I got a couple questions about full game developing.1St. Can i have a statedef -1 & -2 section insideOf the common1.cns AND in my characters cns file?Reason i ask is because theres alot of stuff my charsShare and a couple of things that are character specific.I would like to have everything inside of common1 soIts easier and faster to add stuff to my whole roster and toSave up file space.2Nd. I created a custom vs screen, intro and winpose statesThat are unskippable, i read in rednavis tutorial that you can useVariables to remove the player control completely during these states, because at the moment the vs screen is skippable IFYou button mashing like hell, the player has ctrl for 1 tick in the begining and if you hit it right on time it skips.Where can i insert these variables? In state 5900 or in the vs stateIt self?3Rd. Anybody got the KOFNC system file rednavi posted way back? The links are dead and i would like to check it out to figureOut some of the work arounds he created.Thanks in advance for any help!
Memo said, July 15, 2014, 07:34:41 pmI got a couple questions about full game developing.1St. Can i have a statedef -1 & -2 section insideOf the common1.cns AND in my characters cns file?Reason i ask is because theres alot of stuff my charsShare and a couple of things that are character specific.I would like to have everything inside of common1 soIts easier and faster to add stuff to my whole roster and toSave up file space.2Nd. I created a custom vs screen, intro and winpose statesThat are unskippable, i read in rednavis tutorial that you can useVariables to remove the player control completely during these states, because at the moment the vs screen is skippable IFYou button mashing like hell, the player has ctrl for 1 tick in the begining and if you hit it right on time it skips.Where can i insert these variables? In state 5900 or in the vs stateIt self?3Rd. Anybody got the KOFNC system file rednavi posted way back? The links are dead and i would like to check it out to figureOut some of the work arounds he created.Thanks in advance for any help!1.) It's either one or the other. If you define the same states local to your character, that are defined in the common1.cns, the local counterparts will take precedence. It's called overriding. I'm doing the same thing so I know what you mean. What I'm doing is using -3 for character-specific things and -2 for the globals. I think it's a better idea to leave -1 in the CMD file though.Sorry, I don't have answers for the others. For number 2, it's not clear what variables you're talking about as I've never heard of any way. Also, for skipping the screen, it's not based on player ctrl. Even if you can't control your character, the inputs will still be accepted by the engine and therefore skip your the screen.
Thats a good idea for the first question i could do that. Red navi said in his tutorial that its possible to make theIntro state completely unskippable since everything is happeningIn roundstate 2 but with the use of universal variables.I got everything coded out i just need to find out what state i shouldPut the variables in.I hope he comes in here and explains it a little better.
Алексей said, July 15, 2014, 07:56:06 pmNo problem. I'd be interested in that too. Maybe if we call him 3 times he'll show? XDI dont know about that, i think he would only show faceIf hes interested. Im gonna post a tutorial soon on how i created my customVs, intro and winpose states soon with a sample downloadOf my mugen so you guys could mess around with it and Do the same if you want. Its currently about 500mb so itWill only have mabey 1 or 2 characters and 1 stage so its aSmall size download.
Memo said, July 15, 2014, 08:02:41 pmI dont know about that, i think he would only show faceIf hes interested. Im gonna post a tutorial soon on how i created my customVs, intro and winpose states soon with a sample downloadOf my mugen so you guys could mess around with it and Do the same if you want. Its currently about 500mb so itWill only have mabey 1 or 2 characters and 1 stage so its aSmall size download.Yeah... I have a dry sense of humor...Anyways, yeah that sounds good. I'm sure many will be interested in that too.
Another question, mugens round states1-4, what is what pretty much. I know roundState 2 is the active fighting state but whatAre the others?
It's 0-4 actually.From the Docs:Quote0: Pre-intro - screen fades in 1: Intro 2: Fight - players do battle 3: Pre-over - just a round is won or lost 4: Over - win poses
Алексей said, July 15, 2014, 11:11:49 pmIt's 0-4 actually.From the Docs:Quote0: Pre-intro - screen fades in 1: Intro 2: Fight - players do battle 3: Pre-over - just a round is won or lost 4: Over - win posesThanks for the info i didnt even know thereWas a roundstate 0, that might be the stateI need my characters to lose control in
about -3 and -2 and -1; try to keep -3 for a singular use, use -2 for shared code and -1 for character specific code; the thing with -3 is that it won't run when your characters are in custom states, so it might not fit your needs, -2 always runs so use it for shared stuff; then put your individual characetr's negative code in -1, because -1 also contains the individual moves per character, so it already is an individual file, also it won't be run by helpers so it's easier to just port the helper's code to the helper's states; just remember to put the -2 code that you move to -1 before any changestates.
Rednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.Not hard, just annoying to re-code something mugen does natively, except you can't skip it.
Cyanide said, July 16, 2014, 01:13:04 pmRednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.Not hard, just annoying to re-code something mugen does natively, except you can't skip it.Agreed. That hardly seems worth the effort.
Cyanide said, July 16, 2014, 01:13:04 pmRednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.Not hard, just annoying to re-code something mugen does natively, except you can't skip it.I would do it, ive been messing around with this for a while already.Im gonna try what you said andThis is how i got it set up so far...In my fight.def the start wait time is 0, the ctrl time is 520.520 because of the lenght of my vs and intro states.In 5900 i have a trigger to go straight to state 190On round 1, its a state that last 1 tick and its used toRemove the lifebars and nomusic befor my vs screen.Then it goes into state 191 my vs screen state, vs screenState last 400 ticks and then it goes into my char intros States 9889 or 9890 its random.After my intros are done the chars go into state 192 with isThe state that the chars wait in while the round anim and soundsAre being played, after thats done the fight starts.After the rounds won my chars go into state 192, a round transition State i made because of my long fight ctrl time, then into state9111 for the round 2 animations and sounds.In state 0 i have a changstate to go into state 180 The win pose decider and the over time and wintimeIs set up to 450 ticks both so my winpose is unskippable.I know i did it alot different than red did but i couldnt get itTo work like he did. With his method my chars would go into State 0 during the vs screen after 75 ticks no matter what i tride.
Ok so finished typing out the tutorial, im going toUpload it with the full 500mb version of the game usingThis system whenever i get a chance to get on someWifi, hopefully mcdonalds free wifi lets me uploade it.