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Ultimaetus

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Messages by Ultimaetus

    

Re: Who is your favorite MUGEN Youtuber(s)?

 August 21, 2014, 07:59:34 am View in topic context
 Posted by Ultimaetus  in Who is your favorite MUGEN Youtuber(s)? (Started by Suli619 August 21, 2014, 12:05:58 am
 Board: M.U.G.E.N Discussion

Mugen still has a youtube audience?
    

Re: FIFA World Cup 2014

 July 02, 2014, 12:41:56 am View in topic context
 Posted by Ultimaetus  in FIFA World Cup 2014 (Started by City_Hunter December 06, 2013, 06:33:31 pm
 Board: Entertainment

Tim Howard deserved better
    

Re: Explod won't accept vel or accel parameters

 June 24, 2014, 06:18:51 am View in topic context
 Posted by Ultimaetus  in Explod won't accept vel or accel parameters (Started by Ultimaetus June 18, 2014, 10:13:18 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

Bleh, I'll just use cos and sin and tweak it till it looks right, saves me variables, time, and brain cells.
    

Re: Explod won't accept vel or accel parameters

 June 19, 2014, 12:28:24 am View in topic context
 Posted by Ultimaetus  in Explod won't accept vel or accel parameters (Started by Ultimaetus June 18, 2014, 10:13:18 am
 Board: M.U.G.E.N Development Help

The wiki made it sound like you could move the explod while it still being bound to p1, I guess thats not the case. which means I'm probably going to have to animate the whole path in order for it to still be bound to p1?
    

Explod won't accept vel or accel parameters

 June 18, 2014, 10:13:18 am View in topic context
 Posted by Ultimaetus  in Explod won't accept vel or accel parameters (Started by Ultimaetus June 18, 2014, 10:13:18 am
 Board: M.U.G.E.N Development Help

I barely started this statedef and I always work one state controller at a time, so I have not gotten far on it. I don't understand what is happening with it;  The explod will not move no matter what range of vel's or accel I set, I tried messing with the different parameter's then another weird thing I saw was when I changed the bindtime to any value 0 or greater, the explod will disappear as soon as bind time is up or not appear at all if 0. I feel like it is something stupid, but I can't tell.

Code:
[Statedef 200]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 1

[State 200, Explod]
type = Explod
triggerall = NumExplod(1111) = 0
trigger1 = stateno = 200
anim = 310
ID = 1111
pos = 45,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,20
accel = 0,20
removetime = -1
pausemovetime = 0
scale = .20,.20
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause = 1

;[State 200, VarSet]
;type = VarSet
;trigger1 = time = 0
;v = 1    ;fv = 10
;value = 1
;ignorehitpause = 1
;persistent = 0

[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
    

Retaining transparent effects in a sprite.

 May 21, 2014, 08:34:06 am View in topic context
 Posted by Ultimaetus  in Retaining transparent effects in a sprite. (Started by Ultimaetus May 21, 2014, 08:34:06 am
 Board: M.U.G.E.N Development Help

So I ended doing a bunch of convoluted stuff to remove a black background from these effects so that I ended up with just the effect and a transparent background here.

Spoiler, click to toggle visibilty

I can't figure out how to index this or put it into a format to where it still retains the transparent effect. Changing it to an index just ruins it with several small shades of white with barely noticeable orange that does not carry well into fighter factory since the back ground is effectively multiple variations of orange/white color.
    

Can't load .sff

 March 28, 2014, 08:34:15 pm View in topic context
 Posted by Ultimaetus  in Can't load .sff (Started by Ultimaetus March 28, 2014, 08:34:15 pm
 Board: M.U.G.E.N Development Help

Error message: Can't load Magina.sff
Error loading chars/ff3_0/ff3_0.def
Error loading p1


This error only happens when I add a series of 2095 sprites to the .sff and I don't know how to determine which one is bad, I did not get any warning messages when putting sprites in and they are all indexed via photoshops's automated batch commands. Group 7000,0 to 7000,2094; 1280x720 pixels 8 bit. Any suggestions?


Loading from FF3 works fine up to 1300 sprites of the whole set I need.

Loading the same char from mugen itself comes up with
Error message: Can't load Magina.sff
Error loading chars/Magina/Magina.def
Error loading p1
    

Making a teleport accommodate multiple enemies?

