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Re: Project Catch 'Em All

 November 18, 2018, 11:40:45 am View in topic context
#1
 Posted by poiuygfd  in Project Catch 'Em All (Started by Ryon September 12, 2013, 02:52:20 am
 Board: Projects

Yea i'll get round to fixing it at some point,  but atm i've been sinking a lot of time into let's go eevee. Actually not a bad game.
    

Re: MegaMan Zero (MUGEN ver.) Help: Palettes

 November 18, 2018, 11:39:14 am View in topic context
#2
 Posted by DeathScythe  in MegaMan Zero (MUGEN ver.) Help: Palettes (Started by RedDragonCats17 October 31, 2018, 10:06:33 am
 Board: M.U.G.E.N Development Help

I feel like it's my fault that you split the files, since I told you to do that in the first place. My apologies.

I just want to explain very quick how variables work, so you don't get lost in the future.
So, you have 60 variables and 40 float variables to use. YOU will set them to a number and your character will react to it depending on its value.
For this example, we are trying to set different modes to one character. First thing, pick a variable. I want to assign modes to variable 10. Second thing, how many modes i'm going to make? I want 3 modes, one normal, one "evil", and one that can use both normal and evil moves. How do I make this work?

var(10)=0 <- means my character is in normal mode
var(10)=1 <- means my character is in evil mode
var(10)=2 <- means my character is in the mode that can use both normal and evil moves

This is just an example. You can see here that I used simple numbers, 0, 1, 2, right? It will be easier for you later to remember this.
For now, this variable does nothing, they are just numbers. As Odb said, you need to tell mugen what these numbers will do.
Let's say I'll create a move that only normal mode should be able to use. How do I do that?

triggerall = var(10) = 0

Or, if you want to be able to perform the move in the normal mode AND the mode that can use both moves:

triggerall = var(10) != 1

! is a "NO" signal. You're saying that this move should only work when variable 10 is not equal to 1, the evil mode in this case, so it will only works with variable 10 equals to either 0 or 2.

Some usege for variables:
- As an on/off feature. Use numbers like 0 and 1
- To detect if weak, medium or heavy button is pressed: ifelse(command = "x", 0, ifelse(command = "y", 1, 2))
- As a timer for a special move that makes your character stronger for, for example, 10 seconds

Do you get it?
    

Re: Crashman (edited by Mr.Giang)

 November 18, 2018, 11:38:00 am View in topic context
#3
 Posted by Mr.Giang  in Crashman (edited by Mr.Giang) (Started by Mr.Giang October 03, 2018, 03:35:31 pm
 Board: Edits & Addons 1.0+

Update:
- Added launcher effects.
- Fixed velset during air-combo.
- Fixed a glitch which made Crashbomber Barage unable to explode.
- Drill Strike now causes techable knockdown against airborne opponents.
- Drill Strike's hitpause reduced by half.
- Dive Drill's hitpause reduced to 2f.
- All weak attacks' hitpause reduced to 10f.
    

Re: What R U listening to right now?

 November 18, 2018, 11:14:33 am View in topic context
#4
 Posted by Nep Heart  in What R U listening to right now? (Started by ( ゚ o゚) It's Urza! August 28, 2007, 04:15:50 pm
 Board: Entertainment

    

Re: wrestling

 November 18, 2018, 11:14:12 am View in topic context
#5
avatar  Posted by tehdevil  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

    

Re: MegaMan Zero (MUGEN ver.) Help: Palettes

 November 18, 2018, 11:10:48 am View in topic context
#6
 Posted by RedDragonCats17  in MegaMan Zero (MUGEN ver.) Help: Palettes (Started by RedDragonCats17 October 31, 2018, 10:06:33 am
 Board: M.U.G.E.N Development Help

Odb, slap me across the face, because guess what? I found the source of the problem.

What is it, you ask? It's this:

Code:
[State 0, RemapPal]
type = RemapPal
trigger1 = var(10)
source = 1,1
dest = 1, palno

This was my initial attempt to force Omega to use his palette in his DEF. I completely forgot about it and I didn't delete it. sigh With that in mind, this thread is solved, but you're probably not going to see another help thread from me for a while because I'm frustrated at MYSELF for being a dumbass and not pay attention to my code. Next time, I'm gonna look closer to my code and see what's up.

I'm probably going to bang my forehead on a corner of a door frame until it bleeds.
    

Re: MegaMan Zero (MUGEN ver.) Help: Palettes

 November 18, 2018, 10:40:48 am View in topic context
#7
 Posted by Odb718  in MegaMan Zero (MUGEN ver.) Help: Palettes (Started by RedDragonCats17 October 31, 2018, 10:06:33 am
 Board: M.U.G.E.N Development Help

Do you get how variables work yet?  Setting 2 variables to do the same thing means you didn't get how they worked originally.

When you ask stuff like
"So here's my question: Why doesn't it work on the Omega.cns state? That makes little to no sense at all."
I literally cant answer you. There are so many parts to what you're doing and I have no clue what parts you have in what files.
What I can say, is it sounds like you're making 3 characters in "3 files". You've edited 2 of those files and gotten things to work for 1? character.
Which makes me think you haven't understood why it works for that 1 character. On top of that you haven't edited the other files for the other 2 characters.

Where ever, however, you set "this"
    [State -2, Normal Zero]
    type = VarSet
    trigger1 = name = "MegaMan Zero" && palno = [1,6]
    trigger2 = name = "MegaMan Zero"
    var(10) = 15
You need to set it for all three characters. And NOT the same value.

What needs to happen is Var 10 is what character is playing. Var 10 set to 15 is MegaMan Zero.
 What is the value you set for var 10 to be Omega? And what is the value you set for it to be equal to the megaman that does both versions?
What are all 3 values?

Reading all of this and slowly catching on to how you have stuff set up seems completely backwards. I feel like this is what's causing you the most trouble. You have so many parts of so much shit running around in different files that when you get 1 file the way it should be, the 2nd and 3rd arent set up so it doesn't work. You edit the 2nd and kinda get it to work. So you go back and edit the 1st and it messes up.
ALL of these files, the different versions you're working on, could and SHOULD be in "1 file". You should be working with just 1 cns file to make your life easier. The fact that you dont know how/why variables work is what's killing you.

You've seemed to set a value 1 time, and wonder why it doesn't work 3 different ways. You didn't set it for those 3 other ways. You need to set up your displaytoclipboard so you can debug the values. Learn to do this!



With all that said.  You are going to invent some math. You're going to make up an equation. No one else really can because your files and values are all yours. You have ALL of the equation in parts. You have to adjust some stuff to make it work. I'm going to try to explain to you what you'll be trying to accomplish. What I say, except for a few things, wont be the correct answer for you. You'll have to figure it all out.
 
THIS SHOULD WORK
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1, floor(palno + (12 * var(10)))   

Once everything is set up properly ^^^^That will be what works for you.
BUT
"First of all, I got rid of the var(15), as I thought that it could separate Zero from Omega Zero in his def, "
"If you got rid of var(15), how are you separating his modes? "
"I use a variable."
We fucking get that. WHAT is the var, WHAT IS ACTUALLY IN THE FUCKING CODE? So once again I'm going to guess. And all of everything I'm going to tell you is going to be a fucking guess.
Instead of reading something like
----
    [State -2, Normal Zero]
    type = VarSet
    trigger1 = name = "MegaMan Zero"
    var(10) = 15
    [State -2, Normal Zero]
    type = VarSet
    trigger1 = name = "MegaMan Zero (Normal)"
    var(10) = 120
    [State -2, Normal Zero]
    type = VarSet
    trigger1 = name = "MegaMan Zero (Omega)"
    var(10) = 7
---
we are guessing!!!!! Do you understand why this is a problem. Do you get that you haven't actually answered the question? 
WITH THOSE NUMBERS
Mega man zero's Palettes will have to be set to 1,180 - 1,191
Mega man zero normal's Palettes will have to be set to 1,1440 - 1,1451
Mega man zero omega's  Palettes will have to be set to 1,84 - 1,95
to make the code THAT WILL WORK, work.
Obviously, you can adjust the values to 0, 1, and 2, so you can use palettes 1,0 - 1,35. For a total of 36 custom palettes. Get it?




