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Messages by jjmugen

    

Re: Write a var value on screen

 December 04, 2011, 09:05:05 am View in topic context
 Posted by jjmugen  in [SOLVED] Write a var value on screen (Started by jjmugen December 03, 2011, 04:06:23 pm
 Board: M.U.G.E.N Development Help

    

[SOLVED] Write a var value on screen

 December 03, 2011, 04:06:23 pm View in topic context
 Posted by jjmugen  in [SOLVED] Write a var value on screen (Started by jjmugen December 03, 2011, 04:06:23 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

Sorry for disturbing. I think it's possible to write a var value on screen to show it.
I think I read about this in this forum, but I've never tried and I can't find a sctrl
which can do this function. Is it possible?

Thanks
    

Re: Command problem

 November 24, 2011, 12:50:09 pm View in topic context
 Posted by jjmugen  in [SOLVED] Command problem (Started by jjmugen November 24, 2011, 07:23:40 am
 Board: M.U.G.E.N Development Help

Oh, I'm so sorry for asking something like that  :-\

Thanks a lot, the problem has gone.
    

[SOLVED] Command problem

 November 24, 2011, 07:23:40 am View in topic context
 Posted by jjmugen  in [SOLVED] Command problem (Started by jjmugen November 24, 2011, 07:23:40 am
 Board: M.U.G.E.N Development Help

Hi, guys.

I have command problem I can't understand. Player has a typical technique D, DF, F, y.
Also, he has a super technique D, DF, F, D, DF, F, y. When I try to execute super technique,
player always do normal techique.

I have tried several things about that, like:

Code:
;Example 1
[Command]
name = "Normal"
command = ~D, DF, F, y

[Command]
name = "Super"
command = ~D, DF, F, D, DF, F, y
time = 30

Code:
;Example 2
[Command]
name = "Normal"
command = ~D, DF, F, y
time = 10

[Command]
name = "Super"
command = ~D, DF, F, D, DF, F, y
time = 30

Code:
;Example 3
[Command]
name = "Normal"
command = ~D, DF, F, y
time = 10

[Command]
name = "Super"
command = ~D, DF, F, D, DF, F, ~y
time = 30

Code:
;Example 3
[Command]
name = "Normal"
command = ~D, DF, F, y

[Command]
name = "Super"
command = ~D, DF, F, D, DF, F, ~y
time = 30

Has anyone the same problem?
Could anyone solve that problem?  :-\
    

Re: If enemy hitted is not a Helper

 November 22, 2011, 03:52:39 pm View in topic context
 Posted by jjmugen  in [Solved] If enemy hitted is not a Helper (Started by jjmugen November 21, 2011, 05:23:01 pm
 Board: M.U.G.E.N Development Help

The ! is at the wrong spot.
It's !enemynear,Ishelper.

However :
-You are supposed to use target,Ishelper instead. It doesn't matter what the nearest enemy is (helpers are not enemies, anyway), if what you are hitting is not the nearest enemy. What matters is the player you hit, and you check that with the target redirection.
-You might hit more than one target (either in simul or if the opponent has cloning abilities). In this case, you can at most check one of them for being a helper or not. So you should either make it always or never change if there is more than one target, or you should make the attack unable to hit more than one target.
-You might have zero targets. (if the move hits a hitoverride) To avoid debug spam, you need to make sure there is at least one target in a triggerall line.

I'd suggest using this for the change condition :

Trigger1=(Movehite=1) && (numtarget>0)

Why? Because hitting projectiles or anything that has a hitoverride active doesn't become a target. So if you have a target you either managed to hit a player or a player clone, as non-clone helpers always need to use hitoverride.
Also, if the thing you hit did have an active hitoverride, then it's impossible to tell if it's a helper or a player.

Oh, this is so useful info.

Thanks a lot
    

[Solved] If enemy hitted is not a Helper

 November 21, 2011, 05:23:01 pm View in topic context
 Posted by jjmugen  in [Solved] If enemy hitted is not a Helper (Started by jjmugen November 21, 2011, 05:23:01 pm
 Board: M.U.G.E.N Development Help

Hi, guys.

I'm working on a technique that works this way: Player sends a projectile (implemented with a Helper). This projectile can hit enemy and change his own state. But I want that projectile just change his own state if player hitted is not a helper (only if it's the real p2).

I have tried this:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = movehit && enemynear,!IsHelper
value = 2925
ctrl = 0

But there's is a parsing error during execution because of the "enemynear,!IsHelper"

How can I make condition: "Trigger if movehit and enemy hitted is not a Helper" ? 

