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Agnibyte

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Messages by Agnibyte

    

Re: Jmorphman's WIP thread: Ryo palette template up

 December 23, 2013, 11:02:08 am View in topic context
 Posted by Agnibyte  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Any specific timing for Cyclops/Seth?

I left Cyclops at the same speed as the transitions,, though it might have been fine slowed by a fourth. Seth was slowed by a fourth, but that was just where I decided to leave it. I was going for the speed of his Taiji (Yin-Yang) revolutions, and that seemed to be good enough. The length of the morph doesn't matter much either, but if they last longer, then I think the rest should, too.

I dunno about Ken's effects, but have you looked at Hinata lately? Maybe the flames need to focus on direction of his forward legs, curving up from waist instead of down from head.
    

Re: Jmorphman's WIP thread: Ryo palette template up

 December 23, 2013, 02:13:22 am View in topic context
 Posted by Agnibyte  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

More Mystique palettes here. It's like 20, so I'm not tinypikking all that. [EDIT] Don't click the green button; click the filename at the top in the center. Not everyone needs the warning, but some still do.

Spoiler, click to toggle visibilty
    

Re: Jmorphman's WIP thread: I NEED EFFECTS

 December 10, 2013, 04:33:51 am View in topic context
 Posted by Agnibyte  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

It shouldn't. Unless I'm underthinking, the var to select a disguise should hold fine for any glowing.

I can upload the new sff and related code, or even the whole character (SECRET BETA RELEASE?!?!?!), if it helps.
k
    

Re: Jmorphman's WIP thread: I NEED EFFECTS

 December 09, 2013, 11:51:25 pm View in topic context
 Posted by Agnibyte  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

About Mystique: Is remappal update coded somewhere? If it's here in the thread or your main page, I seem incapable of finding it.

If Mystique morphs into someone that glows (Seth, Oni, Phoenix, Illidan, Caius, Night Elf...), I plan to let them do so, unless you've done that already. And in the spirit of 'better you than me,' I basically would like to know if you have used or plan to designate a couple of Var exprn's for the transitions into a random 'character.' I'll only be around for a week, but this would save me the trouble of looking for free exprn's, or changing them later were you to use them for something else.

As for the glowing, it's not that Mystique should glow, it was just that it was still a Shadow Lady palette. It seemed unkind to have her walking around without the FLASHY flashy effects. Chun-Li, sure.
    

Re: Can BG Stage Objects change BGCtrlDefs?

 September 04, 2013, 11:41:28 am View in topic context
 Posted by Agnibyte  in Can BG Stage Objects change BGCtrlDefs? (Started by Sheng Long August 28, 2013, 06:34:05 am
 Board: M.U.G.E.N Development Help

So you're saying there's an expiration date on your questions, and it's less than 7 days. Good to know. And it's good that you solved your issue. In the future, if you solve your topic, you can save yourself and other people a bit of time.
    

Re: Can BG Stage Objects change BGCtrlDefs?

 September 04, 2013, 07:18:07 am View in topic context
 Posted by Agnibyte  in Can BG Stage Objects change BGCtrlDefs? (Started by Sheng Long August 28, 2013, 06:34:05 am
 Board: M.U.G.E.N Development Help

I don't think so. At best, you may be able to give an object two ID's

id = 5, 6

and disable one, leaving the object to only follow the other CtrlID afterwards, but if both Ctrl's are active and telling the object to do something at the same time, there is no way to tell it to "only listen to the other CtrlID from now on."
    

Re: BG Event/Animation happen just once in a Stage?

 September 04, 2013, 07:10:00 am View in topic context
 Posted by Agnibyte  in BG Event/Animation happen just once in a Stage? (Started by Sheng Long August 26, 2013, 07:06:24 am
 Board: M.U.G.E.N Development Help

For the jump, you'll need the jumping fish, another fish behind it that never jumps, and another layer of water between them that's identical to the water you're using.

When you make the fish jump, have it land and continue on its way, then disable it and the second layer of water at the same time, leaving behind the fish that never jumps.

I think it's Enable, without the d. If not, just use Visible or an Anim value that makes the two layers invisible.
    

Re: J.O. Parodius - Disco Stage (Refloor'd)

 August 29, 2013, 02:55:40 pm View in topic context
 Posted by Agnibyte  in J.O. Parodius - Disco Stage (Refloor'd) (Started by Agnibyte July 01, 2013, 06:54:57 pm
 Board: Your Releases, older Mugen

Remade the floor. Get it here or in the first post. Click the file name. Don't click the green button.
    

Re: (SNES) SMB: World 2-1

 August 24, 2013, 05:41:29 am View in topic context
 Posted by Agnibyte  in (SNES) SMB2: World 2-1 (Started by Agnibyte August 24, 2013, 01:57:25 am
 Board: Your Releases, older Mugen

Exactly that. The ALT folder just has the same stage with different colors. smb2_world2_purple_stars.def has purple stars in the sky instead of the yellow ones. Pick what you want to use, delete or archive the rest. And don't keep the def and sff files in ALT folder. Put it wherever you keep your stages.
    

Re: (SNES) SMB: World 2-1

 August 24, 2013, 04:43:21 am View in topic context
 Posted by Agnibyte  in (SNES) SMB2: World 2-1 (Started by Agnibyte August 24, 2013, 01:57:25 am
 Board: Your Releases, older Mugen

Maybe whenever I come back. Probably not; I don't archive any of this very well. As for the error, I fixed the sound directories in the def files just now. Anything else, you'd have to specify. Quickly.
    

(SNES) SMB2: World 2-1

 August 24, 2013, 01:57:25 am View in topic context
 Posted by Agnibyte  in (SNES) SMB2: World 2-1 (Started by Agnibyte August 24, 2013, 01:57:25 am
 Board: Your Releases, older Mugen



Alt Colors:
Spoiler, click to toggle visibilty


Get it here. Click the file name at the top. Don't click the green button.
    

Re: Beijing by Vegaz

 August 20, 2013, 10:14:08 pm View in topic context
 Posted by Agnibyte  in Beijing by Vegaz (Started by Vegaz_Parrelli August 20, 2013, 02:30:58 pm
 Board: Your Releases, older Mugen

Instead of using tiling for animations (which isn't coded well), code the bikes the hard way, separately. If a cyclist going right is tiled (for example)  three times, code four cyclists (one extra), set the same velocity and distances for them, and have the BGCtrlDef loop exactly when the second cyclist reaches the first cyclist's starting point.

Spoiler, click to toggle visibilty
    

Re: Jmorphman's WIP thread

 August 19, 2013, 07:10:13 am View in topic context
 Posted by Agnibyte  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

I'm going to add some of these to the Mystique cycle...someday. Likely whenever I come back. Feel free to use any of these whenever.

Spoiler, click to toggle visibilty
    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 07, 2013, 12:03:57 pm View in topic context
 Posted by Agnibyte  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests


EDIT1: Found the issue with Caddie's version. What is 'zoffsetlink = 0' do, or supposed to do? I added a ';' in front of this, and the players were normal running in Mugen 1.0. Except with the intro version. They float in the intro version now, but after that, the stage is normal.

EDIT2: Okay setting the zoffsetlink to something like 50 (or whatever) in Mugen 1.0 completely fixes the intro version of the stage.


Zoffsetlink keeps the players' standing height on same level with whatever you set the number (which is almost always the ID number you give to your floor...which, for here, was 0). Basically for floors that move, like boats, rafts, or ships. He has two floors here (by accident?), where one has ID = 0, and other have ID = 50, which is why Zoffsetlink = 50 works.

The floor with ID = 0 would've worked, but the delta was 1,0 and not 1,1 (by accident? Maybe the idea was to keep it st while the 'camera' panned down), so the players were set to a floor that didn't move, while the second floor still moved under them. So setting Zoffsetlink to 50 (but only 50) works like you say, or only setting the first floor's delta to 1,1 also works, assuming it doesn't break something else.
    

Re: CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement)

 August 04, 2013, 06:20:36 am View in topic context
 Posted by Agnibyte  in CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement) (Started by C.v.s The Abstract February 15, 2013, 07:44:14 am
 Board: Sprite Projects





    

Re: (SF2) Balrog Stage

 July 30, 2013, 01:29:23 am View in topic context
 Posted by Agnibyte  in (SF2) Balrog Stage (Started by Agnibyte July 28, 2013, 07:52:36 am
 Board: Your Releases, older Mugen

I was impressed that no one seemed to have fallen for that one. I was starting to think the warning wasn't even necessary.

Get it here. Click the file name at the top. Don't click the green button.

    

Re: (SF2) Balrog Stage

 July 29, 2013, 03:19:51 am View in topic context
 Posted by Agnibyte  in (SF2) Balrog Stage (Started by Agnibyte July 28, 2013, 07:52:36 am
 Board: Your Releases, older Mugen

No super jump from me, ever...unless I ever make a stage that naturally has it probably ever.

But anyone's free to mod anything anyone puts on the internet I make.
    

(SF2) Balrog Stage

 July 28, 2013, 07:52:36 am View in topic context
 Posted by Agnibyte  in (SF2) Balrog Stage (Started by Agnibyte July 28, 2013, 07:52:36 am
 Board: Your Releases, older Mugen



Champion Edition:


Alt Colors:
Spoiler, click to toggle visibilty

Get it here. Click the file name at the top. Don't click the green button.
    

Re: Melv's WIP threaddin' (Diba + accepting palettes)

 July 23, 2013, 03:24:05 am View in topic context
 Posted by Agnibyte  in Melv's WIP threaddin' (Reggie Skatore, original character, beta up) (Started by 【RTC】MelvanaInChains December 27, 2010, 08:26:50 pm
 Board: Projects




    

Re: Disabling/Replacing Intro Animation

 July 16, 2013, 09:16:15 pm View in topic context
 Posted by Agnibyte  in Disabling/Replacing Intro Animation (Started by mov games July 16, 2013, 08:30:25 pm
 Board: M.U.G.E.N Configuration Help

Without testing, probably commenting out removing the second or both sets of code here:

;Intro Animation Random Selector
[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 1
range = 100
v = 5

;Intro 2: Sir_aron
[State 190,ChangeState]
type = ChangeState
trigger1 = Time = 1
trigger1 = Var(39) = 0
trigger1 = Var(5) = [0,49]
value = 191

The VarRandom rolls Var(5) (v = 5) from 0-100 (range = 100), and State 191 is set to trigger when Var(5) rolls from 0 - 49 (half the time).

Being more precise, you can likely just change trigger1 = Var(5) = [0,49] to trigger1 = Var(5) = [101], or a number outside of 0-100 range.