YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
maximal881 is Offline
Contact maximal881:

maximal881

User

Messages by maximal881

    

Re: Kof Ron/Long

 July 15, 2014, 10:11:34 pm View in topic context
avatar  Posted by maximal881  in Kof Ron/Long (Started by maximal881 July 12, 2014, 05:38:08 pm
 Board: Projects

Hi,

I was trying to make new sprites in the past for this character, so a few pointers that mighty help you
- Use Duo Lon for moves and gethits
- Use '99 Andy as a base for pants ;)

Good luck!

Yeah, this is what i dont want people to think, im not capable of full blown new 420noscope sprite, but using andys past is a good idea though...
Question for mods - can i change the name of this thread and use it as an overall WIP thread?
    

Kof Ron/Long

 July 12, 2014, 05:38:08 pm View in topic context
avatar  Posted by maximal881  in Kof Ron/Long (Started by maximal881 July 12, 2014, 05:38:08 pm
 Board: Projects

Working on a fixed version of Dark Nekrobat's Long. I am trying to make him more playable (no offence to DNK) but dont expect miracles, this is my second char...

List of changes -
Applied:
- Better light kick, punch, and hard kick,punch animations.
- Crouching animation
- Crouching light, hard punch
- Fixed Hyper1
- Better blocking animation
- Added proper hitsounds
- Made gatling fingers more pleasent to the eye.
Planned:
- Crouching light, hard kick
- Knockout move (b+y)
- Fixing Hyper 2
- Fixing throw
- Many more
Considered:
- Strikers?


    

Re: Blanka SF1

 July 12, 2014, 05:22:06 pm View in topic context
avatar  Posted by maximal881  in Blanka SF1 (Started by Lows90 July 12, 2014, 03:55:02 pm
 Board: Sprite Projects

The sprites look rly gud, but the coloring is a bit off when it comes to sf1 style...
    

Kof zillion help

 July 07, 2014, 08:00:10 pm View in topic context
avatar  Posted by maximal881  in Kof zillion help (Started by maximal881 July 07, 2014, 08:00:10 pm
 Board: Off-Topic Help

Recently i downloaded kof zillion, my problem is that every char has always max power which makes the game boring a bit, does anyone know how to turn it off?
    

Re: Fvar not switching correctly

 June 26, 2014, 05:17:42 pm View in topic context
avatar  Posted by maximal881  in Fvar not switching correctly (Started by maximal881 June 21, 2014, 02:15:01 pm
 Board: M.U.G.E.N Development Help

Thanks guys, works perfectly now.
    

Re: Fvar not switching correctly

 June 25, 2014, 08:59:23 pm View in topic context
avatar  Posted by maximal881  in Fvar not switching correctly (Started by maximal881 June 21, 2014, 02:15:01 pm
 Board: M.U.G.E.N Development Help

This is a move thats state dependent.

cmd part -
[State -1, Stance controling]
type = Varset
trigger1 = stateno = 1075
trigger1 = animelem = 5
trigger1 = var(10) = 0
V  = 10
Value = 1

[State -1, Stance controling2]
type = Varset
trigger1 = stateno = 1075
trigger1 = animelem = 5
trigger1 = var(10) = 1
V  = 10
Value = 0
I implemented it a moment ago, but still the same effect.
Debug mode alway sowed nothing. My char change to state 1075, because he propely executes the animation.
    

Re: Fvar not switching correctly

 June 22, 2014, 04:54:48 pm View in topic context
avatar  Posted by maximal881  in Fvar not switching correctly (Started by maximal881 June 21, 2014, 02:15:01 pm
 Board: M.U.G.E.N Development Help

Now it doesnt work at all... Debug mode shows nothing.
    

Fvar not switching correctly

 June 21, 2014, 02:15:01 pm View in topic context
avatar  Posted by maximal881  in Fvar not switching correctly (Started by maximal881 June 21, 2014, 02:15:01 pm
 Board: M.U.G.E.N Development Help

Im trying to make 2 different stances for my char, each has different specials and hypers, he can swwith between them with "C". But the problem is, the char starts out with the second stance, once its switched, you cant whitch back.

