Can you show us the code please? I like using full size bars and starting them scaled down rather than 1 pixel bars and scaling up. The 0,0 on the axis can cause issues your sprite can and will be on one side or the other which makes a difference for how the scaling behaves.
Re: Help, I don't find how to perform a boomerang catch animation
Youre sending the helper to 212 with ctrl = 1. Giving a helper ctrl is generally a bad idea. And what is state 212?
Ah. 212 is your CHARACTERS state. Don't send the helper there. Trigger something in the character itself. Assuming the player stays in 1 state for the whole boomerang detecting that time is higher than its spawn AND it doesn't exist then play the anim should do it.
Re: Floor FX not aligned properly on character. Why?
Attackmulset and defensemulset are the 2 normal things to use. You normally crewte state -2 in a cns file. Be very sure you have checked EVERY file for statedef -2 as if you create 2 mugen will only use one of them causing either your new code not to work or to simply break the character
There are a lot of root variable redirects there. Any character you may import it to may use those variables for something else. So not only do you need to understand this code. Youll need to understand each character you add it to.
Right now there isn't enough info here. You need to follow each part. Both what creates the helper and what each and every variable in the root does and what causes it to be the values that helper cares about. Cursory glance says you have about 5 vars to look up/figure out before this code can go anywhere
Re: Which one is the code of a palfx that does not flash?
More explanation. Palfx can flash in a couple of ways. One is to trigger it multiple times at values higher than its time. The other is using sinadd. Without more info can't help much more
Scaled with localcoord? Yeah. Itll half everything for you. Thats why const640 etc exist and are horribly explained. If you want to make it a little easier. Set the localcoord back and use the xscale and yscale in the constants. Velocity is unaffected but fx will be weird
The first bit is helpers most likely. They're entering a state or animation that doesn't exist. Find the state that does the punch. Then follow all the code through there. One of those will reference something either wrong or that is part of a game pack
Second bit. Some people start stuff and never implement. Might be the case for this. Make the command easier "qcf+a" for example and try again. If still nothing follow it through and confirm it was actually coded and isn't just an empty changestate.
Re: Regarding ChangeAnim (instead of animation, MUGEN seems to use sprites)
If used on an opponent changeanim causes the character to use its own air file. Changeanim2 forces it into the attacking players air file to use those animations instead.
Does the music play? I haven't done an intro in forever but if the music plays you may find that your images are not aligned right for the intro. If you want to check that you could centralise the axis on one image. Just to make sure which corner is on screen.
So the way it ought to work is if you add a sprite with shared pallete off any sprite added directly after that one should share palette with it. However some people mess that up and if its an old character mcm 2.0 guaranteed to make it awful.
You ought to be able to fix it by turning OFF shared palette for all the FX rather than turning it on.
Are you actually using a projectile sctrl? Projectiles still use pausetime. You want to reduce ghat value for the projectile to make sure the animation continues. Use projmisstime to split up the hits. Use projhits to limit it to 5 hits. Do all the normal hitdef stuff so it pushes right. If you don't give it a velocity it will remain in place.
No i get that. But what are they from? I want a guide for what they should look like in game so i can provide any advice for how you should put them in mugen.
Wrong colour bg for making that particular effect look pretty in mugen. You need black tbh so the transparency stuff actually goes see through round the detail. Right now your effect will retain a green tinge around it even with trans = add in play.
Any mugen sprite not using alpha transparency needs a 256 colour palette. Colour 0 which is top left or bottom right depending on application will be your invisible colour. Most of the time if the image has pure black that tends to be 0 by default which is good for your purposes. All you have to do is add it to the file with shared palette turned off and you're good.
Re: Adding blue boxes to a char leads to error and game crashing.
Only via creating your own frontend. That way you can reference whatever you like as the match is called via command line letting you specify characters and stage. Otherwise font is as good as you get in normal mugen.