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Borghi

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Messages by Borghi

    

Re: The Black Heart arcade dilemma

 September 07, 2014, 07:26:13 pm View in topic context
 Posted by Borghi  in The Black Heart arcade dilemma (Started by Borghi September 04, 2014, 05:31:00 am
 Board: M.U.G.E.N Discussion

Well, maybe the extra buttons could serve both "purposes". they could be taunts when pressed alone, but when you push them in an hypermove they work as shortcuts for PX2 and KX2. what do you think?

please FIX peketo HE Still Crashes  Mugen.1.0 and 1.1 when u add him to any games  and If U try doing hes  dementia13   Over   and over  he shut down or   sametimess U can try it 1 time dementia13  Move  and then Mugen  Shut Down                        please try to edit him and test HIm with other mugen games   or just Normal Mugen Program       

Thanks soo Much     peketo Need a New Version from 8.1 to 9.0

hmm i don't know which is the problem anymore. It used to be related to an ".air" animation code that some user in the forum helped me fixing. But if it keeps happening I don't  know what it can be.
    

Re: The Black Heart arcade dilemma

 September 05, 2014, 07:02:37 am View in topic context
 Posted by Borghi  in The Black Heart arcade dilemma (Started by Borghi September 04, 2014, 05:31:00 am
 Board: M.U.G.E.N Discussion

Make them shortcuts. Do you have any dodge mechanics? 2-button throws? Other moves that require 2 button commands such as ES/EX moves?


It's been a LONG time since I last played The Black Heart, so bear with me.

well. they have the air recover, the hypermoves, and nothing else.

To feel as close to the classic type for gameplay, I'm leaning on taunt 1 and taunt 2 (and taunt 3 with both inputs) rather than adding in shortcuts for those two buttons.  Which would mean that the characters would have to be updated to get both taunts for this feature instead of mapping, unless I'm missing something.

they have just 1 taunt...

I guess it could be that the buttons are shortcuts for hypermoves but don't do a thing when pressed alone.

    

The Black Heart arcade dilemma

 September 04, 2014, 05:31:00 am View in topic context
 Posted by Borghi  in The Black Heart arcade dilemma (Started by Borghi September 04, 2014, 05:31:00 am
 Board: M.U.G.E.N Discussion

Hi Every1!

Didn't know where to create this topic, so sorry if it's in the wrong place.

I'm planning on making a The Black Heart arcade cabinet.
For starters, this is The Black Heart:
http://theblackheart.com.ar/

The idea is to make it like a classic arcade cabinet with the functional game.

Now, there are 2 dilemmas on making this and I'd like to hear your opinions on them:

1) M.U.G.E.N. is not for arcades. This means: You don't have the "here comes a new chalenger" system, and other stuff that are not arcade like. You have to go back to the menu and select a different mode like versus or history. So, any suggestions you have about how to make it more similar to an arcade, just write them :D

2) It will look and play like The Black Heart. But when it's in my home and I'm alone and no one is wacthing, I'll have sex with it.
Joking! when it's not in exhibition i will come out of MUGEn and activate a MAME multiarcade. So it's actually a multiarcade that includes TBh and has TBh art in the outside. Now, regarding this, multiarcades use 6 attack buttons, while TBh uses only 4. So, how to make it look like it's really TBH with it's 4 buttons only? I've checked any options, like having 2 different front parts that you can interchange (just too complex and expensive), making those extra buttons extractable and disguise the holes (doesn't look good). So, I guess the only way is having the 6 damn buttons. So, I'd reconfigure this mugen to make those 2 extrabuttons useful. I can make them taunt, I can make them be a shortcut for Px2 or Kx2 for hyoermoves. etc. What's your suggestion?
    

Re: air recover consumes power?

 February 06, 2014, 04:53:24 pm View in topic context
 Posted by Borghi  in air recover consumes power? (Started by Borghi February 06, 2014, 06:48:32 am
 Board: M.U.G.E.N Development Help

well, recovering near ground could also interrupt combos.

I think I'm going for allowing the air recover anytime but making it consume a full bar, just like in the new MK where the "combo breaker" consumes up to 2 bars. Hope people digs this mechanic.

