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Re: [b]Numbers display mirrored[/b]

 June 27, 2021, 09:33:54 PM View in topic context
 Posted by WastedCoder  in Numbers display mirrored (Started by WastedCoder June 27, 2021, 01:10:49 PM
 Board: M.U.G.E.N Development Help

(btw, how do I add images here so there is AN IMAGE, not just link.?.)

You need to copy the image url (not the page, the image url usually ends with .jpg, .png, .gif...), you do that by right clicking the image and selecting "Copy image link" or "Copy image url". Then you put it between the [img] *image url* [/img] tags.

[img]https://i.imgur.com/4OSSRwH.png[/img] results in:


Now for your problem, are the numbers a single helper? Or an explod? If so, you can use this when spawning the helper/explod:
facing = ifelse(facing = 1, 1, -1)

I use this to avoid mirrored sprites. Hope it helps! :)

Hi, thank you for replying. It worked, but both of them were mirrored, so I change it to this:
facing = ifelse(facing = -1, 1, -1)
Basically, played with it a little till it worked out.
Now it's perfection, 'cause before it was super confusing. Have a good one!  ^_^
    

Numbers display mirrored

 June 27, 2021, 01:10:49 PM View in topic context
 Posted by WastedCoder  in Numbers display mirrored (Started by WastedCoder June 27, 2021, 01:10:49 PM
 Board: M.U.G.E.N Development Help

https://imgur.com/a/tNVlaVA
(btw, how do I add images here so there is AN IMAGE, not just link.?.)
Hello, everyone!
As you can see in the picture, if one is at the position of p2 or how do I say it, the numbers display in a wrong way. (it doesn't depend on what player you are. It's enough to stay on that side.)
Is there a way to fix it?

Here is the code if you need.

Spoiler, click to toggle visibilty
    

Re: Counter attack, but attacks the helper

 June 22, 2021, 02:19:59 PM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help

So, I think, I've made it. Maybe in a lil' bit different way, but it works at least. Maybe could've been done better, but this is my first time, so, for now, I'm leaving it like this. Maybe I'll rework it.


    

Re: Counter attack, but attacks the helper

 June 21, 2021, 09:51:03 PM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help

I haven't given up and remade it. Now it works, at least somehow. I decided to choose the other way, so before I continue working on it, if you know how to improve it, so it doesn't look like it looks now, feel free to reply,


Spoiler, click to toggle visibilty
    

Re: Counter attack, but attacks the helper

 June 21, 2021, 06:33:20 PM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help

Okay, this is it for today. I spent the whole day trying to figure out, but for now I'm leaving it like this. I deleted attack state for Ryuk, since it needs a huge rework and I don't like what I've done there. Here is the code for Light that activates counter and then after he's hit sends him to the state 11131, which should activate Ryuk's attack state, but in-game debug says it "has no parent/root" depending on what I'm messing with(it doesn't see Light as a parent?) also I haven't figured out how to make the main Ryuk disappear while Ryuk-helper attacks the target. Any help would be highly appreciated.
CMD
Spoiler, click to toggle visibilty

Specials
Spoiler, click to toggle visibilty


And my last unfinished try to make Ryuk attack state
Spoiler, click to toggle visibilty

I need to make Ryuk return to his original position after that, but this problem is to be faced later...
    

Re: Counter attack, but attacks the helper

 June 21, 2021, 01:10:29 PM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help

Nah, I don't seem to understand how to do it. I'm reading it over and over again, I mean, The MUGEN Docs Master Thread, where everything is explained, but have no clue, what to use and how. I have no clue when do I use 'parent, helper, root' and all other things, like, it goes after "trigger" or what?... It would be nice If someone could, please, explain it to me with some more details.

:D Plus, I need some time to make an attack state for Ryuk, 'cause I'm not completely sure how to make it either. I made animations and now need to make it rush into the player2, enemy, basically, and then return to his normal position.
    

Re: Counter attack, but attacks the helper

 June 21, 2021, 12:40:29 PM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help

Thank you! I was thinking about such a thing but had no Idea how to do it, now I'm gonna try.
    

