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Messages by jjmugen

    

Re: Static Explod with env shake

 May 22, 2014, 06:39:12 pm View in topic context
 Posted by jjmugen  in Static Explod with env shake (Started by jjmugen May 20, 2014, 06:30:03 pm
 Board: M.U.G.E.N Development Help

    

Re: Don't show winner name

 May 22, 2014, 06:17:28 pm View in topic context
 Posted by jjmugen  in Don't show winner name (Started by jjmugen May 20, 2014, 04:50:05 pm
 Board: M.U.G.E.N Development Help

Well...... You can turn it off in Fight.def, then code "[Character] Wins" within the characters coding. But then it would only work as character specific wins instead of universal.

OK, thanks for helping.
    

Re: Don't show winner name

 May 21, 2014, 08:20:16 pm View in topic context
 Posted by jjmugen  in Don't show winner name (Started by jjmugen May 20, 2014, 04:50:05 pm
 Board: M.U.G.E.N Development Help

You can modify this in the fight.def in the /data folder, or the /data/mugen1 folder. There is something called 'win.text = %s Wins'.  Maybe if you remove this, or make it just '   ' space instead?

Sorry. I mean avoid showing it just in some cases, with a trigger or something.
    

Re: Static Explod with env shake

 May 20, 2014, 08:49:15 pm View in topic context
 Posted by jjmugen  in Static Explod with env shake (Started by jjmugen May 20, 2014, 06:30:03 pm
 Board: M.U.G.E.N Development Help

Did you try removing the bindtime parameter

If I remove bindtime result is worst because this custom bars don't follow screen movement :(
Everything is perfect except for the hit shake :(
    

Static Explod with env shake

 May 20, 2014, 06:30:03 pm View in topic context
 Posted by jjmugen  in Static Explod with env shake (Started by jjmugen May 20, 2014, 06:30:03 pm
 Board: M.U.G.E.N Development Help

Hi,

I have an explod as a additional bar in my game. Explod is fixed with an absolute position.

Code:
[State x, Explod]
type = Explod
triggerall = Time > 10
triggerall = teamside = 2
trigger1 = !numExplod(760)
anim = 760
ID = 760
pos = -391-8,695
postype = right
facing = 1
bindtime = -1
removetime = -1
ontop = 1
sprpriority = 6
ownpal = 1

The problem is: When a character do a env shake hit, and screen moves, explod also shakes with screen and
I would it to be static like lifebar and powerbar. Is it possible?

Thanks a lot
    

Don't show winner name

 May 20, 2014, 04:50:05 pm View in topic context
 Posted by jjmugen  in Don't show winner name (Started by jjmugen May 20, 2014, 04:50:05 pm
 Board: M.U.G.E.N Development Help

Hi,

Is there any flag to avoid showing "playerX wins" text at the end of the match?
I can't find something to solve this.

Thanks a lot
    

Re: Sprites disappear

 April 21, 2014, 04:39:20 pm View in topic context
 Posted by jjmugen  in Sprites disappear (Started by jjmugen April 21, 2014, 11:39:57 am
 Board: M.U.G.E.N Development Help

When I'm using it a while, all explods gone, including the rival explods. It only happens with this char. Do you have any idea where the problem is?

Mugen has an internal limit on the number of explods displayed on screen. When this number is reached, older explods are removed to leave room for the newer ones.

It could be that your faulty character is constantly spawning explods (they could be placed offscreen or transparent) so that once the limit is reached, other explods can't be displayed, affecting all characters.

Bottom line, check all your Explod controllers and see if one of them is being constantly generated.



Oh, I didn't notice I could check the Explods! Great!
It was a Explod printing time after time with loop animation.
Thanks a lot
    

Sprites disappear

 April 21, 2014, 11:39:57 am View in topic context
 Posted by jjmugen  in Sprites disappear (Started by jjmugen April 21, 2014, 11:39:57 am
 Board: M.U.G.E.N Development Help

Hi, guys.

I'm making my own game in Mugen 1.0 with several characters but one of them has a problem. When I'm using it a while, all explods gone, including the rival explods. It only happens with this char. Do you have any idea where the problem is?

Thanks a lot
    

Re: Two complete games in "one"

 March 15, 2014, 11:37:13 am View in topic context
 Posted by jjmugen  in Two complete games in "one" (Started by jjmugen March 06, 2014, 06:43:05 pm
 Board: M.U.G.E.N Development Help

Thanks for your help. I will try.
    

Re: Two complete games in "one"

 March 06, 2014, 08:34:34 pm View in topic context
 Posted by jjmugen  in Two complete games in "one" (Started by jjmugen March 06, 2014, 06:43:05 pm
 Board: M.U.G.E.N Development Help

why dont you just have two data folders with different bat pathways and have each one load a different one.

I think this is the solution. How can I configure a bat for that?
    

Two complete games in "one"

 March 06, 2014, 06:43:05 pm View in topic context
 Posted by jjmugen  in Two complete games in "one" (Started by jjmugen March 06, 2014, 06:43:05 pm
 Board: M.U.G.E.N Development Help

Hi, guys

I'm working on two complete games. But there's several characters that are included in both games.
I wonder if I can develop two Mugen motifs, one for the first game and other one for the second...

...but I want to preserve an unique "chars" folder, so I could have two different games without
duplicating the common chars.



Do you think this idea is possible? Or maybe some other similar idea to get the same objective?

Thanks
    

Re: Same .sff different big portraits

 March 04, 2014, 06:02:59 pm View in topic context
 Posted by jjmugen  in Same .sff different big portraits (Started by jjmugen March 01, 2014, 09:17:41 am
 Board: M.U.G.E.N Development Help

I think it's not possible :|
    

Re: Same .sff different big portraits

 March 03, 2014, 09:05:33 pm View in topic context
 Posted by jjmugen  in Same .sff different big portraits (Started by jjmugen March 01, 2014, 09:17:41 am
 Board: M.U.G.E.N Development Help

You have portrait 1 on the right, portrait 2 on the left, and a big gap in between with the axis in the middle

Sorry, but I can't understand.

I saw many mugen games with a extended sprite 9000,1.
Then, in system.def you write different coordinates for this sprite in select screen, in versus screen, win screen...

But I don't know how to tell de game: if the name is "ryu1" choose that part of the sprite, and if it's "ryu2" choose the other one in select screen...

Sorry for the incovenience
    

Re: Same .sff different big portraits

 March 02, 2014, 10:58:58 am View in topic context
 Posted by jjmugen  in Same .sff different big portraits (Started by jjmugen March 01, 2014, 09:17:41 am
 Board: M.U.G.E.N Development Help

It is possible in a full game. You will need to place both portraits on the same sprite and then use some clever alignment, in a way that one portrait is on screen while the other one is displayed offscreen

In fact, is a full game, but I don't know how to make this alignment.
I know you can show different big portraits for different screens, like Select screen or Versus Screen with chaning position, but...

Code:
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 30,105     ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1

If I make some big portrait sprite with two pictures, how can I put a different position for two different chars? I can't understand.

Thanks
    

Same .sff different big portraits

 March 01, 2014, 09:17:41 am View in topic context
 Posted by jjmugen  in Same .sff different big portraits (Started by jjmugen March 01, 2014, 09:17:41 am
 Board: M.U.G.E.N Development Help

Hi, guys

I'm developing two Ryu versions for the same complete game.
I want to save MB, so I'm using the same .sff for two characters, just changing .cns, .def and evereything else.
I wonder if I can also asign different big portraits to each char without duplicating .sff file.
Is it possible to asign two .sff to a char or something?
Is there any solution for this?

Thanks a lot.
    

