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Messages by The Jaquio

    

Re: DARKSTALKERS MUGEN 1.1 FULL GAME SCREENPACK - GAME IS NOT A COMPILATION

 April 15, 2024, 04:33:47 am View in topic context
 Posted by The Jaquio  in DARKSTALKERS MUGEN 1.1 FULL GAME SCREENPACK - GAME IS NOT A COMPILATION (Started by The Jaquio July 10, 2015, 12:51:06 am
 Board: Projects

Sup Everyone.  Project is still on going.  I know its been a long time still working on this full Darkstalkers game.  Stay tuned, it will be worth the wait.

    

Re: Character-Specific Pause Menu won't work

 March 10, 2024, 07:19:22 pm View in topic context
 Posted by The Jaquio  in Character-Specific Pause Menu won't work (Started by SonicSkills March 02, 2024, 08:00:05 pm
 Board: M.U.G.E.N Development Help

P1 might be frozen because of this:

[State 289, ChangeState]
type = ChangeState
trigger1 = var(10) = 23
value = root,prevstateno
ctrl = 1

You have root in front of PrevStateNo.  Since P1 is not a helper he may still be stuck in that state. 
    

Re: Round Shadows based on SF3

 November 30, 2023, 03:15:31 am View in topic context
 Posted by The Jaquio  in Round Shadows based on SF3 (Started by inktrebuchet November 26, 2023, 09:16:18 pm
 Board: Code Library

Thanks for the code man.  This is exactly what I needing for my project!!!
    

Re: Explod animation moving faster than it should

 November 16, 2023, 12:41:37 am View in topic context
 Posted by The Jaquio  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Hello,

I think the velocity is speeding up the explod animation.  Here is the example I have.  The sonic boom from guile is not a helper based attack.  It is a regular projectile accompanied by an explod for the animation. 



As you can see, the faster the projectile the faster the animation.  You probably just need to use a helper for the winpose instead of the explod.  I hope I was able to help.
    

Re: Mugen Exe - Edit

 May 20, 2023, 10:44:52 pm View in topic context
 Posted by The Jaquio  in Mugen Exe - Edit (Started by Charles_2011 October 19, 2022, 02:59:36 am
 Board: M.U.G.E.N Configuration Help

Thanks man!!!
    

Re: Mugen Exe - Edit

 May 20, 2023, 07:16:38 pm View in topic context
 Posted by The Jaquio  in Mugen Exe - Edit (Started by Charles_2011 October 19, 2022, 02:59:36 am
 Board: M.U.G.E.N Configuration Help

Hello Charles,

Just curious where did you download that version of  KOF Memorial Level 2?  Or do you have a link?  Sorry I know this isn't a request topic.
    

Re: Add a PowerBar

 May 16, 2023, 02:29:33 am View in topic context
 Posted by The Jaquio  in Add a PowerBar (Started by Charles_2011 May 09, 2023, 10:54:26 pm
 Board: M.U.G.E.N Configuration Help

Yea, the link DeathScythe provided is pretty much how to make a custom powerbar.  It has to be coded in.
You can also create a helper, which is not listed in the link.  That can save you some variables.
    

Re: Add a PowerBar

 May 15, 2023, 03:20:25 am View in topic context
 Posted by The Jaquio  in Add a PowerBar (Started by Charles_2011 May 09, 2023, 10:54:26 pm
 Board: M.U.G.E.N Configuration Help

Hello The Jaquio.

In the prevoius picture you can see that those characters have 3 levels of power, so I would like to add a powerbar like this:





Not sure why, on my end the picture isn't showing up anymore. If everything is working fine or your end, you can just pm me another picture.
    

Re: Add a PowerBar

 May 14, 2023, 07:34:18 pm View in topic context
 Posted by The Jaquio  in Add a PowerBar (Started by Charles_2011 May 09, 2023, 10:54:26 pm
 Board: M.U.G.E.N Configuration Help

Do you mean a power bar other than the default?  In that case you would have to create a helper that records how much power you have.
Is that what you are talking about?
    

Re: Capcom vs SNK - W2D - Released - 3/04/2023

 April 07, 2023, 06:07:08 pm View in topic context
 Posted by The Jaquio  in Capcom vs SNK - W2D - Released - 3/04/2023 (Started by Charles_2011 April 04, 2023, 01:15:44 am
 Board: M.U.G.E.N Discussion


Nice Project man.  Just some words of encouragement.... You don't have to exclude some characters because of the groove selection.  You can always change them.  For example
[youtube]https://www.youtube.com/watch?v=1gZHueMy_Co[/youtube]

Anyways, thanks again for the release.
Wow, man! How did you do that?!

