The parsing system in the new mugen is much more strict on some things.If you old chars don't work, it means the coding most probably has some critical bugs, and that they need to be updated (I'd say most of the buggy chars are probably shit, but I don't know which ones they are, and I wouldn't want to hurt your feelings ).Concerning the sound, if you're talking about the hitsounds and voices, yeah, many of us experience the same problem.
FatmanDrunkGetsDizzyAndPukes said, October 16, 2009, 02:08:16 amDoesn't that make the title and versus screen way to small?only the title screen, at least in my case.
Inglourious CyBasterd said, October 16, 2009, 11:48:46 amThe parsing system in the new mugen is much more strict on some things.If you old chars don't work, it means the coding most probably has some critical bugs, and that they need to be updated (I'd say most of the buggy chars are probably shit, but I don't know which ones they are, and I wouldn't want to hurt your feelings ).Concerning the sound, if you're talking about the hitsounds and voices, yeah, many of us experience the same problem.ok thanks a lot for the info at least now I know that if a char doesnt run than it's probably not worth it
i cant believe i missed elecbyte comeback: that almost made my week!!now time to read 40 pages worst of new material!!!!!!!!!!!!
Alright so for those who don't know, I'm doing a fullgame. I'd like to port over my game from the old winmugen to +1.0, but I ran into some problems. I was waiting to test out R3 before posting. Here's what I've got:- Sound is all together worse. ogg files, mp3s, and wavs don't seem to work as they used to. oggs give me feedback, mp3's tempo is off, and waves volume doesn't seem to want to increase. Is it potentially my soundcard, or new sound coding Elecbyte is using? I remember that mp3s couldn't get their volume increased in the old mugen. Is that still true now?- All my characters pull their sparks from a fightfx.sff and air. They use system animations. 0-2 (hits), 3-5 (cuts), 30-31 (grab), 40-42 (block), 80-85 (fire/elec), 90, 100,101,200,201,300 (super). For some reason now, 1.0 won't recognize the most of these animations (no cuts or fire sparks display for example). Did Elecbyte change the way system animations could be used/numbered? Or is there a new way to code and access them.- Hit override seems to take damage now (as opposed to before where it didn't). Is that done on purpose? Is there a way of preventing damage from being dealt via code?These are the major issues I have with porting right now (why I can't). Before throwing these up on Elecbyte's forum, I thought I'd check with guild members first to see if there were any fixes, new code, or workarounds to these issues. Your insight is much appriciated.
not saying they should or anythingbut it'd be nice if maybe some kind of Story/Adventure mode could be put in or made easier to code
Anyone else notice problems with helpers using the default palette?Also, when making this picture, I noticed that the screengrab feature isn't working.
Checked out the elecbyte forum. Found some of the issues I mentioned:- MP3 files play at the wrong frequency if they are not 44kHz- SndPlay volume parameter's effect caps at a maximum of 100. (I think. Not sure exactly what this means. Could be that 255 is not attainable by wavs?)- Characters in HitOverride still receive damage outside of MoveType=HSo I guess the fightfx.sff and air issue's the only one I have left right now. Does anyone else have this problem?
Lasombra Demon said, October 20, 2009, 11:52:52 pmKFM should lay off the desserts. Maybe so!I will hopefully get working on Pikachu's update to this new MUGEN!Pikachu shall rise again!
swipergod said, October 20, 2009, 11:20:12 pm[...]Checked out the elecbyte forum. Found some of the issues I mentioned:- MP3 files play at the wrong frequency if they are not 44kHz- SndPlay volume parameter's effect caps at a maximum of 100. (I think. Not sure exactly what this means. Could be that 255 is not attainable by wavs?)[...]Take a look at this new version, you'll be happy :http://www.elecbyte.com/blog/one-word-beta
Wow thanks zesensei. That is one sexy release. I'll test it later today.Edit: Tried it out. My game is now running near beta quality. The only issues I noticed that I posted on their forum is that there are some wave glitching issues and I still can't get oggs to work properly.When I use the gamemakeanim trigger for ground sparks, it upgrades them to "hi-res" making them tiny. Anybody know how to fix this or do I have to "giant size" these sprites to have them match the rest of the system sparks sizes?
Chosis said, October 20, 2009, 03:28:18 pmAnyone else notice problems with helpers using the default palette?http://i6.photobucket.com/albums/y201/Chosis/helpers.pngAlso, when making this picture, I noticed that the screengrab feature isn't working.Fine, if it's a problem that's easy to fix on my end, can someone at least tell me how?