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Messages by Gamez

    

Re: Gamez' requests

 June 01, 2012, 01:28:38 am View in topic context
 Posted by Gamez  in Gamez' requests (Started by Gamez May 25, 2012, 02:52:21 am
 Board: Requests

    

Re: Adding new attack (not activating correctly)

 May 30, 2012, 11:22:04 pm View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

whats clashing is the state numbers.

in the don your copying, he has a state where he goes up, slides to above the players head, and changes state to another state which is the attack.

the don your editing, goes up and over, but the state he needs to change into is always in used and makes him jump up.

in other words.

STOP COPYING SHIT, IT DOES NOT WORK 90% OF THE TIME.

LOL Of course copying and pasting it alone isnt going to work. I dont see what data is clashing. As far as I saw there isnt anything being reused. (Frames that are being asked for that are thw wrong ones.) I even tried to recreate the data that wasnt the same when moving the states over.
    

General MUGEN color questions

 May 27, 2012, 08:31:28 pm View in topic context
 Posted by Gamez  in General MUGEN color questions (Started by Gamez May 27, 2012, 08:31:28 pm
 Board: M.U.G.E.N Development Help

I need to know a few things

What are the problems that generally cause colors to not show up in MUGEN correctly?
a few for instances:

You create a bunch of sprites in Photoshop.
You use FF to import them
RANDOMLY some of them turn into 'wrong colors'
WHY?
SOME of them it's because something in the pallet is incompatible AND SOME OF THEM it's not. They are just messed up EVEN IF you tell it not to apply the pallet to that sprite.

Next.
You can add something to a characters sprites.
FF adds them correctly too (totally ranomly it seems. Sometimes no matter how hard you work you'll just have to throw it all away. Colors WILL not fix sometimes.)
But for arguments sake, lets say this is one of those times where clors are ALL WORKING.
Then you add the character to the character roster
Load MUGEN, and they work
Then NEXT TIME you load MUGEN (OR if you change the char select cell size) they NEVER work again unless you remake the ENTIRE CHARACTER.......
WHY?

What the HECK kind of evil juu juu magic causes these problems? I can rip out a sprite, clean it up ALL DAY, but as soon as I slap it back into FF or MUGEN the problem persists. WHAT causes these problems? How do you (in character development) PREVENT these problems and HOW do you address them once you've encountered them?

Last question regarding colors. If a character WAS working in an older version of MUGEN and then ISNT in 1.0 (this problem is the least of mine. I usually can fix this) WHAT do you have to do to make the colors work in 1.0 correctly (if they arent)??????

So yeah those are my 3 color questions. I have literally been using MUGEN since inception and not ONCE have I ever finished a character from start to finish on my own because WEIRD EVIL JUU JUU MAGIC takes over the characters and makes the colors never work again. WHAT is causing this!?!?
(Remember turning off pallets only works SOMETIMES. Sometimes even with NO PALLET data, some frames have 'wrong colors' and some have right. HOW and WHAT do we do to stop that!?!?!?)

Almost half my lifetime now I think I've gone on knowing OTHERS can fix these problems but if iiiiiiiiiiiiiiii ever have these color problems I have to scrap my ENTIRE CHARACTER and restart from scratch. I HATE this because I KNOW others FIX the issues, not COMPLETELY restart.
Please help my feeble brain. You think 12 years of trial and error would have revealed it to me.
    

Re: Adding new attack (not activating correctly)

 May 27, 2012, 07:53:46 pm View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

The animation of the stabby part has frames added in FF that were created for the coding necessity, but the actual pictures themselves arent there yet. (This problem happened before I added the FF frames / hitboxes and after anyway.)

Which animations seem to be clashing, causing the problem? I did not see any data being asked for more than once or clashing animation #'s in the cns.
Can you tell me which ones you were pointing out?
    

Re: Adding new attack (not activating correctly)

 May 26, 2012, 09:28:02 pm View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

4shared is the one i question that people were refusing to take the time to help me because it needs someone to register and then log in. Which I understand.
So for now I'll stick with crocko.com and some of the ones you listed. THANKS.

(Anyone had a chance to check out the error I'm getting in the HYper's glitch yet, let me know)
THNX for the reply Ryon
    

Re: dragon ball chars

 May 26, 2012, 11:26:25 am View in topic context
 Posted by Gamez  in dragon ball chars (Started by filipss May 19, 2012, 09:21:51 pm
 Board: Requests

I'm looking for this too. If you want I'll post your 1 request along with my other small DBZ request thread, as it would consolidate the Request Forum and I am already getting good results on my request page, so it may help you out to. Just FYI

(There's more rules here than good at this site sometimes I think, so I hope this is HELPING not HIJACKING but you never know. If it IS considered that, then just don't click the link to my request page. Just wanted to be helpful and consolidate, not rude. It was only an OFFER to do it anyway to help everyone.)

http://mugenguild.com/forumx/index.php?topic=141384.0

P.S. filipss do you have a palette edit downloadble of the Pikkon in your sig? It looks WAY better than the Pikkon's I can find online :p
    

Re: requsting all stages by La maverick

 May 26, 2012, 11:12:49 am View in topic context
 Posted by Gamez  in requesting mugen 1.0 loading screens by mugenload (Started by kenshin101 May 22, 2012, 01:50:58 pm
 Board: Requests

Would someone mind posting a picture of at least one of these stages so I know whether or not I want to hop on the "me too plz"bandwagon, instead of figuring out months from now that I may want one/some and not being allowed to post the request here (because of thread AGE by then), THEN having to make a new thread, THEN an admin tell me "there's already a thread for this" THEN me having to PM people personally just to have them not like PM's or never answer them?

There's more rules here than for this place's own good. --Gotta have them though, cuz I can imagine how crazy it would get without them.-- But JEEZ
    

Re: Adding new attack (not activating correctly)

 May 26, 2012, 11:02:48 am View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

TY for offering to help. I'm going to find a better website to upload files I need someone to look at for me then post the links here BRB
----EDIT: http://www.crocko.com/AC1C874A126A43ECAC4B40CFD7674BAE/DONATELLO_originals.rar
              http://www.crocko.com/AEDE341DAA824BEEB3546D4829DF0DC5/donTMNT_hyper_to_donatello2.rar

A few people have mentioned to me they hate the website I was using to upload files. I found a new one I can use that I hope is less annoying to people. I really look forward to the help I get here so I don't want to make it annoying for people to have to try and register/sign-in to a website just to help em with somethin.
Please let me know if these DL links are more preferable and if there's anything anyone can do to help me with this issue. Thanks. (I've now posted this same question at multiple help forums across mugen interwebs. Hopefully someone can help me get this working.)
    

Re: Positioning a helper to an enemy (facing direction help too)

 May 25, 2012, 04:10:12 pm View in topic context
 Posted by Gamez  in Positioning a helper to an enemy (facing direction help too) (Started by Gamez May 24, 2012, 10:43:18 pm
 Board: M.U.G.E.N Development Help

THANKS CYANIDE!!

Here's an example of what it was saying twice and why I was confused
"[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = 1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = left
facing = 1
pos = 50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0

[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = -1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = right
facing = -1
pos = -50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0
"

Apparently it's coded so that it has to have definition as to what to do DEPENDING ON whether or not the player is oriented to the  LEFT (top code) ad then RIGHT (bottom code.)
Player orientation isn't automatically followed here and I GUESS it needs to be specified here whether they are pointing LEFT or RIGHT.
Makes sense to me now. (I HAD GUESSED it would have code that worked regardless of direction, basing it on player orientation and having no need for specifying LEFT or RIGHT.)

That explains why I thought I was seeing twice the code, and some of it even contradicting itself.
THANK YOU

I didn't get the effect I was looking for JUST YET but I better understand what it is I'm looking at now, all because of your post Cyanide. YOU ROCK
As soon as I get the desired effect I'll make sure to solve/unsolve-button this thread :) I bet I'll have this done in no time. Cross your fingers for me
    

Re: Adding new attack (not activating correctly)

 May 25, 2012, 05:34:29 am View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

lol I used to have more luck at this. I haven't gotten this in epth since before 1.0 even existed.