 March 21, 2014, 11:53:32 pm View in topic context
 Posted by Ultimaetus  in Making a teleport accommodate multiple enemies? (Started by Ultimaetus March 21, 2014, 11:53:32 pm
 Board: M.U.G.E.N Development Help

How to make the below possets accommodate for multiple enemies in simultaneous battles?
Code:
[State 305,1]
type = posset
triggerall = facing = 1
trigger1 = animelem = 7
x = enemy, pos x - enemy, const(size.ground.back) - 70
y = enemy, pos y


[State 305,2]
type = posset
triggerall = facing = -1
trigger1 = animelem = 7
x = enemy, pos x - enemy, const(size.ground.back) +70
y = enemy, pos y
    

Re: Need help with varadds

 February 24, 2014, 09:26:38 am View in topic context
 Posted by Ultimaetus  in Need help with varadds (Started by Ultimaetus February 23, 2014, 06:21:21 am
 Board: M.U.G.E.N Development Help

Welp, I've refined it to this point now
Code:

[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) = enemy,const(data.life)) &&  (var(30) > ((enemy,const(data.life)/5)*4)) && (lose = 1 )
v = 32
value = 6
ignorehitpause = 1

[State -2, VarSet hp%]
type = Varset
trigger1 =  (var(30) <= ((enemy,const(data.life)/5)*4))&& (var(30) > ((enemy,const(data.life)/5)*3)) && (lose = 1 )
v = 32 
value = 5
ignorehitpause = 1

[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= ((enemy,const(data.life)/5)*3)) && (var(30) > ((enemy,const(data.life)/5)*2)) && (lose = 1 )
v = 32   
value = 4
ignorehitpause = 1

[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= ((enemy,const(data.life)/5)*2)) && (var(30) > (enemy,const(data.life)/5))  && (lose = 1 )
v = 32   
value = 3
ignorehitpause = 1

[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= (enemy,const(data.life)/5)) && (lose = 1 )
v = 32 
value = 2
ignorehitpause = 1
;persistent =


[State -2, VarSet] ; reset var30 each round
type = VarSet
trigger1 = roundstate = 1
v = 30   ;fv = 10
value = -1
ignorehitpause = 1

[State -2, VarSet] ; reset var32 each round
type = VarSet
trigger1 = roundstate = 1
v = 32   ;fv = 10
value = 0
ignorehitpause = 1

This is the fixed and working code , I put
the varadd for this chunk of code in 5150 with persistent = 0 and that fixed it.
[State 5150, VarAdd]
type = VarAdd
trigger1 = (lose = 1)
v = 29
value = var(32)
ignorehitpause = 1
persistent = 0


Now, my one question is why mugen was being finicky about these varadd triggers, but not for the other ones that are based off the amount of time that passed in a game, It was almost identical in format to the other method that I was trying to use.

Code:
[State -2, Varadd 1]  ;Time counter
type = Varadd
triggerall = roundstate = 2
trigger1 = (GameTime%60)=0
v = 27  ;fv = 10
value = 1
ignorehitpause = 1

[State -2, VarSet 2]  ;Stores seconds passed when lost
type = VarSet
trigger1 = lose = 1
v = 28  ;fv = 10
value = var(27)
ignorehitpause = 1



[State -2, Varadd 10]
type = Varadd
trigger1 = (lose = 1) && (var(28)>= 61)
v = 29    ;fv = [
value = 2
ignorehitpause = 1

[State -2, Varadd 11]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [46,60])
v = 29    ;fv =
value = 4
ignorehitpause = 1

[State -2, Varadd 12]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [31,45])
v = 29    ;fv =
value = 7
ignorehitpause = 1

[State -2, Varadd 13]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [16,30])
v = 29    ;fv =
value = 10
ignorehitpause = 1

[State -2, Varadd 14]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [7,15])
v = 29    ;fv =
value = 11
ignorehitpause = 1

[State -2, Varadd 15]
type = Varadd
triggerall = lose = 1
trigger1 = (var(28) = [1,6])
v = 29    ;fv =
value = 12
ignorehitpause = 1

[State -2, VarSet 20]  ;Clear var 27 each round
type = VarSet
trigger1 = roundstate = 3
v = 27  ;fv = 10
value = 0
ignorehitpause = 1
;persistent = 

Mugen was perfectly fine using this the way I meant it.
    