This is the 3rd or 4th time explaining this concept to you. I'm going to try to explain it one last time.
Var(10) translates to "Character"
and the value "15" translates to  "MegaMan Zero"
Var(10) = 15
translates to
Character = MegaMan Zero
But only you know that. Mugen doesn't understand "english"
Every time you want to talk to mugen and say,
"Only MegaMan Zero gets to do this"
You'd put
TriggerAll = Var(10) = 15
If you wanted to tell mugen
"MegaMan Zero Omega isn't allowed to do this, but the other 2 characters can"
You'd put
TriggerAll = Var(10) != 7
because
"Character" "doesn't equal" "Mega man zero omega"
again, if you edit the values 15, 120, and 7 into 0, 1, and 2. Those triggerall would be adjust to match your values.

You have so much shit flying around we cannot write specific pieces of code for you to get it to work. Especially with answers like, "I use a variable". You have to get the underlying concepts and work this crap out yourself.

I shouldn't have to tell you, but I feel like I should.
 "MegaMan Zero (Omega)"
If this isn't the name for your omega character, change it to your actual character's name.
    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 10:32:15 am View in topic context
#8
 Posted by ~Hale "R@CE" Caesar~  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

-I know it's minor, but it's for the sake of consistency with other PotS characters. Although it's true it's more of Infinite's style than PotS's, but I'm certain he already changed to the circular landing fx when he updated his characters a couple of years back. Another reason why I mentioned it is that Rotto Ice Cutter uses the 8102 landing fx when Leo touches the ground and is why it's looks off. I hope you reconsider.
-I see, that's fine and I'll respect that decision. I guess that means someone out there will probably make a sound pack using the Injustice 2 voice rips if someone already ripped them.

No problem, glad to help.

I also downloaded the update, but I noticed another issue:
-The first hit of Super Ice Impaler can't be blocked, which causes the entire move to be unblockable. It can only be blocked if the opponent is on the ground and gets up on the 2nd or later hits.

- Its just ground FX to me,  something that doesn't really matter and I have things in my characters already that normal Pots like characters do not have so its already not your usual pots character meaning don't expect it to be exactly like his stuff or anybody else's because things might change or be different depending on what I like, don't like or etc.

- Good find on the Ice Impaler. Hopefully what I did worked, but its was missing a Hitflag for some odd reason, I don't know how that happened lol Fixed
    

Refining a Guard Crush System Code

 November 18, 2018, 09:51:11 am View in topic context
#9
 Posted by Nep Heart  in Refining a Guard Crush System Code (Started by Nep Heart November 18, 2018, 09:51:11 am
 Board: M.U.G.E.N Development Help

 For the most part it is complete and has been complete for some time, it even works as intended... most of the time. I chose to ignore it since I didn't think it would be too recurring, but it's been getting on my nerves recently and I wanted to finally get it resolve. The main issue I've been having is while it does indeed put the opponent in guard crush state, it doesn't do it consistently. Sometimes, it'll just fail to put the opponent in the guard crush custom state altogether at random.

 It doesn't happen often, but still annoying and getting it fixed would be ideal.

 I'll provide the coding below so any of you can point out the flaw causing this problem.

Spoiler, click to toggle visibilty

 The system being monitored in -3.

Spoiler, click to toggle visibilty

 This is so that helper attacks can properly guard crush the opponent.

