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XGargoyle

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Messages by XGargoyle

    

Re: My Top 10 MUGEN Characters of 2019

 January 24, 2020, 05:54:49 pm View in topic context
 Posted by XGargoyle  in My Top 10 MUGEN Characters of 2019 (Started by RPGamerWriter January 23, 2020, 10:43:22 pm
 Board: M.U.G.E.N Discussion

Android 18 by Team Z2: I've been keeping a close eye ever since I found out one of my favourite DBZ characters was getting the Z2 treatment, and she was well worth the wait. I'm still learning her combos for the most part but she's still great fun. NicotineFist did a great job staying true to the Z2 style with the sprites and Danielle McRae did a wonderful job on the voice acting. On top of all this, she's still a beta, so she's only gonna get better from here!
Don't forget the coder who made her ;)
    

Re: Character glitching after certain move

 January 24, 2020, 09:51:20 am View in topic context
 Posted by XGargoyle  in Character glitching after certain move (Started by tizerist January 23, 2020, 01:29:50 pm
 Board: M.U.G.E.N Development Help

well, either change the code in garfield so that when fighting ken he uses his own run animation instead of 100, or you fix Ken and duplicate his run animation as 100 (but it could lead to issues if Ken uses the anim 100 for another purpose)
    

Re: Why are most MUGEN stages set to default p1startx = -70 and p2startx = 70?

 January 23, 2020, 09:10:34 pm View in topic context

in your intro state (normally 190), add this:

[State 0, Capture X position start]
type = VarSet
trigger1 = Time=0
fvar(1) = floor(Pos X)

now, in the intro itself when it moves the character around or after the interaction with P2, ensure that you set the final position to fvar(1), or whatever variable you are using.

For example, my character does this:

[State 0, VelSet]
type = VelSet
trigger1 = facing=1
trigger1 = floor(Pos X) > floor(fvar(1))
trigger2 = facing=-1
trigger2 = floor(Pos X) < floor(fvar(1))
x = 0

This will stop the character at the correct X position no matter if the start position is 70 or 140
    

Re: Character glitching after certain move

 January 23, 2020, 08:59:35 pm View in topic context
 Posted by XGargoyle  in Character glitching after certain move (Started by tizerist January 23, 2020, 01:29:50 pm
 Board: M.U.G.E.N Development Help

Garfield is putting Ken into a custom states. The custom state is badly coded so it forces Ken into action 100, but his animation is an empty sprite, instead of what I suppose the character running.

That Ken might have also been coded for a full game, as it's strange that he has an empty run animation in group 100
    

Re: WinMugen to Mugen1.0

 January 23, 2020, 10:44:48 am View in topic context
 Posted by XGargoyle  in WinMugen to Mugen1.0 (Started by malbino January 03, 2020, 01:16:48 pm
 Board: M.U.G.E.N Configuration Help

open the def file and change the mugenversion to 1.0
    

Re: Why are most MUGEN stages set to default p1startx = -70 and p2startx = 70?

 January 23, 2020, 10:43:58 am View in topic context

It was 70 because they used Kung Fu Man as a reference who has small sprites, compared to other games such as SF or KOF

Quote
I don't know why 70 is the default, but yes, changing it messes special intros since characters have no way to readjust themselves.
That's because they code the intros poorly and don't use a variable to capture the initial pos X value and then interact correctly
    

Re: How to make projectile travel farther horizantally?

 January 13, 2020, 01:04:21 am View in topic context
 Posted by XGargoyle  in How to make projectile travel farther horizantally? (Started by Redben January 12, 2020, 07:36:54 am
 Board: M.U.G.E.N Development Help

There are several ways to do it, depending on what you have already.
Post the code of your hammer and we will tell you what to change.
    

Re: HELP WITH CINEMATIC SUPER MOVES!

 January 12, 2020, 02:25:04 am View in topic context
 Posted by XGargoyle  in HELP WITH CINEMATIC SUPER MOVES! (Started by kiLabee January 11, 2020, 10:48:54 pm
 Board: M.U.G.E.N Development Help

1) enemy, pos x and y
2) posset
    

Re: How to control the projectile' speed without velocity, remvelocity and accel?

 January 11, 2020, 01:34:50 am View in topic context
 Posted by XGargoyle  in How to control the projectile' speed without velocity, remvelocity and accel? (Started by Redben January 10, 2020, 07:12:37 pm
 Board: M.U.G.E.N Development Help

Use a helper instead of the projectile sctrl
    

Re: How do I make Custom HUD for characters?

