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Messages by eishiba

    

AnimElem vs time

 November 19, 2023, 12:11:19 am View in topic context
avatar  Posted by eishiba  in AnimElem vs time (Started by eishiba November 19, 2023, 12:11:19 am
 Board: M.U.G.E.N Development Help

So i understand AnimElem in the hitdef but how does putting time work exactly?
    

testing

 November 14, 2023, 03:46:56 am View in topic context
avatar  Posted by eishiba  in testing (Started by eishiba November 14, 2023, 03:46:56 am
 Board: M.U.G.E.N Development Help

During testing your character in fighter factory wasnt there a way to turn something on that would let you see the groups and indexes being used.
    

Re: palette issueq

 November 10, 2023, 01:07:04 pm View in topic context
avatar  Posted by eishiba  in palette issueq (Started by eishiba November 10, 2023, 02:57:01 am
 Board: M.U.G.E.N Development Help

So someone named ryon makes characters on YouTube and he always starts with the 5000s and simply sets the pallete to 1,1 and saves it. Once he adds the first sprite the colors on the face right are filled in automatically but mine isn't like that. Is there a reason why?
    

palette issueq

 November 10, 2023, 02:57:01 am View in topic context
avatar  Posted by eishiba  in palette issueq (Started by eishiba November 10, 2023, 02:57:01 am
 Board: M.U.G.E.N Development Help

So im trying to make a character after many years and I have to deal with my least favorite part and do the palette stuff since it wont let me save. I only have one palette. Its easier for me. I have used gimp to remove the backgrounds. Can someone possibly explain what I need to do?
 
    

add video

 May 25, 2020, 07:37:49 am View in topic context
avatar  Posted by eishiba  in add video (Started by eishiba May 25, 2020, 07:37:49 am
 Board: M.U.G.E.N Development Help

I've seen other intros and even some super moves in which a video plays. how does one add a video into mugen?
    

palfx

 May 25, 2020, 01:57:50 am View in topic context
avatar  Posted by eishiba  in palfx (Started by eishiba May 25, 2020, 01:57:50 am
 Board: M.U.G.E.N Development Help

So I have been experimenting with the palfx and was wondering how would one make the FX stop after they get hit? Like with Subzeros ice. They freeze and remain for a short while and then once they get hit the ice FX is gone.
    

Re: fatality

 May 10, 2020, 04:42:37 am View in topic context
avatar  Posted by eishiba  in fatality (Started by eishiba April 10, 2020, 07:33:41 am
 Board: M.U.G.E.N Development Help

are there any in depth write ups to read? Or any decent videos?
    

crouch attack doesnt block

 April 17, 2020, 10:57:35 pm View in topic context
avatar  Posted by eishiba  in crouch attack doesnt block (Started by eishiba April 17, 2020, 10:57:35 pm
 Board: M.U.G.E.N Development Help

So I did get the sounds to work finally. While adding them in and making sure both the hit and guard sounds work I discovered my character doesnt guard crouching attacks. He can low guard some of the standing attacks that are a bit lower without problem. But when I try to use my crouching attacks they arent gaurded. Nothing happens while guarding. Without guarding they do connect and hit and damage properly but they dont guard. I even copy and pasted one of kung fu mans crouching attacks and it didnt register while guarding either.


;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 240]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 11
ctrl = 0
anim = 240
sprpriority = 2


[State 240, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 22

[State 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 42

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
    

no sounds

 April 16, 2020, 03:25:35 am View in topic context
avatar  Posted by eishiba  in no sounds (Started by eishiba April 16, 2020, 03:25:35 am
 Board: M.U.G.E.N Development Help

So I added my own sounds which were wav format. I tried using them in my character but I dont hear them. I can use the kung fu man sounds and they work just fine. But mine don't produce sound. The hitsound and guardsound are mine also but also dont make sound.


