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Khali

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Messages by Khali

    

Re: Intro animation on rounds that take place after first round?

 June 16, 2010, 11:14:01 am View in topic context
avatar  Posted by Khali  in Intro animation on rounds that take place after first round? (Started by Khali June 16, 2010, 10:44:21 am
 Board: M.U.G.E.N Development Help

The second round.  Like, at the start of the match the character warps in.  At the end of round one, his win animation is a thumbs up, and he turns away so his back is facing the screen.
On round 2, he automaticly starts in State 0 (Standing animation).  I want him to instead start in another state, where his back is facing the screen, and he turns around to face the opponent again.  This state will end by changing to State 0.

[edit]
Got it.  I had tried editing state 5900 before, but I hadn't realized I tried to make it go to state 190, when it was supposed to go to state 192.  Thanks!
    

Intro animation on rounds that take place after first round?

 June 16, 2010, 10:44:21 am View in topic context
avatar  Posted by Khali  in Intro animation on rounds that take place after first round? (Started by Khali June 16, 2010, 10:44:21 am
 Board: M.U.G.E.N Development Help

I want to use an intro animation in the following rounds after the first round.  The animation will be different, and I know how to code all that, I just need to know if and how I get an intro animation to play on the second round.  Thanks!   :sugoi:
    

Final round Win animation.

 June 10, 2010, 11:49:26 pm View in topic context
avatar  Posted by Khali  in Final round Win animation. (Started by Khali June 10, 2010, 11:49:26 pm
 Board: M.U.G.E.N Development Help

Been trying to figure this out for awhile.  I tried downloading a few Mortal Kombat characters to try and see if I could figure out what triggers to use for this, but my character's win animation is a teleport away animation.  I was wondering if its possible to get him to do a normal standing animation, and use a trigger to check if its the final round.

If I can get it to activate on Round 2, thats fine.  But I'm curious if I can code it to work on the final round, so if its set to 3 rounds, it'll only play the winning teleport animation on the final round.  If its set 5 rounds, it'll only play the animation on round 5, etc.
    

Re: [Screenpack] [1.0] Character select cell sprite layer problem.

 May 15, 2010, 11:39:35 pm View in topic context
avatar  Posted by Khali  in [Screenpack] [1.0] A whole bunch of issues. (Started by Rurounin May 15, 2010, 01:28:05 pm
 Board: M.U.G.E.N Configuration Help

I'm not totally familiar with the 1.0 layout, but if you have the option for LayerNo, perhaps try LayerNo = 1?  Just make sure the character box comes before the highlight box it should look fine.
    

Few issues with WinMugen+

 May 14, 2010, 04:48:40 am View in topic context
avatar  Posted by Khali  in Few issues with WinMugen+ (Started by Khali May 14, 2010, 04:48:40 am
 Board: M.U.G.E.N Configuration Help

Working on a screen pack, everything was going well, until I realized that the only screen that is high resolution (or atleast in 640x480) is the select screen.  How do I go about getting the Title, Option, and Fight screens all higher res?
    

Portriat palette issue and state issue

 May 11, 2010, 04:35:22 am View in topic context
avatar  Posted by Khali  in Portriat palette issue and state issue (Started by Khali May 11, 2010, 04:35:22 am
 Board: M.U.G.E.N Development Help

First question, my palette works fine so long as I'm in the fight, etc.  However, on the select screen the palette for my character's icon is horribly disfigured with a random palette.  Where it is getting this palette is beyond me.  Thoughts?

Second, I added an attack that does a downward strike, but when the character hits the ground (Not sure if this is "pos y" or "vel y") I want the animation to switch to another state.  The original state was a ground attack, I wanted to add an aerial version, this version works, but if I'm too low to the ground for whatever reason, it instantly changes to State 0 (As it is set right now).  Now, I tried changing it to the standing version of the attack, but this plays the standing attack from the begining of the animation to the end.  Is there any way I can make it change state and retain the same animation number (Both versions of the attack use the same animation, I can duplicate the animation if need be).  I'm just wondering if say on frame 8, I can make it switch to the same state on frame 8?
    

Re: Variable tutorials?

 May 05, 2010, 10:47:03 am View in topic context
avatar  Posted by Khali  in Variable tutorials? (Started by Khali May 05, 2010, 08:01:42 am
 Board: M.U.G.E.N Development Help

Seems I may have to use multiple palfx triggered by palno = *.  I just wanted to know if there was a way I could make one PalFX that checks the PalNo and returns a palcontrast.
    

Re: Variable tutorials?

 May 05, 2010, 10:26:11 am View in topic context
avatar  Posted by Khali  in Variable tutorials? (Started by Khali May 05, 2010, 08:01:42 am
 Board: M.U.G.E.N Development Help

But that still doesn't help me at all.  I need to know how to make it check the palette number, and return a value for "palcontrast."