(the game is finished and all the chars are already exported to mugen, but i have just fixed a bug that occurs in windows 8 and have to release an update. So, i'm using the chance to fix some minor stuff like this,)

     Posted: February 06, 2014, 06:28:16 pm
update: I'v been able to do this in state 5210 but then i saw that sometimes it didn't work. Then I ralized that was when the character was in state 5201. I tried to put the poweradd there but somehow it doesn't do anything. Any clue?
    

Re: air recover consumes power?

 February 06, 2014, 07:16:26 am View in topic context
 Posted by Borghi  in air recover consumes power? (Started by Borghi February 06, 2014, 06:48:32 am
 Board: M.U.G.E.N Development Help

It must be in development help.
Put "air.recover = 0" to hitdef, put power add with value -500 in state 5210
Off-topic: you are creator of "The Black Heart"?

What would that do?
eliminate the recover and also take power? i didn't get it.

(yes, I am)
    

air recover consumes power?

 February 06, 2014, 06:48:32 am View in topic context
 Posted by Borghi  in air recover consumes power? (Started by Borghi February 06, 2014, 06:48:32 am
 Board: M.U.G.E.N Development Help

Hi!!
I didn't know where to create this topic so i did it here. Sorry if it's not the correct place.

The topic is about this implementation I want to make in my game The Black Heart.

You know that my game has many juggle combos. Some of the moves that work as launchers have air recover, cause it's cool to see how the enemy recovers sometimes. It gives a dynamic feeling. BUT! obviously it interrupts the combo, so, it wouldn't be a combo then cause you can escape with the airrecover move.

So, i thought about 2 variables to solve this, but I must choose 1:

A) the moves that work as air launchers won't have air recover, so combos can't be interrupted
B) Air recover can be used in any move, but it consumes half a bar of power (or maybe a whole bar)

It works as some form of punhishment for using this move to cheaply escape combos.

What's your opinion? i wanna know.
    

Re: Peketo crashing (in windows 8). HELP!

 February 05, 2014, 06:16:00 pm View in topic context
 Posted by Borghi  in Peketo crashing (in windows 8). HELP! (Started by Borghi January 31, 2014, 06:19:51 am
 Board: M.U.G.E.N Development Help

oh!! I see.
I was trying a lot of differente stuff in the CNS with a guy I know from facebook who has windows 8, but nothing worked.

thanks a lot for that!

I really can't remember why i made the IAR that way. I guess I'll remember now that I have to fix it.

Thanks again! :D

I'll add you in the thanks section.
    

Peketo crashing (in windows 8). HELP!

 January 31, 2014, 06:19:51 am View in topic context
 Posted by Borghi  in Peketo crashing (in windows 8). HELP! (Started by Borghi January 31, 2014, 06:19:51 am
 Board: M.U.G.E.N Development Help

Hi you all!

well, after the last release of my game, many people, let's say a 25% of the people that played the game or maybe less, have complained that the game closes when peketo does his Dementia 13 move.

The big thing is that it doesn't happen to me, so i really don't know how to fix it.

I'd like a little help here if it's posible. i'd like you to try it, if possible, and tell if it crashes. If he does i'd need some help there to see what the problem is.

Here's the char:
http://www.andresborghi.com.ar/mugen/peketo.htm

the move is executed this way: down,back,forward,punch (any punch)

It's kinda sad that some people can't play the game. i think it's related to windows 8 (I'm investigating)
EDIT: indeed, people wit windows 8 are having this problem, so if any of you has windows 8 we can try to see what happens.

