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Messages by jjmugen

    

[SOLVED] Enemy's life

 August 28, 2011, 03:44:46 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

Hi, guys.

I'm working on a supermove that change user's life with enemy's life.
I want to use this alg:

1. Save p1life in a var(x)
2. Set value of p1life = value of p2life
3. Set value of p2life = value of var(x)

The problem is I don't know how to change p2 life this way. I thoutgh it was with
"TargetLifeAdd" state, but I think is not...

Would you tell me how to change p2life for an specific value?

Thanks :)
    

Re: Max defence while guarding

 August 16, 2011, 12:58:41 pm View in topic context
 Posted by jjmugen  in [SOLVED] Max defence while guarding (Started by jjmugen August 15, 2011, 08:39:36 pm
 Board: M.U.G.E.N Development Help

[Statedef -2]

[State 2OS]
type=lifeadd
trigger1=(stateno=[120,155])&&gethitvar(damage)
value=gethitvar(damage)
ignorehitpause=1
persistent=1

I don't know if it's ok or not, but IT WORKS!
Thanks a lot, 20S!
And thanks to all of you for helping me.

For now it's solved.
    

[SOLVED] Max defence while guarding

 August 15, 2011, 08:39:36 pm View in topic context
 Posted by jjmugen  in [SOLVED] Max defence while guarding (Started by jjmugen August 15, 2011, 08:39:36 pm
 Board: M.U.G.E.N Development Help

Hi, guys. I have a code problem.

I would like one of my chars to don't lose any life while he's guarding. As you know, some attacks
can hurt a bit altough the player is guarding, but i'd like this player to be invincible at guard.

I've tried with this simple code at statedef -3, but I think doesn't work (I tought it would).

Code:
[State -3, Restore Defence]
type = DefenceMulSet
trigger1 = stateno != [120,149] ;Not guarding
value = 1

[State -3, Powerup Defence]
type = DefenceMulSet
trigger1 = stateno = [120,149] ;Guarding
value = 20 ;Or something

Would you help me to find where is the problem?

Thanks
    

Powerbar on top

 July 29, 2011, 01:05:36 pm View in topic context
 Posted by jjmugen  in Powerbar on top (Started by jjmugen July 29, 2011, 01:05:36 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

I've changed the powerbar to be at the bottom of screen instead the top.
The problem is characters are above the bar instead behind.

How couldn i put the powerbars to be on the extreme top of the screen?

Thanks.
    

Enemy is in slowmo... but not me

 July 16, 2011, 07:39:35 am View in topic context
 Posted by jjmugen  in Enemy is in slowmo... but not me (Started by jjmugen July 16, 2011, 07:39:35 am
 Board: M.U.G.E.N Development Help

Hello guys.

I'm trying to make a "sharingan" or "matrix" effect for one of my chars. This super move
would be like that:

1. The user movement is normal
2. The enemy movement is slowlyer for 10 seconds

Could you help me to start this move? I really don't know how to start with this :(
    

Re: How to put a "counter hit!" explode

 July 10, 2011, 09:57:16 pm View in topic context
 Posted by jjmugen  in How to put a "counter hit!" explode (Started by jjmugen July 10, 2011, 09:51:59 am
 Board: M.U.G.E.N Development Help

this is how it is exactly in my strider.

[mcode]
;---------<Counter attack>----------
[State 0, Both players In attacking formation]
type = VarSet
triggerall = roundstate = 2
trigger1 = root,movetype = A && enemynear,movetype = A
var(5) = 1
ignorehitpause = 1

[State 0, Attack Connects before Enemy]
type = VarSet
triggerall = roundstate = 2
trigger1 = 1
var(6) = ifelse(var(5) = 1, root,movehit && enemynear,movetype = H , 0)
ignorehitpause = 1

[State 0, Hit span time]
type = VarAdd
triggerall = roundstate = 2
trigger1 = 1
var(7) = ifelse(var(6) >= 1, 1, -var(7))
ignorehitpause = 1

[State 0, Reset all]
type = VarSet
trigger1 = roundstate = 3
var(7) = 0
ignorehitpause = 1

[State 0, Reset all]
type = VarSet
triggerall = roundstate = 2
trigger1 = var(7) > 1 || root,movetype != A && enemynear,movetype != A || roundstate = 3
var(5) = 0
ignorehitpause = 1

[State 0, Counter Attack!]
type = Explod
triggerall = roundstate = 2
trigger1 = var(7) = 1
anim = ifelse(teamside = 1,9946,9947)
pos = ifelse(teamside = 1, 160,380),120
postype = left
id = 9943
bindtime = -1
removetime = -2
pausemovetime = 999999
supermovetime = 999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, Counter Attack! "Move away from hit Counter"]
type = ModifyExplod
triggerall = roundstate = 2
trigger1 = root,var(57) > 1
pos = ifelse(teamside = 1, 160,380),140
postype = left
id = 9943
ignorehitpause = 1

[State 0, Counter hit Pause Delay]
type = Pause
triggerall = roundstate = 2
trigger1 = var(7) = 2
time = 5
movetime = 5
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
triggerall = roundstate = 2
trigger1 = var(7) = 1
value = 255,255,255
time = 2
ignorehitpause = 1

[State 0, Counter attack Announcer]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = var(7) = 1
value = S6000,3
volume = 255
channel = 21
ignorehitpause = 1[/mcode]

As you can see, those triggers i posted earlier are in use, I tried to keep it simple but my actual method is a bit more complexed. And I have all of this coded inside a system helper thats active at all times.

OK. I will study your code. Thanks a lot.  :)
    

Re: Trough the floor

 July 10, 2011, 09:11:37 pm View in topic context
 Posted by jjmugen  in Trough the floor (Started by jjmugen July 09, 2011, 06:58:42 pm
 Board: M.U.G.E.N Development Help

Are you testing against your character and other enemies? If it happens on either but not both you can narrow it down a little.
I doubt the fall animation and the dead animation are the same. Check the fall animation to see if it's not switching properly.
You can try to extend the animation's starting frame out to see if it's not another animation cutting in the way. Change it completely to a hitspark or something noticeable so you know exactly what's going wrong.
ยด

It happens just with my char while he's dying agains himself of any other enemy.

Is a strange "bug" because I made the char from Kung Fu Man 720 in Mugen 1.0 so I didn't change any special stuff refering the falling at code, just sprites.

I'll try by changing the suspect sprites to a hitspark to detect the exactly sprite is wrong.

Thanks.
    

Re: How to put a "counter hit!" explode

 July 10, 2011, 09:07:39 pm View in topic context
 Posted by jjmugen  in How to put a "counter hit!" explode (Started by jjmugen July 10, 2011, 09:51:59 am
 Board: M.U.G.E.N Development Help

[mcode][State -3, Counter]
type = Explod
trigger1 = movetype = A && enemynear,movetype = A
trigger1 = movehit ;&& enemynear,movetype = H  <------------remove the ;
anim = F350
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
ontop = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0[/mcode]

and is the explod in the fighfx.sff or your characters sff, if in the characters it needs to be S instead of F

No, it isn't working yet :(
The explode is on fightfx.sff, that's whay y putted F
I know the sprite is OK because I tryied some ways to make de sprite appear and it appears, but I need the correct triggers for the "counter" concept. I think is strange that your code doesn't work on my game if you have a game and it works... :(
    

Re: How to put a "counter hit!" explode

 July 10, 2011, 12:52:17 pm View in topic context
 Posted by jjmugen  in How to put a "counter hit!" explode (Started by jjmugen July 10, 2011, 09:51:59 am
 Board: M.U.G.E.N Development Help

You will need more than that trigger........
My Strider Hiryu uses this.

The triggers needed will be:

triggerall = movetype = A && enemynear,movetype = A
trigger1 = movehit && enemynear,movetype = H

and make sure you use ignorehitpause = 1 in the explod sctrl.

Thanks for helping, but doesn't work for me  :S

Code:
[State -3, Counter]
type = Explod
trigger1 = movetype = A && enemynear,movetype = A
trigger1 = movehit ;&& enemynear,movetype = H
anim = F350
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
ontop = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

Is the code right? You can ignore the position of the explod, this is not important for now.
    

How to put a "counter hit!" explode

 July 10, 2011, 09:51:59 am View in topic context
 Posted by jjmugen  in How to put a "counter hit!" explode (Started by jjmugen July 10, 2011, 09:51:59 am
 Board: M.U.G.E.N Development Help

Hi guys.

I would to show an explode which sais "COUNTER HIT!" eachtime a player hits the
other player while second was attacking. The counter hit explode is in fightfx.sff

I'm trying by make a State -3 on the player to show the explod. The trigger conditions I've
wroten are "p2statetype=A && movehit", trying to say "while p2 is attacking and p1 hits him at
same time", but I think doesn't work.

Counter message should be a typical function in Mugen games. What way is better to implement it?
    

Re: Trough the floor

 July 10, 2011, 09:46:58 am View in topic context
 Posted by jjmugen  in Trough the floor (Started by jjmugen July 09, 2011, 06:58:42 pm
 Board: M.U.G.E.N Development Help

It probably does it outside of the KO hit, it's just more noticeable during a KO because mugen is moving in slow motion.

I'm gonna guess animation 5160. Try to bring it up on the Y axis about 10 - 20 pixels.

Yeah, seems to be 5160, because of the sprite, but doesn't work just by bring it up the sprite on Y.
Mi 5160 animation is an one frame animation with time -1. Is it right?

EDIT:  I just discover that the fall animation is OK if the character deads by a thrown attack. Would it be a useful info?
    

Trough the floor

 July 09, 2011, 06:58:42 pm View in topic context
 Posted by jjmugen  in Trough the floor (Started by jjmugen July 09, 2011, 06:58:42 pm
 Board: M.U.G.E.N Development Help

Hi guys.

My character goes trough the floor when he falls ONLY in the KO hit.
For a moment, when he crush against the floor, a frame of the character lying
is coming out the floor, in Y axis positive. It's just for one frame.
I've checked all .air file and doesn't appear to be any frame moved or something.

What would it be?  :S
    

Re: Mugen 1.1? What and when?

