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Messages by daraku

    

Re: Dxwho Sprite Packs Part 2

 April 23, 2019, 05:46:34 pm View in topic context
 Posted by daraku  in Dxwho Sprite Packs Part 2 (Started by dxwho April 05, 2018, 12:20:41 am
 Board: Resource Releases

    

Re: Dxwho Sprite Packs Part 2

 April 23, 2019, 04:45:21 pm View in topic context
 Posted by daraku  in Dxwho Sprite Packs Part 2 (Started by dxwho April 05, 2018, 12:20:41 am
 Board: Resource Releases

Sorry for Necrobump, but can u ripping Also other missing char From Fighin Spirit? I'd like to convert more chars from that game, for example Layla
    

Re: complex hyper. Move camera up and down... to see different scene

 January 23, 2018, 07:09:33 pm View in topic context
 Posted by daraku  in complex hyper. Move camera up and down... to see different scene (Started by daraku January 21, 2018, 03:19:22 pm
 Board: M.U.G.E.N Development Help

This is pretty complex. What we need to know is if you plan to have the stage in the background. Some stages dont go up at all. The Hyper move wont look or work so great on those stages.
If you hide the stage with a custom background it will be easier. Use layers with P1SprPriority and P2SprPriority. Also use
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
so helpers look like they are in the air. Then when the missile comes down you give it a shadow.

Parts 2 and 4 will be coded very similarly. You could copy and paste and change the animations and sounds. Then have changestates that switch to the states you need.

The aircraft can be a helper that spawns explods or another helper for the missiles when it reaches the middle of the stage. It could be on a timer or location.

Im using an helper for Aircraft...that spawns missile, and with the player invisible i'll move the camera up and down. My problem maybe will be the player2...that i don't wanna put in a custom state soon. So the player2 will move the camera...right?
    

complex hyper. Move camera up and down... to see different scene

 January 21, 2018, 03:19:22 pm View in topic context
 Posted by daraku  in complex hyper. Move camera up and down... to see different scene (Started by daraku January 21, 2018, 03:19:22 pm
 Board: M.U.G.E.N Development Help

I WOULD CREATE A COMPLEX MOVES where there are 2 different scene: 1st scene in the sky with AIRCRAFT and 2nd scene on the ground WITH PLAYER 2. THE MOVE WILL BE PERFORMED IN THIS WAY:


1) p1 go up....and disappear and call one aircraft, camera will move up and stay up: in this state you will see only the aircraft in scale.

2) Aircraft arrive and spawn missile, camera will stay up until missile will reach the lower edge of the screen

3) Missile fall down...and reach the player 2...when these missile are finished, the camera will move up again to show the AIRCRAFT AGAIN.

4) THE AIRCRAFT SPAWNS BOMBS THAT FALL DOWN. Camera will stay up until bombs will reach the lower edge of the screen. At this point bombs fall down and reach the player2.

5) When all bombs are destroyed, player 1 go down with parachute
AND THE MOVE IS FINISHED!

the 1 and 5 Point are easy. I've already coded.

Code:
[Statedef 3204]
type    = A
movetype= A
physics = N

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 50
value = 0
movecamera = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  !time
value = 9999


[State 0, ChangeState]
type = ChangeState
trigger1 = helper(3201), time >= 280  && helper(3201), backedgedist >= 849
value = 3202
ctrl = 0

Until here is correct. Now i should move up again the camera.

    

Re: Spawn Helper after 100 tick

 January 20, 2018, 02:59:39 pm View in topic context
 Posted by daraku  in Spawn Helper after 100 tick (Started by daraku January 19, 2018, 11:00:32 am
 Board: M.U.G.E.N Development Help

Don't work man! I'll try  helper inside helper....and change the trigger of descendent helpers with rootdist instead of Parentdist
    

Spawn Helper after 100 tick

 January 19, 2018, 11:00:32 am View in topic context
 Posted by daraku  in Spawn Helper after 100 tick (Started by daraku January 19, 2018, 11:00:32 am
 Board: M.U.G.E.N Development Help

I would spawn an helper after about 100 tick from the player animation. I tried creating another helper that checking the time...but it makes much complex all the move, cause inside the helper code there are some var that don't trigger anymore. I tried to put the helper in negative status...but it don't work. I tried even with Gametime trigger, never used this one, but it don't work too  :???:

Any suggestment?
    

Re: Helper doesn't appear if player 2 is jumping

 January 18, 2018, 04:06:56 pm View in topic context
 Posted by daraku  in Helper doesn't appear if player 2 is jumping (Started by daraku January 17, 2018, 06:12:25 pm
 Board: M.U.G.E.N Development Help

YOU'RE A GENIUS!  ;) ;) ;) ;) ;) ;) ;) ;) works perfectly, i should test ur chars!
    

Re: Helper doesn't appear if player 2 is jumping

 January 18, 2018, 01:20:51 pm View in topic context
 Posted by daraku  in Helper doesn't appear if player 2 is jumping (Started by daraku January 17, 2018, 06:12:25 pm
 Board: M.U.G.E.N Development Help

I've create the invisible player. The state 3204, is the player invisible player. Is the same thing?
    