[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2


[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 39

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage = 57
guardflag = MA
pausetime = 12,12
sparkno = s8000
sparkxy = -30,-60
hitsound   = 0, 38
guardsound = 0, 39
ground.type = High
ground.slidetime = 12
ground.hittime  = 10
air.velocity = -2.5,-4
ground.velocity = -3.0
forcenofall = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

how to get sound

 April 10, 2020, 11:26:26 pm View in topic context
avatar  Posted by eishiba  in how to get sound (Started by eishiba April 10, 2020, 11:26:26 pm
 Board: Off-Topic Help

Does anyone happen to know how to separate sound from music? I tried Audacity but it doesnt quite get the job done.
    

fatality

 April 10, 2020, 07:33:41 am View in topic context
avatar  Posted by eishiba  in fatality (Started by eishiba April 10, 2020, 07:33:41 am
 Board: M.U.G.E.N Development Help

How does one make a fatality? I imagine the animation would be about the same as any other move but how does one program it to work after last match is over?
    

sprite ripping

 April 09, 2020, 05:52:59 pm View in topic context
avatar  Posted by eishiba  in sprite ripping (Started by eishiba April 09, 2020, 05:52:59 pm
 Board: Off-Topic Help

Does anyone happen to know how to rip sprites from games?
    

make your character smoke

 April 09, 2020, 02:43:59 am View in topic context
avatar  Posted by eishiba  in make your character smoke (Started by eishiba April 09, 2020, 02:43:59 am
 Board: M.U.G.E.N Development Help

so if you wanted to make your character smoke as he fought and took damage, is this something one can do?
    

Re: charge attack issue

 April 09, 2020, 02:32:25 am View in topic context
avatar  Posted by eishiba  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 am
 Board: M.U.G.E.N Development Help

You can use something like this:

[State -1]
type =ChangeState
value =
triggerall = command = "a" && command = "holdfwd"  ;<------this code here for the dash shoulder move, swith 'command = "a"' for the button
trigger1 = StateType != A && ctrl

then for the corresponding normal attack (not the dash attack)

[State -1]
type =ChangeState
value =
triggerall = command = "a" && command != "holdfwd"  ;<------this code here for the normal move, swith 'command = "a"' for the button
trigger1 = StateType != A && ctrl

hope this helps

MGMURROW
this works quite well.  i didnt think about the holdfwd.
    

Re: charge attack issue

 April 08, 2020, 10:14:42 pm View in topic context
avatar  Posted by eishiba  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 am
 Board: M.U.G.E.N Development Help

So with that question it sounds like you enter a dash state; Probably Statedef 100.
Then you press a button to do an attack. Right?
If you press the attack button and you teleport back to where you started, your statedef 100's animation/velset/posset is causing problems.

If you have specific questions about specific things in mugen code, you can use Mugen Class to read exactly what things do.
https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html
and for Projectiles' attributes
https://mugenguild.com/forum/topics/projhit-triggers-169927.0.html

Look in the Master Thread for anything you want.

Well, I guess Im confusing people. I originally designed the attack to work like a "rush in" attack. But in the game in which im making the character when he dashs forward, he would use a stiff shoulder when you pressed the correct single button. In Mugen when you dash forward and use a single button attack you will use whatever your standing attacks are. So I decided to make the attack a rush in attack. But if i can make it work during a forward dash, i would rather do that.
    

Re: charge attack issue

 April 08, 2020, 04:47:20 am View in topic context
avatar  Posted by eishiba  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 am
 Board: M.U.G.E.N Development Help

Is it possible to make an attack that only happens while dashing forward?
Also, isnt it projhits that makes an attack hit multiple times?
    

charge attack issue

 April 06, 2020, 04:25:53 am View in topic context
avatar  Posted by eishiba  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 am
 Board: M.U.G.E.N Development Help

Whats the trick to making a charge attack. As in, running at your opponent to hit them with your fist or shoulder, and NOT a charge move like charging power. When my character uses the charge move I designed, he appears back in near my end of the arena. I can get up close and use the attack and I appear at the end of the arena.