Counter attack, but attacks the helper

 June 21, 2021, 11:50:15 AM View in topic context
 Posted by WastedCoder  in Counter attack, but attacks the helper (Started by WastedCoder June 21, 2021, 11:50:15 AM
 Board: M.U.G.E.N Development Help



So basically, I have the first state made, but then I want, when Light is attacked, Ryuck to attack P2 instead of Light just teleporting behind. I can't understand how to make it. Because reversedaldef turns Light into Ryuk and teleports him behind p2. I am super new at coding. These are the states of the move I borrowed from the other char. All I need is to make Light stay where he is and Ryuk to trigger and play the animation I made in FF3.
Code:
Counter
[Statedef 11130]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 11130
poweradd = -250
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, ReversalDef]
type = ReversalDef
trigger1 = time = [30,50]
reversal.attr = SCA,NA,SA,NP,SP,NT,ST
pausetime = 0,30
sparkno = -1
hitsound = -1
p1stateno = 11131

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Counter - Fin
[Statedef 11131]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = -500
anim = 11131
sprpriority = -1


[State 0, Viento]
type = Explod
trigger1 = animelem = 2
anim = 7022
ID = 1051
pos = 10*Helper(999999),Fvar(16),10
postype = p1
scale = .7*Helper(999999),Fvar(16),.7*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Corte P2"
ID = 990
stateno = 990
pos = 0,-25
postype = p2
ownpal = 1
ignorehitpause = 1
size.xscale = .2
size.yscale = .2

[State 1050,Afterimage]
type = AfterImage
trigger1 = time = 1
time = 45
trans = add
length = 5
timegap = 1
framegap = 1
palbright = 10 , 10 , 10
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90
[State 0, Soru]
type = Explod
trigger1 = time = 2
anim = 580
ID = 101
pos = 0,-20*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
Trans = sub

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,8
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,8
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2
volume = 50

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time < 10
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 2
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x < -30*Helper(999999),Fvar(16)
x = 0

[State 0, Turn]
type = Turn
trigger1 = time = 10

[State 0, Corte FX]
type = Explod
trigger1 = time = 17
anim = 7204
ID = 7200
pos = 0*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = -1
bindtime = -1
scale = .6*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S5,16
volume = 50

[State 0, EnvShake]
type = EnvShake
trigger1 = moveguarded
trigger1 = time%15=10
time = 5
freq = 90
ampl = -6
phase = 20
ignorehitpause = 1
[State 670, Bind 1]
type = TargetBind
trigger1 = movecontact =1
pos = 34,-5


[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, SA
animtype  = Heavy
damage    = 100,40
Hitflag = MAFDE
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,22
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-6
air.velocity = -4,-6
Fall = 1
EnvShake.time = 10
EnvShake.ampl = -4
EnvShake.freq = 75
EnvShake.phase = 99
Getpower = 0,0
[State 0, Blood Spark]
type = Explod
trigger1 = movehit = 1 && numexplod(7005) = 0
anim = 7005
ID = 7005
pos = 0,-30*Helper(999999),Fvar(16)
postype = p2
facing = -1
scale = 1*Helper(999999),Fvar(16),1*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 0, Spark Corte Random]
type = Helper
triggerall = numhelper(800) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Spark Corte Random"
ID = 800
stateno = 800
pos = 0,-30
postype = p2
facing = -1
ownpal = 1
size.xscale = .5*Helper(999999),Fvar(16)
size.yscale = .5*Helper(999999),Fvar(16)
supermovetime = 999
ignorehitpause  = 1

[State 0, AllPalFX]
type = BGPalFX
trigger1 = time%3=0
time = 2
add = -50,-50,-50
mul = 256,256,256
color=128

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Character infinite loading

 March 24, 2021, 02:19:12 PM View in topic context
 Posted by WastedCoder  in Character infinite loading (Started by WastedCoder March 24, 2021, 02:19:12 PM
 Board: M.U.G.E.N Configuration Help

Hello everyone!
I have some troubles using the character. When I choose him and launching the fight the game just infinitely loads.
I don't think that the problem is in my PC or game because I use even bigger chars (300 mb+) This one is 230 mb.
I am not an expert or something, but it seems to me that this might be the problem
https://imgur.com/a/5KgNRw8
I think that it stuck because everything is in one file. So might it be if supers, special etc. are separated the issue will disappear?

      Posted: March 24, 2021, 02:33:30 PM
And no window appears. It's just loading till I turn it off.
Here is the char: https://www.mediafire.com/file/r3w8lbl8a57owfj/Ghost.rar/file
Update: I figured out that there is something wrong with the sprites. When I used some alternative ones everything started working. So do I just need to add the missing ones to those sprites that are working?
Update 2: the char has 10k sprites. That is why it's not working.