Like I said though I've made sure that everything I know NEEDS to be there is. And since it should all be there, I can't figure out what to fix or add if it's not working now.
Maybe a variable somewhere is conflicting with a new meaning it has in 1.0 or maybe the character is supposed to be triggering another animation that's missing. But I specifically looked that up AND recreated the animations I THOUGHT it said it needed all manually myself in FF.

If anybody here gets nitty gritty with move creations, let me know. I haven't figured out what it missing from this.
I told it to do the some stuff, ran back over it with a fine tooth comb and made sure everything it was asking for in the cns was indeed there. But it's just flinging him above someone then deactivating. He never does the DMG part of the attack after the Hyper activates.
Weird
    

Re: Positioning a helper to an enemy (facing direction help too)

 May 25, 2012, 05:23:27 am View in topic context
 Posted by Gamez  in Positioning a helper to an enemy (facing direction help too) (Started by Gamez May 24, 2012, 10:43:18 pm
 Board: M.U.G.E.N Development Help

Apparently summoning a helper is going above my head atm.

What I Was wondering is simply put
"To do THIS action, add this code."
okay
But to me this looks like the code was added twice and I don't see the need for it.

What's the difference? Where does the needed code end. Why does it look like it's basically saying both?
I don't know what values are doing what because it looks like it's giving commands to send him in both locations to me. I can't tell where the right section is to simply change..... um....
To me I see
"To do THIS action, add this code."
and then the same code but altered is added again
"To do THIS action, add this code."

How come it looks almost doubled....? Most of the time (unless what's coded is super advanced) I can look through the file and SEE it myself.
"To do THIS action, add this code."
~Okay, I SEE the code, there's what needs to be changed for ~so and so~ effect. But I can't see where to change anything because it's listed twice as far as I Can see.

It looks to me like the code is either contradicting itself or having some variation added to change how it works in a certain instance. But I can't decipher it. I'm just so new to helpers I guess that for some reason it looks like it was all added twice. One with the "= 1" and one with "= -1"

Why would something need both of those? Theoretically (or even found within the upload I posted) I guess I can't break down the code for the Helper well enough to know what needs to be altered.

(I'm a little worried about annoying ya Cyanide. It seems like this makes more sense to you than me, obviously, and I don't want to come off like I'm not trying or ignoring what your advice is. Hope you have some patience with me.)

As for anyone who may run into this help thread, could someone point out to me the couple of lines I need to alter to change the position the Helper is summoned to? As I said, for some reason I seem to see it at least twice. I don't know what to change if it seems to have a code command twice. I KNOW that the right words have been pointed out to me, but I meant a highlighted part of the file or something. I don't know why I can't see what I'm looking for.

Is there two instances of the code added for when he is pointed either direction EACH?
I figured that once you tel it to do something that it would al be based on the direction he's currently pointing anyway. Why would there be a need to make sure there's a variation for when the character turns around? Shouldn't it just mirror the action? Why is there more than one postype here? Maybe I just can't accurately say what I mean :/

(Again I greatly appreciate your input Cyanide.)
    

Gamez' requests

 May 25, 2012, 02:52:21 am View in topic context
 Posted by Gamez  in Gamez' requests (Started by Gamez May 25, 2012, 02:52:21 am
 Board: Requests

Looking for:
http://img13.imageshack.us/img13/2664/mugen15.png
SFII HD REMIX Ryu Stage (Suzaku Castle) HI-RES plz
(this stage is all over the internet but the links are dead :( )

---(DBZ)
Cui
Yajirobe
Chichi (teen preferably)
Lord Slug
Dodoria
Grandpa Gohan
King Cold
King Vegeta
Videl
Uub (Not Majuub)
Kibito (Not Kibitokai)
Bardock SSJ (preferably by mjizzle12)

I'm not looking for any fantasy characters or terribly rare edits of something. But these seem to have bounced off the entire internet. Anyone have any of these?
    

Re: Need help with a character having his own gauge.

 May 25, 2012, 01:59:44 am View in topic context
 Posted by Gamez  in Need help with a character having his own gauge. (Started by GBA64 May 24, 2012, 09:37:40 pm
 Board: M.U.G.E.N Development Help

Here's a Dante WIP that someone made that uses a helper to create some sort of custom timer bar. I think the data for it starts in [Statedef 6000] and resumes most of what's needed in [Statedef 6010] in the cns file

I don't know if this is specific enough, but I figured it';s a good start for reference, since it's an already working piece. I can't make heads or tails of too much of it, but I wanted to do somethin to help. Maybe this'l be jsut watcha need.

I hope it's a good example.
http://www.4shared.com/rar/AqQOQYpv/dante.html

----THIS IS NOT MY DANTE. I am simply referencing other works I figured could help teach you. Rememebr anything you learn from something should have credit given to the owner, and nothing should be outright taken without permission THEN giving kudos. Just FYI.

Again hope this helps.
    

Re: Screen is right size but leans to bad angle

 May 25, 2012, 01:35:46 am View in topic context
 Posted by Gamez  in Screen is right size but leans to bad angle (Started by Gamez May 22, 2012, 03:06:24 pm
 Board: M.U.G.E.N Configuration Help

----------
EDIT: WOO HOO I WAS RIGHT about it being the engine incorrectly reading the position of my monitor based on the data provided from my vid drivers. Even though out of MUGEN everything was positioned correctly, the PC read that my screen was offset during MUGEN use. Even "auto adjust" didn't work so I did it manually and NOT ONLY  did it work, but it saved the settings specific to MUGEN so when it exited MUGEN it didn't offset the rest of my screen once it was no longer running MUGEN.

GET THIS it EVEN goes back into fitting again perfectly when I RErun it, so I don't have to adjust in manually each time EITHER. Righteous, huh?
So PEEPS, if you do everything within MUGEN and you still can't get it positioned correctly, your monitor may be incorrectly assuming the coordinates of your pixels on screen. Manually adjusting it sometimes works for other games ESPECIALLY WHILE USING DUAL MONITORS!!!! (I wasn't but I know this from experience.) WOOT!
P.S. TRUEMicah you are like my best friend now.
-------

I SWEAR to you it's still doing it.

DL MUGEN
DL screenpack

unzip MUGEN
unzip screenpack

Run MUGEN
works but in wondowed mode

open mugen.cfg
set fullscreen to = 1

run MUGEN
"screenpack" features fit, but STILL have black pixels on the bottom AND right of the screen slightly pushing everything the top and left.

Maybe my video card settings or screen position is being read badly by the engine or something. SOMETIMES games are set to go to where the screen THINKS it is and it just has this issue.

I don't know what's causing it.

Once I get to windowed mode working perfectly fine HOW would you assume I get it to fullscreen without opening the mugen.cfg? (I only ask cuz you said not to. Figured maybe there's another way I'm not using or something.)

This is such an annoying problem.

TECHNICALLY this worked, but only in windowed mode. Which is what it was always doing. At least I feel better knowing I didn't cause whatever is going on LOL
    

Adding new attack (not activating correctly)

 May 25, 2012, 12:27:43 am View in topic context
 Posted by Gamez  in Adding new attack (not activating correctly) (Started by Gamez May 25, 2012, 12:27:43 am
 Board: M.U.G.E.N Development Help

I found two ROCKIN versions of Donatello from TMNT and I'm making personal edits of hundreds of MUGEN fighters to make them all work in 1.0 AND be fighting on even ground.

In doing so I found 1 Donny who has an awesome hyper and one that has  crappy hyper.

I tried adding the GOOD hyper to the other Donny with the BAD hyper.
I added all the code from the CMD and CNS files, and even opened up Fighter Factory and reacted the hit-boxes but for some reason the move WILL NOT fully activate.

I GUESS a variable somewhere in the animations are referring to an attack state that is missing but as far as I can see EVERYTHING was transferred correctly. Could someone look at these Donatello's and help me figure out why the attack only HALF activates?

(The hyper makes him fly above the enemy then do a combo move. But when I transferred it he only flies above them and never does the attack.)

I didn't add new SPRITES so it should be invisible while performing this, I assume, but I DID add the animation and hit-box data, on top of the stuff in the CMD and CNS. I don't know what I missed or maybe what isn't compatible. Would someone mind looking at them and see why it's not activating the combo attack after the Hyper turns on?

