
victory3 = "How did it feel to be beat'en senseless with a pipe?"
victory4 = "Being Mayor is Great but, Street Fighting is in my blood."
victory5 = "Zangief? You talking about that Duchebag from Russia?"
victory6 = "For wimps like you, using my full strength is unnecessary."
victory7 = "How did that piledriver to the pavement feel?"
victory8 = "That was your Final Fight!"
victory9 = "Criminals get the Hell Out of my City!"
    

Re: Mugen 1.0 quotes

 August 04, 2010, 10:49:05 pm View in topic context
 Posted by ELECTR0  in Mugen 1.0 quotes (Started by Nanashi_1337 July 20, 2010, 01:27:50 pm
 Board: M.U.G.E.N Discussion

Here's a site that has win quotes from almost every fighting game - As long as the game had quotes that is - To find quotes here's an example : Pick Darkstalkers, Then pick the Game in the series like Night Warriors, then any character, then at the top click Dialogue & will give you all his win quotes.

Link : http://fenixware.net/fab/fab_seriesSelect.asp
    

Re: All Characters Updated to Mugen 1.0

 August 01, 2010, 12:02:32 pm View in topic context
 Posted by ELECTR0  in All Characters Updated to Mugen 1.0 (Started by Rajaa July 16, 2010, 12:02:02 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Finisher problems

 July 28, 2010, 07:41:37 pm View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

Right at the last secound when I was about to smash my comp threw my hdtv I decided to place the code in KFM to see what happened. I saw that the thing we where looking at was the dead body in the in the 5150 state.

 
Spoiler, click to toggle visibilty

So I whiped up this code & placed it in.
Code:
[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

Now it works just fine

 
Spoiler, click to toggle visibilty

Successfull video of all 6 of my Finishers - Thanks a Millon Cyanide - Now I can have fun cutting all my fighters to peices o_O

Video : http://www.youtube.com/watch?v=Y-Xhi9iCVOw


.
    

Re: Finisher problems

 July 28, 2010, 10:19:47 am View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

On a postive note I fixed my time delay after the finisher has executed by adding this code in o_O

Code:
[State 88903, playwinposefaster]
type = ChangeState
trigger1 = Time >= 25
trigger1 = !Ishelper
value = 5150

Still nothing is happening with the camera on the air finisher - Did what you said & posted a new video & also tried to add a screenbound to every part of the finisher but, not sure if I wrote the code correctly. So that might be reason it's not activating.

Screenbound code I used

Code:
[State 88750
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0
    

Re: Finisher problems

 July 27, 2010, 01:36:33 pm View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

Been messing around with this for the past 17 hours straight & can't figure it out - Not very familiar with screen bounds or screenpos triggers so everything i've tried was a complete failure - I might just have to settle for ground level finishers unless someone can figure out a fix o_O
    

Re: Finisher problems

 July 26, 2010, 08:56:20 pm View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

Got about 4 more finshers done but when I try to execute the air finisher the camera stops following my main character - Need help on fixing this - Hopefully will be the last thing I need help with o_O

Video removed

Code:
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

Code:
;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

    

Re: problem with helper & time

 July 25, 2010, 11:10:34 am View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

Worked Great Thanks alot! ;D
    

Finisher problems

 July 25, 2010, 10:08:09 am View in topic context
 Posted by ELECTR0  in Finisher problems (Started by ELECTR0 July 25, 2010, 10:08:09 am
 Board: M.U.G.E.N Development Help

Having trouble with the helper on my finisher - When the helper spawns it leaves a trail along the path that it's traveling & can't figure out why - Also when the move is over the game hangs for about 20 secounds longer than I need it too - So I need some help fixing these 2 things o_O

Pics :
Spoiler, click to toggle visibilty


Code :
Code:
;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

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

;----------------------------------
Code:
[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
    

Re: TY Pit Fighter Edit

 July 12, 2010, 03:00:15 am View in topic context
 Posted by ELECTR0  in TY Pit Fighter Edit (Started by ELECTR0 July 11, 2010, 12:54:08 pm
 Board: Edits & Add-ons

Some people might have liked the hold button commands so I just left them in there - Probably will be an future update when I get around to it - Dunno if I will edit the other Pit Fighters - Glad you like the edit o_O
    

TY Pit Fighter Edit

 July 11, 2010, 12:54:08 pm View in topic context
 Posted by ELECTR0  in TY Pit Fighter Edit (Started by ELECTR0 July 11, 2010, 12:54:08 pm
 Board: Edits & Add-ons

Edit from DXwho's TY character - He was cool enough to send me the rest of the sprites to try & finish the character up & while not fully finished yet with everything that I want to do with the character - I would say that i'm about 96% complete o_O

Whats New :

Superjump.
combo chaining.
new air melee sprites & moves.
2X4 now breaks on impact, slight knockback.
knife now stun for longer period to allow TY to recover.
2 new hyper moves :::
 
(TY combo) ~D, DF, F, x+y   :::: this move has a big kick at the end which you can then combo into his other moves like barrel toss or 2X4.
 
(Pit Knifer) ~D, DF, F, a+b   :::: This move actually has a random fatality if you kill them on the secound or third round.

New intro kinda like Kung Fu Mans where he kicks the barrell.
New winning pose displaying the pit fighter intro text.
made all special moves a little quicker to execute.
rearranged the collision boxes to detect better.
added in new sounds for Barrell toss, 2x4, & few other attacks.
added a slow motion & slight screen shake to a few moves for dramatic effect.
added in Cheap KO effect if you die while blocking, basically one of the girls comes in a offers you a slice of green cheese, then you die.
Dizzy sprites added
New throwing star added
New Blocking sprites added
New commands for special attacks :

Knife  : ~D, DB, B, a  or  ~D, DB, B, b
2x4    : ~D, DF, F, a  or  ~D, DF, F, b
stars  : ~D, DF, F, x  or  ~D, DF, F, y
barrel : ~$40 B, F, x  or  ~$40 B, F, y

More to come!

Link : http://electros115.web.officelive.com/default.aspx

    

Re: Ty Released

 July 11, 2010, 01:21:07 am View in topic context
 Posted by ELECTR0  in Ty Released (Started by dxwho July 04, 2010, 09:04:30 pm
 Board: Your Releases, older Mugen

Thanks DXwho - Your Characters are actually really cool with very good ideas considering the limitations on the amount of moves & sprites you had to work with - Just some of the play mechanics are a little strange - Hopefully see more characters from you o_O

Edit : Patch is now up in the Edits section of the new releases - Thanks again DXwho!
    

Re: Ty Released

 July 10, 2010, 09:35:16 am View in topic context
 Posted by ELECTR0  in Ty Released (Started by dxwho July 04, 2010, 09:04:30 pm
 Board: Your Releases, older Mugen

Well, 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!!  :sugoi:

I just finished making a patch like this for TY - Has a few Hyper moves etc... - Not sure if I can release it thow - I PM'ed DXwho to see what he thinks about it o_O