YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
GoldingCircle is Offline
Contact GoldingCircle:

GoldingCircle

User

Messages by GoldingCircle

    

Re: Chars unselectable

 May 24, 2011, 03:02:26 am View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

 :???: I did that! I only face three foes and it went into the win screen. Is there another way please?
    

Re: Chars unselectable

 May 23, 2011, 02:01:39 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

Nope! Its the random select button. Like you've said, randomselect goes at the bottom.

Your random select looks like a character, then.

Anyway, what's the problem? What am I supposed to say from the image? You have to tell me more.

Well the problem is that the hidden characters does not show on arcade mode battles as you see at my select.def, 6x10:

Spoiler, click to toggle visibilty

Do I need a new select.def or have something with "CPU Characters" organizer at the bottom of the selectable characters?
    

Re: Chars unselectable

 May 22, 2011, 11:43:36 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

Nope! Its the random select bottom. Like you've said, randomselect goes at the bottom.
    

Re: Chars unselectable

 May 21, 2011, 09:24:08 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

If you add a ";" before what you write, MUGEN is going to consider it as a comment, and therefore will not even treat is as an empty space (just so you know). Anyway, I don't see anything wrong right now. Just test it yourself and see if it works, okay? How does the select screen look like when you add the hidden character?

This is how my screen looks like. Is their something wrong? Sorry about the color!:

Spoiler, click to toggle visibilty
    

Re: Variables Tutorial

 May 21, 2011, 05:47:52 am View in topic context
 Posted by GoldingCircle  in Variables Tutorial (Started by DM October 19, 2009, 06:17:27 am
 Board: Tips, Tricks, Tutorials

I do not fully understand ...
    

Re: Chars unselectable

 May 20, 2011, 10:21:37 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

So is I am supose to type -/ instead of "empty"? Ever thing is arranged and as you see in my select.def, I played many times on arcade mode:

;---------------------------------------------------------------------
[Characters]
 ;How to add characters
 ;---------------------
 ;Use the format:
 ;    charname, stagefilename
 ;
 ;eg. For a player with filename "kfm",
 ;    and stage filename "stages/mybg.def"
 ;type (without the semicolon):
 ;    kfm, stages/mybg.def
 ;
 ;If you want to load a different def file, you can enter it
 ;as a directory plus the def file. This example loads up
 ;chars/kfm/alt-kfm.def:
 ;    kfm/alt-kfm.def, stages/mybg.def
 ;
 ;If you put "random" as the stagefilename, then a random stage will
 ;be selected for that player. eg.
 ;    kfm, random
 ;
 ;Optional parameters may follow on the same line, separated
 ;by commas. Each parameter has the form:
 ;    paramname = paramvalue
 ;where paramname is the name of the parameter type, and
 ;paramvalue is the value to assign that parameter.
 ;The optional parameters are:
 ;
 ; - music
 ;   Set the paramvalue to the name of the music file to use
 ;   as the BGM for that character. This overrides the bgmusic
 ;   parameter in the stage's .def file, so you can re-use the
 ;   same stage for multiple characters, but have a different
 ;   BGM playing for each person.
 ;
 ; - includestage
 ;   Set the paramvalue to 0 to avoid including this stage
 ;   in the stage select list (in VS, training modes, etc)
 ;
 ; - order
 ;   Set the paramvalue to the ordering priority to give the
 ;   character. Valid values are from 1 to 10. A smaller value
 ;   means you will fight the character sooner. You will never
 ;   fight an order 2 character before an order 1 character,
 ;   and never an order 3 character before an order 2 one.
 ;   For example, you might want to set your boss character
 ;   to have order=3. The default order value is 1 if you omit
 ;   this param. See *.maxmatches under [Options] for how to
 ;   limit the number of matches per order priority.
 ;
 ;   Some examples:
 ;        kfm, stages/mybg.def, includestage=0
 ;        kfm, stages/mybg.def, music=sound/song.mp3
 ;        kfm, stages/mybg.def, music=sound/song.mp3, includestage=0
 ;        kfm, stages/mybg.def, order=3
 ;
 ;You can also add a randomize icon to the select screen. To do
 ;this, put the word "randomselect" on a line of its own, with no
 ;extra parameters.
 ;
 ;Insert your characters below.
;Row 1
;----------------------------------
empty
grayci~1, stages/konoha.def, order = 4
butter, stages/smsilver, order = 5
gztenten, stages/konoha.def, order = 5
megamanx, stages/konoha.def, includestage=0, order = 7
pulseman, stages/konoha.def, includestage=0, order = 7
gzKiba, stages/konoha.def, order = 8
treatma, stages/konoha.def, order = 8
metmario, stages/stage0.def, includestage=0, order = 10
empty
;Row 2
;----------------------------------