EDIT: OLD DL LINKS REMOVED, THESE ARE EASIER TO DL LINKS (I was using an annoying website. People asked me to change)
originals:
http://www.crocko.com/AC1C874A126A43ECAC4B40CFD7674BAE/DONATELLO_originals.rar

My edits:
http://www.crocko.com/AEDE341DAA824BEEB3546D4829DF0DC5/donTMNT_hyper_to_donatello2.rar

I don't know if the problem lies within the CNS but I assumed it did. I thought I could get a half-arssed working version of it done without adding too much more but aparently I was wrong. (By half-arssed I mean working ALL THE WAY but then I can fix tiny problems or sprites later.)
    

Positioning a helper to an enemy (facing direction help too)

 May 24, 2012, 10:43:18 pm View in topic context
 Posted by Gamez  in Positioning a helper to an enemy (facing direction help too) (Started by Gamez May 24, 2012, 10:43:18 pm
 Board: M.U.G.E.N Development Help

I found this rad reference given to me by Cyanide
http://www.elecbyte.com/mugendocs/sctrls.html#helper
under the section HELPER it says that:
facing = facing (int)
    If postype is left or right, setting facing to 1 will make the helper face the right, and a value of -1 makes the helper face left. For all other values of postype except p2, if facing is 1, the helper will face the same direction as the player. If facing is -1, the helper will face the opposite direction. In the case of postype = p2, facing has the same effect as above, except it is with respect to p2's facing. Defaults to 1.

I was looking at the code for a character and it has SOME point of the state that says BOTH facing = 1 AND facing = -1. I can't figure out WHY it says both or which it's using.

My problem is as follows

How do you reposition the helper from being behind a player to appearing behind the enemy instead?

For instance. I saw a char made by someone where it summons a helper, and then the helper appears from behind them.
The helper casts an attack with a hit-box the size of the WHOLE screen. So no matter what the enemy is attacked :(

What I want to do is change it so that the helper appears behind or near the ENEMY and when casting the attack, I will change the hit-box to being smaler and more specific, allowing the technique to be dodged.

Would anyone mind helping me figure that out?
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\                                                      \
\                                                      \
\                                                      \
\                                                      \
\                                                      \
\           O                       O               \
\       o--[]--o              o--[]--o          \
\            A                       B               \
\           I  \                     /I               \
\           L   L                _| _\             \
\                                                      \
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\         O                                           \
\    /HELPER\                                    \
\   /     C       \                                   \
\ o  _/     \_   o                                 \
\                                                      \
\           O                       O               \
\       o--[]--o              o--[]--o          \
\            A                       B               \
\           I  \                     /I               \
\           L   L                _| _\             \
\                                                      \
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\attac O attackattackattackattackat\
\at /HELPER\ attackattackattackatta\
\a /     C       \  attackattackattackatt\
\ o  _/     \_   o attackattackattackat\
\attackattackattackattackattackatta\
\attackaOattackattackatOattackatta\
\attao--[]--oattackatto--[]--oattacka\
\attack  A attackattackat B attackatt\
\attack I  \ attackattack /I  attackatt\
\attack L   L attackatt _| _\ attackat\
\attackattackattackattackattackatta\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Basically I Want the enemy on the right "B-waist" to have the helper appear near HIM not the player "A-waist." Then I'll change the "attack" hit-box to being smaller.
How do I change where the helper is summoned?

------SO according to the awesome page Cyanide sent me, I'm supposed to be looking for things like the position and where it's facing. Cool. But how come it mentions more than one before the code is gone? I can't tell WHY it's saying more than one (Facing = 1 AND Facing = -1.) How come from it's summoning WHERE it is and how come it's poiinting that way? If it needs to be told what direction the helper is facing then how come it says BOTH in the coded in the same state?

Here's a post of the code exactly:
;Come on Shadow!
[statedef 8100]
type    = s
movetype= i
physics = n
anim = 8000
ctrl = 0

[state 8100, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 8100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 8000, 0
channel = 1

[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = 1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = left
facing = 1
pos = 50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0

[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = -1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = right
facing = -1
pos = -50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0

[state 8999, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 8999, end2]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x <= 100
value = 0
ctrl = 1

[state 8999, end3]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x > 100
value = 1
----------------------------------------------

?????????So how come it says BOTH????????????????
"[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = 1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = left
facing = 1
pos = 50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0"

??????????????at some point and then later it says??????????????????
"[state 8100, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = -1
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Shadow"
id = 6000
postype = right
facing = -1
pos = -50, 0
size.xscale = 1.0
size.yscale = 1.0
stateno = 6000
keyctrl = 0
ownpal = 0"
------------------------

Look closely = in both of those it says "facing = 1" and then later says "facing = -1"

....... But which is it? What is it BOTH being used for?
The helper is summoned then FACING the same direction of the enemy, he attacks and fills the WHOLE screen.

I just want the helper to appear behind the enemy FACING the direction of the enemy (like jumping them from behind.) THEN I'll redo the hit-boxes so that the attack doesn't take the whole screen up.

I can handle editing some hit-boxes but I need to get him appearing and facing the right place. But I don't know what to change if INSTEAD of "facing = 1, OR -1" at some point it says BOTH in the code, so what is it saying happens?

If I didn't post enough of the code, I'll post the whole .cns if I should.
Any help would be appreciated. I tried to be clear, hope it's not blabbering too much or anything.

( If it helps here's the character I'm having trouble with:
http://www.4shared.com/rar/5RLX_Hsk/Sonic.html )

!!!!!!!!!!!!!!HERE COMES A NEW CHALLENGE!!!!!!!!!!!!!!!!!
Side problem. Certain characters I've added seem to RANDOMLY change from working portraits to glitched GFX / pallets on their faces. For instance I had a Metal Sonic and Pyro (from Sonic and X-Men, respectively) they both had working portraits but when I changed the pixel size of the cel-sizes for character select the colors broke. I tried turning it back but the problem persisted. What's the RIGHT way to force characters faces to show up correctly? What causes them to go from WORKING to all of a sudden NOT working? There something I can do to generally make characters colors be read by MUGEN 1.0 correctly?

It's driving me nuts that I'm adding characters, they have no GFX problems, THEN BAM. Their portraits no longer work. What can I do to the SFF files in Fighter Factory to make them read correctly?
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

(I must sound like a noob. "Waaaah, the first thing you learn in MUGEN sprite making isn't working :( " Hope someone can help.)

***compliment to Cyanide*******
I mentioned in another thread how aweosme your help has been Cyanide. As it just so happens, totally unrelated, one of the new friends I made here had THIS to say:
"Cyanide is the best man to talk to about ANYTHING Mugen related.  He has literally trained/mentored every brilliant active creator at one point of their lives.
Whatever he says, goes.  No one tops his advice."
.......
"Also, never PM Cyanide.  He HATES pm's.
Cyanide will post in your thread if he thinks you really need help.  If he's given you advice already but  you aren't improving from his input, he can/may ignore you. So do what he says!"

That's one heck of rep you've made for yourself, man! Congratulations. I've been part of the mugen development community since inception but I never did anything worthy of this sort of PRAISE. You seem really awesome and I wanted to randomly say thank you, from me and the community. Helping others to the point where they hold you in this regard is nothing to shake a stick at. Thanks.
*******************
    

Re: Positioning a helper to an enemies helper

 May 24, 2012, 10:34:18 pm View in topic context
 Posted by Gamez  in Positioning a helper to an enemies helper (Started by Noctis May 19, 2012, 06:47:02 pm
 Board: M.U.G.E.N Development Help

Thanks for the help and for setting me straight Cyanide. I didn't know if starting another thread about the (what may have been) a same or similar issue if the thread wasn't old. I didn't know the forum preferences.

Thanks again for the help. If I have a further issue with it I'll make a separate thread. I assumed making a new one for what seemed to be the same issue may have been "wrong" too. Again: didn't know just wanted to be courteous. I'll do my best to abide by the rules.

(Side note: Cyanide, dude you have been super helpful the last few days. I wanted to thank you again.)
    

Re: Positioning a helper to an enemies helper

 May 24, 2012, 07:56:03 pm View in topic context
 Posted by Gamez  in Positioning a helper to an enemies helper (Started by Noctis May 19, 2012, 06:47:02 pm
 Board: M.U.G.E.N Development Help

How do you reposition the helper from being behind a player to appearing behind the enemy instead?

For instance. I saw a char made by someone where it summons a helper, and then the helper appears from behind them.
The helper casts an attack with a hit-box the size of the WHOLE screen. So no matter what the enemy is attacked :(

What I Want to do it change it so that the helper appears behind or near the ENEMY and when casting the attack, I will change the hit-box to being smaler and more specific, allowing the technique to be dodged.

Would anyone mind helping me figure that out?
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\                                                      \
\                                                      \
\                                                      \
\                                                      \
\                                                      \
\           O                       O               \
\       o--[]--o              o--[]--o          \
\            A                       B               \
\           I  \                     /I               \
\           L   L                _| _\             \
\                                                      \
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\         O                                           \
\    /HELPER\                                    \
\   /     C       \                                   \
\ o  _/     \_   o                                 \
\                                                      \
\           O                       O               \
\       o--[]--o              o--[]--o          \
\            A                       B               \
\           I  \                     /I               \
\           L   L                _| _\             \
\                                                      \
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\attac O attackattackattackattackat\
\at /HELPER\ attackattackattackatta\
\a /     C       \  attackattackattackatt\
\ o  _/     \_   o attackattackattackat\
\attackattackattackattackattackatta\
\attackaOattackattackatOattackatta\
\attao--[]--oattackatto--[]--oattacka\
\attack  A attackattackat B attackatt\
\attack I  \ attackattack /I  attackatt\
\attack L   L attackatt _| _\ attackat\
\attackattackattackattackattackatta\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Basically I Want the enemy on the right "B-waist" to have the helper appear near HIM not the player "A-waist." Then I'll change the "attack" hit-box to being smaller.
How do I change where the helper is summoned?
    

State differences help between OLD and 1.0

 May 24, 2012, 07:13:31 pm View in topic context
 Posted by Gamez  in State differences help between OLD and 1.0 (Started by Gamez May 24, 2012, 07:13:31 pm
 Board: M.U.G.E.N Development Help

(I posted a separate thread pertaining to a WORKING character that has palette problems. This is not the same . These 2 characters were made as I ASSUME as bosses for original MUGEN but now aren't working in 1.0 and I'm AS A HOBBY converting hundreds of thins to 1.0. As I need help I Ask questions.)

I have a version of these files here where I tossed around commands and stuff I know sometimes help getting things to workin 1.0 but nothing worked. I was hoping to upload them right here and have someone tell me where to start fixing errors. I assume there's a bunch of states coded into this that are just too old and thus will need some real work.

I just want someone to point me in the right direction so I Can get started. (With these characters specifically, I don't need someone to just point to a thread with some 1.0 state data. I've found those but still have trouble.)

If someone doesn't mind PLEASE in your off time load these 2 quick characters, look at the error message and plz let me know what I needs to be updated. This one is a little over my head, and I've already done around 50 characters.

SoTN Dracula
SoTN Death
http://www.4shared.com/rar/nzxP_YqA/DracDeath.html

I know I ask lotsa questions on this site but I do make sure that if they are similar I keep them all in the same threads. I do work on MUGEN almost all day every day for a bit now (if I get the chance) & I've undertaken trying to get hundreds of characters working, even if they have to be redone entirely. I hope you guys never get sick of me LOL. Wish me luck and plz help me figure out what's off about these 32 chars code.

THANK EVERYONE!
    

OLD Mugen Palette not working in 1.0

 May 24, 2012, 06:49:13 pm View in topic context
 Posted by Gamez  in OLD Mugen Palette not working in 1.0 (Started by Gamez May 24, 2012, 06:49:13 pm
 Board: M.U.G.E.N Development Help

I've seen a couple of the sprite fixes for characters when moving them from OLD to 1.0

This should take 5 minutes. Would someone look at the color / pallet of this char and tell me what to do about the colors problem?
I'll fix it myself, I don't want someone to do it for me. Just please tel me what TO do. Every time I try fixing the colors this it comes out wrong.

http://www.crocko.com/5FE0EC0CD8364C9DAE455D1D367A4914/AKo.rar