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Messages by jjmugen

    

Re: [SOLVED] Message after death...

 October 14, 2011, 02:45:24 pm View in topic context
 Posted by jjmugen  in [SOLVED] Message after death... (Started by jjmugen October 14, 2011, 08:16:38 am
 Board: M.U.G.E.N Development Help

Be careful with that, flag1 does NOT use a number, so it's just "flag". Only the second and third flags use a number.

In fact I suggest you to NOT to use more than one flag per assertspecial as they will have 1 tick of delay per order (So the first flag will be instantly activated but the second and third will do it a tick or two later).

Instead just divide the assertspecials into two different sctrls like this:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nomusic
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay

Thanks again for that. But, there's a weird problem.
I don't know why, all flags works perfectly (I've tried with some different),
but not for NOMUSIC. Music doesn't stop. Where could be the problem with that?  :???:

The new code:

Code:
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = noBG

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = roundnotover

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nomusic

[State -3, Message]
type = Explod
trigger1 = matchover && !alive && Time = 120
anim = 1
ID = 1111
pos = 160,60
postype = left
facing = 1
removetime = -1
scale = 0.25,0.25
ontop = 1
    

Re: Message after death...

 October 14, 2011, 10:20:45 am View in topic context
 Posted by jjmugen  in [SOLVED] Message after death... (Started by jjmugen October 14, 2011, 08:16:38 am
 Board: M.U.G.E.N Development Help

Use this assertspecial to stop the fade to black:

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = whatever you want
flag = roundnotover

And your music doesn't stop because you forgot to add a "2" here:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay ;works
flag2 = nomusic ;doesn't work

THANKS! I didn't know you must write flag1, flag2, flag3...  :sugoi:
This is perfect!

And yeah, I mean a NPC, not a player which only can be selected on arcade mode... sorry.

Thanks a lot :)
    

[SOLVED] Message after death...

 October 14, 2011, 08:16:38 am View in topic context
 Posted by jjmugen  in [SOLVED] Message after death... (Started by jjmugen October 14, 2011, 08:16:38 am
 Board: M.U.G.E.N Development Help

Hi, guys.

I'm working on a char who's only an enemy of arcade mode (non playable character).
I'd wish this char to send you a message if you beat him.
It will be an sprite with a text, for example: "You're strong, man... ahg...".
I think I'm doing it correctly but obviously not, because doesn't work perfectly.

Here's the code:

Code:
;--------------------------------
; MESSAGE AFTER DEAD
;--------------------------------

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay ;works
flag = nomusic ;doesn't work

[State -3, Message]
type = Explod
trigger1 = matchover && !alive && Time = 100
anim = 1
ID = 1111
pos = 0,0 ;Provisional
postype = p1
facing = facing
removetime = -2
scale = 0.25,0.25
ontop = 1

My problems are:

1) Music doesn't stop despite control!

2) I want screen to be freeze during animation 1 exists. But screen turns black so quick and you can't read the whole message.

Could you help me, please?
    

Re: Disable functions: F1, F2, F4...

 October 11, 2011, 07:07:52 am View in topic context
 Posted by jjmugen  in [SOLVED] Disable functions: F1, F2, F4... (Started by jjmugen October 09, 2011, 01:01:30 pm
 Board: M.U.G.E.N Configuration Help

    

[SOLVED] Disable functions: F1, F2, F4...

 October 09, 2011, 01:01:30 pm View in topic context
 Posted by jjmugen  in [SOLVED] Disable functions: F1, F2, F4... (Started by jjmugen October 09, 2011, 01:01:30 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

I'm packing my game in a Molebox .exe.
By the way, I think if player can use F options like "kill enemy",
"set two life powerbar to 1", "repeat round", "set time counter to 0",
"watch hit-boxes"... the game will be so bored... :(

So, is it possible to disable these options?

Thanks
    

Re: Edit options menu?

 October 07, 2011, 07:23:44 pm View in topic context
 Posted by jjmugen  in Edit options menu? (Started by jjmugen October 07, 2011, 04:34:27 pm
 Board: M.U.G.E.N Configuration Help

Mugen.CFG

Should be in the root of folder ""Data"".

Yeah, there's something like this:

Code:
[Options]
; Basic options
Difficulty = 6
Life = 100
Time = 99
GameSpeed = 0

I can change default options, but I can't (or I don't know how to) edit menu.
What coud I do to disable changing difficulty? For example, set difficulty to 5
and make it impossible to the player to set another difficulty level?
    