Thanks
    

Re: Pallete Keymap problem

 November 14, 2011, 05:02:16 pm View in topic context
 Posted by jjmugen  in (SOLVED) Pallete Keymap problem (Started by jjmugen November 14, 2011, 10:43:44 am
 Board: M.U.G.E.N Development Help

OK, thanks for information :)
    

(SOLVED) Pallete Keymap problem

 November 14, 2011, 10:43:44 am View in topic context
 Posted by jjmugen  in (SOLVED) Pallete Keymap problem (Started by jjmugen November 14, 2011, 10:43:44 am
 Board: M.U.G.E.N Development Help

Hi,guys.

My game is working on mugen 1.0 and I have a pallete keymap problem.
I want to implemente 3 palletes: 2 "normal" and 1 "secret" or special.

This is a char .def file for this:

Code:
[Info]
name = "naruto"
displayname = "Naruto"
versiondate = 2011
mugenversion = 1.0
author = "jjmugen"
pal.defaults = 1

[Files]
sprite = naruto.sff
anim = naruto.air
sound = naruto.snd
cmd = naruto.cmd
cns = naruto.cns
stcommon = common1.cns
st = naruto.cns
pal1 = naruto1.act
pal2 = naruto2.act
pal3 = narutoS1.act

[Arcade]
intro.storyboard = intro.def
ending.storyboard = ending.def

[Palette Keymap]
x = 1  ;Press punch for pallete 1
y = 1
z = 1
a = 2 ;Press Kick for pallete 2
b = 2
c = 2
x2 = 3 ;Press Start + punch or kick for pallete 3
y2 = 3
z2 = 3
a2 = 3
b2 = 3
c2 = 3

It works perfectly in Arcade mode.
But when you have to choose for 2 players (f.e. training or versus mode), if
you select two characters with a kick button (a, b or c), firts player appears
with pallete 2 and second player with pallete 3.

Could anyone tell me why?  :-\

    

Re: Fullscreen without distorting

 November 10, 2011, 10:39:52 am View in topic context
 Posted by jjmugen  in Fullscreen without distorting (Started by jjmugen November 07, 2011, 08:27:50 am
 Board: M.U.G.E.N Configuration Help

You're in luck. I have a 1280x1024 monitor and found your solution.

Your graphics card is resizing the screen to stretch, it's not a MUGEN problem.

(I'll be roughly translating here, since my system is in Spanish)
If you have NVIDIA then go to the NVIDIA Control Panel->Screen->Adjust Desktop's size and screen position, under there change: Make scale adjust from Screen to GPU.

Attaching a screen so you can guide yourself:


I dunno how you do it in ATI cards.

Sorry, but I think this it makes no sense because I have one MUGEN (KOF XIII by Endlightenshadow) which puts the two bars on top and bottom in my own screen.
So I think is a MUGEN configuration, I guess...  :-\

Thanks anyway for helping.
    

Re: Fullscreen without distorting

 November 09, 2011, 06:49:27 am View in topic context
 Posted by jjmugen  in Fullscreen without distorting (Started by jjmugen November 07, 2011, 08:27:50 am
 Board: M.U.G.E.N Configuration Help

OK, I will explain it with images.

This is a typical 1280x1024 Windows desktop:


Now, this is a 1280 x 720 MUGEN game (is not mine, is a random google screenshot).
Fullscreen mode is off so you can see part of the desktop.


If you set fullscreen mode on... image grows up vertically having as a result an
image distortion. Like this:


But I want to implement something like this. Image stills like before but with two
black bars on top and bottom.


I have a KOF XIII Mugen game that can make this but I can't know how is implemented
it just by reading the code or configuration.  :-\
    

Fullscreen without distorting

 November 07, 2011, 08:27:50 am View in topic context
 Posted by jjmugen  in Fullscreen without distorting (Started by jjmugen November 07, 2011, 08:27:50 am
 Board: M.U.G.E.N Configuration Help

Hi, guys.

My Mugen 1.0 game works with 1280x720 resolution, but my computer works with 1280x1024.
I can play perfectly with a normal window, but when I switch fullscreen mode on the window distorts
setting the 720 pixels to 1024.

I have an Enlightendshadow KOF XIII game that put two black bars on top and bottom at fullscreen
mode. I studied his configuration but I can't know how to implement it.

How can I make fullscreen mode with black bars on top and bottom?
    

