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melovewrestling

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Messages by melovewrestling

    

Re: how to take ctrl away from character right after ko-ing an opponent ?

 April 14, 2008, 08:19:47 pm View in topic context

well i kind of looking for the opposite. Like i would like to set my characters can still be moving arround like. for 5 seconds after the the opponent's blood hit 0 and before the KO pop up ;)
is that possible? :D
    

Re: Any ways to change the opponent when in the Fighter Maker tester?

 April 02, 2008, 09:42:16 pm View in topic context

working perfectly! thanks a lot!
    

Re: sprite help

 March 26, 2008, 06:00:42 am View in topic context
avatar  Posted by melovewrestling  in sprite help (Started by Da_Merc March 02, 2008, 12:51:29 am
 Board: M.U.G.E.N Development Help

hey that actually looking quite nice!! I would've drawn sth much more terrible :)
I am working on my own sprite too but it seems that the background colour always bug me.
I dun quite understand what do they mean by setting the same background colour (as normally i wouldn't change the background colour. but for some reasons, when i import it back to FF, the background stay >_<)
    

Any ways to change the opponent when in the Fighter Maker tester?

 March 25, 2008, 10:41:20 pm View in topic context

Lol was getting bored facing myself everytime i try the new stuffs. Anyone know if it's possible to change the sparring opponent?
Thanks in Advance
    

Re: How to Interact with a dead opponent?

 December 31, 2007, 12:32:31 am View in topic context
avatar  Posted by melovewrestling  in How to Interact with a dead opponent? (Started by melovewrestling December 30, 2007, 08:30:24 pm
 Board: M.U.G.E.N Development Help

OK thanks for the reply, I've downloaded him and tried to see his code.
but something strange... when he wins, and tried to pick up the opponent, he performs the action, but the opponent just won't interact @@
i am not sure if this is my mugen problem or it's some general settings..



he tried to pick up the opponent,




and he picked up no one!! o.O


    

How to Interact with a dead opponent?

 December 30, 2007, 08:30:24 pm View in topic context
avatar  Posted by melovewrestling  in How to Interact with a dead opponent? (Started by melovewrestling December 30, 2007, 08:30:24 pm
 Board: M.U.G.E.N Development Help

Well for instance, My character winning pose is to throw a bomb into the dead opponent.
While i can handle the part in my character,
(to edit the move such that one of the trigger is to check if the enemy alive is != 0 )
and can get him throw the bomb (activate the move) properly when Mugen detects KO and I am in the winning state,
and yes, he can hit a liedown opponent (with hitflag of the move = LAMFD)

Now, the only problem is that, the opponent just won't interact! it just seems like my character threw a bomb into nothing!
I've seen one character did the same thing which is the infamous "Slime" ... which pick up its opponent and distribute some "cough cough"..
that's the effect i am trying to create but with no luck so far..

Here's my thought:
Either I will need to further amend my move definition such that it can also hit a dead liedown opponent (instead of liedown only)
or
I will need to amend my opponent's dead state (probably 5110 or sth) in order to make them "hitable" even aftermatch?

Any suggestions are greatly appreciated :D

Many thanks!
    

Re: How to hit/throw a liedown opponent?

 December 30, 2007, 08:15:56 pm View in topic context
avatar  Posted by melovewrestling  in How to hit/throw a liedown opponent? (Started by melovewrestling December 27, 2007, 06:10:04 pm
 Board: M.U.G.E.N Development Help

Wow ok! thanks a lot Cyn, I'd got it working now :)

Indeed i just throw in all the variables

LAMFD in the hitflag parameters.

thanks for the help ;)
    

Re: How to hit/throw a liedown opponent?

 December 28, 2007, 11:49:39 pm View in topic context
avatar  Posted by melovewrestling  in How to hit/throw a liedown opponent? (Started by melovewrestling December 27, 2007, 06:10:04 pm
 Board: M.U.G.E.N Development Help

Ok, thanks a lot for the reply.
Hmm i am OK with setting the down time for the opponent ( there's like arround 20 characters in my list only, so it's kinda doable :)
but the thing is I am not sure where to look for the "hitflags FD".

So for instance i have a move here,

[State 100, 1]
type = Hitdef
triggerall = enemynear,StateNo != [150,151]
trigger1 = Time = 0
attr = S, ST
guardflag =
hitflag = M , FD                       <--- is this the place?
sparkno = -1
pausetime = 0,0
p2facing = 1
fall.recover = 0
fall = 1

I am not sure because after i set this, the move still doesn't throw the opponent.
I wonder if i need to set anything in the opponent's side.. (beside the liedown time)
but thx for help anyway :)
    

How to hit/throw a liedown opponent?

 December 27, 2007, 06:10:04 pm View in topic context
avatar  Posted by melovewrestling  in How to hit/throw a liedown opponent? (Started by melovewrestling December 27, 2007, 06:10:04 pm
 Board: M.U.G.E.N Development Help

Hi all, I've been working on a character who can hit and throw a lie down opponent. Now I know this is not a easy stuff and I have yet to figure out how...
but here's what i've got so far:

Modify your own characters def:
--change the movetype from " S " to "S , L"   <- L = liedown

Modify the opponent: (the Hit_liedown part)
-- Now this is where i got stuck..
I firstly increase the liedown time for the dummy, so that i am sure i will get plenty of time to test my own character moves,
However, it seems that Mugen has itself default for all the character to be invincible for a certain time period when u lie down.
I've try to looked for the group "5110" but I am not sure where to start.

So, Anyone have this experience before please feel free to give some suggestion!

Many thanks in advance :D



P.S. the group 5110 (with the hit_liedown thing)

for opponents
; Var name    Type   Purpose
; --------    ----   -------
; sysvar(0)   Temp   Set by state 5081 (HITL_SLIDE) to 1 to prevent
;                    showing ground hit frame in state 5110 (HIT_LIEDOWN).
;                    Used by guarding states.
; sysvar(1)   Temp   Used by state 40 (Jump Start) amd 45 (Air Jump Start)
;                    to keep track of which way to jump.
;                    Used by state 5100 and 5110 to remember downward
;                    velocity of player just before hitting the ground.
;                    Used in state 5080 for storing the anim # to display.

; The following states have special handling within MUGEN, and should be
; overridden with caution:
; Jump Start (40): airjumping bookkeeping at time = 0
; All guard states (120-155): guard handling throughout state
; Hit_trip, shaking (5070): defence increases at time = 0
; Hit_bounce (5100): defence increases at time = 0, player becomes
;                    invincible if within 10 ticks of getting up
; Hit_liedown (5110): player changes to get-up state (5120) when ready
; Hit_getup (5120): player's defence is restored to normal at time = 0
; Hitfall_recover (5200): player's defence is restored at time = 0
; Hitfall_airrecover (5210): player's defence is restored at time = 0

for your own character:
; 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
    

yHow to extend the post-match time (delay before the next round)?

 December 10, 2007, 02:09:47 pm View in topic context

er, let me be more specific, when you KO ur opponent, (or be KOed), normally there will be the winning post or sth.
And normally Mugen will wait for 2 or 3 seconds ( or until u press any keys) to go to the next round or opponent. Now what I'd like to change is the waiting time in this interval.

I've looked in the "fight" document and tried to changed the (wait til next round after KO) but it just dun work.
Anyone have any ideas?
Thanks in advance!!!
    

Re: Introduction Thread

 December 01, 2007, 02:06:52 pm View in topic context

wow this is my first post! It's an amazing forum with tonnes of resources! :D