empty
metool, stages/konoha.def, includestage=0, order = 9
Gaara, stages/kfm.def, order = 9
neji, stages/sailor1.def, order = 3
gzSasuke, stages/konoha.def, order = 4
chibi,stages/smsilver.def, order = 5
smoon, stages/sailor2.def, order = 6
kfm,stages/konoha.def, order = 8
Dosu,stages/gato_bg.def, order = 7
empty
;Row 3
;----------------------------------

empty
itachi55,stages/ddarena.def, order = 1
Temari,stages/konoha.def, includestage=0, order = 4
rukia, stages/gameosap.def, order = 6
tsunad~1, stages/konoha.def, order = 7
hitsug~1, stages/ddarena.def, includestage=0, order = 7
kabuto, order/gato_bg.def, order = 10
vdichigo, stages/gameosap.def, order = 4
zabuza,stages/gato_bg.def, order = 1
empty
;Row 4
;----------------------------------

empty
hinata, stages/konoha.def, order = 2
vrenji, stages/sailor1.def, order = 5
gzino, stages/konoha.def, order = 2
uzunar~1, stages/konoha.def, order = 3
gaisen~1, stages/konoha.def, order = 2
cshika~1, stages/konoha.def, order = 5
kankur~1, stages/kfm.def, order = 10
char
empty

;Row 5
;----------------------------------
empty
char
char
char
char
char
char
char
char
empty

;Row 6
;-----------------------------------
empty
char
char
char
char
char
char
char
char
randomselect
empty

;Row 7 ; Hidden Characters
;-----------------------
tayuya, stages/sailor2.def, order = 4
empty
empty
empty
empty
empty
empty
empty
empty
sakon, stages/sailor2.def, order = 6

; Row 8 ; Hidden Characters
;-----------------------
kimimaro, stages/smsilver.def, order = 3
empty
empty
empty
empty
empty
empty
empty
jirobo, stages/smsilver.def , order = 10

;Row 9 ;Hidden Characters
;-----------------------
DruckLee, stages/konoha.def, order = 2
empty
empty
empty
empty
empty
empty
empty
empty
SK'Haku, stages/gato_bg.def, order = 5
;-----------------------
[ExtraStages]
 ;Put extra stages here. They will be available in VS and Watch modes.
 ;For example, you can insert "stages/mybg.def".
stages/kfm.def
stages/stage0.def
stages/konoha.def
stages/sailor2.def
stages/sailor1.def
stages/gameosap.def
stages/smsilver.def
stages/dewa.def
stages/downtown.def
stages/ddarena.def
stages/gato_bg.def
;---------------------------------------------------------------------
[Options]
 ;Here you set the maximum number of matches to fight before game ends
 ;in Arcade Mode. The first number is the number of matches against
 ;characters with order=1, followed by order=2 and order=3 respectively.
 ;For example, for 4,3,1 you will fight up to 4 randomly-picked
 ;characters who have order=1, followed by 3 with order=2 and 1 with
 ;order=3.
arcade.maxmatches = 6,3,10,4,3,1,4,3,3,0

 ;Maximum number of matches to fight before game ends in Team Mode.
 ;Like arcade.maxmatches, but applies to Team Battle.
team.maxmatches = 4,5,3,10,2,5,4,3,3,3,0

I haven't uncountered none of the hidden characters not even once out of many games. Is thier something wrong? And also I heard that the hidden character shoild be left off at the left of the screen. Is that what I was should have done?
    

Re: Chars unselectable

 May 20, 2011, 02:22:43 am View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

I tried all what guy had said. I put the hidden characters were it soppose to be and I don't know were to type for the character "empty"? I also took all the characters and put only one character. After defeating the character in arcade mode. It went straightly to the win screen. Any help?

One, I'm not "that guy", I'm Nanashi. Second, it's normal that when you defeat the only character you have, Arcade Mode ends. After all, it doesn't repeat the same character, you will always fight one time a character of your roster. Add more so it lasts (you can then decide how many matches you want to fight before it ends in the "select.def". Three, I don't understand what you mean for the character "empty". You just need to add in the "select.def" this.

Spoiler, click to toggle visibilty

It doesn't have to be exactly like that, it also depends on the screenpack you're using (if you decided to use one).

And again, check the tutorial I posted for more accuracy about what to do. Try to do an effort to understand it.