I just changed the selector to match Warus... But man I did this years ago lol.

    

Re: Capcom vs SNK - W2D - Released - 3/04/2023

 April 07, 2023, 01:56:12 am View in topic context
 Posted by The Jaquio  in Capcom vs SNK - W2D - Released - 3/04/2023 (Started by Charles_2011 April 04, 2023, 01:15:44 am
 Board: M.U.G.E.N Discussion

Nice Project man.  Just some words of encouragement.... You don't have to exclude some characters because of the groove selection.  You can always change them.  For example


Anyways, thanks again for the release.
    

Re: Roster Showcase

 April 06, 2023, 12:20:03 am View in topic context
 Posted by The Jaquio  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion




 :mhappy:  extremely old WinMugen DBZ roster. 
    

Re: M.U.G.E.N Screenshots V3

 January 27, 2023, 06:42:47 am View in topic context
 Posted by The Jaquio  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Haven't posted here in a while.  Still working on this WIP.





    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 05, 2022, 04:06:46 am View in topic context
 Posted by The Jaquio  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

Lol, sorry about the video. I just showing that I had to make all of my projectiles into Hitdefs.  You can make the helper chase P2.  I think the code is still in this forum in the code library.  I've used it so I'm sure it works.  Ok, so basically you can use a hitdef helper that changes back to the current state once it makes contact with a projectile. You can use a Var to keep track of how many hits you want it to have.  For example, in POTS Ryu he uses this in his shinkuu hadouken helper:

[State 3005, HitOverride];  This means if the helper makes contact with anything with the following attributes, it would go back to its current state;
type = hitoverride          ; as long as Var(2) is under 5.
trigger1 = 1
time = -1
attr = SCA, AA, AP, AT
stateno = ifelse(var(2) < 5, 3005, 3006)
ignorehitpause = 1

[State 3005, hitvar]; Sets the Var(2) to 1 when the helper is active.
type = varadd
trigger1 = !time
var(2) = 1

[State 3005, Vel]; The speed is determined by what value Var(2) is.
type = velset
trigger1 = 1
x = ifelse((time < 2 && var(2) > 1), 1, 9)
y = 0

;In the helpers hitdef, the pausetime needs to be based on Var(2) value:
pausetime = 4 * (var(2) < 5), 8

[State 3005, End];Changes State based on the Var(2) value.
type = changestate
trigger1 = movecontact
value = ifelse(var(2) < 5, 3005, 3006)

[State 3005, End];  Destroys self when it goes off screen.
type = destroyself
trigger1 = pos x != [ -240, 240]

Here is the state after Var(2) has a value greater than 5

[Statedef 3006]
type = A
physics = N
movetype = I
anim = 3006
ctrl = 0
velset = 0, 0
sprpriority = 4

[State 3006, End]
type = destroyself
trigger1 = !animtime

In other words,
- make both helper projectile attacks hitdefs
- use a variable to determine the hitcount
- make sure the helper goes back to the current state after contact(unless the numerical value is too high)
-when the variable value reaches the specific numerical value, it will go into the final state.

I hope this helps.
    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 05, 2022, 02:26:11 am View in topic context
 Posted by The Jaquio  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help


Ok, so "tracking helper" means that it follows P2? 
Next, your saying that the super projectile is still being destroyed by the "projectile helper" no matter how high the
propriority is?  Just trying to make sure I am following you correctly.

Steel Hammer is correct, the HitDef must be coded for what happens after it collides into a projectile. Or, in other words the helper needs a HitBy sctrl for projectiles.

I had to experiment with this lately.  I had to recode all of the helper projectiles in my game to hitdefs in order for Lei-Lei reflection move to look right. 



But yea, if you want to continue to Use the Hitdef for the projectile, like steel hammer said, it won't work unless coded properly.  If I am reading your question right lol.
    

