YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
daraku is Offline
Contact daraku:

daraku

User

Messages by daraku

    

Re: Diepod's Stuff

 December 28, 2014, 10:45:21 am View in topic context
avatar  Posted by daraku  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

    

Code a Pinball move in mugen

 December 04, 2014, 01:29:07 pm View in topic context
avatar  Posted by daraku  in Code a Pinball move in mugen (Started by daraku December 04, 2014, 01:29:07 pm
 Board: M.U.G.E.N Development Help

Im creating a new hyper concept where the p2 will be the ball and the p1 will move just left and right like the game Arkanoid. I don't know what trigger to use when the ball will makes contact with the p1, i've create this code to check the vel of the p2 when it's in his custom state:

Ok guys, i've in part solved, now i want that the ball increase the vel every time p1 hit the ball, but it don't work, the vel of p2 is the same!

    

Stage from Elfmania: Amiga

 November 01, 2014, 10:44:37 am View in topic context
avatar  Posted by daraku  in Stage from Elfmania: Amiga (Started by daraku November 01, 2014, 10:44:37 am
 Board: Requests

ehi guys Someone has this stage? It was create by Span, but now the guy is offline.

    

Re: [ITALIAN ONLY] Salve!!

 February 28, 2014, 07:29:50 pm View in topic context
avatar  Posted by daraku  in [ITALIAN ONLY] Salve!! (Started by Skank88 August 27, 2007, 01:09:37 pm
 Board: International


Quali altri creatori italiani vi sono là?

Come bravo creatore italiano conosco solo Gladiacloud (in questi anni); altri creatori italiani sono Rikard (ma non penso che vi sia registrato), Aiduzzi e Buyog (ha fatto Lex Luthor per Mugen). Non ne conosco molti.
[/quote]

C'è Heka, Mcircosta e Jaxo77
    

Envshake horizzontal

 February 26, 2014, 10:51:19 pm View in topic context
avatar  Posted by daraku  in Envshake horizzontal (Started by daraku February 26, 2014, 10:51:19 pm
 Board: M.U.G.E.N Development Help

Exist a way to envshake the screen left and right? Thx
    

Re: [ITALIAN ONLY] Salve!!

 February 26, 2014, 07:18:09 pm View in topic context
avatar  Posted by daraku  in [ITALIAN ONLY] Salve!! (Started by Skank88 August 27, 2007, 01:09:37 pm
 Board: International

Ciao ragazzi, sono vecchio in questo forum, ma non sapevo ke esistessero cosi tanti italiani come adesso. Io ho tanti progetti mugen da portare avanti, alcuni chars già sono stati rilasciati ed altri sono in lavorazione. Ma x seguirmi potete andare in questo forum internazionale, ci sono anche alcuni creatori italiani bravi. I chars che vedete nella mia firma sono quasi tutti già rilasciati

http://crusadercast.com/



    

Re: Hyper with prospective

 February 19, 2014, 09:25:26 pm View in topic context
avatar  Posted by daraku  in Hyper with prospective (Started by daraku February 19, 2014, 04:02:23 pm
 Board: M.U.G.E.N Development Help

Yes, if i put it in a custom state with no damage, the p2 can move in a restrit range of the screen?
    

Hyper with prospective

 February 19, 2014, 04:02:23 pm View in topic context
avatar  Posted by daraku  in Hyper with prospective (Started by daraku February 19, 2014, 04:02:23 pm
 Board: M.U.G.E.N Development Help

Hi to all, i would create an hyper where the p2 it's resize and can only move in a range of the screen to give him a prospective effect from the p1. It's possible leave free the p2 to move even if don't get hits?

thx
    

AngleDraw: how use it with velocity

 January 02, 2014, 08:01:54 pm View in topic context
avatar  Posted by daraku  in AngleDraw: how use it with velocity (Started by daraku January 02, 2014, 08:01:54 pm
 Board: M.U.G.E.N Development Help

I need help with an intro. I would increase the size of the player when he came from the up of the screen to the ground; so that when he touched the ground his size is = 1, 1.

Any ideas? Can it effect to any helper? Or it works just with player?
    

Throw spritepriority

 September 02, 2013, 07:06:41 pm View in topic context
avatar  Posted by daraku  in Throw spritepriority (Started by daraku September 02, 2013, 07:06:41 pm
 Board: M.U.G.E.N Development Help

I've create a throw....without helpers, but with explod. The big hand is the explod, my prob is that i would that the hand change spritepriority when the time of the anim = 18, but it don't work :(

Code:
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 811
poweradd = 60

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 920
ID = 920
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = -1


[State 0, Explod]
type = ModifyExplod
trigger1 = time =  18
anim = 921
ID = 921
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = -1


[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = Animelem = 1
pos = 20, 22

;[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 25

[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 3
pos = 60, 0




[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 4
pos = 71, -28




[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 5
pos = 61, -51

[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 6
pos = 90, -50


[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 7
pos = 120, -49



[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 9
value = 921



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Scaling sprite with angledraw

 July 16, 2013, 03:44:44 pm View in topic context
avatar  Posted by daraku  in Scaling sprite with angledraw (Started by daraku July 16, 2013, 03:44:44 pm
 Board: M.U.G.E.N Development Help

    

Re: Cenobite Spriterips (Obscure Fighting Games)

 June 27, 2013, 01:15:26 pm View in topic context
avatar  Posted by daraku  in Cenobite Spriterips (Obscure Fighting Games) (Started by Cenobite 53 December 03, 2012, 06:57:11 pm
 Board: Resource Releases

Ehi dude maybe i'll convert 2 or 3 chars from Shadow Fighter!!! Tony, MAnx and...Cody!!!
    

Is it possible scaling the collision box of an Helper?

 June 24, 2013, 04:21:05 pm View in topic context
avatar  Posted by daraku  in Is it possible scaling the collision box of an Helper? (Started by daraku June 24, 2013, 04:21:05 pm
 Board: M.U.G.E.N Development Help

I've a problem with my helper; when i create it, it's scaled at 0,50, but the collision box remain big...there is a way to scaling those too?
    

Coding a throw with an helper!

 June 22, 2013, 08:18:01 pm View in topic context
avatar  Posted by daraku  in Coding a throw with an helper! (Started by daraku June 22, 2013, 08:18:01 pm
 Board: M.U.G.E.N Development Help

Hello, i've another problem. I would code a throw with an helper. The helper is a big hand that throw the p2. It doens't work properely...the command targetbind looks don't work.

Code:
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
hitsound = S8600,0                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
;p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 0, Helper]
type = Helper
trigger1 =  movecontact = 1
helpertype = normal ;player
name = "big hand"
ID = 810
stateno = 810
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove



[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
;offset = , 0







[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = Animelem = 1
pos = 0, 22


[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 2
pos = 28, 15

[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 3
pos = 38, 0




[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 4
pos = 61, -28




[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 5
pos = 61, -61

[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 6
pos = 19, -63

[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 7
pos = -11, -49

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 9
value = 821




[State , DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Scaling sprites in loser pose: problem

 June 22, 2013, 12:14:36 pm View in topic context
avatar  Posted by daraku  in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
 Board: M.U.G.E.N Development Help

dont' work. I want scale my character when he loose by time over, maybe i miss to specify it :D

Yes now it's work....there were 2 state 170 in the template....and i modify the one wrong :P
    

Re: Scaling sprites in loser pose: problem

 June 22, 2013, 11:48:21 am View in topic context
avatar  Posted by daraku  in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
 Board: M.U.G.E.N Development Help

175 is a empty animation, 170 is the real animation

mmmm it don't work...the anim remain in the same size

The big prob is that in the looser state, the player can't change his size
    

Scaling sprites in loser pose: problem

 June 22, 2013, 11:22:36 am View in topic context
avatar  Posted by daraku  in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
 Board: M.U.G.E.N Development Help

I would scaling the char when he loose for time over, because he's a shape shift, but I've problem with this code. Help me pls, i use Winmugen, i know there is a new command on mugen 1.0, but i would use Winmugen.

[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 170
ID = 170
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 0.5, 0.5
sprpriority = -20
ownpal = 0
shadow = 255,255,255
removeongethit = 1


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 20
ID = 170
scale = .9,.9

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 25
ID = 170
scale = .8,.8

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 30
ID = 170
scale = .7,.7

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 35
ID = 170
scale = .6,.6

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 40
ID = 170
scale = .5,.5
    

Re: Topper's WIPs

 May 11, 2013, 05:17:33 pm View in topic context
avatar  Posted by daraku  in Topper's WIPs (Started by TOPPER May 11, 2013, 04:39:14 pm
 Board: Projects

wow welcome back in mugen Topper :guitarist:
    

Re: John Art of Fighting 2 RELEASE!!!

 April 26, 2013, 12:08:46 pm View in topic context
avatar  Posted by daraku  in John Art of Fighting 2 RELEASE!!! (Started by ironjw April 26, 2013, 11:35:56 am
 Board: Your Releases, older Mugen

Wow, thanks a lot you're my Hero.

Sprites are ripped from Neogeo or Snes?
    

Re: Cenobite Spriterips (Obscure Fighting Games)

 January 23, 2013, 12:02:27 am View in topic context
avatar  Posted by daraku  in Cenobite Spriterips (Obscure Fighting Games) (Started by Cenobite 53 December 03, 2012, 06:57:11 pm
 Board: Resource Releases