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
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
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).
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