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WooshaQ

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Messages by WooshaQ

    

Re: K.O.D's W.I.P Thread (Current : Kim Jae Hoon)

 July 08, 2008, 12:25:53 am View in topic context
 Posted by WooshaQ  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

No more CAP system to choose? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
    

Re: The Gray Star

 July 07, 2008, 05:59:25 pm View in topic context
 Posted by WooshaQ  in The Gray Star (Started by Black_chaos July 07, 2008, 12:22:38 am
 Board: Your Releases, older Mugen

It's not animated is it?
    

Re: Street Fighter Mugen Edition

 July 04, 2008, 10:53:45 pm View in topic context
 Posted by WooshaQ  in Street Fighter Mugen Edition (Started by Rostyson June 21, 2008, 04:34:31 pm
 Board: Idea Engineering

Apparently there's not enough evil / bad / pissed / angry / furious ken and ryu clones in it. I suggest adding some since at this state it's not worth our time :P
    

Re: [Hi-Res Screenpack] Melty Blood Actress Again

 July 03, 2008, 04:53:34 am View in topic context
 Posted by WooshaQ  in Melty Blood Actress Again (Intro video added) [Hi-Res] (Started by Magical Girl Amber July 03, 2008, 04:31:45 am
 Board: Projects

I understand you're trying to be as accurate as possible but is this guard gauge really necessary? Its not like we will ever use it for real in regular mugen. Good work!
    

Re: Guilty Gear alike Mini Character Code!

 July 02, 2008, 12:56:43 am View in topic context
 Posted by WooshaQ  in Guilty Gear alike Mini Character Code! (Started by WooshaQ June 28, 2008, 02:56:54 am
 Board: Code Library

Code had been updated, small fixes with the order!
    

Re: Guilty Gear alike Mini Character Code!

 June 28, 2008, 03:30:31 am View in topic context
 Posted by WooshaQ  in Guilty Gear alike Mini Character Code! (Started by WooshaQ June 28, 2008, 02:56:54 am
 Board: Code Library


Character is "pinned" to the position on the screen. It goes up along with lifebar etc. Pretty much compatible to me :sugoi:
    

Re: Guilty Gear alike Mini Character Code!

 June 28, 2008, 03:21:11 am View in topic context
 Posted by WooshaQ  in Guilty Gear alike Mini Character Code! (Started by WooshaQ June 28, 2008, 02:56:54 am
 Board: Code Library

Hmmm, i'm not really sure what you guys mean by this super jump compatible... :-[ How should mini character behave?
    

Guilty Gear alike Mini Character Code!

 June 28, 2008, 02:56:54 am View in topic context
 Posted by WooshaQ  in Guilty Gear alike Mini Character Code! (Started by WooshaQ June 28, 2008, 02:56:54 am
 Board: Code Library

Hi gang, I'm writing on behalf of my friend who is an author of the code below. Before we will have this be able to use this option freely in shugendo I asked Armor_Cage to write this little code for me... For those who never played guilty gear here are some screens that will give you the general idea. Original Source: M.U.G.E.N SAMOUCZEK

Code allows to display mini characters which you can place anyhere on screen, works good as interactive portrait sorta thing.


That's how it looks on stimul mode!


I came across different code in the past but it had many flaws, during jump mini character didn't stayed "pinned" to the screen. Also depending on the stage position character was placed highter or lower on the screen which wasn't too esthetically. this code solves all the problems.

[mcode][StateDef -2]

;--------------------------------------------
;minaiturki postaci na wzor Guilty Gear
;autor = ARMOR_CAGE
;--------------------------------------------
[State -2, Wywolanie miniaturek]
type = helper
trigger1 = numhelper(88888) = 0 && time = 0
helpertype = normal
ID = 88888
stateno = 88888
name = "MiniGG"
postype = back
facing = facing
pos = 0, 0
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = 99999
ownpal = 0
persistent = 1
ignorehitpause = 1[/mcode]

[mcode];--------------------------------------------

[Statedef 88888]
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0

[State 88888, Obracanie sie miniatur]
type = Turn
trigger1 = parent,facing != facing
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1



[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
trigger1 = time = 0
trigger1 = NumPartner = 0
v = 0
value = 0

[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
triggerall = time = 0
triggerall = NumPartner = 1
trigger1 = teamside = 1
trigger1 = partner, Pos X <= parent, Pos X
trigger2 = teamside = 2
trigger2 = partner, Pos X > parent, Pos X
v = 0
value = 1