So, please help!  :'(

Here are the codes for both versions of the attack:

Code:
;Dementia 13 fuerte
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 5, 11
volume = 50
channel = 0

[State 700, 10]
type = veladd
trigger1 = Animelem = 3
x = 1
y = 0

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
trigger7 = animelem = 21
trigger8 = animelem = 24
trigger9 = animelem = 27
trigger10 = animelem = 30
trigger11 = animelem = 33
trigger12 = animelem = 36
trigger13 = animelem = 39
ignorehitpause = 1

[State 1050, 4]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 15
trigger3 = animelem = 27
attr = A, SA
animtype  = medium
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-73
hitsound   = s 1,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
trigger4 = animelem = 24
trigger5 = animelem = 30
trigger6 = animelem = 36
attr = A, SA
animtype  = medium
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-50
hitsound   = s 1,5
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 21
trigger3 = animelem = 33
attr = A, SA
animtype  = hard
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-35
hitsound   = s 1,3
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 39
attr = A, SA
animtype  = heavy
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 12,7
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-73
hitsound   = s 1,3
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-2.5
air.velocity = -6,0
guard.velocity = 0.5
fall = 1
envshake.time = 6
envshake.ampl = 8

;var para juggle
[State 0, VarSet]
type = Varadd
trigger1 = animelem = 39 && movehit
var(45)=1
ignorehitpause = 1

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 4

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 7

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 10

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(12) > 0 && AnimElemTime(13) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 13

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(15) > 0 && AnimElemTime(16) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 16

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(18) > 0 && AnimElemTime(19) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 19

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(21) > 0 && AnimElemTime(22) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 22

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(24) > 0 && AnimElemTime(25) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 25

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(27) > 0 && AnimElemTime(28) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 28

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(30) > 0 && AnimElemTime(31) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 31

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(33) > 0 && AnimElemTime(34) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 34

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(36) > 0 && AnimElemTime(37) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 37

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(39) > 0 && AnimElemTime(40) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 40

;sonido de cuchillazo
[State 191, Snd 2]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
trigger7 = animelem = 21
trigger8 = animelem = 24
trigger9 = animelem = 27
trigger10 = animelem = 30
trigger11 = animelem = 33
trigger12 = animelem = 36
trigger13 = animelem = 39
value = 1,2
freqmul = 0.9 + (random/3333.3)
volume = -60

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Dementia 13 debil
[Statedef 2110]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2110
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 5, 11
volume = 50
channel = 0
freqmul = 1.2

[State 700, 10]
type = veladd
trigger1 = Animelem = 3
x = 1
y = 0

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
trigger7 = animelem = 21
trigger8 = animelem = 24
ignorehitpause = 1

[State 1050, 4]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 15
trigger3 = animelem = 27
attr = A, SA
animtype  = medium
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-73
hitsound   = s 1,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
trigger4 = animelem = 24
attr = A, SA
animtype  = medium
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-50
hitsound   = s 1,5
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 21
attr = A, SA
animtype  = hard
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 4,6
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-35
hitsound   = s 1,3
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,0
air.velocity = -1.5,-1
guard.velocity = 0.5
;envshake.time = 2

[State 1050, 4]
type = HitDef
trigger1 = animelem = 27
attr = A, SA
animtype  = heavy
damage    = 8, 1
Priority = 4, Hit
guardflag = MA
pausetime = 12,7
sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),0,ifelse(random<250,7003,ifelse(random<333,7004,ifelse(random<500,7005,7009))))
sparkxy = -15,-73
hitsound   = s 1,3
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-2.5
air.velocity = -6,0
guard.velocity = 0.5
fall = 1
envshake.time = 6
envshake.ampl = 8

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
ignorehitpause = 1
persistent = 0
value = 2100
elem = 4

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 7

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 10

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(12) > 0 && AnimElemTime(13) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 13

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(15) > 0 && AnimElemTime(16) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 16

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(18) > 0 && AnimElemTime(19) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 19

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(21) > 0 && AnimElemTime(22) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 22

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(24) > 0 && AnimElemTime(25) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 25

[State 210, 3]
type = ChangeAnim
trigger1 = movecontact
trigger1 = AnimElemTime(27) > 0 && AnimElemTime(28) <= 0
ignorehitpause = 1
persistent = 0
value = 2110
elem = 28

;sonido de cuchillazo
[State 191, Snd 2]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
trigger7 = animelem = 21
trigger8 = animelem = 24
trigger9 = animelem = 27
value = 1,2
freqmul = 0.9 + (random/3333.3)
volume = -60

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


     Posted: February 05, 2014, 03:50:53 am
Thanks!! that was really helpful.
    

M.U.G.E.N. in android?