Need help with varadds

 February 23, 2014, 06:21:21 am View in topic context
 Posted by Ultimaetus  in Need help with varadds (Started by Ultimaetus February 23, 2014, 06:21:21 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty
Everything in this spoiler tag is solved already

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I am trying to have a setup where it will add to another variable based of the remaining percent of the enemy's hp when you lose.


edit: I changed my code to this
Code:
[State -2, VarSet 31]  ;Sets roundno to fix var30 reset
type = VarSet
trigger1 = roundstate = 2
v = 31  ;fv = 10
value = roundno
ignorehitpause = 1

[State -2, Varadd 5]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (75)) && (floor((p2life / enemy,const(data.life))*100) <= (100))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29    ;fv =
value = 5
ignorehitpause = 1
[State -2, Varadd 6]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (60)) && (floor((p2life / enemy,const(data.life))*100) <= (74))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29    ;fv =
value = 4
ignorehitpause = 1
[State -2, Varadd 7]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (45)) && (floor((p2life / enemy,const(data.life))*100) <= (59))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29    ;fv =
value = 3
ignorehitpause = 1
[State -2, Varadd 8]
type = Varadd
triggerall= (floor((p2life / enemy,const(data.life))*100) >= (30)) && (floor((p2life / enemy,const(data.life))*100) <= (44))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29    ;fv =
value = 2
ignorehitpause = 1
[State -2, Varadd 9]
type = Varadd
triggerall = (floor((p2life / enemy,const(data.life))*100) >= (01)) && (floor((p2life / enemy,const(data.life))*100) <= (29))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29    ;fv =
value = 1
ignorehitpause = 1

...

[State -2, VarSet 21]  ;Clear var 30 each round
type = VarSet
triggerall = roundstate = 3
trigger1 = var(31) := 0
v = 30 ;fv = 10
value = 0
ignorehitpause = 1
;persistent =

Back to this, addvar for v(29) no longer triggering

added floor expressions, no effect
    

Ultimaetus's Request Thread: Shinryu by HSR

 February 17, 2014, 09:39:03 am View in topic context
 Posted by Ultimaetus  in Ultimaetus's Request Thread: Shinryu by HSR (Started by Ultimaetus February 17, 2014, 09:39:03 am
 Board: Requests

Spoiler, click to toggle visibilty

    

Attempt at Dota 2 Antimage

 February 05, 2014, 09:17:23 am View in topic context
 Posted by Ultimaetus  in Attempt at Dota 2 Antimage (Started by Ultimaetus February 05, 2014, 09:17:23 am
 Board: Projects

I'm trying, Got the hard part of making sprites out of dota 2 done.




I'd say about 80% done.
-Ai is choppy
-Still one move I want to create
-Blink explods suck,
-Mana void is very sloppy
    

Re: AI auto combo working incorrectly.

 February 04, 2014, 06:23:14 am View in topic context
 Posted by Ultimaetus  in AI auto combo working incorrectly. (Started by Ultimaetus February 04, 2014, 05:23:00 am
 Board: M.U.G.E.N Development Help

I got it working as I needed, I am noting for some reason
trigger1 = Stateno = XXX && movehit=1 || moveguarded=1
causes the ai to loop the same attack if it gets blocked as opposed to

trigger1 = stateno = XXX && movehit=1
trigger2 = stateno = XXX &&  moveguarded = 1

which functions as expected.
    

AI auto combo working incorrectly.

 February 04, 2014, 05:23:00 am View in topic context
 Posted by Ultimaetus  in AI auto combo working incorrectly. (Started by Ultimaetus February 04, 2014, 05:23:00 am
 Board: M.U.G.E.N Development Help

So the combo automatically uses different moves via single button presses and optimally turns out as XXXYY. Yet the ai uses the same 200 statedef only without ever moving onto the next move. I assume it has to do with the fact that the AI is not actually issuing out X or Y commands, and I don't know how to fix it.



Code:
; AI Right Swing , Begin Combo
[State -1, AI Command X]
type = ChangeState
value = 200
Triggerall=var(59)>0
Triggerall=P2StateType!= L
triggerall = p2statetype != A
Triggerall =abs(P2Bodydist X)<40
trigger1 = stateno = 305
trigger2 = stateno = 200 && movehit=1 ||moveguarded = 1
trigger3 = stateno = 205 && movehit=1 ||moveguarded = 1
trigger4 = stateno = 201 && pos y = 0
trigger5 = ctrl && statetype = S

;Spin attack, Begin/continue Combo AI
[State -1, AI Command Y]
type = ChangeState
value = 220
Triggerall=var(59)>0
Triggerall=P2StateType!= L
triggerall = p2statetype != A
Triggerall = abs(P2Bodydist X)<40
trigger1 = stateno = 210  && movehit=1 ||moveguarded = 1
trigger2 = stateno = 220 && movehit=1 ||moveguarded = 1
trigger3 = stateno = 201 && pos y = 0 && movehit=1 ||moveguarded = 1


Statechange states to their respective move.
Spoiler, click to toggle visibilty

Im going to try and create separate statechanges in the cmd and just make it work off that instead.

edit: And that did it.
    

Re: Is it possible to attach a hitdef to your jump?

 February 02, 2014, 11:01:57 pm View in topic context
 Posted by Ultimaetus  in Global onhit modifier as a hitdef? (Started by Ultimaetus February 02, 2014, 01:07:42 am
 Board: M.U.G.E.N Development Help

New question, I have these states for everytime my guy succesfully hits

    

Re: Is it possible to attach a hitdef to your jump?

 February 02, 2014, 01:54:33 am View in topic context
 Posted by Ultimaetus  in Global onhit modifier as a hitdef? (Started by Ultimaetus February 02, 2014, 01:07:42 am
 Board: M.U.G.E.N Development Help

This is what I have in my .CNS I have 2 more for Jump foward and Jump backward animations that are identical.

Spoiler, click to toggle visibilty

There isn't much in the CNS other than the 4 things I added.
    

Global onhit modifier as a hitdef?

 February 02, 2014, 01:07:42 am View in topic context
 Posted by Ultimaetus  in Global onhit modifier as a hitdef? (Started by Ultimaetus February 02, 2014, 01:07:42 am
 Board: M.U.G.E.N Development Help

[SOLVED]
Trying to figure out how to make jumping do damage, I put red collision boxes on the Start jump animations 41-43 but I can't figure out how to make the hitdef work for it.
    

Re: Transparency Issues

 February 01, 2014, 03:24:14 am View in topic context
 Posted by Ultimaetus  in Transparency Issues (Started by Ultimaetus February 01, 2014, 01:49:10 am
 Board: M.U.G.E.N Development Help

In my situation, The first time I made a mugen character. I used paintshop pro to turn the sprite sheet PNG to 256 colors and alfreds sprite unpacker with preserve palette option and It worked perfectly.

Unfortunately I am having trouble reinstalling paintshop pro So I used Photoshop and when I changed it to color index I left it at that. Beyond that I have no clue what the requirements for doing the photoshop method are.

I ended up reripping everything and following the photoshop guide. I didn't realize that the last slot was the transparency slot for anything other than Paintshop.
    

Transparency Issues

 February 01, 2014, 01:49:10 am View in topic context
 Posted by Ultimaetus  in Transparency Issues (Started by Ultimaetus February 01, 2014, 01:49:10 am
 Board: M.U.G.E.N Development Help

Not sure how to fix, In the fighter factory everything looks fine, but in mugen i have this black background behind my character that I can't get rid of. despite making the first palette slot nothing.

    

Forcing a superpause as soon as roundstate = 2

 January 21, 2014, 07:05:04 pm View in topic context
 Posted by Ultimaetus  in Forcing a superpause as soon as roundstate = 2 (Started by Ultimaetus January 21, 2014, 07:05:04 pm
 Board: M.U.G.E.N Development Help

I must be overthinking this, but I can't find any suitable triggers to make this happen without repeatedly superpausing over and over.

Code:
type = SuperPause
trigger1 = roundstate = 2
time = 300
movetime = 300
darken = 1
unhittable = 1
ignorehitpause = 1