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Messages by Drewism19

    

Starting a main menu

 April 29, 2021, 06:57:12 am View in topic context
 Posted by Drewism19  in Starting a main menu (Started by Drewism19 April 29, 2021, 06:57:12 am
 Board: M.U.G.E.N Development Help

I hate to be that stupid person that can't find anything online, but does anyone have any direction on where to find a solid tutorial to make a main menu? I'd like to be able to make my game's menu unique, not like the template.
    

Re: No shadows no matter the stage

 March 14, 2021, 06:18:21 pm View in topic context
 Posted by Drewism19  in No shadows no matter the stage (Started by Drewism19 March 14, 2021, 01:27:15 am
 Board: M.U.G.E.N Development Help

Draw shadows worked perfectly, thanks!
    

No shadows no matter the stage

 March 14, 2021, 01:27:15 am View in topic context
 Posted by Drewism19  in No shadows no matter the stage (Started by Drewism19 March 14, 2021, 01:27:15 am
 Board: M.U.G.E.N Development Help

Hey ya'll! I'm editing a mugen build and no matter the stage, there are no shadows and not gonna lie it looks wonky. Any fix?
    

Re: Can't continue combos

 March 06, 2021, 04:17:42 am View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

Okay, just an update. It's Working, sorta. I used the code you gave me and it works, but it needs tinkering since the opponent bounces in mid-air, pretty sure it's because the jump strong punch has a pause someplace that I need to find, but it's working and I can hit them after the mid-air bounce.
    

Re: Can't continue combos

 March 05, 2021, 01:06:14 pm View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

This is perfect, Thanks
    

Re: Can't continue combos

 March 05, 2021, 01:40:01 am View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

Also, here's the Statedef I'm working with.
Code:
[Statedef 50000, hit by slam]
type    = A
movetype= H
physics = N

[State 50000, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
    

Re: Can't continue combos

 March 04, 2021, 08:56:38 pm View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

Okay, I have one last question which will probably lead me to figuring this out. First of all, I don't know if any of you have answered this and I forgot, but In my Statedef with the Self State, what State Controller would I use to have the opponents statetype change? StateTypeSet doesn't seem to work, and also, what Trigger would I use in that State Controller so that when my hitdef makes contact with the opponent, they change to StateType A and Not L. I have the SelfState down, I just need to know this because with that I can have my opponent change to statetype A and not L, which will hopefully result in me being able to continue a combo. Hopefully my writing isn't too confusing.
    

Re: Can't continue combos

 March 02, 2021, 03:05:13 pm View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

You're not going to use SelfState right away. You can use whatever you want, maybe some VelSet, maybe some EnvShake, and only at the end you'll use SelfState.
The SelfState will send P2 back to his own GetHit states instead of yours. It's like a ChangeState when you end a move (where you go back to state 0 for example), but used in custom states.

Okay, thank you. I think I understand it, might take some tinkering but I get the main premise. So, First, I make a statedef that sets the opponents statetype to A, and not L, and the trigger for it would be NumTarget (ID of the hitdef). Then, I make a selfstate that sets the opponent to the state of getting up after they hit the ground. Now that I have my statedef setup, I use a targetstate and set the value to the Number of my statedef, which I tried using 50000 for. Is this somewhat right? any clarification would be appreciated. Also, if anyone knows, what state controller would I use to set my statetype? Statetypeset hasn't exactly worked for me when trying to set it up.
    

Re: Can't continue combos

 February 28, 2021, 06:26:01 am View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

Still having problems here. The jump strong punch slams the opponent down, causing them to bounce. I know the concept of targetstate, but I have no idea what sctrl to use on the actual statedef. I've tried selfstate, but I have no clue how that works.
    

Re: Can't continue combos

 February 27, 2021, 09:08:07 am View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

I had to read your post like 10 times to finally understand what you mean lol
But yeah, basically that.

In your attack state (it says jumping strong punch, so let's use this), you will add a targetstate, right after the hitdef. The value is the custom state, in my post I used 611. Then, you will create statedef 611, which will be used by P2. As soon as the hit connects, P2 will be sent to YOUR state 611 instead of a normal hit state.

You can take a look at one of KFM's custom state:

Spoiler, click to toggle visibilty

Notice how it useses movetype = H, indicating the player is being hit, and type = A and not L. In the very end, it uses selfstate to send P2 to it's own gethit states.
Hope it gets a bit easier to understand.

Okay, I think I get it. SO, if I make a statedef, make the physics H for gethit and A for air, then make a selfstate controller in that statedef, I can then use the 611 statedef as My value in the target state, hopefully I figured it out. Thanks for the help!
    

Re: Can't continue combos

 February 27, 2021, 12:35:34 am View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

TargetState.

[State 610, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 611

Something like that. What it does is you can control how P2 reacts uppon being hit. But you have to create the whole state for it. Look for grabs/throws, they are good examples of custom states.

So basically I have to make a Statedef that's a changestate and have the trigger be getting hit, then have the value of the targetstate be set to the statedef? Sorry, I get the main premise but i'm a teensy weensy bit confused. Also, what would I set the NumTarget as?
    

Re: Can't continue combos

 February 26, 2021, 11:53:28 pm View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

I've actually struggled with this while working on my very first character. I ultimately learned that down.bounce is the target are still in their liedown statedef (i.e.: their statetype is L). This means you can't hit them even while they down.bounce unless your hitflag has D in it. Meaning that at least the strong punch you posted above will connect, but anything else with no D in their hitflag will not. If you want to actually create a true groundbounce state, it has to put P2 in a custom state so that they'll be in statetype A instead of L.

Okay, thanks a lot. Do you have any clue on how I would go about changing P2's state? if not that's all good.
    

Can't continue combos

 February 26, 2021, 11:32:37 pm View in topic context
 Posted by Drewism19  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 pm
 Board: M.U.G.E.N Development Help

How would I go about making it so that after a down bounce and the opponent is in the air falling, I can continue to combo. I have a move that slams the opponent into the ground and they bounce, but when I go to hit them while they're bouncing, it doesn't connect, I don't think it's the hitbox at least. Here's the code for the move, don't know if it will help.
Code:
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
getpower = 15
damage = 23
animtype = light
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 8,8
guard.pausetime = 17,20
hitsound   = S8,2
guardsound = S9,1
ground.type = high
ground.slidetime = 0
guard.slidetime = 9
ground.hittime  = 15
ground.velocity = -2,22
airguard.velocity = -1,-.8
air.type = high
air.velocity = -2, 22
air.hittime = 2
fall = 1
fall.yvelocity = -9
down.bounce = 9
p2facing =1
    

Re: Screenpack highlight color problem

 February 26, 2021, 07:52:53 am View in topic context
 Posted by Drewism19  in Screenpack highlight color problem (Started by Drewism19 February 26, 2021, 04:40:01 am
 Board: M.U.G.E.N Development Help

Thanks a bunch, I'm having problems finding the right sprite file, but that narrows it down so I know what to do. Thanks!
    

Screenpack highlight color problem

 February 26, 2021, 04:40:01 am View in topic context
 Posted by Drewism19  in Screenpack highlight color problem (Started by Drewism19 February 26, 2021, 04:40:01 am
 Board: M.U.G.E.N Development Help

Hey, So I'm editing a screenpack for my game, and I want to change the highlight color on the main menu from that orange, as you can hopefully see in the imgur link, to Blue. Does anyone have a single clue on where I can edit this?
    

Re: How to make it so you can input a special move during a normal attack

 February 22, 2021, 07:19:52 pm View in topic context
 Posted by Drewism19  in How to make it so you can input a special move during a normal attack (Started by Drewism19 February 21, 2021, 03:27:54 am
 Board: M.U.G.E.N Development Help

Here, this is on a character I'm working on:

Code:
[State -1]
type = ChangeState
value = 1000
triggerall = roundstate = 2 && !AILevel
triggerall = command = "qcf_x"
trigger1 = statetype != A && ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact

Statedef 1000 is the special move. The trigger2 lines are the important part. It makes it so you can input the command if you're in the middle of using the normals AND if they make contact. This is essentially how it works in Marvel vs. Capcom.

I hope this helps!

Thank you so much! This helps out amazingly. Since I've started I've learned a lot and this along with grabs are the last things I need to know to understand the basics of fighter factory. Again, thank you!
    

How to make it so you can input a special move during a normal attack

 February 21, 2021, 03:27:54 am View in topic context
 Posted by Drewism19  in How to make it so you can input a special move during a normal attack (Started by Drewism19 February 21, 2021, 03:27:54 am
 Board: M.U.G.E.N Development Help

So, I'm working on a completely fresh character, everything's animated by me and stuff, and I need help with something. How do I make it possible so I can input a special move during a normal attack and have the special move go off as soon as the on-going attack is finished, so I can combo moves together? Thanks.
    

Re: How would I go about assigning sounds to walking and running anims for running?

 February 15, 2021, 12:14:59 am View in topic context

When you're working with the basic states like standing, walking, running, jumping, you're either using the core common1.cns found in the data folder of your mugen, or you're overriding it in your character's cns (what you've done by adding in your own state 20).

here's what's in the common for state 20
Code:
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

The common will generally use those constants that you've defined in the character's main cns, so in this case, "walk.fwd" and "walk.back".

When you have some time, open up the common and check out what they do for all the states, it's helpful to see how they code everything so you know how to interact with it, or see if you need to override it for something specific.  At some point what some creators end up doing is copying that common and placing it into the character folder so they can edit it to have a common that's custom for that character.

Thanks a lot, that really helps
    

Re: How would I go about assigning sounds to walking and running anims for running?

 February 14, 2021, 10:50:04 pm View in topic context

Okay, so far I've figured out the forward walk, but now when I move backwards, I move forwards instead! I tried coding the backwards walk with a negative VelSet but it's still not seeming to work, is there something that is needed in the Commands? If so where would I find the fix?
    

How would I go about assigning sounds to walking and running anims for running?

 February 14, 2021, 10:43:12 pm View in topic context

So I've been trying to assign some footstep sounds to my character in FF3 and I just can't figure it out! I've even looked at other character files that include footsteps and they don't have a statedef for the walking animation, so how would you assign sounds to your running and walking? I've tried making a statedef for it but then I just can't walk when assigning the sound.