Re: Strange problem with Guard in Arcade

 October 28, 2011, 08:07:31 am View in topic context
 Posted by jjmugen  in [SOLVED] Strange problem with Guard in Arcade (Started by jjmugen October 26, 2011, 10:34:58 am
 Board: M.U.G.E.N Development Help

Sprites disappear but leave a shadow if you have a time = 0 frame in the animation. This mostly became a problem with fighter factory and it's penchant for setting the time for frames to 0 by default rather than 1.

Basically if your turn sprites have a frame time of 0 anywhere, they'll vanish and leave a shadow.

This should also happen if you jump over your own character though?

Doublecheck the guard states to make sure none of them have 0 frame times as well.

Oh my god! This is it!
Turning animation had a 0 time sprite!  :o
How could I be so blinded????
And why didn't dissapeared more frames during the fight because of this???

I made my first char with this problem, and then I duplicated it to make the second char... and then again and again... I had about ten chars with the same problem and I didn't think it was something stupid like this!  :S

Thanks so mucho to all of you. Because of this stupid problem I've learnd many thing about the Ctrl+D debbuger, how to read it, reasons of sprite's dissapearance and how to improve my AI code for guarding.

Thanks a lot, really
    

Re: Strange problem with Guard in Arcade

 October 27, 2011, 04:27:04 pm View in topic context
 Posted by jjmugen  in [SOLVED] Strange problem with Guard in Arcade (Started by jjmugen October 26, 2011, 10:34:58 am
 Board: M.U.G.E.N Development Help

This is what's happening :

The AI is guarding (state 131).
There is no AI code in state 131 to tell it to keep guarding, so it stops guarding at random and goes to standing (state 0).
The opponent is on the other side, so it plays the turning animation (anim 5).
Then it goes to the walking state (but is still playing the turning animation)
Then the AI makes it guard again, but it stops the guarding immediately, so it ends up in the guard end state (140).

The problem is pretty much that anim 5 (turning) is probably missing or uses a non-existing sprite.
The shadow staying there sounds strange, though. Maybe the turning sprite is misaligned so it appears below/above the visible area.

That's a good answer. I agree about insert an AI code for state 131 or something, but this shadow is so strange... Animation number 5 is perfectly aligned and works perfectly in other turning cases (like normal turning when CPU is not guarding, for exemple)...

Is there any other reason for "the sprite disspaears but the shadow stays" than the sprite is out of the visible area?
    

Re: Strange problem with Guard in Arcade

 October 27, 2011, 03:18:56 pm View in topic context
 Posted by jjmugen  in [SOLVED] Strange problem with Guard in Arcade (Started by jjmugen October 26, 2011, 10:34:58 am
 Board: M.U.G.E.N Development Help

Wow, I didn't know about CTRL+D control! I will use all time!

I made homework and I studied some chars with that problem using their CPU
AI and jumping over them while they are guarding. Debugger sais...

STATENO = 131
ACTION ID  131 -> CPU is guarding and looking at me (P1)

STATENO = 0
ACTION ID = 5 -> CPU dissapears but his shadow still stays on (wtf?)

STATENO = 20
ACTION ID = 5 -> CPU still dissapears but his shadow stays (wtf?)

STATENO = 140
ACTION ID = 140 -> Now, I (p1) am at the other side and CPU is still guarding and looking at me at my new facing

All of this happens so quickly.

I can't understand what's happening  :???:
Is may something with my AI code above?
Note that my AI code for guarding is the ONLY ONE code to implement CPU's guard.
    

Re: Strange problem with Guard in Arcade

 October 27, 2011, 07:19:43 am View in topic context
 Posted by jjmugen  in [SOLVED] Strange problem with Guard in Arcade (Started by jjmugen October 26, 2011, 10:34:58 am
 Board: M.U.G.E.N Development Help

Did you try playing on the other side (P2 if you normally play as P1)? Maybe the bug is related to player sides and not to who is playing it.

Do you have any turn related code in your minus states that activate while guarding? Or any other AI related code in your minus states? Or maybe extra copies of the guard states (although I doubt this)?

Hi!

Playing other side: Nothing happens. I'm sure it's only CPU.
Minus state while guarding: There's no minus states while guarding
Copies of the guard states: No.

BUT you talked about de AI guard code and I studied it. The problem just seem to appear when CPU is moving by the AI code. For exemple, when I set CPU to "always guard" in training mode, the problem seems to disappear.