I have something similar to what you have said look at my select.def:

Code:
;---------------------------------------------------------------------
[Characters]
 ;How to add characters
 ;---------------------
 ;Use the format:
 ;    charname, stagefilename
 ;
 ;eg. For a player with filename "kfm",
 ;    and stage filename "stages/mybg.def"
 ;type (without the semicolon):
 ;    kfm, stages/mybg.def
 ;
 ;If you want to load a different def file, you can enter it
 ;as a directory plus the def file. This example loads up
 ;chars/kfm/alt-kfm.def:
 ;    kfm/alt-kfm.def, stages/mybg.def
 ;
 ;If you put "random" as the stagefilename, then a random stage will
 ;be selected for that player. eg.
 ;    kfm, random
 ;
 ;Optional parameters may follow on the same line, separated
 ;by commas. Each parameter has the form:
 ;    paramname = paramvalue
 ;where paramname is the name of the parameter type, and
 ;paramvalue is the value to assign that parameter.
 ;The optional parameters are:
 ;
 ; - music
 ;   Set the paramvalue to the name of the music file to use
 ;   as the BGM for that character. This overrides the bgmusic
 ;   parameter in the stage's .def file, so you can re-use the
 ;   same stage for multiple characters, but have a different
 ;   BGM playing for each person.
 ;
 ; - includestage
 ;   Set the paramvalue to 0 to avoid including this stage
 ;   in the stage select list (in VS, training modes, etc)
 ;
 ; - order
 ;   Set the paramvalue to the ordering priority to give the
 ;   character. Valid values are from 1 to 10. A smaller value
 ;   means you will fight the character sooner. You will never
 ;   fight an order 2 character before an order 1 character,
 ;   and never an order 3 character before an order 2 one.
 ;   For example, you might want to set your boss character
 ;   to have order=3. The default order value is 1 if you omit
 ;   this param. See *.maxmatches under [Options] for how to
 ;   limit the number of matches per order priority.
 ;
 ;   Some examples:
 ;        kfm, stages/mybg.def, includestage=0
 ;        kfm, stages/mybg.def, music=sound/song.mp3
 ;        kfm, stages/mybg.def, music=sound/song.mp3, includestage=0
 ;        kfm, stages/mybg.def, order=3
 ;
 ;You can also add a randomize icon to the select screen. To do
 ;this, put the word "randomselect" on a line of its own, with no
 ;extra parameters.
 ;
 ;Insert your characters below.
;Row 1
;----------------------------------
empty
gzino
butter
gztenten
megamanx
pulseman
gzKiba
treatma
metmario
empty
;Row 2
;----------------------------------

empty
metool
Gaara
neji
gzSasuke
chibi
smoon
kfm
Dosu
empty
;Row 3
;----------------------------------

empty
itachi55
Temari
rukia
tsunad~1
hitsug~1
kabuto
vdichigo
zabuza
empty
;Row 4
;----------------------------------

empty
hinata
vrenji
grayci~1
uzunar~1
gaisen~1
cshika~1
kankur~1
char
empty

;Row 5
;----------------------------------
empty
char
char
char
char
char
char
char
char
empty

;Row 6
;-----------------------------------
empty
char
char
char
char
char
char
char
char
randomselect
empty

;Row 7 ; Hidden Characters
;-----------------------
tayuya, stages/sailor2.def, order = 4
empty
empty
empty
empty
empty
empty
empty
empty
sakon, stages/sailor2.def, order = 6

; Row 8 ; Hidden Characters
;-----------------------
kimimaro, stages/smsilver.def, order = 3
empty
empty
empty
empty
empty
empty
empty
jirobo, stages/smsilver.def , order = 10

;Row 9 ;Hidden Characters
;-----------------------
DruckLee, stages/konoha.def, order = 2
empty
empty
empty
empty
empty
empty
empty
empty
SK'Haku
;-----------------------
[ExtraStages]
 ;Put extra stages here. They will be available in VS and Watch modes.
 ;For example, you can insert "stages/mybg.def".
stages/kfm.def
stages/stage0.def
stages/konoha.def
stages/sailor2.def
stages/sailor1.def
stages/gameosap.def
stages/smsilver.def
stages/dewa.def
stages/downtown.def
stages/forest.def
stages/ddarena.def
stages/forest2.def
stages/kforest.def
;---------------------------------------------------------------------
[Options]
 ;Here you set the maximum number of matches to fight before game ends
 ;in Arcade Mode. The first number is the number of matches against
 ;characters with order=1, followed by order=2 and order=3 respectively.
 ;For example, for 4,3,1 you will fight up to 4 randomly-picked
 ;characters who have order=1, followed by 3 with order=2 and 1 with
 ;order=3.
arcade.maxmatches = 4,3,1,1,1,1,0,0,0,0

 ;Maximum number of matches to fight before game ends in Team Mode.
 ;Like arcade.maxmatches, but applies to Team Battle.
team.maxmatches = 4,0,0,1,1,0,0,0,0,1,0



Is thier something wrong what I've did?
    

