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WooshaQ

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Messages by WooshaQ

    

Re: King of Streets HiRes project v0.01

 June 05, 2008, 10:19:54 pm View in topic context
 Posted by WooshaQ  in King of Streets HiRes project v0.01 (Started by WooshaQ June 03, 2008, 07:21:27 pm
 Board: Projects

I looked at MI as you said but I cannot find the described discussion...
    

Re: Does this thing exist?/who is the author?/etc. thread.

 June 04, 2008, 01:38:59 pm View in topic context
 Posted by WooshaQ  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Can somebody tell me the name of this stage?



Also I'm looking for a second one, seen it once on youtube but cant find it now. Interactive stage type, fight took part on the bridge which broke during the fight and characters start falling into pit, fight resumed on a broken bridge that swam in the current.
    

King of Streets HiRes project v0.01

 June 03, 2008, 07:21:27 pm View in topic context
 Posted by WooshaQ  in King of Streets HiRes project v0.01 (Started by WooshaQ June 03, 2008, 07:21:27 pm
 Board: Projects

So since we're moving into Hi-Res era maybe it's time for me to actually release my very own screenpack which I made some time ago... but since it was originally made for traditional mugen I decided to tune it up a little. The overall concept looks like this:

Old Title Screen and one of possibilities:



Character Select and Stage Select (this will be changed for normal font obviously):


Versus Screen:


I'll be trying to make it look the same but with the higher resolution! This, however, is a little problematic. I see the conversion of the background image of title screen may be tricky. So my question is does anybody seen the actual stage made in HR or know how to convert it so it will actually look sharp in HiRes?

Ideas are welcome!
    

Re: [人物公开]Nyanko`s by JULIET released;

 June 02, 2008, 09:36:56 pm View in topic context
 Posted by WooshaQ  in Nyanko`s by JULIET released; (Started by videoman June 02, 2008, 04:49:29 pm
 Board: Found Releases

looked better on screen...
    

Re: [POLISH ONLY] Tylko po Polsku.

 June 02, 2008, 03:20:33 am 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

Kiedy dla większości Polaków mugen kojarzy się wyłącznie z dragon ballem a tego akurat na forum mało (ca akurat uważam za rzecz dobra) to co się dziwić? :D
    

Re: Wiki

 May 31, 2008, 07:33:46 pm View in topic context
 Posted by WooshaQ  in Mugen Wiki Thread (Started by pkeffect September 01, 2007, 04:18:36 am
 Board: M.U.G.E.N Discussion

I cannot register an account there...

Quote
Looks like there was an error on sending the password mail. Please contact the admin!

Wanted to help though...
    

Re: Mini characters (GG sorta thing)

 May 31, 2008, 06:27:46 pm View in topic context
 Posted by WooshaQ  in Mini characters (GG sorta thing) (Started by WooshaQ May 30, 2008, 04:15:26 pm
 Board: M.U.G.E.N Development Help

I managed to get it working but there is a flaw:



Depending on the stage the character is at different position which I don't like too much.

In the post from where I took this code from was also this:

[mcode][Statedef 9000997]; this version {explod version} by syn
type = s
movetype = i
physics = n

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

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod];O
type = Explod
trigger1 = root,anim = 0 && !numexplod(99027)
anim = 0
ID = 99027
pos = 13,60
postype = left ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = 5
removetime = -1
bindtime = -1
ontop = 1
ownpal = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,anim != 0
id = 99027
ignorehitpause = 1

[State 0, Explod];O
type = Explod
trigger1 = root,anim != 0 && !numexplod(99028)
anim = (root,anim)
ID = 99028
pos = 13,60
postype = left ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = 5
;removetime = root,anim = 0
bindtime = -1
ontop = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,anim = 0
id = 99028
ignorehitpause = 1[/mcode]

But pasting it into the code didn't solve anything. Any ideas?
    

Mini characters (GG sorta thing)

 May 30, 2008, 04:15:26 pm View in topic context
 Posted by WooshaQ  in Mini characters (GG sorta thing) (Started by WooshaQ May 30, 2008, 04:15:26 pm
 Board: M.U.G.E.N Development Help

Can I please ask for a code to make a small mirror-characters appear near the lifebar, just like in Guilty Gear series?

OK, I found one...



Still I'm not really sure where to paste it to make it work?

