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DJMouF

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Messages by DJMouF

    

Re: Needed help on the POTS Venom

 June 22, 2022, 06:49:14 am View in topic context
 Posted by DJMouF  in Needed help on the POTS Venom (Started by Walruso May 31, 2022, 09:53:42 pm
 Board: M.U.G.E.N Development Help

    

Re: Custom Combo not work

 June 22, 2022, 06:28:13 am View in topic context
 Posted by DJMouF  in Custom Combo not work (Started by TheDragon May 27, 2022, 06:20:48 pm
 Board: M.U.G.E.N Development Help

Anyone know anything about this? Well, at the time of integrating the custom combo to a Char everything went well, it is activated, the FX, animations, Pal, etc. come out. The only thing I don't know how to do is the movement itself, you know, when it hits fast, because it didn't come out, that is, everything is integrated but except the fast movement, I check the var(20) but everything is as it should be, it is worth mentioning that I copy the code of another character, but I still do not get any idea?

It's not only in the chars System file...
Did you get the Custom combo code from the the -2 State as well?
    

Re: I want to add/import a transformation to this character

 June 22, 2022, 06:16:35 am View in topic context
 Posted by DJMouF  in I want to add/import a transformation to this character (Started by petofum May 18, 2022, 02:32:46 am
 Board: M.U.G.E.N Development Help

How much do you know about how transformations work? There is a 90% chance you're going to have to rework the entire character you want to add and regardless of anything you need  to know where the conflicts are between states animations sprites and sounds.

To add to what Cyanide stated, you would have to know how variables "(var)" works. you would have to reassign variables for each transformation to include the additional transformation(s) you're attempting to add. Plus much more... All of my chars, Saiyan chars,  have a transformation, and out of all of them Adult Gohan has 2 transformations. For me, it's hard to explain, but if you understand it, then it's not that difficult. I didn't understand how to do it until I learned/Studied some chars from way back in the vintage mugen days when there were hardly any transform chars. But I learned how to Color remap from learning coldskin's EB Vegeta with a little help from Mr. Ansatsuken (with the color palette for transformation so the palette(s) remain the same). Once you get the hang of it, then it's quite simple. Not only that. You have to change a lot in the common states as well. So good luck man. I had do it every time for Goku Bardock Trunks



This video here could possibly help you understand what you're trying to accomplish.


    

Re: Tay's LVL 3 Portrait Thread

 May 06, 2022, 07:49:58 pm View in topic context
 Posted by DJMouF  in Tay's LVL 3 Portrait Thread (Started by xcheatdeath August 24, 2021, 09:46:11 pm
 Board: Edits & Addons 1.0+

hell yeah bro!!! thank you!!!
    

Re: Transformation based in SFF Remappal Issues

 April 29, 2022, 01:30:45 pm View in topic context
 Posted by DJMouF  in Transformation based in SFF Remappal Issues (Started by vlad_alucard April 06, 2022, 01:47:29 am
 Board: M.U.G.E.N Development Help

Did you figure it out
    

Re: Beam Clash Issue

 April 29, 2022, 01:28:26 pm View in topic context
 Posted by DJMouF  in Beam Clash Issue (Started by DJMouF April 13, 2022, 01:29:56 pm
 Board: M.U.G.E.N Development Help

Enemy is placed in a custom state without a selfstate.
Look for the states p2 is placed during the beam clash and find the missing selfstate

Yeh I had figured it out. Thanks for taking time to help out
    

Re: Tay's LVL 3 Portrait Thread

 April 24, 2022, 05:35:32 pm View in topic context
 Posted by DJMouF  in Tay's LVL 3 Portrait Thread (Started by xcheatdeath August 24, 2021, 09:46:11 pm
 Board: Edits & Addons 1.0+

ok cool man thanks for these and others you get to do. Thankful regardless
    

Re: Tay's LVL 3 Portrait Thread

 April 24, 2022, 01:23:52 pm View in topic context
 Posted by DJMouF  in Tay's LVL 3 Portrait Thread (Started by xcheatdeath August 24, 2021, 09:46:11 pm
 Board: Edits & Addons 1.0+

Sry for the late reply...
So far these guys:

ssj teen gohan/ssj2 teen gohan
future trunks base/ssj
piccolo
krillin
frieza/golden frieza
kid buu
fat buu
android 18
goku ssj blue
goku ssj4
cell
gotenks base/ssj
Vegito base/ssj/ssjblue
Capt Ginyu
Raditz
Nappa
Beerus
Hit
    

Re: What's the best POTS styled template?

 April 14, 2022, 02:33:39 pm View in topic context
 Posted by DJMouF  in What's the best POTS styled template? (Started by snowy997 February 23, 2022, 04:30:32 pm
 Board: M.U.G.E.N Development Help

I use Meo's template.  Haven't tried DW yet
    

Beam Clash Issue

 April 13, 2022, 01:29:56 pm View in topic context
 Posted by DJMouF  in Beam Clash Issue (Started by DJMouF April 13, 2022, 01:29:56 pm
 Board: M.U.G.E.N Development Help



Sup guys It's been a while since I've been on here posting anything, but this is possibly something simple to fix that I cant figure out.
In the video, as you can see, the beam clash works and you have to pretty much spam buttons to win the beam struggle against the other opponent.
It activates through a grab, and the opponent inputs button commands to counter the grab, in which makes the beam clash... However, for example, if I'm p1 and p2 cancels my grab then the beam clash activates. But!!! once the sequence is finished, if p2 wins the beam clash, p2 can only move, but p2 cant punch or kick unless I hit him with any attack, and once I hit him then p2 can move and attack with no problem and vice versa. (I couldn't transform Goku to SSJ2 after the clash unless I hit attack him). So basically the person who counters the grab and activates the clash, will be able to move but not any other button inputs unless he is hit (With a punch kick etc). In the code I have it set to ctrl = 1 after the end of the clash so I'm not sure what's causing the issue. Is there a way to get this to work correctly? I'll be constantly working on it to see if i get it together.
    

Re: Tay's LVL 3 Portrait Thread

 April 12, 2022, 03:08:43 pm View in topic context
 Posted by DJMouF  in Tay's LVL 3 Portrait Thread (Started by xcheatdeath August 24, 2021, 09:46:11 pm
 Board: Edits & Addons 1.0+

Man if u could do more of the DBZ roster man I'd appreciate it. For my Full game
    

Re: Dante DMC3 "POTS" by Mallboro Games

 April 12, 2022, 02:54:37 pm View in topic context
 Posted by DJMouF  in Dante DMC3 "POTS" by Mallboro Games (Started by YugaCurry April 08, 2022, 05:34:09 am
 Board: Found Releases 1.0+

Yo this here is definitely Fire!!!!
    

Re: 2022 Character Updates (Guy and Ryu first)

 January 15, 2022, 09:41:49 pm View in topic context
 Posted by DJMouF  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

I'll def be checking them out. I'm late to the grand return of the goat himself. If it wasn't for you I wouldn't be making the chars I'm working on. Thank you for all that you've done. I didn't expect any of this. I was a youngin when you released your chars. See how much has changed? I never thought Mugen wouldn't have gotten this advanced. But looking forward for you updates.
    

Re: transformation configuration

 November 08, 2021, 04:29:50 pm View in topic context
 Posted by DJMouF  in transformation configuration  (Started by getleft September 09, 2021, 02:25:03 am
 Board: M.U.G.E.N Configuration Help

I have transformed chars (DBZ) so I know a little something about your issue. do you have the variable set up correctly? Inbox me when you can
    

Re: Transitioning Stages

 August 24, 2021, 09:11:30 pm View in topic context
 Posted by DJMouF  in Transitioning Stages (Started by DJMouF August 24, 2021, 01:49:23 pm
 Board: Off-Topic Help

It is possible in IKEMEN, albeit with some tedious work. You have to code the whole stage into an AttachedChar.

Then you just detect if someone is hit during a stun state with a fall = 1 attack, or some other condition like that, and code the transition.

Here's stuff I made for a recent tournament:
[youtube]https://www.youtube.com/watch?v=pqKKR0b3SSc[/youtube]

Note this was easier to code, since the whole cutscene is played when the round ends, not mid-round. Thus, I can use the "stage change from round to round" feature from IKEMEN.

That's pretty neat there man.
Well I'm glad it's possible but i don't think I'll be attempting that. I'm still learning Ikemen because I haven't actually transitioned to it yet. But it definitely has great features that I'll be using for my project. Thanks man

You're welcome, buddy.

IKEMEN transition is honestly as smooth as it could be; 99.99% stuff works flawlessly, and the 1% I found doesn't work is just badly coded.

Heck, the next version will even support delta trick pseudo 3D stages, which were the only non-working thing.

Contact me if you ever want to start using these sort of interactive cutscenes and stages and need help (notice how the rail broke when the characters hit it? That can happen mid-round, like Ken's SF2 barrels).

That's great news to hear man. I'll definitely give you holler when I get to it bro
    

Transitioning Stages

 August 24, 2021, 01:49:23 pm View in topic context
 Posted by DJMouF  in Transitioning Stages (Started by DJMouF August 24, 2021, 01:49:23 pm
 Board: Off-Topic Help



In this video what I'm asking about starts at 0:27 seconds

Is this possible in Mugen or Ikemen? Has anyone tried it, or better yet, working on this type of stage(s)?
I was just wondering if either of these engines has gotten to this advancement. TBH I doubt mugen has, but maybe ikemen is close to that point.
    

Re: BurningSoul's Pots LV3 Portrait Thread

 August 20, 2021, 06:11:30 pm View in topic context
 Posted by DJMouF  in BurningSoul's Pots LV3 Portrait Thread (Started by BurningSoul August 19, 2021, 01:21:58 pm
 Board: Edits & Addons 1.0+

Didn't know you do portraits too bro. Good deal
    

Re: Char Sound Volume

 March 02, 2021, 10:56:28 pm View in topic context
 Posted by DJMouF  in Char Sound Volume (Started by DJMouF February 27, 2021, 02:28:44 am
 Board: M.U.G.E.N Development Help

I'm not really sure where to put this... Admins if this isn't the right place to put this can you place it in the right section of the forum.

Ok I want to ask for a favor. It's simple but kind of tedious. I'll pay for it though. The task is simply increasing all of my chars volume to the perfect volume... to the fact of me simply adding one "playsnd" instead multiple for the sound to be loud enough to hear during gameplay. I should've had this done a long time ago, (I know) but there's no time like the present. I'd like the voice to still sound clear so some compression may be involved depending on the intensity of the voice. So if anyone is up for this that has anytime to do it, then give me a holler. Like I said I know it's tedious so there will be compensation. But don't try to tear my pockets out lol. Thanks

*ie I would like to have just one per sound(voice) instead of multiple.
 
[State 200, Snd]
type=playsnd
trigger1= animelem = 3
value= 5,0
channel = 1

maybe i'll make a new video explain a bit of 'sound war' or 'Loudness War'... after my Computer update.




Would be perfect

You might want to look into Goldwave. It has batch processing. You should be able to adjust every single sound with just a few button presses.
I've been using Goldwave since like 2003.

I have no idea what you are saying about multiple sounds.  If you've literally tried playing a sound more than once to make it louder, then lol.

Just use volumescale.  You can use values above 100 for volumescale in an SCTRL.  You can also use volume and/or volumescale under the [Data] section in the character constant file and that number can be above normal.

Code:
[State 1500, striker shoe]
type = PlaySnd
trigger1 = AnimElem = 5
Value = s1100,0
volumescale = 250  ;; seriously.
channel = 3



Ill try these methods and see what happens. Thanks guys. If it's successful then I'll mark this post as sovled.
    

Char Sound Volume

 February 27, 2021, 02:28:44 am View in topic context
 Posted by DJMouF  in Char Sound Volume (Started by DJMouF February 27, 2021, 02:28:44 am
 Board: M.U.G.E.N Development Help

I'm not really sure where to put this... Admins if this isn't the right place to put this can you place it in the right section of the forum.

Ok I want to ask for a favor. It's simple but kind of tedious. I'll pay for it though. The task is simply increasing all of my chars volume to the perfect volume... to the fact of me simply adding one "playsnd" instead multiple for the sound to be loud enough to hear during gameplay. I should've had this done a long time ago, (I know) but there's no time like the present. I'd like the voice to still sound clear so some compression may be involved depending on the intensity of the voice. So if anyone is up for this that has anytime to do it, then give me a holler. Like I said I know it's tedious so there will be compensation. But don't try to tear my pockets out lol. Thanks

*ie I would like to have just one per sound(voice) instead of multiple.
 
[State 200, Snd]
type=playsnd
trigger1= animelem = 3
value= 5,0
channel = 1
    

Re: DESTROYED TEMPLE by NoZ modified for true widescreen

 February 26, 2021, 07:36:32 am View in topic context
 Posted by DJMouF  in DESTROYED TEMPLE by NoZ modified for true widescreen (Started by beterhans February 04, 2021, 01:44:54 pm
 Board: Edits & Addons 1.0+

Hahah yeah man I work entirely too much and I hardly check my emails... See how long it took for me to reply to this lmao