Board: M.U.G.E.N Discussion
https://www.youtube.com/watch?v=JUjk1jff7cs
https://www.youtube.com/watch?v=4TjJpsHfSyc
Images???
The sprites tab is missing. It's not where it usually is. All the options in the bar at the top of the screen under "Sprites" are greyed out.It's easier if you just open the sprite itself, fight.sff is the file you want.I didn't notice until now but your avatar changes when I refresh the page. How did you do that?signavatar.com
You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.
You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.
Ikemen Go is almost perfectly backwards compatible at this point, you don't have to transfer anything besides copy pasting your files. And yes, it has a linux build.
Open mugen1/fight.def in Fighter Factory. Since the bar is animated, you'll have to edit several sprites.
You physically change the respective lifebar sprite.
Well, that sucks. Can it be un-hardcoded in Ikemen or Ikemen Go?
Glad you asked. Yes, Ikemen Go has asserspecials for that.
[youtube]https://youtu.be/WYiPl1xpsgw[/youtube]QuoteIf not, can a moment of moving without attacking be artificially enforced onto both fighters after the intro animations, while the round timer stays stuck? I really want to replicate the excellent pre-fight movement moments from Melty Blood.Only in a full game environment, and I'm pretty sure you'd have to go as far as to commit to build the hud within the characters themselves for it to work.
Quotebut I teleport back to Round Start positions when the round begins anyway making this all pointless. Also, mashing lets you skip the intro.Both things are hardcoded mugen behavior.
If your character doesn't have a statedef 5900 in their files, then it’s using the default ftom /data
In the default statedef, all the variables are reset every round, hence why yoir burst is not working.
Copy the state into your code, edit it do that the variable is not reset, and this will fix your problem
The ones in 5900 are for resetting between matches. What determines which vars are reset between rounds are IntPersistIndex and FloatPersistIndex, in the [Data] section of the character's constants.
Post your statedef 5900
Var(22) most likely resets between rounds and you're only setting it on round 1.