Re: Projectile (Helper) Collision

 August 22, 2013, 10:42:24 pm View in topic context
 Posted by jjmugen  in Projectile (Helper) Collision (Started by jjmugen August 21, 2013, 05:41:59 pm
 Board: M.U.G.E.N Development Help

I'm very sorry but I think I didn't explain it correctly.

The projectile collide with an equal projectile with any problems.

Now the problem is to make a projectile wichi...
- Collide and dissapears when crashes with an equal projectile
- Destroy some "weaker" projectile

In Street Fighter, If Heavy-Hadouken hits another Heavy-Hadouken, both
projectiles destroy themselves.

But if Heavy-Hadouken hits Light-Hadouken, Light one dissapears and
heavy one continues his path.

I'm asking for completing the code to make a projectile to be equal to
some projectiles but better than others.

Sorry for insisting

    

Re: Projectile (Helper) Collision

 August 22, 2013, 08:52:28 am View in topic context
 Posted by jjmugen  in Projectile (Helper) Collision (Started by jjmugen August 21, 2013, 05:41:59 pm
 Board: M.U.G.E.N Development Help

Hi, N-Mario.

This is so useful, a great code, I have learned other things too.
Now projectiles collision correctly, thanks.

I will work now on projectiles priority.
Thanks a lot.


Edit:

Thanks for all, but I think it's better to question this at the same post.

I'm working on projectiles which wins other projectiles.

For exemple, I want this projectile to destroy himself if crash with the same projectile,
but, if this projectile crashes with [ryu helper 1500] (example), this projectile wins and ryu 1500 is destroyed.

I thought I have to write some "nothitby" code if "ryu is using helper 1500" so write that:

Spoiler, click to toggle visibilty

Later I thought to put the trigger in Hitoverride too

Spoiler, click to toggle visibilty

Two codes same result: this projectile crashes with ryu1500 and both projectiles
destroy themselves, and I want this projectile "wins" ryu1500.

What's the problem?
    

Re: Projectile (Helper) Collision

 August 21, 2013, 10:31:09 pm View in topic context
 Posted by jjmugen  in Projectile (Helper) Collision (Started by jjmugen August 21, 2013, 05:41:59 pm
 Board: M.U.G.E.N Development Help

Thanks Ricepigeon and N-Mario.
I used AP and added NotHitBy, this way:

Code:
[State 0, Col]
type = HitOverride
trigger1 = 1
attr = SCA,AP
time = 1
stateno = 1456 ;Proj. destroy state
forceair = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA
time = 1

Now I can't hit projectile ANYWAY. I can't hit it by atacks by neither with projectiles.

I think what I wrote is logic, but... :(
    

Projectile (Helper) Collision

 August 21, 2013, 05:41:59 pm View in topic context
 Posted by jjmugen  in Projectile (Helper) Collision (Started by jjmugen August 21, 2013, 05:41:59 pm
 Board: M.U.G.E.N Development Help

Hi.

For some reasons I prefer to code all my projectiles as a helpers. So, now I'm working on projectiles collision
to each other. I want to make it simple, so...

I write this code into projectiles code. Remember this projectil is a Helper.

Code:
[State 0, col]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP; ;I think this means: "Every stand, air o crouch projectile"?
time = -1
stateno = 1456 ;state which 'destroyself' projectile
forceair = 0

Successes:

- When this projectile is hitted by the same projectile, they both goes to state 1456

Problems:

- When hit projectile with any other attack, like stand strong punch, projectile is hitten and transformed
  in a normal hit animation state of this char, and helper stays as a copy of char in state 0.

Could anyone help me with this, please?

Thanks
    

Re: Helpers combo

 August 13, 2013, 06:57:28 pm View in topic context
 Posted by jjmugen  in Helpers combo (Started by jjmugen August 10, 2013, 07:19:58 pm
 Board: M.U.G.E.N Development Help

No, it doesn't works.

I can't make palfx affects fightfx sprites anyway. So weird.

Thanks for helping, but I think I will insert these sprites on char sff...

Thanks a lot.