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Messages by Vave

    

Smoke Effect.

 November 10, 2008, 08:17:30 pm View in topic context
avatar  Posted by Vave  in  Smoke Effect. (Started by Vave November 10, 2008, 08:17:30 pm
 Board: Development Resources

I'm looking for a smoke effect to use for one of my projects. The smoke effect has to be rather large, though. Large enough to cover half the screen in Mugen.
    

Air Attack.

 November 10, 2008, 07:56:23 pm View in topic context
avatar  Posted by Vave  in Air Attack. (Started by Vave November 10, 2008, 07:56:23 pm
 Board: M.U.G.E.N Development Help

Ok, on a character I am coding, he has this air attack. The problem is, I want the attack to only be usable once while in the air. The only way for him to use it again is for him to fall back to the ground and jump again. Is there any way for me to do this?
    

Re: Pause for Attacks

 August 20, 2008, 10:28:29 am View in topic context
avatar  Posted by Vave  in Pause for Attacks (Started by Vave August 20, 2008, 09:57:41 am
 Board: M.U.G.E.N Development Help

Thanks! It worked perfectly.
    

Pause for Attacks

 August 20, 2008, 09:57:41 am View in topic context
avatar  Posted by Vave  in Pause for Attacks (Started by Vave August 20, 2008, 09:57:41 am
 Board: M.U.G.E.N Development Help

When I use an attack on my character, how do I make it so I have to wait a short bit before I can use the same move again?
    

Re: Wall Stand Help

 August 11, 2008, 12:31:17 pm View in topic context
avatar  Posted by Vave  in Wall Stand Help (Started by Vave August 11, 2008, 11:57:47 am
 Board: M.U.G.E.N Development Help

Thank you! It worked perfectly :D
    

Wall Stand Help

 August 11, 2008, 11:57:47 am View in topic context
avatar  Posted by Vave  in Wall Stand Help (Started by Vave August 11, 2008, 11:57:47 am
 Board: M.U.G.E.N Development Help

I'm currently coding a wall stand for my character where he can stand, walk, and run on the wall. I already have all that stuff down, but I still have a few problems.

1. When my character is walking up or down, he doesn't stop when he reaches the floor and ceiling. He can basically walk up/down forever.

2. When another character moves the screen, the character on the wall doesn't move with it and stays where he's at, basically floating in the air or behind the wall.

Can anyone help me fix these?
    

Re: On the ground requirement?

 July 18, 2008, 10:25:28 pm View in topic context
avatar  Posted by Vave  in On the ground requirement? (Started by Vave July 18, 2008, 09:42:13 pm
 Board: M.U.G.E.N Development Help

Thanks, it worked :D
    

Re: On the ground requirement?

 July 18, 2008, 09:58:14 pm View in topic context
avatar  Posted by Vave  in On the ground requirement? (Started by Vave July 18, 2008, 09:42:13 pm
 Board: M.U.G.E.N Development Help

I meant the opponent has to be on the ground. Not me.
    

On the ground requirement?

 July 18, 2008, 09:42:13 pm View in topic context
avatar  Posted by Vave  in On the ground requirement? (Started by Vave July 18, 2008, 09:42:13 pm
 Board: M.U.G.E.N Development Help

How do I make it so that you can only make a move happen when the opponent is on the ground?
    

Re: Portrait Problems

 July 02, 2008, 10:39:18 pm View in topic context
avatar  Posted by Vave  in Portrait Problems (Started by Vave July 02, 2008, 08:29:37 am
 Board: M.U.G.E.N Development Help

Thanks. I just changed the background into a solid color.
    

Portrait Problems

 July 02, 2008, 08:29:37 am View in topic context
avatar  Posted by Vave  in Portrait Problems (Started by Vave July 02, 2008, 08:29:37 am
 Board: M.U.G.E.N Development Help

The portrait (The big one, not the small character select one) I'm trying to use for my character has a background (Not a solid color. Patterns and stuff.). It's fine and shows up normal on Fighter Factory, but when I look at it ingame, all the colors are screwed up. Shared Palette is unticked, it's 256 colors, etc. are done, so I don't really know what the problem is.
    

Combo a Special

 December 09, 2007, 12:20:01 am View in topic context
avatar  Posted by Vave  in Combo a Special (Started by Vave December 09, 2007, 12:20:01 am
 Board: M.U.G.E.N Development Help

Okay, so I want my character to be able to combo a special (13 Hit Combo, no Superpause or anything) from the 2nd punch in a combo. So, if I hit A twice to to do the first 2 hits in the combo, I can press B to initiate the 13 Hit Combo. But when I just press B, I don't want it initiate the 13 Hit Combo. Any idea on how to go about doing this?