Re: Character order

 May 20, 2011, 02:17:27 am View in topic context
 Posted by GoldingCircle  in Character order (Started by GoldingCircle May 19, 2011, 05:25:24 am
 Board: M.U.G.E.N Discussion

Thanks  ;D
    

Character order

 May 19, 2011, 05:25:24 am View in topic context
 Posted by GoldingCircle  in Character order (Started by GoldingCircle May 19, 2011, 05:25:24 am
 Board: M.U.G.E.N Discussion

I'm very confused about the characters' order at select.def. Any help?
    

Re: Chars unselectable

 May 19, 2011, 05:13:48 am View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

I tried all what guy had said. I put the hidden characters were it soppose to be and I don't know were to type for the character "empty"? I also took all the characters and put only one character. After defeating the character in arcade mode. It went straightly to the win screen. Any help?
    

Re: Chars unselectable

 May 18, 2011, 02:04:08 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

Kind of hard. Can you break it down a noch.
    

Chars unselectable

 May 17, 2011, 11:41:32 pm View in topic context
 Posted by GoldingCircle  in Chars unselectable (Started by GoldingCircle May 17, 2011, 11:41:32 pm
 Board: M.U.G.E.N Discussion

I want several of my characters on mugen not to become unelectable and to not be seen onto the select screen.

    

Re: Adding chars in DOS

 April 24, 2011, 10:45:47 pm View in topic context
 Posted by GoldingCircle  in Adding chars in DOS (Started by GoldingCircle April 24, 2011, 02:04:25 am
 Board: M.U.G.E.N Development Help

I was able to put my own character in DOS Mugen by doing something clever.

Another question, Can WinMugen work on MSDOS?
    

Adding chars in DOS

 April 24, 2011, 02:04:25 am View in topic context
 Posted by GoldingCircle  in Adding chars in DOS (Started by GoldingCircle April 24, 2011, 02:04:25 am
 Board: M.U.G.E.N Development Help

Is it possible to add your own created character into a DOS mugen?
    

Re: How to Nominate and Vote

 April 23, 2011, 10:41:07 pm View in topic context
 Posted by GoldingCircle  in COTM: Nominating, Voting, and Suggestions (Started by Rajaa April 03, 2011, 06:26:45 pm
 Board: Contributions of the Month

Treatment Cacoona by Fighting Toys Freak and SonicMVC by LordYamil are two best characters.... right?
    

Re: My Chars does show on DOS

 April 23, 2011, 03:11:28 pm View in topic context
 Posted by GoldingCircle  in My Chars does show on DOS (Started by GoldingCircle April 22, 2011, 08:15:24 pm
 Board: M.U.G.E.N Development Help

    

Re: Making characters unselectable

 April 23, 2011, 08:44:12 am View in topic context
 Posted by GoldingCircle  in Making characters unselectable (Started by Gosunkugi June 25, 2008, 01:06:42 pm
 Board: Tips, Tricks, Tutorials

Is this right code to put :
Code:
Bonus_Games/MHand/Mhand, order = 2

It doesn't seem to work.

And when I did put only MHand, MHand shows up on the screen.
    

Re: My Chars does show on DOS

 April 23, 2011, 08:15:06 am View in topic context
 Posted by GoldingCircle  in My Chars does show on DOS (Started by GoldingCircle April 22, 2011, 08:15:24 pm
 Board: M.U.G.E.N Development Help

Do you know the problem?
    

My Chars does show on DOS

 April 22, 2011, 08:15:24 pm View in topic context
 Posted by GoldingCircle  in My Chars does show on DOS (Started by GoldingCircle April 22, 2011, 08:15:24 pm
 Board: M.U.G.E.N Development Help

My characters doesn't show up on DOS mugen and I added them on select.def already.
    

Re: Help!!!

 April 22, 2011, 08:13:38 pm View in topic context
 Posted by GoldingCircle  in Help!!! (Started by GoldingCircle April 18, 2011, 08:31:04 pm
 Board: M.U.G.E.N Development Help

Thanks! That was the problem.