[Statedef 350]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
anim = 350
sprpriority = 2


[State 350, 0]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 350, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S , NA
animtype  = Heavy
damage    = 57
guardflag = MA
pausetime = 10, 10
sparkno = S8000
sparkxy = -30,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 10
ground.velocity = -5000, -5
air.velocity = -2.5,50



[State 350, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------
    

cannot test character

 March 31, 2020, 01:41:01 am View in topic context
avatar  Posted by eishiba  in cannot test character (Started by eishiba March 31, 2020, 01:41:01 am
 Board: M.U.G.E.N Development Help

So I'm making a character and all I have is the following down below in my states. I have all my required 5000's along with my basic punches and kicks. I have only made one attack down below and the character wont test. At the bottom of the screen I dont have a red X but a green check mark.
error message: cant load sff
error loading chars/ff3_0/ff3_0.def
error loading p1

; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000         ;Amount of life to start with
attack = 100      ;attack power (more is stronger)
defence = 100
Power = 3000      ;defensive power (more is stronger)
fall.defence_up = 50   ;Percentage to increase defense everytime player is knocked down
liedown.time = 60      ;Time which player lies down for, before getting up
airjuggle = 15      ;Number of points for juggling
sparkno = 2         ;Default hit spark number for HitDefs
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0         ;1 to enable echo on KO         ;Volume offset (negative for softer)
IntPersistIndex = 58   ;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
              ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
              ;If omitted, then it defaults to 60 and 40 for integer and float
              ;variables repectively, meaning that none are persistent, i.e. all
              ;are reset. If you want your variables to persist between matches,
              ;you need to override state 5900 from common1.cns.


[Size]
xscale = 1         ;Horizontal scaling factor.
yscale = 1         ;Vertical scaling factor.
ground.back = 15      ;Player width (back, ground)
ground.front = 16      ;Player width (front, ground)
air.back = 12      ;Player width (back, air)
air.front = 12      ;Player width (front, air)
height = 60         ;Height of player (for opponent to jump over)
attack.dist = 160      ;Default attack distance
proj.attack.dist = 90   ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60      ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0      ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2      ;Walk backward
run.fwd  = 4.6, 0      ;Run forward (x, y)
run.back = -4.5,-3.8   ;Hop backward (x, y)
jump.neu = 0,-8.4      ;Neutral jumping velocity (x, y)
jump.back = -2.55      ;Jump back Speed (x, y)
jump.fwd = 2.5      ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1   ;.
airjump.neu = 0,-8.1   ;.
airjump.back = -2.55   ;Air jump speeds (opt)
airjump.fwd = 2.5      ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .44      ;Vertical acceleration
stand.friction = .85   ;Friction coefficient when standing
crouch.friction = .82   ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 20         ;Power to add (Def: 0)
sprpriority = 2         ; -1 equals my sprite behind theirs. 2 equals my sprite in front of theirs.
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3                 ; AnimeElem is the sprite number of the animation that hits. time = 0 is saying all the animations can hit.
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 23, 0         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

    

How to resize screen

 March 29, 2020, 06:40:37 am View in topic context
avatar  Posted by eishiba  in How to resize screen (Started by eishiba March 29, 2020, 06:40:37 am
 Board: M.U.G.E.N Configuration Help

So I copied my mugen game from one computer to another. The new computer screen is too large. The energy bars cant be seen and the characters stand just above the bottom of the screen. Anyway to adjust this?
    

cant load

 March 08, 2020, 04:03:54 am View in topic context
avatar  Posted by eishiba  in cant load  (Started by eishiba March 08, 2020, 04:03:54 am
 Board: M.U.G.E.N Development Help

I try to test in fighter factory or in game and get
Error message: can't load sff
error loading chars/ffs_0/ffs_0.def
error loading p1

What might I do?