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Messages by Shinnox

    

Re: player pushing?

 September 08, 2009, 01:39:18 am View in topic context
avatar  Posted by Shinnox  in player pushing? (Started by Shinnox September 07, 2009, 11:47:24 pm
 Board: M.U.G.E.N Development Help

thanks guys
    

Re: player pushing?

 September 08, 2009, 01:12:55 am View in topic context
avatar  Posted by Shinnox  in player pushing? (Started by Shinnox September 07, 2009, 11:47:24 pm
 Board: M.U.G.E.N Development Help

Code:
[state ]
type = velset
trigger1 = p2stateno = 4003
trigger1 = p2bodydist x =[0,10]
x = 0

i did this, which works...but once i get within range, i can no longer walk backwards
    

Re: player pushing?

 September 08, 2009, 12:40:44 am View in topic context
avatar  Posted by Shinnox  in player pushing? (Started by Shinnox September 07, 2009, 11:47:24 pm
 Board: M.U.G.E.N Development Help

no, i dont want to pass through them

basically, i want player1 to stop and not be able to push player 2 across the floor. to give the effect that player 2 is like a wall and player 1 cant move him by walking/running/etc
    

Re: player pushing?

 September 07, 2009, 11:57:01 pm View in topic context
avatar  Posted by Shinnox  in player pushing? (Started by Shinnox September 07, 2009, 11:47:24 pm
 Board: M.U.G.E.N Development Help

if i walk towards player 2, i can push them across the stage, and i need them to stay where they are frozen.

ive tried using the playerpush code, but its not helping any.

if value = 0, then i just pass thru them.

    

player pushing?

 September 07, 2009, 11:47:24 pm View in topic context
avatar  Posted by Shinnox  in player pushing? (Started by Shinnox September 07, 2009, 11:47:24 pm
 Board: M.U.G.E.N Development Help

i have a move where p2 is supposed to stay stationary (kind of like a freeze move) but when i run in to combo or attack, p2 is pushed back...is there a way to disable this so p1 doesnt push p2 back?
    

(NOT MKP!) Ninja Kombat: Kirisute Gomen 1.0.B now available

 September 07, 2009, 01:14:31 am View in topic context
avatar  Posted by Shinnox  in (NOT MKP!) Ninja Kombat: Kirisute Gomen 1.0.B now available (Started by Shinnox September 07, 2009, 01:14:31 am
 Board: Projects

NO this is not a compilation, nor is it an mkp edit



hello all, its been a good while since the last update. original thread ||ninja kombat announcement


for all those that dont know, this project started out as "mk: rebirth" but was canceled (and just to let everyone know, it is being worked on again!) when i started it back up, it became "mk: ninja kombat" as a working title. the projects official name is: Ninja Kombat: Kirisute Gomen

6 chars. around 10 stages. dont need 50+ chars and 200 stages, i wanted the gameplay to shine. dodges, counters, parrys, breakers, wakeup, etc. its all here.


been a lot of new things added

-new screen pack (since my last one got swiped)
-breaker system is now finished
-every character has 2 fighting styles that you can switch in between from at anytime and during combos (ala mk armageddon)
-every character also has a unique counter moves
-all the animations were redone to look more fluid
-and tons more

heres a quick vid of the progress. nothing too fancy, only shows off 3 of the chars... but shows you some things here and there.

http://www.youtube.com/watch?v=7imsVeWswz8





*added 11-23-09*
another little peek, and a look at tremor
http://www.youtube.com/watch?v=Sopih-mG54c


*added 5-26-10*
new preview vid. this one dont show many changes, but still a good watch.
http://www.youtube.com/watch?v=1FVR2FuehPM

long time since ive posted.
most ppl know my game got swiped and is being sold over on mcg.
so im releasing a version to the public.

final preview vid
http://www.youtube.com/watch?v=HCh8vdGhQRI



*4-8-11*
games available now!
dvmugen.webs.com

*5-9-11*
Ninja Kombat: Kirisute Gomen 1.0.B now available
    

Re: how do I make the characters larger via editing the stage ?