 January 08, 2014, 06:50:39 am View in topic context
 Posted by Borghi  in M.U.G.E.N. in android? (Started by Borghi January 08, 2014, 06:50:39 am
 Board: M.U.G.E.N Discussion

hi!!

is there a way to adapat my full game, The Black Heart, to android? what about that?
    

Re: The Black Heart chars updated for regular Mugen

 December 22, 2013, 06:26:08 am View in topic context
 Posted by Borghi  in The Black Heart chars updated for regular Mugen (Started by Borghi December 18, 2013, 02:58:46 am
 Board: Your Releases, Mugen 1.0 +

Sr... Your creations is in my opinion one of the BEST we have in the worldwide mugen community . I just wanted to say this to you.
It is an honor for me have your creations and enjoy them.
Thank you for share with us.  :tipshat:

thanks a lot! :D

about all the AI stuff, I barely understand how te ai activation works (actually i DON't know AT ALL), so, fixing that is not really in my power. i'd need someone else to find out what's wrong... so, that's it :(
    

Re: The Black Heart chars updated for regular Mugen

 December 19, 2013, 02:34:56 am View in topic context
 Posted by Borghi  in The Black Heart chars updated for regular Mugen (Started by Borghi December 18, 2013, 02:58:46 am
 Board: Your Releases, Mugen 1.0 +

updates:
-more balanced combos.
-fatal move is now easier to perform: the enemy must have a third of the lifebar or less (before it was a quarter), and a FATAL text appears when the conditions are given.
-added victory quotes.
-now every character has one throw that switches sides with the opponent and one that doesn't
    

Re: The Black Heart chars updated for regular Mugen

 December 18, 2013, 07:24:45 am View in topic context
 Posted by Borghi  in The Black Heart chars updated for regular Mugen (Started by Borghi December 18, 2013, 02:58:46 am
 Board: Your Releases, Mugen 1.0 +

woops!!!

Noroko's win quotes were the same than peketo's

corrected and reuploaded
    

The Black Heart chars updated for regular Mugen

 December 18, 2013, 02:58:46 am View in topic context
 Posted by Borghi  in The Black Heart chars updated for regular Mugen (Started by Borghi December 18, 2013, 02:58:46 am
 Board: Your Releases, Mugen 1.0 +

    

unlinking sprtes in FF

 November 10, 2013, 08:51:32 pm View in topic context
 Posted by Borghi  in unlinking sprtes in FF (Started by Borghi November 10, 2013, 08:51:32 pm
 Board: M.U.G.E.N Development Help

Hi!!

I want to change the 9000,0 portrait in a char of mine and everytime I try to do it (with Fighter factory) some weird shit happens.

Some other sprites linked to it start changing position or the sprite itself and everything goes to hell.

I can't find a way to avoid this without having to rebuild all the gethit sprite part.

Why are images linked, anyway? what's the purpose of that? and how do you unlink them?

I know an old mugen asshole like me should already know that but... I don't!  :kugoi:

     Posted: November 13, 2013, 08:32:57 pm
help?
    

Updating my chars!

 October 16, 2013, 03:22:52 am View in topic context
 Posted by Borghi  in Updating my chars! (Started by Borghi October 16, 2013, 03:22:52 am
 Board: M.U.G.E.N Development Help

Well, finally I've started updating my chars for regular MUGEN.

I wanted to ask you if it's ok How I've done it.

The first one is Peketo, and before releasing it to all the audience (?) I uploaded it here so you can check:

https://mega.co.nz/#!qYlS3ahS!FfCs6TLBn1Bnjmk42I3rpV31K1oa4wEzZQ-ki4hAyOI

Do you think everything is OK?

There's also a problem here:
Many people complains that when he does the Dementia13 move (down.back,forward,punch) their MUGEn crashes. Mine doesn't, so I can't tell where the problem is. IT doesn't show debug problems either, so... I don't know. Any ideas?

Thanks!
    

Re: ishometeam?

 September 06, 2013, 07:32:57 pm View in topic context
 Posted by Borghi  in ishometeam? (Started by Borghi September 06, 2013, 08:34:20 am
 Board: M.U.G.E.N Development Help

I've found that detecting P1 is far more reliable, but really only in a full game environment. P1's ID is the maximum number of helpers set in your mugen.cfg.

Credit to 2OS for this:
Code:
[State HelperMax]
type=null
trigger1=!ishelper
trigger1=!playeridexist(id-1)
trigger1=var(0):=id
trigger1=playeridexist(id-1)
trigger1=var(0):=id-1
trigger1=playeridexist(id-2)
trigger1=var(0):=id-2
trigger1=playeridexist(id-3)
trigger1=var(0):=id-3

This will store the maximum number of helpers in var(0), or whatever you choose. Then you can trigger with ID=var(0), provided you're in the root scope. If you're in a helper, you'd have to use trigger redirection to access these root properties.

damn! I didn't understand a thing...
Isn't there a simpler way?
There must be a way to make the message appear respecting the lifebar's sides... if the guy creating the helper is in the left bar, the message should be in the left side.

     Posted: September 06, 2013, 09:34:23 pm
OK!! I've found the way. it was tircky but worked.
I just used a variable to store where each char was facing in roundstate=0, and then used the value to position the helper.

hurray!
    

ishometeam?

 September 06, 2013, 08:34:20 am View in topic context
 Posted by Borghi  in ishometeam? (Started by Borghi September 06, 2013, 08:34:20 am
 Board: M.U.G.E.N Development Help

Hi!

well, i've just re-re-released my full game.Today I saw a video some guy recorded and I saw a bug right there. here's the video. you can find the bug at 20:14

http://www.youtube.com/watch?v=2UKRNt7e9cE

the thing here, is that the "fatal" text appears for PEKETO, but it shows on hashi's side (the wrong side). The sctrl I use to decide in which side the text should appear is this:

Code:
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(ishometeam,-100,100)
y = pos y - screenpos y + 220

why the hell did it appear in the other side? in some other parts of the video the same thing happens. Sadly I can't seem to recreate the conditions, since every time I make it appear it works OK. WTF? Could he have done some weird stuff?
    

Re: The Black Heart 1.2 released!

 September 06, 2013, 07:13:36 am View in topic context
 Posted by Borghi  in The Black Heart 1.2 released! (Started by Borghi September 05, 2013, 02:39:15 am
 Board: Your Releases, Mugen 1.0 +

Thanks you all!  :D

the game has been reuploaded once again fixing some minor stuff mentioned by Zzyzzyxx. If you want you can dload it again.
    

Re: The Black Heart 1.2 released!

 September 05, 2013, 10:28:29 pm View in topic context
 Posted by Borghi  in The Black Heart 1.2 released! (Started by Borghi September 05, 2013, 02:39:15 am
 Board: Your Releases, Mugen 1.0 +

Oops, infinite combo detected:

http://www.mediafire.com/download/u3s7oo3ppgo163c/ananzi20.wmv

In Ananzi's cns:

[State 400, 3]
type = CtrlSet
trigger1 = ifelse(var(10)=1,time=13,time = 5)
value = 1

Because of this, ifI I hold forward during her Crouching LP I can cancel it into a step forward.

I use it to apply another Crouching LP and walk one step forward again.

Notice how in the 7th hit she's closer to the opponent than in 6th. In the 11th she's closer than in 10th. In the 15th, closer than in 14th. It's because instead of walking occasionally I choose to run, so that I can come close to the opponent again and repeat the process.

I tried to repeat the process with Peketo and Animus, but only with Ananzi I can perform this combo consistently.

shit!
(but thanks for telling me). which would be a btter way to solve this? add some pausetime? I don't wanna add x vel to the target.

EDIT: oh, the ctrlset. you mentioned it, sorry. fixed and reuploading.
    

Re: The Black Heart 1.2 released!

 September 05, 2013, 06:00:01 pm View in topic context
 Posted by Borghi  in The Black Heart 1.2 released! (Started by Borghi September 05, 2013, 02:39:15 am
 Board: Your Releases, Mugen 1.0 +

thank you all!
yes, I'm gonna update them on the regular mugen aswell. the ones on my site are already 2 versions old!