Helper doesn't appear if player 2 is jumping

 January 17, 2018, 06:12:25 pm View in topic context
 Posted by daraku  in Helper doesn't appear if player 2 is jumping (Started by daraku January 17, 2018, 06:12:25 pm
 Board: M.U.G.E.N Development Help

I've an hyper move, where the p1 calls the Helper( an aircraft) and p1 goes in a status with a invisible Animation. The player1 goes up...until he disappear from the screen and appear the Aircraft. The move is ok, but if the player2 jumping...when p1 is going up...the move doen't work, and the helper doens't appear.

[State 3200, ScreenBound]
type = ScreenBound
trigger1 = ScreenPos Y = 0
value = 0
movecamera = 0,0

[State 3200, Helper]
type = Helper
trigger1 = ScreenPos Y = 0 ;
helpertype = normal
name = "aircraft"
ID = 3201
stateno = 3201
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1
size.xscale = 0.8
size.yscale = 0.8



[State 3200, ChangeState]
type = ChangeState
trigger1 = ScreenPos Y <= 0
value = 3204
ctrl = 0

; invisible frame
[Statedef 3204]
type    = A
movetype= A
physics = N

[State 0, ScreenBound]
type = ScreenBound
trigger1 = ScreenPos Y >= 0
value = 0
movecamera = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  !time
value = 9999


[State 0, ChangeState]
type = ChangeState
trigger1 = helper(3201), time >= 280  && helper(3201), backedgedist >= 849
value = 3202
ctrl = 0
    

Erase the shadow from an effect

 January 08, 2018, 04:28:06 pm View in topic context
 Posted by daraku  in Erase the shadow from an effect (Started by daraku January 08, 2018, 04:28:06 pm
 Board: M.U.G.E.N Development Help

Ok guys. I've an issue with a shadow that doesn't disappear. The effect is an helper. Here the code

; helper shotgun
[Statedef 1322]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 223
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !time
flag = globalnoshadow




[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper
time = 1
pos = 30,-14

[state b]
type = Trans
trigger1 = 1
trans = add


[State 0, AngleSet]
type = AngleSet
trigger1 = 1
value = 25


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1



[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

LOL....SOLVED TRIGGER1 = 1...IT WAS very easy!
    

Re: Changing Animation of the player...when the player touch the helper

 December 21, 2017, 12:43:35 pm View in topic context
 Posted by daraku  in Changing Animation of the player...when the player touch the helper (Started by daraku December 20, 2017, 12:46:48 am
 Board: M.U.G.E.N Development Help

Almost solved, but when he enter in the 1092 he's binded in that position....and he can't walking or jump!

I've delete the var(26). I can manage it also with 1 var, but the code is still bugs. When i've control he turn back on state
1092!

[State -2, Changestate]
type = Changestate
triggerall = time = 0
trigger1 = var(25) = 6  && stateno != 1092
value = 1092

    

Re: Changing Animation of the player...when the player touch the helper

 December 21, 2017, 12:16:28 am View in topic context
 Posted by daraku  in Changing Animation of the player...when the player touch the helper (Started by daraku December 20, 2017, 12:46:48 am
 Board: M.U.G.E.N Development Help

Then...now in this way...finally it works...but i don't why the state 1092 is repeat at LOOP!

[State -2, VarSet]
type = VarSet
trigger1 =  var(25) = 6
v = 26
value = 1

[State -2, Changestate]
type = Changestate
trigger1 = var(26) = 1 && stateno != 1092
value = 1092

; reload Bombs continue
[Statedef 1092]
type = S
movetype = I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1093

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 26    ;fv = 10
value = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8600,0
channel = -1


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
    

Re: Changing Animation of the player...when the player touch the helper

 December 20, 2017, 06:58:14 pm View in topic context
 Posted by daraku  in Changing Animation of the player...when the player touch the helper (Started by daraku December 20, 2017, 12:46:48 am
 Board: M.U.G.E.N Development Help

[State -2, Changestate]
type = Changestate
trigger1 = numhelper(1091) && parentdist x =[20, 20]
value = 1092

I charged my weapon but still the animation doesn't change, and don't enter on state 1092!

DON'T WORK  :S:S:S:S:S:S:S:S:S:S:S:S
    

Re: Helper contact with Player

 December 20, 2017, 04:30:36 pm View in topic context
 Posted by daraku  in Helper contact with Player (Started by daraku December 16, 2017, 11:56:19 pm
 Board: M.U.G.E.N Development Help

You can also use

affectteam = team_type (string)  team_type specifies which team's players can be hit by this HitDef. Use B for both teams (all players), E for enemy team (opponents), or F for friendly team (your own team). The default is E.

in the hitdef. You can make 2 hitdefs, 1 for P1 and 1 for P2. B never seemed to work well for me.