Re: How to code interactive item in stage

 July 31, 2022, 12:38:52 am View in topic context
 Posted by The Jaquio  in How to code interactive item in stage (Started by copticprincess July 29, 2022, 12:27:58 pm
 Board: M.U.G.E.N Development Help

I think the way I did it should work for ikemen.  I use Mugen 1.1, so I don't think it would be too buggy.   I will try to show you how I did it.  My method wasn't too complex. This was something I wrote on my own, so it shouldn't be too hard to follow. But basically I have a helper in my StateDef -2 section that is spawned when the characters are on the correct stage:

[STATEDEF -2]

[State -2, Stage Helper]
type = Helper
triggerall = !Numpartner
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = NumEnemy
triggerall = StageVar(info.author) = "AVPBOY"
trigger1 = NumHelper(10141983) = 0
id = 10141983
name = "FLAME POST HELPER"
StateNo =  10141983
Helpertype = normal
pos = -324,-6
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermoveTime = 999999
pausemoveTime = 999999
bindTime = -1


Next, I have the helper state,  before anyone collides into it.

;-------------------------------------------------------------------------------------------------------------------
;STAGE DETECTION HELPER START
;-------------------------------------------------------------------------------------------------------------------
[Statedef 10141983]
type    = S
movetype = I
physics = N
ctrl = 0
Anim = 10141983 ; Anim should have proper collision boxes

[State 10141983, NotHitBy] ; Projectile based attacks should not destroy it.
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP

[State 10141983, Explod]; The post
type = Explod
triggerall = NumExplod(10141)=0
trigger1 = Time = 0
Anim = F10141
ID = 10141
removeTime = -1
removeongethit = 1
bindTime = -1
sprpriority = -10
ownpal = 1
scale  = 1,1.2
ignorehitpause = 1
supermoveTime = 999999
pausemoveTime = 999999
persistent = 1
postype = p1
pos = 0,0

[State 10141983, Explod]; The flame on top of the post
type = Explod
triggerall = NumExplod(10140)=0
trigger1 = Time = 0
Anim = F10140
ID = 10140
removeTime = -1
removeongethit = 1
bindTime = -1
sprpriority = -9
ownpal = 1
scale  = 1.2,1.2
ignorehitpause = 1
supermoveTime = 999999
pausemoveTime = 999999
persistent = 1
postype = p1
pos = 0,0

[State 10141983, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

;THIS IS WHAT TRIGGERS THE POST TO GO INTO THE DESTROYED STATE.  I HAD TO MAKE THIS WORK IN SIMUL MODE ALSO.
[State 10141983, ChangeState]; ENEMY PLAYER
type = ChangeState
triggerall = Enemynear,MoveType = H || Enemynear,StateNo = [5000,5199]
trigger1 = P2BodyDist X = [-20,20]
trigger1 = P2BodyDist Y = [-20,20]
value = 10141984

[State 10141983, ChangeState]; YOU
type = ChangeState
triggerall = Parent,MoveType = H || Parent,StateNo = [5000,5199]
trigger1 = ParentDist X = [-20,20]
trigger1 = ParentDist Y = [-20,20]
value = 10141984

[State 10141983, ChangeState]; TAG PLAYER
type = ChangeState
triggerall = NumPartner
triggerall = Partner,MoveType = H || Partner,StateNo = [5000,5199]
trigger1 = (Partner,Pos X  - Pos X = [-20,20])
trigger1 = (Partner,Pos Y  - Pos Y = [-20,20])
value = 10141984

;HELPER DESTROYING ITSELF WHEN THE MATCH IS OVER.  DONT PAY ATTENTION TO THE VAR(53), THATS JUST FOR MY GAME.
[State 10141983, DestroySelf]
type = DestroySelf
trigger1 = RoundState > 3
trigger1 = Var(53)
trigger2 = RoundState > 3
trigger2 = Win || Lose
ignorehitpause = 1
persistent = 1
id = 10141983

Here is the destroy state of the post.

;------------------------------------------------------------------------------------------------------------------
[Statedef 10141984]
type = A
movetype = I
physics = N
Anim = 6900

;I CREATED A VARIABLE SO THE PREVIOUS EXPLOD WOULD REMOVE ITSELF
[State 10141984, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

;REMOVING PREVIOUS EXPLODS, THIS IS THE POST
[State 10141984, RemoveExplod]
type = RemoveExplod
triggerall = Var(1)
trigger1 = Time = 0
id = 10141

;REMOVING PREVIOUS EXPLODS, THIS IS THE FLAME
[State 10141984, RemoveExplod]
type = RemoveExplod
triggerall = Var(1)
trigger1 = Time = 0
id = 10140