My guard AI code for all characters is this:

Code:
[State -1, AI_ GUARD]
type = ChangeState
value = 130
triggerall = var(59) = 1
triggerall = InGuardDist
triggerall = statetype != A && statetype = S
triggerall = ctrl
trigger1 = !(enemynear,hitdefattr = SCA,AT)
trigger1 = random < ifelse ((p2stateno=[200,1999]),750,ifelse((p2stateno=[3000,3999]),999,900)) ;This random line is based on a Rajaa KOF char

Is anything wrong?
Thanks for helping
    

[SOLVED] Strange problem with Guard in Arcade

 October 26, 2011, 10:34:58 am View in topic context
 Posted by jjmugen  in [SOLVED] Strange problem with Guard in Arcade (Started by jjmugen October 26, 2011, 10:34:58 am
 Board: M.U.G.E.N Development Help

Hi, guys.

I'm solving an strange problem. I made all my chars in Mugen 1.0 from Kfm 720 version.
I've made no change in common1.cns refering to Guard moves (guard stand, guard air, ...)
I've just replace sprites, and guard move works perfectly.

BUT when I play in Arcade mode (against CPU) sometimes, if CPU is guarding and I jump
over him, the CPU fighters dissapears during a frame. I can't understand this effect or
where can I study it in the code. It just happens when the fighter is moved by the CPU,
never when a human is controlling it.

Anyone could know where is the problem?
    

Re: Problem with CPU Pallete in Arcade Mode

 October 26, 2011, 10:28:19 am View in topic context
 Posted by jjmugen  in [SOLVED] Problem with CPU Pallete in Arcade Mode (Started by jjmugen October 23, 2011, 10:42:29 am
 Board: M.U.G.E.N Development Help

Go to MUGEN.cfg and find this:

Spoiler, click to toggle visibilty

Put AI.RandomColor to 0 and they should stay color 1 as long as they don't fight themself. In turns mode, if player 3 on your team is the same character, they enemy will be a different color too.

This is it!
Thanks! :)
    

[SOLVED] Problem with CPU Pallete in Arcade Mode

 October 23, 2011, 10:42:29 am View in topic context
 Posted by jjmugen  in [SOLVED] Problem with CPU Pallete in Arcade Mode (Started by jjmugen October 23, 2011, 10:42:29 am
 Board: M.U.G.E.N Development Help

Hi, guys.

In my game each player has more than two palletes. In arcade mode, I'd like CPU to
show only pallete 1 (or 2 if player 1 is the same fighter with pallete 1).

This is an example of my char def code:

Code:
[Info]
name = "Name"
displayname = "Name"
versiondate = 08-2011
mugenversion = 1.0
author = "jjmugen"
pal.defaults = 1,2

[Files]
[...] ;all files stuff
pal1 = name1.act
pal2 = name2.act
pal3 = name3.act ;Secret Pallete

[Arcade]
intro.storyboard = intro.def
ending.storyboard = ending.def

[Palette Keymap]
x = 1
y = 1
z = 1
a = 2
b = 2
c = 2
x2 = 3
y2 = 3
a2 = 3
b2 = 3

The problem is... when playing in Arcade Mode, CPU shows randomly the 3 palletes...

What am I doing wrong?  :-\

Thanks
    

Problem with Fullscreen

 October 14, 2011, 04:57:44 pm View in topic context
 Posted by jjmugen  in Problem with Fullscreen (Started by jjmugen October 14, 2011, 04:57:44 pm
 Board: M.U.G.E.N Configuration Help

Hi, guys.

I'm using MUGEN 1.0.

My game resolution is 1280x720.

If I set fullscreen on a 1280x1024 system, fullscreen distort image (allright, is not porportional...)

Is there any way to set full screen without distorting?
For example, I imagine some black widebars on top and bottom of screen...

Is it possible?

Thanks.
    

Re: Sudden Death round?

 October 14, 2011, 02:54:05 pm View in topic context
 Posted by jjmugen  in Sudden Death round? (Started by Taybear October 12, 2011, 09:53:48 pm
 Board: M.U.G.E.N Development Help

Why don't you try this?

In every introduction code (of every character) you write something like this:

Code:
[State 0, LifeSet]
type = LifeSet
trigger1 = roundno = 4
value = 1

So, if they're in final round and make double KO, they will be on fourth round (I think it's the only way
to arrive round 4). So, when round 4 begins for each player, his life will set to 1...

You can show an "SUDDEN DEATH!" explod and sound too...

Don't know if this solves your problem...