[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
triggerall = time = 0
triggerall = NumPartner = 1
trigger1 = teamside = 1
trigger1 = partner, Pos X > parent, Pos X
trigger2 = teamside = 2
trigger2 = partner, Pos X <= parent, Pos X
v = 0
value = 2



[State 88888, ustawienie na ekranie dla pojedynczego P1]
type = OffSet
trigger1 = Var(0) = 0
x = IfElse(teamside = 1, -ScreenPos X +20, -ScreenPos X +300)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1


[State 88888, ustawienie na ekranie P1 dla druzyny]
type = OffSet
trigger1 = Var(0) = 1
x = IfElse(teamside = 1, -ScreenPos X +20, -ScreenPos X +300)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1

[State 88888, ustawienie na ekranie P3 dla druzyny]
type = OffSet
trigger1 = Var(0) = 2
x = IfElse(teamside = 1, -ScreenPos X +50, -ScreenPos X +270)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1


[State 88888, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1

[State 88888, Zmiany animacji]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim

[State 88888, Usowanie miniaturki]
type = Destroyself
trigger1 = !parent,alive

;--------------------------------------------[/mcode]

For those who don't understand how to deal with it here's a little tutorial. The easiest way would be to make a new text file, copy those two codes and past them there. Let's name it mini.cns. Basicly all left to do is open the character def file and add a new states line. So if for example there is:

Quote
[Files]
cmd     = baiken.cmd   ;Command set
cns     = baiken.cns   ;Constants
st      = baiken.cns   ;States
st2     = AI.txt
stcommon = common1.cns ;Common states
sprite  = baiken.sff   ;Sprite

we should add st3 = mini.cns

Quote
[Files]
cmd     = baiken.cmd   ;Command set
cns     = baiken.cns   ;Constants
st      = baiken.cns   ;States
st2     = AI.txt
st3 = mini.cns
stcommon = common1.cns ;Common states
sprite  = baiken.sff   ;Sprite

Now run mugen, if it's working than it's ok. If now it means you'll have to find statedef -2 section in one character's cns files. If you manage to do that place the first part of the code there! It should work.

Armor_Cage asked me to write about certain parts that anyone can change according to their needs. The order of characters in the code is: P1 + P3 vs P4 + P2 but if anyone wants to change that just look for Var(0) and change 2 to 1 and vice versa. The mini characters also change their direction according to the side the big fighter is facing. To prevent that just null "type = Turn" section. Also minis have the same fixed position so if you play on stimul with Ryu and Ken. Ryu jumps over Ken and is in front, mini character position will not change. Mini Ryu will be displayed as a second character there, you can change that by finding time = 0 and setting it to time>= 0. Obviously messing with the offset section will change their position on the screen. Well that's about it. We wish you fun!
    

Re: [POLISH ONLY] Tylko po Polsku.

 June 23, 2008, 04:25:59 pm View in topic context
 Posted by WooshaQ  in [POLISH ONLY] Tylko po Polsku. (Started by JzC August 28, 2007, 05:56:43 pm
 Board: International

Szczerze mowiac na dzien dzisiejszy nie widze najmniejszego powody by torzyc cale wiki poswiecone mugenowi, strata czasu jak na obecna sytuacje jaka w polsce panuje, narazie zaczynamy od normalnej wikipedii. Zapraszam do wziecia udzialu w dyskucji jaka prowadzimy odnosnie polskiej sytuacji, http://www.forum.samouczek.com/viewtopic.php?p=9825#9825, tam tez mozna przeczytac artykol ktory pozniej pojawi sie na wiki. Konstruktywna krytyka mile widziana!
    

Re: [POLISH ONLY] Tylko po Polsku.

 June 22, 2008, 08:50:55 pm View in topic context
 Posted by WooshaQ  in [POLISH ONLY] Tylko po Polsku. (Started by JzC August 28, 2007, 05:56:43 pm
 Board: International

Jasne, dizzy chociazby ktora jest autorka hotaru z g:motw, kilku innych tez sie znajdzie. wszystko bedzie w artykule ktore pisze na polska wikipedie.
    

Re: Colorloss while making intro

 June 16, 2008, 01:51:55 am View in topic context
 Posted by WooshaQ  in Colorloss while making intro (Started by link123a June 16, 2008, 01:08:24 am
 Board: M.U.G.E.N Development Help

Well it seems that each frame consists of few smaller pcx files that later makes a bigger animation cell, at least that's my theory. I've never examined those files though.
    