[State 220, HitDef]
type = HitDef
trigger1 = !time
attr = S,SP
damage = 0, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8222
sparkxy = 0,0
guard.sparkno = s8001
affectteam = F
p1stateno = 1100 ; in this case...this state should activate the player state if helper touched the player...right?
hitsound = s1045,1
guardsound = S8000,6
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -12,-1
air.type = Low
air.hittime = 18
air.velocity = -12,3
envshake.time = 2
envshake.ampl = 2
    

Changing Animation of the player...when the player touch the helper

 December 20, 2017, 12:46:48 am View in topic context
 Posted by daraku  in Changing Animation of the player...when the player touch the helper (Started by daraku December 20, 2017, 12:46:48 am
 Board: M.U.G.E.N Development Help

I can't manage to change the player animation if the player touched his own helper. How can i solve this issue?

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = helper(1091), pos y >= 0  && helper(1091), parentdist x = [-20, 20]
value = 1093
    

Helper contact with Player

 December 16, 2017, 11:56:19 pm View in topic context
 Posted by daraku  in Helper contact with Player (Started by daraku December 16, 2017, 11:56:19 pm
 Board: M.U.G.E.N Development Help

I've a bonus....a briefcase that reloads the bombs of Player. My problem is the contact between the helper and Player. It looks bug, and the helper don't destroy himself when it make contact with Player.

; reload Bombs
[Statedef 1091]
type = A
movetype = A
physics = N
juggle  = 0
velset = 0,8
ctrl = 0
anim = 1090



[State 0, Explod]
type = Explod
trigger1 = !time
id = 1091
anim = 1091
pos = 0,80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = pos y >= 0
id = 1091

[State 0, Explod]
type = Explod
trigger1 = pos y >= 0
id = 1092
anim = 1092
pos = 0,80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 8,0
accel = 3,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = -1



[State 0, VelSet]
type = VelSet
trigger1 = pos y >= 0
x = 0
y = 0

[State 0, VarSet]
type = parentVarSet
trigger1 = ParentDist X = 0 ; Probably this trigger is wrong...cause don't work well!
v = 25
value = 6

[State 220, HitDef]
type = HitDef
trigger1 = !time
attr = S,SP
damage = 72,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8222
sparkxy = 0,0
guard.sparkno = s8001
hitsound = s1045,1
guardsound = S8000,6
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -12,-1
air.type = Low
air.hittime = 18
air.velocity = -12,3
envshake.time = 2
envshake.ampl = 2
fall=1
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,5
Palfx.color = 0



[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = animtime = 0
trigger3 = ParentDist X = 0
    

Re: Inserting an alternative turning animation

 December 09, 2017, 10:51:54 am View in topic context
 Posted by daraku  in Inserting an alternative turning animation (Started by daraku December 09, 2017, 12:39:31 am
 Board: M.U.G.E.N Development Help

[State 1003, 3]
type = ChangeAnim ; turnig
trigger1 =  !facing && anim = 4003
value = 4007

[State 1101,Turn]
type = Turn
trigger1 = P2Dist X < -20

it still doesn't work. The animation doesn't appear, but it turning in a raw way
    

Inserting an alternative turning animation

 December 09, 2017, 12:39:31 am View in topic context
 Posted by daraku  in Inserting an alternative turning animation (Started by daraku December 09, 2017, 12:39:31 am
 Board: M.U.G.E.N Development Help

I've an hyper where the p1 is a tank. When it is near to enemy it turning, but the animation of turning doesn't appear.

[State 1003, 3]
type = ChangeAnim ; turnig
trigger1 =  !facing && anim = 4003
value = 4007

Where 4003 is the animation of stance
    

coding a Dream Cancel

 December 04, 2017, 06:05:29 pm View in topic context
 Posted by daraku  in coding a Dream Cancel (Started by daraku December 04, 2017, 06:05:29 pm
 Board: M.U.G.E.N Development Help

i've to code 1 DreamCancel. The move will triggered when the p1 in state 3000 will perform different combos and these will make contact with p2, but it doesn't work for no reason.

[State -1, bazuka shot]
type = ChangeState
value = 3100
triggerall = !Var(0)
triggerall = command = "bazuka shot"
triggerall = power >= 1000
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = stateno = 3000 && movecontact && AnimElemtime(38) >= 0 && AnimElemtime(43) < 0

SOLVED, LOL! I had write this code...even in the state 3000

;[State 3001, next]
type = changestate
triggerall = movecontact
trigger1 =  command = "bazuka shot" && AnimElemtime(38) >= 0 && AnimElemtime(43) < 0
value = 3100
ctrl = 0
    

Re: Avoid to turn player 2

 November 23, 2017, 07:26:19 pm View in topic context
 Posted by daraku  in Avoid to turn player 2 (Started by daraku November 18, 2017, 01:20:58 pm
 Board: M.U.G.E.N Development Help

Is the said Aircraft a helper ? If yes it normally shouldnt autoturn...
If not, try making p1 invisible and putting the aircraft a helper instead of making the player become the aircraft.
I think thats why it is autoturning...
Or you could put p2 in a custom state where u disable autoturn...

Yea, thanks! The aircraft isn't an helper, it's the player!