[mcode]{NON-SUPER JUMP STAGE VERSION}
Positive States:

;===================Shinra358
[Statedef 99999995]; Mini Overlook of Player Teamside 1
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0
;
[state 99999995, noshadows]
type = assertspecial
trigger1 = 1
flag = noshadow
;
[state 99999995, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 99999995, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1
;
[state 99999995, nothitby]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA
;
[State 99999995, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim
;
[State 99999995, PosSet]
type = PosSet
trigger1 = teamside = 1
x = -150
y = -120
ignorehitpause = 1
persistent = 1
;
[State 99999995, destroyself]
type = Destroyself
trigger1 = !alive
;=======================

[Statedef 99999996]; Mini Overlook of Player Teamside 2
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0
;
[state 99999996]
type = assertspecial
trigger1 = 1
flag = noshadow
;
[state 99999996, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 99999996, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1
;
[state 99999996]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA
;
[State 99999996, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim
;
[State 99999996, PosSet]
type = PosSet
triggerall = teamside = 2 && facing = -1
trigger1 = 1
x = 150
y = -120
ignorehitpause = 1
persistent = 1
;
[State 99999996, destroyself]
type = Destroyself
trigger1 = !alive
;====================
;------------------------------------------------------------------------------------------

Negative States:

;=======================Shinra358
[State -2, CharOverlookTeamSide1]
type = helper
triggerall = teamside = 1 && numhelper(99999995) = 0 && time > 0
;triggerall = zoffset = [0,1000] ;--stageID's for Interactive and/or normal jump stages
trigger1 = 1
helpertype = normal
ID = 99999995
stateno = 99999995
name = "CharOverlook1"
postype = left
facing = 1
pos = -9999999999999999999, -9999999999999999999
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1
;
[State -2, ]
type = DisplayToClipboard
trigger1 = Time = 0
text = "Guilty_Gear_Mini_Char_Overview_by:_Shinra358"
;
[State -2, CharOverlookTeamSide2]
type = helper
triggerall = teamside = 2 && numhelper(99999996) = 0 && time > 0
;triggerall = zoffset = [0,1000] ;--stageID's for Interactive and/or normal jump stages
trigger1 = 1
helpertype = normal
ID = 99999996
stateno = 99999996
name = "CharOverlook2"
postype = right
facing = -1
pos = -9999999999999999999, -9999999999999999999
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1
;[/mcode]
    

Re: Does this thing exist?/who is the author?/etc. thread.

 May 27, 2008, 06:59:19 pm View in topic context
 Posted by WooshaQ  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Is there any Mina from Samurai Showdown but without all this SS system crap?
    

Re: Editing character, reducing level of combo bar.

 May 27, 2008, 12:39:46 am View in topic context
 Posted by WooshaQ  in Editing character, reducing level of combo bar. (Started by WooshaQ May 21, 2008, 11:01:34 pm
 Board: M.U.G.E.N Development Help

Thanks one more time, that concludes editing melty blood characters as far as I'm concern :3
    

Editing GM SF3 character, powerbar woes.

 May 25, 2008, 11:58:29 pm View in topic context
 Posted by WooshaQ  in Editing GM SF3 character, powerbar woes. (Started by WooshaQ May 25, 2008, 11:58:29 pm
 Board: M.U.G.E.N Development Help

Me again, sorry... anyway my goal this time is to standardize GM's street fighter characters for my mugen. I already managed to fix the mode select so all the time I get "all Super Arts" mode . The problems appears after I select it. Obviously it's all because of my poor coding knowledge. So this is how it looks:



The code doesn't allow the power level to reach more than 2620, so adjusting the power section in ibuki's cns doesn't help at all, any ideas how to fix this? I would really like her to have 3 LV power like everybody else.
    

Re: Editing character, reducing level of combo bar.

 May 25, 2008, 07:58:50 pm View in topic context
 Posted by WooshaQ  in Editing character, reducing level of combo bar. (Started by WooshaQ May 21, 2008, 11:01:34 pm
 Board: M.U.G.E.N Development Help

Thank you so much for that, hopefully it will be fixed soon. The last thing is the heat mode. Which i'm trying to limit only to level 3 powerbar. The character automatically goes into that state by default and this is great, bad thing is it start regaining energy while being on it, I have fix that though. The problem is you can put the character into this mode also by pressing x while power is 1000 and above so I looked at all of the cns files looking for power >= 1000 but or power = 1000 but changing every one of them didn't fix the problem, should I look for something else?
    

Good coding + godly AI = bad combination...

 May 24, 2008, 03:52:07 am View in topic context
 Posted by WooshaQ  in Good coding + godly AI = bad combination... (Started by WooshaQ May 24, 2008, 03:52:07 am
 Board: M.U.G.E.N Discussion

Maybe it is just me, perhaps I suck a mugen and should stick to making screenpack and lifebars or messing about with photoshop but I tend to actually play my mugen once in a while (crazy huh?) anyway the thing that actually bugs me is the way the good character turns bad by adding uber aggressive AI. I mean I do like the challenge and stuff but sometimes it is getting bloody ridiculous when you cannot hit your opponent even once. I do respect the creators and all their work and effort but apparently when somebody decides to release something maybe should consider aspects like levels of AI. I saw like few characters that actually gave you the choice of fighting dumb, normal and sick version of fighter but some of the times it is just one fixed high level of AI. One of the creators that I'm struggling with is MUTEKI and his Guilty Gear fighters. I did play original GG in the past and I cannot say that game's AI was so aggressive. His characters are good but the way they attack you makes them completely unbeatable at least for me, and therefore for this reason I cannot put them on my arcade list. I don't see any problem with 2 player VS but ARCADE character with this AI could be final boss or something. As I said before maybe there is something wrong with me but I do like to play games for FUN and when the challenge level is way beyond it originally should be I say "what da fu.."
    