 January 04, 2020, 02:21:47 pm View in topic context
 Posted by XGargoyle  in How do I make Custom HUD for characters? (Started by XxJRushxX January 04, 2020, 05:32:35 am
 Board: M.U.G.E.N Development Help

These "bars" are just a helper or explod. You could dusplay a different sprite based on the "hidden" var value or simply scale up the sprite (usually for custom bars)
    

Re: How to force char to apply a certain move only one time per round?

 January 04, 2020, 02:18:21 pm View in topic context
 Posted by XGargoyle  in How to force char to apply a certain move only one time per round? (Started by Redben January 04, 2020, 01:41:28 pm
 Board: M.U.G.E.N Development Help

You will need to set up a variable that changes the value once the move has been performed and then prevents the move from being activated again
    

Re: i need this program

 January 01, 2020, 05:20:33 pm View in topic context
 Posted by XGargoyle  in i need this program (Started by oscar123 January 01, 2020, 10:07:00 am
 Board: M.U.G.E.N Development Help

Photoshop or GIMP
    

Re: Hyper DBZ - Eighteen and Krillin Released!

 January 01, 2020, 01:02:45 am View in topic context
 Posted by XGargoyle  in Hyper DBZ - Eighteen and Krillin Released! (Started by Balthazar December 24, 2019, 10:43:27 pm
 Board: Your Releases, 1.0+

If you use photoshop, it's as easy as opening the png, go to the palette editor and save the palette as an ACT file
    

Re: [SPANISH ONLY] Español solamente V2

 December 30, 2019, 07:08:39 pm View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

aqui no se habla de pollas
    

Re: I need help with debugs and codes

 December 27, 2019, 02:01:09 am View in topic context
 Posted by XGargoyle  in I need help with debugs and codes (Started by timon25 December 24, 2019, 02:25:30 am
 Board: M.U.G.E.N Development Help

You don't need to hold control before the match begins. Just hold it when the intro starts
Ctrl+1 will enable and disable AI for P1. Ctrl+2 for P2
    

Re: The speed in which a move follows itself/another move: what determines it?

 December 25, 2019, 11:47:50 pm View in topic context
 Posted by XGargoyle  in The speed in which a move follows itself/another move: what determines it? (Started by Redben December 25, 2019, 08:43:59 pm
 Board: M.U.G.E.N Development Help

CMD file

you will see something like AnimElem=X or Animelemtime(X) followed by a movecontact or movehit
    

Re: How to prevent character's AI from executing a certain move?

 December 23, 2019, 08:09:45 pm View in topic context
 Posted by XGargoyle  in How to prevent character's AI from executing a certain move? (Started by Redben December 23, 2019, 12:15:15 am
 Board: M.U.G.E.N Development Help

it's the same
    

Re: Elongating Clsn1 box Along with Scaling?

 December 21, 2019, 07:02:29 pm View in topic context
 Posted by XGargoyle  in Elongating Clsn1 box Along with Scaling? (Started by Fighting Toys Freak December 20, 2019, 10:07:57 pm
 Board: M.U.G.E.N Development Help

No

clsn boxes are not scaled.
The only way to fix that is to have different sized clsn boxes in the animation, and then change to the correspoding anim/animelem based on the angledraw scale

You need different animations with different sized boxes, and then change to the correct ani based on the scaling. It's easier if your "beam" has no boxes and instead it's displayed on top of an invisible helper (the one that has the hitboxes)
    

Re: Elongating Clsn1 box Along with Scaling?

 December 20, 2019, 10:52:53 pm View in topic context
 Posted by XGargoyle  in Elongating Clsn1 box Along with Scaling? (Started by Fighting Toys Freak December 20, 2019, 10:07:57 pm
 Board: M.U.G.E.N Development Help

clsn boxes are not scaled.
The only way to fix that is to have different sized clsn boxes in the animation, and then change to the correspoding anim/animelem based on the angledraw scale
    

Re: How to make char AI execute hyper whenever power requirement is met?

 December 18, 2019, 08:04:04 pm View in topic context
 Posted by XGargoyle  in How to make char AI execute hyper whenever power requirement is met? (Started by Redben December 14, 2019, 06:49:03 pm
 Board: M.U.G.E.N Development Help

then add something like triggerall=movetype!=H