 August 31, 2009, 07:21:51 pm View in topic context
avatar  Posted by Shinnox  in how do I make the characters larger via editing the stage ? (Started by onloser August 11, 2009, 10:03:51 am
 Board: M.U.G.E.N Development Help

it might be bc when the char scale changes, all the offsets and positions of the explods remain in their original alignments. so if your char has a fireball attack, its gonna come out below the chars hands where his size is taller now. could be wrong though.
    

Re: My MUGEN don't load anymore

 August 31, 2009, 07:17:48 pm View in topic context
avatar  Posted by Shinnox  in My MUGEN don't load anymore (Started by Garuda August 31, 2009, 11:14:59 am
 Board: M.U.G.E.N Configuration Help

well, whats the error message?
    

Re: mk2u pt 2

 August 25, 2009, 10:44:19 am View in topic context
avatar  Posted by Shinnox  in mk2u pt 2 (Started by iconbadgta August 18, 2009, 01:22:38 am
 Board: Projects

the scream was the mk2 male scream when knocked off the pit 2. i would use something different as it doesn't look or sound right for the hat slice
    

Re: How do I do a freeze projectile???

 August 14, 2009, 10:38:17 pm View in topic context
avatar  Posted by Shinnox  in How do I do a freeze projectile??? (Started by MUGENOMATCHY August 14, 2009, 10:27:48 pm
 Board: M.U.G.E.N Development Help

you using just a projectile? i would use it as a helper instead.

anyways, you need to make the state that you want player 2 to go into when frozen.

in the hitdef of the projectile, just add "p2stateno = xxxx". so if the state you want p2 to go into is 1789, the line would be "p2stateno = 1789"
    

Re: My little MKA mugen project

 August 14, 2009, 07:16:55 pm View in topic context
avatar  Posted by Shinnox  in My little MKA mugen project (Started by ade2004 February 05, 2009, 07:01:32 am
 Board: Projects

nice progress!

like how you added the side step.
    

Re: o_O My mugen closes by itself!!!!!!

 August 14, 2009, 01:04:20 am View in topic context
avatar  Posted by Shinnox  in o_O My mugen closes by itself!!!!!! (Started by HekuttaSaint July 15, 2009, 08:01:20 am
 Board: M.U.G.E.N Configuration Help

guys another screenpack and i have issues with it, i got mugen tournament 3 and while plying like for 1/2 an hour it closes itself and gaves me this message

Assert failure in charsel.c line 3162


does anybody knows what the heck is going on????

Any help will be appreciated.




Quote
If you get the dreaded "assert failure in charsel.c line 3162"

To dumb it down a little, you have to check everyone one of your character's .def file to see if it's missing a line of code.  Listen carefully:

1. Suppose the character's name you are checking is called "supernoob."

2. Every character has a .def file.

3. A .def file is like a ID/driver license

4. And let's say that the .def file name is supernoob.def

5. open your character's folder

6. Look for supernoob.def.  open it.

7. You should get something like this:

; Player information
[Info]
name = "Supernoob"       
displayname = "Supernoob"
versiondate = 07,17,2000
mugenversion = 06,27,2000
author = "Black-Baster"

8.

; Player information
[Info]
name = "Supernoob"       
displayname = "Supernoob"
versiondate = 07,17,2000
mugenversion = 06,27,2000
author = "Black-Baster"
pal.defaults = 1,3,4,6  <=== (If this character "supernoob" already has a line of pal.defaults code, then this one is good.  Go check another character, and repeat the whole process again from 1. to 8.  If this character doesn't have a code like that, then goto 9.)

9.
; Player information
[Info]
name = "Supernoob"       
displayname = "Supernoob"
versiondate = 07,17,2000
mugenversion = 06,27,2000
author = "Black-Baster"
pal.defaults = 1,2  <=== (Add this line of code here if there isn't already a pal.defaults code )

9.  save supernoob.def and close it.

10. Keep checking and adding pal.default codes as necessary until everyone of your characters in your MUGEN game is taken care off.