Re: Editing character, reducing level of combo bar.

 May 22, 2008, 11:48:07 pm View in topic context
 Posted by WooshaQ  in Editing character, reducing level of combo bar. (Started by WooshaQ May 21, 2008, 11:01:34 pm
 Board: M.U.G.E.N Development Help

Seems that getting power at 3000 changes the state to:

[mcode][StateDef 7214]
Type        = A
Physics     = N
Ctrl        = 0
Anim        = 9999

[State -1]
Type     = ParentVarSet
Trigger1 = 1
FV       = 14
Value    = Root,Power

[State -1]
Type     = ParentVarSet
Trigger1 = Time = 0
V        = 49
Value    = 1

[State -1]
Type     = ParentVarSet
Trigger1 = Time = 0
V        = 48
Value    = 0

[State -1]
Type     = PalFx
Trigger1  = Root,Var(12) = 1
Time     = 1
Add      = 125+Ceil(Abs((Cos(Time*0.1))*125)),80+Ceil(Abs((Cos(Time*0.1))*80)),0

[State -1]
Type     = ModifyExplod
Trigger1  = Root,Var(12) = 1
ID       = 6201
Scale    = Root,FVar(14)/3000,1

[State -1]
Type     = ChangeState
Trigger1 = Root,Var(29) = 1
Trigger2 = Root,Var(29) = 2
Value    = 7211

[State -1]
Type     = ChangeState
Trigger1 = Root,Power = 0
Value    = 7210

[State -1]
Type     = ChangeState
Trigger1 = Root,Var(48) = 1
Trigger2 = Root,Var(49) = 20
Value    = 7213[/mcode]

Still i don't see anything that would be ressponsible for power reduce.
    

Re: Editing character, reducing level of combo bar.

 May 22, 2008, 12:12:51 am View in topic context
 Posted by WooshaQ  in Editing character, reducing level of combo bar. (Started by WooshaQ May 21, 2008, 11:01:34 pm
 Board: M.U.G.E.N Development Help

That thing's sorted then, next problem, when character reaches maximum level of power gauge starts to loose power (so wacky max combo limited time), i would like to stop it from decrising and make it stay on 3000. Any ideas?
    

Editing character, reducing level of combo bar.

 May 21, 2008, 11:01:34 pm View in topic context
 Posted by WooshaQ  in Editing character, reducing level of combo bar. (Started by WooshaQ May 21, 2008, 11:01:34 pm
 Board: M.U.G.E.N Development Help

I'm trying to balance Melty Blood characters so that they will behave like any other fighters, on of the thing is to remove the level of super combo. Those characters start with lv1 by default while i would want them to have 0 like every other, how can i do that? I had a brake from mugen for a year or so that's why i'm a little rusty...
    

couple of stages, can you help?

 May 21, 2008, 03:08:06 pm View in topic context
 Posted by WooshaQ  in couple of stages, can you help? (Started by WooshaQ May 21, 2008, 03:08:06 pm
 Board: Requests

Looking for those stages:
    

Removing grooves problem...

 May 20, 2008, 01:38:49 am View in topic context
 Posted by WooshaQ  in Removing grooves problem... (Started by WooshaQ May 20, 2008, 01:38:49 am
 Board: M.U.G.E.N Configuration Help

Well, I hate to do this but unfortunately I haven't found a solution for this using the search option. To be honest I don't want to use the patch so please don't mention that (it removes the announcer as well and I want to keep it).

I thought that pasting good old

[mcode][State -2]
type = VarSet
trigger1 = var(20)
var(20) = 6[/mcode]

will help, but it didn't. All the groves became Ex except C which for some reason is still there. Any ideas how to fix this?
    

Re: Violent Ken HR By me and The Lord of the Flies

 May 17, 2008, 03:50:26 am View in topic context
 Posted by WooshaQ  in Violent Ken HR By me and The Lord of the Flies (Started by Blind. May 02, 2008, 02:31:05 am
 Board: Projects

In my opinion the very end of the hair could do a little shading, so it won't blend with the skin if color is similar.
    

Re: Shinkansen

 May 15, 2008, 02:14:17 am View in topic context
 Posted by WooshaQ  in Shinkansen (Started by Sam May 14, 2008, 10:57:09 pm
 Board: Your Releases, older Mugen

Nozomi, Hikari or Kodama? :sugoi: