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Messages by GT

    

Re: How can you do so that an attack is not spammed?

 December 17, 2022, 11:30:17 pm View in topic context
 Posted by GT  in How can you do so that an attack is not spammed?  (Started by TheDragon December 17, 2022, 11:06:29 pm
 Board: M.U.G.E.N Configuration Help

Spawn an explod when the move is performed that lasts for X amount of ticks. Then set a triggerall in the cmd that prevents the move from being performed while the explod is present.
    

Re: Air combo like Melty Blood/Melty Blood Type Lumina

 October 31, 2022, 07:19:18 am View in topic context
 Posted by GT  in Air combo like Melty Blood/Melty Blood Type Lumina (Started by Walruso October 30, 2022, 07:48:05 pm
 Board: M.U.G.E.N Development Help

If I'm understanding correctly the velset activates, but the movement never stops. Right?

Code:
[State 1050, 2]
type = velset
trigger1 = movehit
trigger1 = animelemtime(5) = 5
x = 2
y = -3

[State 1050 Gravity]
type = VelAdd
trigger1 = movehit
trigger1 = animelemtime(5) = 5
y = .3

Hopefully someone corrects me on this, because I've forgotten all about physics and stuff, but I'm confident the VelAdd that you're using for gravity is only activating for a single tick (When movehit is true and when animelemtime(5) = 5). The y value from the VelSet changes, but not enough to cause the character to fall. Using animelemtime(5) >= 5 as the second trigger for the VelAdd will cause the state controller to activate when/after animelemtime(5) = 5.
    

Re: How do I add multiple taunts as Random?

 July 18, 2022, 06:58:45 am View in topic context
 Posted by GT  in How do I add multiple taunts as Random? (Started by Tiger-Boy July 18, 2022, 04:36:21 am
 Board: M.U.G.E.N Development Help

Use different (sequential [195, 196, 197...]) statedef numbers for each taunt. Locate the command for taunt in the statedef -1 portion of the command file and use the statedef number of the first taunt as a value with the random trigger with the Remainder operator and the total amount of taunts wanted as the divisor of random.

Code:
[State -1, Taunt]
type = ChangeState
value = 195 + (random%3) ; The expression in the parenthesis will return a number between 0 and 2.
triggerall = statetype = S
triggerall = command = "start"
trigger1 = ctrl
    

Re: Helper timer resets when changing states

 May 31, 2021, 08:05:27 pm View in topic context
 Posted by GT  in Helper timer resets when changing states (Started by JJkoolaid May 31, 2021, 07:13:16 pm
 Board: M.U.G.E.N Development Help

If I'm understanding correctly, you're using the helper animation as a timer correct?

If you remove the anim line from StateDef 1365 and StateDef 1367 and replace the ChangeAnim you have with this,

Code:
[State 1370, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1370         
value = 1370   
   

the animation data (animno, elem, animelemtime(Possibly? lol)) will carry over when the helper cycles between the two states. Since the animation info is retained, the animtime will not go back to the beginning. The changestate you have in state 1367 would need to be adjusted since it calls for the animation to end before returning to state 1365. Is that why state 1367 has a different anim than 1365? Is it hitbox/changestate related?
    

Re: starting state at animelem other than 1

 February 07, 2021, 10:08:59 pm View in topic context
 Posted by GT  in starting state at animelem other than 1 (Started by onomamashinee February 07, 2021, 02:35:33 pm
 Board: M.U.G.E.N Development Help

You can use ChangeAnim and define the animelem at the beginning of the state.

[State 0, ChangeAnim]
type = ChangeAnim 
trigger1 = !time
value = xxxx
elem = 6
ignorehitpause = x
    

Re: Show 2 explods in sequence without gaps

 October 31, 2020, 07:02:55 pm View in topic context
 Posted by GT  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 am
 Board: M.U.G.E.N Development Help

Can you show an example of the effect you're trying to achieve?
    

Re: Kage by Chuchoryu,Lessard and Mr.Giang edited

 August 14, 2020, 08:24:30 pm View in topic context
 Posted by GT  in  Kage by Chuchoryu,Lessard and Mr.Giang edited (Started by chaosbringer August 14, 2020, 07:15:23 pm
 Board: Edits & Addons 1.0+




Don't know how to properly  add screenshot

[https://imgur.com/a/sdsgWAZ]

Right click the image after uploading and press "Copy image address" (Assuming you're on Chrome). Then place your image in between img codes.
Code:
[img]https://i.imgur.com/1Q1veBz.png[/img] 
    

Re: Turn KFM's back hop into a dash

 August 13, 2020, 08:06:57 am View in topic context
 Posted by GT  in Turn KFM's back hop into a dash (Started by -AngelZX August 13, 2020, 07:41:03 am
 Board: M.U.G.E.N Development Help

This is the backdash state from the common1.cns (Used by characters such as KFM that do not have their own common1, but instead refer to the common1 in the data folder). You can create your own state 105 within KFM's .cns file.

Code:
; Hop backwards
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106



The type and physics will need to be changed to S or C (Standing or crouching since we are no longer going to be entering the air).
 
Code:
; Hop backwards
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority = 1


Code:
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

In order to remove the hopping behavior, you'll need to remove the y value here completely or set it to 0 to prevent KFM from going into the air.


Code:
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = 0

Since we've removed the jumping behavior, you'll also need to adjust the triggers for the changestate to activate when the backdash is over (It would be best to change the animation for KFM's backdash as well (animation 105 in the air file) since it will no longer function as a hop and to match its new function (appearance-wise)).

Code:
[State 105, 3]
type = ChangeState
trigger1 = !Animtime
value = 0


We've adjusted the trigger here. When the animation has completed, the changestate will send us back to our standing state (0). You can adjust the x velocity of the backdash in the velocity section at the top of the .cns file by locating the velocity.run.back.x value.
    

Re: Hitspark Problems

 May 09, 2020, 02:02:18 am View in topic context
 Posted by GT  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

Code:
var(35) := 64

Have you tried adjusting this value as well? The coordinates for the position of the spark refer to this in the helper block in the statedef -2.
    

Re: MUGEN recognizes Super as a Special?

 May 06, 2017, 05:00:30 pm View in topic context
 Posted by GT  in MUGEN recognizes Super as a Special? (Started by Knuckles8864 May 06, 2017, 04:52:30 pm
 Board: M.U.G.E.N Development Help

Your hit attr is set to S,SP instead of S,HP.
    

Re: 2OS Grafphicsxz

 February 28, 2017, 06:29:55 am View in topic context
 Posted by GT  in 2OS Grafphicsxz (Started by 2OS December 03, 2010, 06:35:20 pm
 Board: Graphics

They're all animated. You just gotta click em'. I think linking directly to Deviant Art prevents the .gif from playing here.
    

Re: C.Viper [Update 2] by Nexus Games\Shin Mako

 February 20, 2017, 04:41:06 am View in topic context
 Posted by GT  in C.Viper [Update 3] by Nexus Games\Shin Mako (Started by Nexus Games February 19, 2017, 05:20:16 am
 Board: Your Releases, 1.0+

that Jin Satome doesn't have chip damage animation i tried it on king and that did not happen
i can fix the hit boxes

That doesn't have anything to do with the animation.

Crimson Viper is putting characters into state 5950 via Selfstate. She's forcing the characters to look into their own data files for a non required state and animation that may not exist. She should be using a changestate in state 9210 that activates a ChangeAnim2 for the animation for chip death (Accompanied by a safety ChangeAnim2 using required gethit sprites in the event the character doesn't follow the community standard for that animation). 
    

