Ya know.... I am so glad that I got REALLY lazy and have not really worked on my full game since last year. Maybe this might get be back into a productive mode..... sigh, I just gotta get through the tedius "get-hit" animations and coding for all the characters.Thankfully I won't be losing any important coding (since I have yet to code any moves beyong basic movements into any of the characters yet).
Green Lantern Yuki said, September 28, 2009, 07:56:24 pmA question: someone of here has already made a new SFFv2??I have, for my CC combo counter.
Okay this new Mugen doesn't work for me at all, its just crashes at start up and i downloaded that mini updated and its still a no go. ???
simple test. modify the .cfg file so it runs at 640x480double click mugen.open the task manager (ctrl alt del)double click mugennow you should have two mugen.exe processes in task manager, kill the one that is using more memory.keep on trying those combinations.
Frederika Bernkastel~ said, September 28, 2009, 10:26:12 pmsimple test. modify the .cfg file so it runs at 640x480double click mugen.open the task manager (ctrl alt del)double click mugennow you should have two mugen.exe processes in task manager, kill the one that is using more memory.keep on trying those combinations.Okay thanks I'll try that.
http://elecbyte.com/forum/index.php?topic=253Might be interesting for those wanting to know more of the new SFF format.
QuoteIf a character or stage or motif doesn't work right......then it's a bug in MUGEN. Our intent is for 1.0 to be backwards compatible with content made for 2002.04.14 without any changes needed on your part.At the risk of coming off whiny, this should extend as far as the old palette system.
Well, they fixed some compatibility problems with palettes in the RC2 release :Quote* Added hardcoded pal change for SFFv1 sprites. This addresses the palette problem for old characters that override state 5900.If you're still having problems, I guess you can go whining in their forum and explain your problem.
Awesome, they fixed the biggest char code nuisance the previous version added, the interaction between characters of different resolutions.
So what's to update with characters now? Palettes work fine, etc... Nothing really. We should all release one last version of older stuff, then begin making them break in the older version by using the new state controllers and trigger.
PotS said, September 29, 2009, 12:26:41 pmAwesome, they fixed the biggest char code nuisance the previous version added, the interaction between characters of different resolutions.Really? what happens?
If the opponent was coded with localcoord=640,480 or whatever, different from the standard 320x240, every time you checked the enemy's position or vels they'd be doubled/tripled compared to your character, which caused problems all over the place. To fix it you'd have to recode every instance of enemy,vel x etc with the new Const***p triggers, but now it seems to convert the values automatically.As a simple example, try some moves that place explods on P2 against KFM 720 in the previous version, then in the new version.