Edit options menu?

 October 07, 2011, 04:34:27 pm View in topic context
 Posted by jjmugen  in Edit options menu? (Started by jjmugen October 07, 2011, 04:34:27 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

How can I edit options menu?
I've just found the options screen on system.def but how could I edit
the window, size and all these stuff?

Thanks

    

Mixing credits and char endings...

 October 05, 2011, 05:11:15 pm View in topic context
 Posted by jjmugen  in Mixing credits and char endings... (Started by jjmugen October 05, 2011, 05:11:15 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

Now I'm developing storyboards for my game (endings, credits).
I want to use the same sprites for every first part of every char ending.
I mean, for exemple, all endings are different for different chars, but the
10 first frames are the same in all chars, and I want to take profit of it.

How can I do something like this?
It is possible to call two different .sff files from the same storyboard .def file?
It is possible to show a common storybard and then the ending?
Is there a better solution for this?

Sorry for the question and thanks for helping.
    

Re: Can I limit continues?

 September 22, 2011, 08:22:43 pm View in topic context
 Posted by jjmugen  in Can I limit continues? (Started by jjmugen September 21, 2011, 08:08:17 pm
 Board: M.U.G.E.N Configuration Help

    

Can I limit continues?

 September 21, 2011, 08:08:17 pm View in topic context
 Posted by jjmugen  in Can I limit continues? (Started by jjmugen September 21, 2011, 08:08:17 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

I would like to set continue module ON in my game, but I don't want continues
to be infinite. Can I limit continues number anyway?

Is it just infinite or nothig?

Thanks for helping

    

Problem with Winquotes

 September 17, 2011, 06:44:54 pm View in topic context
 Posted by jjmugen  in Problem with Winquotes (Started by jjmugen September 17, 2011, 06:44:54 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

I'm writting some winquotes for my chars. I'm writting quotes with some words in some languages and I've founded a problem by writting accents like á é í ó ú.

I'm using a true type font made by me as the arial elecbyte example (official mugen wiki). The font I'm using has accents and it works perfectly on word, photoshop, ...

Accents don't appear in winquotes, but they appear in other screens like main menu, character selection screen, and others.

What I'm doing wrong? :(
    

Can't modify Options menu...

 September 17, 2011, 12:09:20 pm View in topic context
 Posted by jjmugen  in Can't modify Options menu... (Started by jjmugen September 17, 2011, 12:09:20 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

I'd like to modify options menu. Is it possible?
I mean hide some options I don't want users to see
(f.e. disable changing difficulty),
change text (f.e. change "Time limit" for "Clock")...

Is it possible?
    

Re: Too many sounds here

 September 12, 2011, 11:52:51 am View in topic context
 Posted by jjmugen  in [SOLVED] Too many sounds here (Started by jjmugen September 11, 2011, 02:58:04 pm
 Board: M.U.G.E.N Development Help

Code:
[State -3, Voice]
type = PlaySnd
trigger1 = numExplod(6000) > 0
volumescale = 300
value = F900,var(3)
channel = -1
persistent = 0
loop = 0
ignorehitpause = 1
That would be your culprit. Also, to note, persistency won't work in State -2 or -3 due to the nature of those states. Try this:

Code:
triggerall =  NumExplod(6000)
trigger1 = var(#) := 1
trigger1 = !var(#)
Then reset var(#) to 0 sometime in the near future.

Thanks! I didn't know you can write an assignment on a trigger. That's so useful. The complete code solved:

Code:
[State -3, Voice]
type = PlaySnd
triggerall =  NumExplod(6000)
trigger1 = !var(4)
trigger1 = var(4) := 1
volumescale = 300
value = F900,var(3)
channel = 0
persistent = 0
loop = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = !NumExplod(6000)
v = 4
value = 0

Thanks a lot.
    

[SOLVED] Too many sounds here

 September 11, 2011, 02:58:04 pm View in topic context
 Posted by jjmugen  in [SOLVED] Too many sounds here (Started by jjmugen September 11, 2011, 02:58:04 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

I want an extra character to appear when you execute some nice combo or some nice hit.
Character will appear as an explod, at the bottom of screen (some games like old Mortal Kombat
have it). The explod works perfectly but there's some problem with sound (explod's voice).

I have 9 sound files. I want them to sound randomly each time the explod shows. Sound files
are organized from 900,0 to 900,8

Here's the code.

Code:
[State -3, EXPLOD]
type = Explod
triggerall = numExplod(6000) < 1
//Other triggers to trigger the explod
ID = 6000
anim = F600
//position and these stuff
ontop = 1
ignorehitpause = 1
persistent = 0

[State -3, Choose a voice]
type = VarRandom
trigger1 = numExplod(6000) > 0
v = 3
range = 0,8  //There are 9 sounds, from 900,0 to 900,8
ignorehitpause = 1

[State -3, Voice]
type = PlaySnd
trigger1 = numExplod(6000) > 0
volumescale = 300
value = F900,var(3)
channel = -1
persistent = 0
loop = 0
ignorehitpause = 1

The problem is... when the explod appears, all sounds plays at same time and infinitely till the explod dissapears.

Could you help me finding a trigger or code to play just one sound?
    

Re: Sprite priorities...

 September 11, 2011, 09:24:33 am View in topic context
 Posted by jjmugen  in [Solved] Sprite priorities... (Started by jjmugen September 10, 2011, 08:01:13 pm
 Board: M.U.G.E.N Development Help

Using layerno = 1 will put a stage element in the foreground. This will bypass any sprpriority. However any explod using the parameter ontop = 1 will draw over the top of this and you cannot prevent that short of using ontop = 1 much less.

OK, thanks! :)

I code the powerbar this way, I hope is correct:

Code:
p1.bg0.layerno = 1
p1.bg1.layerno = 1
p1.front.layerno = 1
p1.counter.layerno = 1

Thanks, really
    

[Solved] Sprite priorities...

 September 10, 2011, 08:01:13 pm View in topic context
 Posted by jjmugen  in [Solved] Sprite priorities... (Started by jjmugen September 10, 2011, 08:01:13 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

I didn't realize seriously of that problem until I've add a new stage on my game which
has some sprites on top (if chars walk trought these stage sprites they are behind them).
Is a pillar, in fact.

The problem is... the fighter is behind de pillar as well but his  explods are on top, above the pillar.

Powerbar and life bar are behind, too.

I'd wish to set this layer order:

0 -> Stage: background elements
1 -> Lifebar, clock and char faces
2 -> Chars
3 -> Chars explods
4 -> Powerbar
5 -> Stage: infront elements, like pillar

I know I can change explods priority using "sprpriority", but:
How much priority has a fighter?
How much priority has a lifebar or powerbar and how can I change them?

Sorry for the inconvenience.
    

Problem with Molebox

 September 10, 2011, 10:55:11 am View in topic context
 Posted by jjmugen  in Problem with Molebox (Started by jjmugen September 10, 2011, 10:55:11 am
 Board: Off-Topic Help

Hi, guys.

I'd like to share my MUGEN game just in one .exe file.
I've tried molebox and I'd thought it worked, but I did my compression
under Windows XP SP3 and the game just runned at XPSP2 or SP3, not
on Vista or 7.

I wonder if there is any good Molebox tutorial apply to Mugen specifically
or something that helps me to share my game to the most possible
versions of Windows.

Thanks
    

Re: Parent, enemynear ...

 August 29, 2011, 08:55:00 pm View in topic context
 Posted by jjmugen  in [SOLVED] Parent, enemynear ... (Started by jjmugen August 29, 2011, 07:25:36 pm
 Board: M.U.G.E.N Development Help

    

[SOLVED] Parent, enemynear ...

 August 29, 2011, 07:25:36 pm View in topic context
 Posted by jjmugen  in [SOLVED] Parent, enemynear ... (Started by jjmugen August 29, 2011, 07:25:36 pm
 Board: M.U.G.E.N Development Help

Hi, Guys.

I several see code with words like this:
enemynear,X to refear the nearest enemy
parent,X to refear your "creator"...

Could you tell me please where in Mugen Doc are explained all these reserved words?
I'm looking for one word that refears to "mychildren" or "a Helper created by me", but
i'd wish to learn more about these controllers.

Sorry for the question.

Thanks.
    

Re: Enemy's life

 August 28, 2011, 04:06:33 pm View in topic context
 Posted by jjmugen  in [SOLVED] Enemy's life (Started by jjmugen August 28, 2011, 03:44:46 pm
 Board: M.U.G.E.N Development Help

OK. I supposed that.
Thanks for helping, I will change p2 life by a HitDef.