 July 04, 2011, 06:43:22 am View in topic context
 Posted by jjmugen  in Mugen 1.1? What and when? (Started by jjmugen July 03, 2011, 03:48:32 pm
 Board: M.U.G.E.N Development Help

I'm specially worried about system graphics: fonts, titles, faces, lifebars, etc, because of the change from 256 colors to true color (I'm sure I'll have to redo it again when 1.1)

If we had a rough date for 1.1 we could code and make graphic thinking of this...
    

Mugen 1.1? What and when?

 July 03, 2011, 03:48:32 pm View in topic context
 Posted by jjmugen  in Mugen 1.1? What and when? (Started by jjmugen July 03, 2011, 03:48:32 pm
 Board: M.U.G.E.N Development Help

Hello.

I'm developing my first complete game. I now Mugen 1.1 will appear someday and will add some interesenting features like zoom in battle or true color sprites. Problem is I don't know when we could enjoy this 1.1v and how many things I'll had to change at my current code. I don't want to work a lot in a version and changing all again for other newest... So... When we could look up documention about WHEN will appear Mugen 1.1. and a list of all its new features?

 :D
    

Re: Change the height of the floor

 July 01, 2011, 06:40:18 am View in topic context
 Posted by jjmugen  in Change the height of the floor (Started by jjmugen June 30, 2011, 09:20:53 pm
 Board: M.U.G.E.N Development Help

Change the zoffset parameter, not p1/p2starty.

Quote
[StageInfo]

zoffset = GROUND_Y

This parameter is the vertical distance of the ground level from the top of the screen, given in pixels. The parameter is inappropriately named, but has been left unchanged for compatibility purposes.
;P

Thanks so much. I erased that help line and I didn't find the parameter. I thought was on player info or something. Thanks for helping and sorry for the question.  :)
    

Change the height of the floor

 June 30, 2011, 09:20:53 pm View in topic context
 Posted by jjmugen  in Change the height of the floor (Started by jjmugen June 30, 2011, 09:20:53 pm
 Board: M.U.G.E.N Development Help

Hi again.

I would like to raise the line which defines the floor. I want my chars to be upper in the y-coord axis.

I've tried by changing in all stages.def this:

Quote
[PlayerInfo]
p1startx = -70
p1starty = -16
p1startz = 0
p1facing = 1

Players starts at indicated position, but when he jumps... he falls down again, at "y=0" floor.
I've looked at several data files, but I can't find an information which specifies where is the
floor. It's possible to do?

Thanks a lot (this forum is so helpful)  :)
    

Re: Make a char variation

 June 30, 2011, 04:46:57 pm View in topic context
 Posted by jjmugen  in Make a char variation (Started by jjmugen June 29, 2011, 02:10:18 pm
 Board: M.U.G.E.N Development Help

You have player.def which contains a line like

st = player.cns

Then you have darkplayer.def which contains a line like

st = darkplayer.cns

You redirect directly to these in the select.def by supplying the full path

player\player
player\darkplayer

YES! This is it!

I forgot all stuff with select.def! Thanks a lot, Cyanide, and sorry Rajaa if I didn't understand.
Thanks everybody :)
    

Re: Make a char variation

 June 29, 2011, 03:28:27 pm View in topic context
 Posted by jjmugen  in Make a char variation (Started by jjmugen June 29, 2011, 02:10:18 pm
 Board: M.U.G.E.N Development Help

1 - Copy the player's .def file and rename it darkplayer.def.

2 - In the select.def, direct to the darkplayer.def.

3 - Copy the .cns file you want to power up and o the powering up.

4 - Save the new .cns as darkplayer.cns

5 - In the darplayer.def, direct to that .cns.

Thanks for answering. The true problem is at step 5. What exact text I must write on dark_player.def? I've tried so many paths to refer "player" files, but doesn't work...  :-\
    

Re: Make a char variation

 June 29, 2011, 02:39:40 pm View in topic context
 Posted by jjmugen  in Make a char variation (Started by jjmugen June 29, 2011, 02:10:18 pm
 Board: M.U.G.E.N Development Help

Hello. Thanks for answering but I'd like to save this solution.
I'd like my game to have all characters in "dark-mode". If I copy the whole
directory of each char, total size of game will duplicate  :-\

So... I'd rather find a way to refer files of a char A from a char B def.

 :-\
    

Make a char variation

 June 29, 2011, 02:10:18 pm View in topic context
 Posted by jjmugen  in Make a char variation (Started by jjmugen June 29, 2011, 02:10:18 pm
 Board: M.U.G.E.N Development Help

Hello!  :)

I have a char, and I want to make a variation, for example, imagine char's
name is "player". I'd like to make other char, based on it, called "dark_player".
It would be the same char except for the pallette and the cns (in this file I want
to power up "dark_player" compared to "player")

Char's size is about 30 MB and I wonder if I could save to duplicate all files.

I've tried to call .air, .sff, .cmd of "player" from "dark_players" .def by using:

Code:
sprite = ../player/player.sff   ;This is in "dark_player.def"

Anyone can help me with any possible solution?

Thanks  :)