Re: C.Viper [Update] by Nexus Games\Shin Mako

 February 20, 2017, 03:36:57 am View in topic context
 Posted by GT  in C.Viper [Update 3] by Nexus Games\Shin Mako (Started by Nexus Games February 19, 2017, 05:20:16 am
 Board: Your Releases, 1.0+

Kick throw forces p2 into a non standard gethit state (5950).


Huge clsn on HP.

Also, the frame with the smeared arm lasts too long. Blurry/Smeared transitional frames like those should last no longer than 2 ticks in my opinion.

The booster effect on the right leg is set to the wrong angle.


Stand light punch clsn is bigger than standing medium punch.


    

Re: Ryougi Shiki

 February 07, 2017, 03:22:00 am View in topic context
 Posted by GT  in Ryougi Shiki (Started by Shadic12 February 07, 2017, 01:58:36 am
 Board: Edits & Addons 1.0+

There's some wacky stuff going on in the debug log. (Negative animelem?)



 :S
    

Re: Touka (from Aquapazza/Utawarerumono) Custom WIP

 January 29, 2017, 06:47:03 pm View in topic context
 Posted by GT  in Touka (from Aquapazza/Utawarerumono) Custom slow WIP (Started by krudelu January 29, 2017, 12:27:21 pm
 Board: Projects

Pretty cool start so far. Headpos and Midpos are wrong.



For turning animations, I would suggest using a clsn similar to the stand clsns.
Your crouch clsn is incredibly simplistic, but your crouch to stand clsn is complex (and what you should be using for the crouch imo).
The dash clsn is pretty simple too. I would suggest 1 box for the upper body and one for the lower (Same for the get hits)..
    

Re: Leonardo (TMNT) by Acey

 January 18, 2017, 12:11:08 am View in topic context
 Posted by GT  in Leonardo (TMNT) by Acey (Started by Magma MK-II January 02, 2017, 02:05:16 pm
 Board: Found Releases

There are two of the same snd state controllers in state 3000.

Code:
[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8

When activated, the playsnd plays every tick.
    

Re: Help with indexing palettes in GIMP

 January 08, 2017, 04:43:01 am View in topic context
 Posted by GT  in Help with indexing palettes in GIMP (Started by MegaSobi December 23, 2016, 05:36:37 am
 Board: M.U.G.E.N Development Help

Yeah, that's mask. If mask is 0 then the transparency color will be drawn. If mask is 1, the transparency color will not be drawn.
    

Re: The Kamen Rider/Super Sentai Thread

 November 19, 2016, 08:13:56 am View in topic context
 Posted by GT  in The Kamen Rider/Super Sentai Thread (Started by Hams Will Get You September 07, 2009, 10:26:18 am
 Board: Entertainment

I'm really liking this series so far! Lot's of story/character development going on here. The designs are pretty sick too.
Spoiler, click to toggle visibilty
    

Re: Luffy (Great Pirate)

 November 13, 2016, 08:55:33 pm View in topic context
 Posted by GT  in Luffy (Great Pirate) (Started by Dr.T November 13, 2016, 11:54:47 am
 Board: Your Releases, older Mugen

-Some of the movement values in the .cns seem unchanged from KFM. I'd suggest adjusting those. Luffy seems very floaty atm.
-It's not necessary, but for the sake of keeping things neat and organized, it might be good to remove the sctrl components you aren't using.
Spoiler, click to toggle visibilty

-Gattling Arm misses upfront.


-Stand clsn is way too simple.
    

Re: Ranma (male) Release!!!

 November 12, 2016, 09:25:50 am View in topic context
 Posted by GT  in Ranma (Female) Release!!! (Started by ironjw November 12, 2016, 08:43:46 am
 Board: Your Releases, 1.0+

Spoiler, click to toggle visibilty

-You could probably save yourself a couple of lines of code by adding those cancels via CMD.

-I would do something about all of these rocks! You can use the super to make a bunch of them.


-Head and midpos are wrong.