Re: M-Kast

 June 15, 2008, 05:34:10 pm View in topic context
 Posted by WooshaQ  in M-Kast (Started by Zaxxon Q Blaque June 09, 2008, 02:53:24 pm
 Board: Edits & Add-ons

I got a great idea for you! Since you like adding countless number of the same character into your game I would recommend making own Street Fighter edition. There are so many Ryu out there that you could fill all the roster with it. People will love you for it! Brilliant isn't it!
    

Re: M-Kast

 June 14, 2008, 05:01:50 pm View in topic context
 Posted by WooshaQ  in M-Kast (Started by Zaxxon Q Blaque June 09, 2008, 02:53:24 pm
 Board: Edits & Add-ons

Do you really believe it is necessary to add dozen versions of the same character? I don't even want to count how many sub-zeros you have there...  --; Quality over quantity mate!
    

Re: Card Sagas Wars

 June 10, 2008, 11:26:42 pm View in topic context
 Posted by WooshaQ  in Card Sagas Wars (UPDATE) (Started by Orkimides September 02, 2007, 03:04:12 pm
 Board: Projects

This topic has been here for bloody ages already, keeping as wait that long is just too cruel!
    

Re: Riping from PS2 game (odin sphere pwnage!)

 June 10, 2008, 10:31:22 pm View in topic context
 Posted by WooshaQ  in Riping from PS2 game (odin sphere pwnage!) (Started by WooshaQ June 07, 2008, 11:15:56 am
 Board: Development

It seems it is but it will be really troublesome riping this on my laptop that has problems running pc games  --; There seemed to be some resaurce extractor for first sony console. Is there anything of this sort for PS2 games?
    

Re: Super Mugen Fighters Turbo

 June 08, 2008, 11:38:48 am View in topic context
 Posted by WooshaQ  in Super Mugen Fighters Turbo (Started by Hadoukendude June 08, 2008, 02:01:08 am
 Board: Projects

Besides, why are those images 16:9 and not 4:3? Since when mugen has widescreen support?
    

Riping from PS2 game (odin sphere pwnage!)

 June 07, 2008, 11:15:56 am View in topic context
 Posted by WooshaQ  in Riping from PS2 game (odin sphere pwnage!) (Started by WooshaQ June 07, 2008, 11:15:56 am
 Board: Development

I started playing recently and after short time I said wow, this game have potential... to become the ultimate resource for mugen stages elements! Just looks at this two backgrounds, beautifully animated, with vivid colors. I would simply love to see them in mugen!




So I started thinking how do you actually rip all those sprites from PS2? Is there some kind of resource viewer and extractor or all by hand in an emulator?
    

Re: Heitai WIP

 June 07, 2008, 12:13:59 am View in topic context
 Posted by WooshaQ  in Heitai WIP (Started by titytity June 06, 2008, 08:16:24 pm
 Board: Projects

For a moment I thought you meant "hentai" and spelled it incorrectly. LOL
    

Re: [POLISH ONLY] Tylko po Polsku.

 June 06, 2008, 11:23:40 pm View in topic context
 Posted by WooshaQ  in [POLISH ONLY] Tylko po Polsku. (Started by JzC August 28, 2007, 05:56:43 pm
 Board: International

Mozes spolonizowany murzyn albo cos?  :sugoi:
Niemniej to iz polska scena nie ma sie najlepiej wie tytaj chyba kazdy, zastanawiam sie jak to naprawic? Bo jednak fajnie by bylo rozkreic co nieco polskie towarzycho. Moim zdaniem mozemy podzielic Polakow na 3 grupy:
a) tych co nigdy nie slyszeli o mugenie
b) tych co znaja mugena jedynie z Dragon Ballowej bijatyki
c) tych oswieconych co zaglebili sie w temat
I teraz jakos trzeba dotrzec do tych 2ch pierwszych grup, osobiscie splodzilem niedawno maila do redaktora bijatykowego kacika bijatyk w PSX EXTREME, moze on by cos pomogl stosowna publikacja? Wszakze linuxowa wersje mugena mozna na wybranych konsolach odpalic...
Wy macie jakies sugestie?
    

Re: Not one of Rikard's wips: Hikaru Shidou

 June 05, 2008, 11:12:44 pm View in topic context
 Posted by WooshaQ  in Not one of Rikard's wips: Hikaru Shidou (Started by Rikard May 19, 2008, 12:17:08 am
 Board: Projects

She looks amazing, I just hope you will spare us all the extra modes to choose before the fight, for some reason I really hate when people program them... simplicity in that matter but advanced gameplay (not cheap though) = good character!