;NEW EXPLOD FOR DESTROYED POST
[State 10141984, Explod]
type = Explod
trigger1 = Time = 0
Anim = F10142
ID = 10142
removeTime = 30
removeongethit = 1
bindTime = -1
sprpriority = 4
ownpal = 1
supermoveTime = 999999
pausemoveTime = 999999
scale  = 1,1.2
persistent = 0
ignorehitpause = 1
postype = p1
pos = 0,0

;MAKING NEW DESTROYED POST TRANSPARENT
[State 10141984, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10142)
trigger1 = Time >= 25
ID = 10142
trans = addalpha
alpha = 36,256

;EXPLOSION EFFECT
[State 10141984, Explod]
type = Explod
triggerall = NumExplod(2105103)=0
trigger1 = Time = 0
Anim = F210510
ID = 2105103
removeTime = 30
removeongethit = 1
pos = 0,-60
sprpriority = 5
ownpal = 1
supermoveTime = 999999
pausemoveTime = 999999
scale  = .5,.5
persistent = 0
ignorehitpause = 1
postype = p1
pos = 0,0

;EXPLOSION SOUND
[State 10141984, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F5,12
loop = 0
abspan = -1
ignorehitpause = 1
persistent = 0
channel = 19

;EXPLOSION SOUND
[State 10141984, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F5,10
loop = 0
abspan = -1
ignorehitpause = 1
persistent = 0
channel = 15

[State 10141984, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

;THESE VELSETS ARE FOR THE POST TO FLY OFF THE SCREEN
[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 1
x = -3
y = -7

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 3
y = -7

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 5
y = -7

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 7
y = -5

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 9
y = -3

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 11
y = -2

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 13
y = 0

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 15
y = 2

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 17
y = 3

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 19
y = 5

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 21
y = 7

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 23
y = 9

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 25
y = 10

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 27
y = 11

[State 10141984, VelSet]
type = VelSet
trigger1 = Time >= 29
y = 13

;HELPER DESTROYING ITSELF WHEN THE MATCH IS OVER. DONT PAY ATTENTION TO THE VAR(53), THATS JUST FOR MY GAME.
[State 10141984, DestroySelf]
type = DestroySelf
trigger1 = RoundState > 3
trigger1 = Var(53)
trigger2 = RoundState > 3
trigger2 = Win || Lose
ignorehitpause = 1
persistent = 1
id = 10141983

HOPE THIS HELPS.
    

Re: How to code interactive item in stage

 July 30, 2022, 10:28:12 pm View in topic context
 Posted by The Jaquio  in How to code interactive item in stage (Started by copticprincess July 29, 2022, 12:27:58 pm
 Board: M.U.G.E.N Development Help

Ok, I hope this is what you are talking about....

Not sure how to do it with IKEMEN (I don't use it), but in Mugen you can create a helper when your characters are using the stage.  I used the author's name to detect what stage I was using for my game.  For example, 



Now, for the helper itself. If the character goes into a hitstate within a certain distance of the helper, the helper
changes to the blow up state. So your helper must have the proper collision boxes in its animation.  Next, I had to make sure
projectile based attacks wouldn't hit the helper, so I used a NotHitBy
Sctrl.

Hope this is what you mean.
    

Re: Darkstalkers - Tower of Arrogance

 May 17, 2022, 12:46:15 am View in topic context
 Posted by The Jaquio  in Darkstalkers - Tower of Arrogance (Started by Toni May 08, 2022, 04:54:22 am
 Board: Edits & Addons 1.0+

Hey man, thanks for your hard work.  I was editing the same stage for my game.  However, I was dreading trying to use the bgctrl to add the cars. Thanks!!! 

    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 31, 2022, 11:30:22 pm View in topic context

That's cool, you can just DM me
    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 31, 2022, 12:54:21 am View in topic context

Like Laziness stated, the best way would be to set the game to only one round and then use the noko assertspecial.  I used a variable to keep track of how many times the character has died.  Var(53) is active after the first knockdown.  When Var(53) is active, the  noko assertspecial is no longer in use.  In simulation mode, it is only set to one round.  The character's energy still regenerates. However after they die the first time the tag character enters like tradition VS games.  What you are trying to do is very possible. The biggest obstacle to overcome is using characters made by different people.  They may not use the same variables, which could cause conflict. 

Here's how I used it in simulation mode: