Board: Your Releases, Mugen 1.0 +
dont work on 1.1 neither.
Alright, I think I fixed it, please re-download!
dont work on 1.1 neither.
This is what i get. is this only for 1.1?
Error message: Invalid trigger: camerapos
Error parsing [State 5100, 8]
Error in [Statedef 5100]
Error in chars/naruto/movement.cns
Error loading chars/naruto/naruto.def
Error loading p2
Library error message: Died parsing pos x + camerapos x, 0



Bem, mudando um pouquinho de assunto....
O que acham?Spoiler: Emerald Dimension (click to see content)
Stage original que estou fazendo baseado na Tikal do Sonic Adventure XD
Seria o stage final de um fullgame chamado "Hero" só que ai virou o VS Style Debuts XD [Era pra ser um fullgame crossover ai virou um projeto publico. O fullgame que estou pensando em fazer é X-Men: Saviors of the Atom]

Quote[State 181]I can already see your problem here. You're triggering it each tick that var(2)=1, so basically indefinitely as long as it's set. Either change your trigger so that it happens only one, like at time=0 or add persistent=0 as a parameter, which forces it to only trigger once.
type = changeAnim
trigger1 = var(2) = 1
value = 6054
That worked for the winpose, but something weird happens: he gets stuck on the first frame, the rest of the animation doesn't play
Also, will the same thing work for the losing state without affecting the laying down one?
Check what I said above - that should bypass the "Liedown" animation. Although I think you need to use "PrevStateNo" trigger for the State Controller that bails you out of State 5150. You would probably need to create a second half to your character's animation, though, because your 1-tick spent in State 5150 will likely interrupt the animation.
My code:That worked for the winpose, but something weird happens: he gets stuck on the first frame, the rest of the animation doesn't playBefore jumping to conclusions, I'd like to see the code you added that isn't working quite right.
Also, will the same thing work for the losing state without affecting the laying down one?
Edit:
This is for the win pose. For the death animation, what altoiddealer suggested would work.
[Statedef 6050]
type = S
movetype = A
physics = S
anim = 6050
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1500, SuperPause]
type = SuperPause
trigger1 = !time
time = 60
anim = -1
pos = 17,-29
movetime = 60
darken = 1
poweradd = -3000
[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6000,0
[State 3000, Energy]
type = Explod
trigger1 = animelem = 2
anim = 6051
sprpriority = 5
postype = p1
pos = 0,-90
supermove = 1
removetime = -2
ownpal = 1
[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,0
[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,1
[State 240, Projectile]
type = projectile
trigger1 = animelem = 6
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Back
projanim = 6052
projhitanim = 6053
projscale = 3,3
damage = 13,5
fall = 1
sparkno = -1
guard.sparkno = 0
pausetime = 0,12
ground.type = High ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -10, -10
air.velocity = -10, -15
ground.cornerpush.veloff = 0
velocity = 0,0
projhits = 40
projremovetime = 52
projpriority = 4
offset = 100,-21
postype = p1
[State 6050]
type = varset
trigger1 = p2life = 0
v = 2
value = 1
[State 240, PlaySnd]
type = LifeAdd
trigger1 = animelem = 10
value = -399
[State 240, ChangeState]
type = Changestate
trigger1 = animtime = 0
value = 180
ctrl = 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 181]
type = changeAnim
trigger1 = var(2) = 1
value = 6054
Sounds like you could solve this with a simple varset. Basically, when your hit with your move, set a var to 1. Then, in the win state, just check for your var to see if it's set and change the animation to your desired one if it is set. If it's not set, things will be like normal.
nice
Plus, the RasenShuriken:
great Rasenshuriken I most Say *bigclap*
article said:An entire school of "sex positive" feminism has arisen in reaction against this idea, claiming that women can enjoy sex in whatever they wish and still be empowered, provided they consent, and that displaying the female form, even when done for male pleasure, need not be objectifying and degrading and can, in fact, be empowering if norms that treat "slutiness" (inventing words ftw) as automatically bad are broken down.
Wow, that sounds a little like a certain game she's mentioning. Oh the irony.
If the game is bult around that, than that's the point of the game, it's a mechanic like any otherWhy is everyone going "social justice warrior" on the game?not a fair comparison, gta has tons of other stuff you can do besides killing. this is taking the "killing innocents" mechanic of gta and making it its own game.
It's like GTA with better graphics and more killing
The only scene I found particualry shocking in the trailer is the "execution" style murder anyway...
It seems more like they don't want to admit the U.S(and the world in general) fucked upwhat