; change stance
[Statedef 1075]
type    = S
movetype= I
physics = S
anim = 9010
;
[State var0]
Type = VarSet
Trigger1 = animelem = 5
trigger1 = !Fvar(1)
persistent = 0
fV  = 0
Value = 1

[State var2]
Type = VarSet
Trigger1 = animelem = 5
trigger1 = !Fvar(0)
persistent = 0
fV  = 1
Value = 0

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Stance 1 move
value = 1010
trigger1 = Statetype = S
triggerall = !fvar(1)
triggerall = fvar(0)
triggerall = command = "QCF_b"
    

Re: Tohou FX

 June 18, 2014, 08:08:59 pm View in topic context
avatar  Posted by maximal881  in Tohou FX (Started by maximal881 June 18, 2014, 06:13:54 pm
 Board: Requests

I know that, it will take alot of time to cut all of them out from a spritesheet.
    

Tohou FX

 June 18, 2014, 06:13:54 pm View in topic context
avatar  Posted by maximal881  in Tohou FX (Started by maximal881 June 18, 2014, 06:13:54 pm
 Board: Requests

    

Re: Helper repeatedly hitting.

 June 17, 2014, 08:31:03 pm View in topic context
avatar  Posted by maximal881  in Helper repeatedly hitting. (Started by maximal881 June 16, 2014, 09:25:58 pm
 Board: M.U.G.E.N Development Help

Thank you, it's working now.
    

Helper repeatedly hitting.

 June 16, 2014, 09:25:58 pm View in topic context
avatar  Posted by maximal881  in Helper repeatedly hitting. (Started by maximal881 June 16, 2014, 09:25:58 pm
 Board: M.U.G.E.N Development Help

So, i was trying to make a attack, where the character takes a swing, if he hits, he spawns an invincible heler which attacks him four times, stunning opponent and giving p1 time to strike. The only problem is that the helper is hitting 37 to 9999 times without stopping.

[Statedef 1055]
type    = S
movetype= A
physics = C
anim = 8999
ctrl = 0
juggle = 5
sprpriority = 2

[State Playsnd]
type = Playsnd
trigger1 = animelem = 2
value = 800,3

[State catch]
type= Hitdef
trigger1= Animelem = 2
attr = C, NA
animtype  = Medium
damage    = 0, 0
guardflag = MA
pausetime = 1,35
sparkno = 999999999999
sparkxy = -10,-60
guardsound = S6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -10
air.velocity = 0,0
fall = 0

[State anim]
type = ChangeAnim
trigger1 = movehit
value = 8998

[State Changetonor]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State Helper]
type = Helper
trigger1 = anim = 8998
ID = 1056
pos = -30,-30
postype = back
stateno = 1056
name = "BBBBBB"
keyctrl = 0

;------------------
; Helper
[Statedef 1056]
type    = S
movetype= A
physics = N
anim = 9000
sprpriority = 0
velset = 0,0

[State Hit]
type= Hitdef
trigger1= Animelem = 1
trigger2=Animelem =2
trigger3=Animelem =3
trigger4=Animelem =4
attr = C, NA
animtype  = Medium
damage    = 10, 0
guardflag = MA
pausetime = 0,8
sparkno = S905
sparkxy = -10,-60
hitsound = S8000, 0
guardsound = S6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.velocity = 0,0
fall = 0

[State 1056, 3]
type = Destroyself
trigger1 = Animelem = 5

I dont think if this can work out, is there any other way to do something like this?
    

Character playing different in mugen, and differend in FF3

 June 07, 2014, 06:00:00 pm View in topic context
avatar  Posted by maximal881  in Character playing different in mugen, and differend in FF3 (Started by maximal881 June 07, 2014, 06:00:00 pm
 Board: M.U.G.E.N Development Help

So i added a sprite, it worked fine when i was testing it, but compltly messed up in-game, the size remains unchanged, and it have a black bg.
None of my sounds work, none of them. When i do my new super, sprites disappear durin super pause. Its just a mess, and i dont know why...
Im using Mugen 1.0, its also set in FF3. Check errors shows nothing.

Here is the Super move statedef that i created. All of the animations work properly in FF3 -

[Statedef 3300]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 998
poweradd = -1000

[State 3000,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 8

[State 3000,2]
type = SuperPause
trigger1 = AnimElem = 2
pos = 100, -228
anim = 100
sound = 20, 0

[State 3300,3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 9000
projhitanim = 999
offset = 270, -253
velocity = 1.5, 0
attr = S, SP
damage = 280,30
getpower = 0
givepower = 40
guardflag = MA
pausetime = 0,18
sparkno = 0
sparkxy = 0, 0
hitsound = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
;;
[State 3300, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

    

Re: Adding an attack (what is wrong in this code?

 June 05, 2014, 05:10:25 pm View in topic context
avatar  Posted by maximal881  in Adding an attack (what is wrong in this code? (Started by maximal881 June 02, 2014, 04:27:57 pm
 Board: M.U.G.E.N Development Help

Nope, i replaced the "F_c" with "z", and its still not even reacting.

EDIT

Fixed it, i am supposed to put the state in cmd not cms lol.
I am going places.
    

Re: Adding an attack (what is wrong in this code?

 June 02, 2014, 08:39:03 pm View in topic context
avatar  Posted by maximal881  in Adding an attack (what is wrong in this code? (Started by maximal881 June 02, 2014, 04:27:57 pm
 Board: M.U.G.E.N Development Help

So i added this state, but still no effect.
[State 220, 1]
type = ChangeState
value = 230
trigger1 = command = "F_c"
trigger1 = statetype = S
trigger1 = ctrl = 1
    

Re: Adding an attack (what is wrong in this code?

 June 02, 2014, 05:17:51 pm View in topic context
avatar  Posted by maximal881  in Adding an attack (what is wrong in this code? (Started by maximal881 June 02, 2014, 04:27:57 pm
 Board: M.U.G.E.N Development Help

Since i am using kfm, do i need to insert something special in commands, or is triggerall = commad = "c" good enough, since kfm does not even react and no errors are shown?
    

Adding an attack (what is wrong in this code?

 June 02, 2014, 04:27:57 pm View in topic context
avatar  Posted by maximal881  in Adding an attack (what is wrong in this code? (Started by maximal881 June 02, 2014, 04:27:57 pm
 Board: M.U.G.E.N Development Help

This is based of KFM's strong punch, and its an edit for him, the animation is compatible with SP.
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 40
ctrl = 0
velset = 1.5,0
anim = 220
sprpriority = -1

[State 220, 2]
type = PlaySnd
trigger1 = !Time = 2
value = 0, 4

[State 220, 3]
type = HitDef
trigger1 = !time = 12
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -40,-280
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -22
air.velocity = -10,-16
forcenofall = 1

[State 220, 4]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 220, 5]
type = SprPriority
trigger1 = !time = 12
value = 2

[State 220, 6]
type = ChangeState
triggerall = command = "c"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Why does kfm animations in mugen repeat?

 June 01, 2014, 08:39:59 pm View in topic context
avatar  Posted by maximal881  in Why does kfm animations in mugen repeat? (Started by maximal881 May 30, 2014, 07:43:07 pm
 Board: M.U.G.E.N Development Help

Thank you but the reason is because im stupid, if im not editing state 0, then i should have the same number of animation elements, and the same time on them, its workin now.
    

Re: Why does kfm animations in mugen repeat?

 May 30, 2014, 10:48:44 pm View in topic context
avatar  Posted by maximal881  in Why does kfm animations in mugen repeat? (Started by maximal881 May 30, 2014, 07:43:07 pm
 Board: M.U.G.E.N Development Help

ghhh...
Well, idle sprites magically disappeared so i duplicated hit sprites, changet their group and used them as an idle stance (looks like headbanging lol)
I also edited whew moves but they werent causing any harm, and worked propely.
    

Re: Why does kfm animations in mugen repeat?

 May 30, 2014, 09:49:36 pm View in topic context
avatar  Posted by maximal881  in Why does kfm animations in mugen repeat? (Started by maximal881 May 30, 2014, 07:43:07 pm
 Board: M.U.G.E.N Development Help

Sorry it was ACTION 0 not AC, also i didnt touch state 0