11.  Run your mugen game and see if the same problem comes up.


taken from this thread:
http://mugenguild.com/forumx/index.php?topic=37273.msg349107#msg349107

    

Re: Mortal Kombat Project Character Issues

 August 13, 2009, 11:38:27 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat Project Character Issues (Started by gqsuperstar August 13, 2009, 09:20:47 am
 Board: M.U.G.E.N Configuration Help

actually, i was making scorpion and started making other characters. then after i had about 10 chars about finished, i decided to just do a full game. original plan was to actually have great mk chars for regular mugen that anyone could use. so, yea i did all of those things. but theres so many chars out there that have issues with fatalities, certain animations, moves, special states, etc...just turned into a nightmare testing things out on other chars.
    

Re: Mortal Kombat Project Character Issues

 August 13, 2009, 09:00:05 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat Project Character Issues (Started by gqsuperstar August 13, 2009, 09:20:47 am
 Board: M.U.G.E.N Configuration Help

that maybe so, but you can easily make a full game without doing all of that. which is what i was doing, until i seen how many ppl were taking mkp chars out and using them. so ill take similar steps b4 my release.

its not that its hard to do, its very time consuming. theres so many bugs to correct for that many characters.
    

Re: Mortal Kombat Project Character Issues

 August 13, 2009, 08:11:44 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat Project Character Issues (Started by gqsuperstar August 13, 2009, 09:20:47 am
 Board: M.U.G.E.N Configuration Help

those characters arent compatible with regular mugen. you need the mkp engine to use them correctly. this was done so when ppl try to steal the characters to use in normal mugen, they wouldnt work.

but to answer your question, yes you can fix it, but its gonna take a lot of time so dont bother.
    

Re: How do u get rid or add F1,F2, and the others

 August 13, 2009, 01:56:06 am View in topic context
avatar  Posted by Shinnox  in How do u get rid or add F1,F2, and the others (Started by itsjenyoumen September 14, 2008, 12:58:43 am
 Board: M.U.G.E.N Configuration Help

i dont mean to bump an old topic, but ive had this problem for a while now

i have the debug options set to 0 but all the keys still work for some reason. what could be causing this?
    

Re: Alternative pallets on characters

 August 12, 2009, 11:44:17 pm View in topic context
avatar  Posted by Shinnox  in Alternative pallets on characters (Started by CrimsonDiabolics August 11, 2009, 02:17:56 am
 Board: M.U.G.E.N Configuration Help

no prob. just send the check in the mail.

lol
    

Re: mp3 not playing in the intro...

 August 12, 2009, 11:01:57 pm View in topic context
avatar  Posted by Shinnox  in mp3 not playing in the intro... (Started by ade2004 August 11, 2009, 06:55:24 pm
 Board: M.U.G.E.N Development Help

ooohhhhhh im so sorry lol. i dount have a clue. i use xp.

ive tried running my mugen game on my friends pc, which has vista, and it was horrible. sound would always mess up so thats prolly your problem.
    

Re: mp3 not playing in the intro...

 August 12, 2009, 10:53:45 pm View in topic context
avatar  Posted by Shinnox  in mp3 not playing in the intro... (Started by ade2004 August 11, 2009, 06:55:24 pm
 Board: M.U.G.E.N Development Help

if all the info is correct, and the intro is still playing without the music sounds like just the typical winmugen sound bugs that happen. might need to change your audio plugin, or perhaps try a different file type other then mp3.
    

Re: Alternative pallets on characters

 August 12, 2009, 10:46:19 pm View in topic context
avatar  Posted by Shinnox  in Alternative pallets on characters (Started by CrimsonDiabolics August 11, 2009, 02:17:56 am
 Board: M.U.G.E.N Configuration Help



in the chars def file under [info], add

pal.defaults = 1

and under the [files] part, add the pals that you want. so if you want the default color (lets use red as an example) you would put

pal1 = red.act

or, if all the pals are already listed for that char, just delete them out of the def file.