Spoiler, click to toggle visibilty

 The guard crush custom states.
    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 09:48:15 am View in topic context
#10
 Posted by SolidZone 26  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

-That's minor and I don't really care to change it as its Infinite Style and thats how he has his characters and we use the same template so I'm probably not going to change that.
-That's a no go on that one man. I made custom ones because I can say whatever attacks the turtles have and custom things. So I wont be doing this.

Other than that, I have already fixed what you've mentioned. Thanks dude
-I know it's minor, but it's for the sake of consistency with other PotS characters. Although it's true it's more of Infinite's style than PotS's, but I'm certain he already changed to the circular landing fx when he updated his characters a couple of years back. Another reason why I mentioned it is that Rotto Ice Cutter uses the 8102 landing fx when Leo touches the ground and is why it's looks off. I hope you reconsider.
-I see, that's fine and I'll respect that decision. I guess that means someone out there will probably make a sound pack using the Injustice 2 voice rips if someone already ripped them.

No problem, glad to help.

I also downloaded the update, but I noticed another issue:
-The first hit of Super Ice Impaler can't be blocked, which causes the entire move to be unblockable. It can only be blocked if the opponent is on the ground and gets up on the 2nd or later hits.
    

Re: Graphicus Sprite Extravaganza

 November 18, 2018, 09:37:44 am View in topic context
#11
 Posted by Graphicus  in Graphicus Sprite Extravaganza (Started by Graphicus November 29, 2015, 07:47:08 pm
 Board: Graphics

Crap, I forgot I had this pending. Sorry, you guys. I'll get back on track as soon as possible.

Decided to do a pocket version of our favorite Capcom Weaboo in the meantime.

    

Re: [Theme Thread]Pocket/Puzzle Fighters Sprite thread

 November 18, 2018, 09:34:59 am View in topic context
#12
 Posted by Graphicus  in [Theme Thread]Pocket/Puzzle Fighters Sprite thread (Started by anis91 September 06, 2011, 04:04:54 pm
 Board: Graphics

That's awesome efeX!!

Decided to do this guy. Seemed like an interesting design to "Pocket-ize":

    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 09:34:16 am View in topic context
#13
 Posted by DeathScythe  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

Nice, it came earlier than I thought. Will be a great addition to my roster. Thank you for sharing!
    

Re: One Piece Fighting Adventure

 November 18, 2018, 09:23:28 am View in topic context
#14
 Posted by GDPenguin  in One Piece Fighting Adventure (Started by wenchu November 10, 2018, 08:54:18 pm
 Board: Projects

Whoa! O.O
This has reached such a professional looking state.
Amazing work guys!
    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 09:23:01 am View in topic context
#15
 Posted by The Sudden Rarity  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

It seems to be difficult for me to pull off F,D,DF+K. It defaults to D,DF,F+K.
    

Re: wrestling

 November 18, 2018, 09:20:01 am View in topic context
#16
 Posted by President Devon  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

David Arquette wrestled Nick Gage in a deathmatch and near the end of the match lost his shit and shot on Gage.

Apparently shards from light tubes cut open his neck and he freaked.
Spoiler: blood (click to see content)
    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 09:10:40 am View in topic context
#17
 Posted by ~Hale "R@CE" Caesar~  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 08:46:33 am View in topic context
#18
 Posted by YugaCurry  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+

    

Re: Marvel Project Thread (Current W.I.P: Iron Man)

 November 18, 2018, 08:31:40 am View in topic context
#19
 Posted by ReddBrink  in Marvel Project Thread (Current W.I.P: Iron Man) (Started by ReddBrink September 06, 2018, 07:16:33 pm
 Board: Projects

Ok! roll animations have been made! Decided to make the roll animations out of what i have and here are the results.

Forward Roll


Backwards Roll


Went ahead and removed my request on the Sprite thread addendum.
    

Re: TMNT Leonardo by R@CE AKIR@

 November 18, 2018, 08:29:09 am View in topic context
#20
 Posted by ~Hale "R@CE" Caesar~  in TMNT Leonardo by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ November 18, 2018, 03:26:39 am
 Board: Your Releases, 1.0+