For example, if its palette 1, it should return as 255, 0, 0.  However, if it is palette 2, it should return as 0, 0,  255.

I need some way to check the palette, and return a value in palcontrast...I'm not sure if this is in any way on the right path, but I want it to look somewhat like this:
[mcode][State 100, AfterImage]
type = AfterImage
;trigger1 = PalNo = 1
trigger1 = AnimElem = 4
time = 1
length = 20
palbright = 0,0,0
;palcontrast = 255,0,0
palcontrast = var(0)
alpostbright = 0,0,0
timegap = 1
flamegap = 1
trans = add1[/mcode]

Is it also possible to call the variable globally?  I want to use the same variable for a few scripts, I'm just wondering if I have to use a new varset, or if I can use a universal one?
    

Variable tutorials?

 May 05, 2010, 08:01:42 am View in topic context
avatar  Posted by Khali  in Variable tutorials? (Started by Khali May 05, 2010, 08:01:42 am
 Board: M.U.G.E.N Development Help

Is there any?  For the most part I'm going off of examples of characters.  My character has a forward/back dash afterimage.  Code here:
Code:
[State 100, AfterImage]
type = AfterImage
;trigger1 = PalNo = 1
trigger1 = AnimElem = 4
time = 1
length = 20
palbright = 0,0,0
palcontrast = 255,0,0
alpostbright = 0,0,0
timegap = 1
flamegap = 1
trans = add1

[State 100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

I'm using the color red, because the character's outfit is red, however with different palettes I want the afterimage to copy the palette.  I can add several afterimage codes with the trigger "PalNo = " and call them all that way, but thats a lot of extra code.  I was wondering if there's anyway I can make a variable that is always active, that can check the PalNo, and return basicly "If this palette is palette 2, use variable 2"

I'm of course hoping the final code would look something like: "palcontrast = variable here"  But I'm not sure if Mugen's engine is capable of this or not...
    

Re: Attacks won't connect

 April 30, 2010, 08:59:55 am View in topic context
avatar  Posted by Khali  in Attacks won't connect (Started by squareenix April 30, 2010, 07:48:03 am
 Board: M.U.G.E.N Development Help

By statedef, I believe he means the state definition of your character's .cns file.

For example, here's a sample statedef for the Light Punch:
Code:
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
; Light Punch
[Statedef 200]
type    = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle  = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
sprpriority = 2 ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -20 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 0, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Make sure when editing the .cns to press control+F and do a search for statedef 200, or statedef #, # being the wilcard here.  The state that begins with "type = hitdef" is the actual definition for the damage, frame, etc.

You should be able to copy [State 200, 1] in no problem.  You can copy that into state 210, and 220 as well, just be sure to rename it [State 210, 1], and [State 220, 1].
    

Re: Multiple palette problem?

 April 30, 2010, 06:58:31 am View in topic context
avatar  Posted by Khali  in Multiple palette problem? (Started by Khali April 28, 2010, 08:13:28 am
 Board: M.U.G.E.N Development Help

Well, initially I was using a custom common1.cns, but not from winmugen 1.0.  Regardless, it didn't work.  Now I've simply taken the common1.cns from the latest winmugen, inserted the code with proper editing so my previous edits still worked, but I still can't get this damn palette to work.  I swear, its hating on me.

Here's what I've got so far:

character.def:
Code:
[Info]
name = "Example"
displayname = "Example"
versiondate = 04/22/10
mugenversion = 14,04,2002
author = "Khali"
pal.defaults = 1,2,3,4,5,6,7,8

[Files]
sprite = animation\Example.sff
anim = animation\Example.air
sound = sound\Example.snd
cmd = command\Example.cmd
cns = cns\Example.cns
stcommon = cns\common1.cns
st = cns\Example.cns
st1 = cns\SuperMoves.cns
st2 = cns\HyperMoves.cns
pal1 = act\Example.act
pal2 = act\Example2.act
pal3 = act\Example3.act
pal4 = act\Example4.act
pal5 = act\Example5.act
pal6 = act\Example6.act
pal7 = act\Example7.act
pal8 = act\Example8.act
pal9 = act\Example9.act
pal10 = act\Example10.act

; Maps character selection buttons to palette numbers.
[Palette Keymap]
x = 1 ;Press button X to select palette 1, etc.
y = act\example2.act
z = 3
a = 4
b = 5
c = 6
;x2 = 7 ;Hold Start and press button X for palette 7, etc.
;y2 = 8
;z2 = 9
;a2 = 10
;b2 = 11
;c2 = 12

[Arcade]
;intro.storyboard =
;ending.storyboard =
"Example," isn't actually the name of the character, the names all of course corosponde with the original name.  Also, the code "y = act\example2.act" was one of my last hope attempts at trying to assign a palette to that key.

I added all this after you mentioned looking at KFM720.  Interestingly, after looking at KFM720 however, I noticed there was no palettes in the folder, or the other KFM folder for that matter.  Looking through the latest data folders I noticed there are png files for color1, color2, etc, and these are clearly the other palettes.  If this is the case, I don't want my character coded like this at all!

I figure I should also mention however, that the character I'm making is being created with a template I downloaded off of N64Mario's site.  It was last updated in 12/10/05.  Link: http://gcnmario.free.fr/mugen/characters.html


Code:
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0

[EDIT]
I should also point out, I just realized this (by testing, of course) but it isn't calling any palettes at all.  Its simply using the palette from the image.  I've been using FFU, and I have "Shared Palette" checked on all images that should have a different palette.  Inside FFU they are displayed with the new palettes, but I just can't get them to display in Mugen.  Hope all of this information helps!

[EDIT2]
Alright, I've also noticed most of the characters he has made he defined as version 11,22,2000.  Looking around in SFF Extract I see an option for post 04, 14, 2001.  How many different palette methods were there?  My template must have been for a previous release, so I need to make a palette that way, I assume?  Perhaps there is a problem with my SFF?

[EDIT3]
Would someone care to look at the character if I can zip it and send it?  This is driving me absolutely insane.  I simply can't find the problem.

[EDIT4]
Solved, atleast for now.  It appears I need an image placed in 0, 0 containing the original palette.  So long as the image is there the palette works, for now.  I realize this is in the sticky thread, and I have no idea when I removed it, but its back now.

Lastly, I can't find the solve button?  Should I just lock the thread?
    

Re: How to change the pallete

 April 30, 2010, 06:40:20 am View in topic context
avatar  Posted by Khali  in How to change the pallete  (Started by Mrilko25 April 29, 2010, 10:48:54 am
 Board: M.U.G.E.N Development Help

Open the top image so that the palette is displayed.  Checkmark "Enable mask," on palettes menu on the left.  Click on the color for your transparency color, double click it, and change it to 0, 0, 0 (Black).  Now, assuming the transparency color is 255, 0, 255, click in the bottom right corner of the palette, the final color, and make that your transparency color (255, 0, 255).  Save the palette, this is your main palette from now on.

Now, look below your character name tab (Where it says "The Prince") and click the button all the way to the right.  If you highlight it, it should show dialog saying: "Insert palette in images ... ," alternatively, you can press Control + Shift + P for the same option.  It will ask you to open some images, from here select all the images you want to recieve the new palette (so long as the images contain any of the colors on the palette, this will reassign the image to this palette we just made).  Click okay, and a new dialog will pop up.  Check mark "Clean image using palette (PCX Clean)" select the folder to save them in (As for some reason, it always saves them as image "000," "001," "002," etc, and if you do this in the same folder over and over, it will simply overwrite images of the same name.

Now when you import these images, they will use the palette you've selected and should display properly.
    

Re: Multiple palette problem?

 April 29, 2010, 03:13:11 am View in topic context
avatar  Posted by Khali  in Multiple palette problem? (Started by Khali April 28, 2010, 08:13:28 am
 Board: M.U.G.E.N Development Help

I tried remapping the palette keys as they are in KFM720, but they still don't work.

I'm using Mugen 1.0 RC7, but I've been comparing scripts with a MvC style Ryu (I'm not making a Ryu clone, I've just been using this Ryu as a reference for some of the attacks, damage, velocity, etc.) from http://www.infinitymugenteam.com.  All my attacks and such seem to be working just fine, but I can't get the palettes to work.  Everything is set up pretty similar to the Ryu I got from there, including the palettes.

Is there any possible way my .cns could have anything to do with it?
    

Re: Multiple palette problem?

 April 28, 2010, 08:53:57 am View in topic context
avatar  Posted by Khali  in Multiple palette problem? (Started by Khali April 28, 2010, 08:13:28 am
 Board: M.U.G.E.N Development Help

Don't edit the def file through FF. Put those palettes into the def file through notepad or something.
That's exactly what I did.  I noticed in FF that no matter how many times I check marked the palettes in the .def section, they didn't work.  So I edited it in notepad manually, yet to no avail.   :-\
    

Multiple palette problem?

 April 28, 2010, 08:13:28 am View in topic context
avatar  Posted by Khali  in Multiple palette problem? (Started by Khali April 28, 2010, 08:13:28 am
 Board: M.U.G.E.N Development Help

I tried many different search attempts to find this information, but had no luck.  I have the character sprites working, animations, attacks, and all that good stuff.  Where I'm getting stuck is, my character's other nine palettes don't work. 

I made the palettes, and my sprites are set to shared.  If I select a different palette in the sprite editor, it changes the color of my character within Fighter Factory.  However, in Mugen it will only display palette 1.  I made sure the palettes aren't comma'd out in the .def, so I'm completely at a loss at this point.   --;

Any help appreciated!   :sugoi: