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Messages by supercain

    

Re: Remove orphaned explods

 July 12, 2020, 04:45:49 AM View in topic context
avatar  Posted by supercain  in Remove orphaned explods (Started by supercain July 11, 2020, 09:32:05 PM
 Board: M.U.G.E.N Development Help

Thats the problem. The helper is already dead and only its explods remains. I need to remove them when I execute a custom state.
    

Remove orphaned explods

 July 11, 2020, 09:32:05 PM View in topic context
avatar  Posted by supercain  in Remove orphaned explods (Started by supercain July 11, 2020, 09:32:05 PM
 Board: M.U.G.E.N Development Help

Hi,

Is it possible to remove or modify explods if the helper that created them doesnt exist anymore? I have some orphaned explods all over the place and I cant take them out.

Thank you.
    

Re: change background gradually?

 July 11, 2020, 09:30:32 PM View in topic context
avatar  Posted by supercain  in change background gradually? (Started by supercain June 29, 2020, 08:23:50 AM
 Board: M.U.G.E.N Development Help

How about gametime instead of time?
    

Re: change background gradually?

 July 03, 2020, 10:58:40 PM View in topic context
avatar  Posted by supercain  in change background gradually? (Started by supercain June 29, 2020, 08:23:50 AM
 Board: M.U.G.E.N Development Help

Its in state -3 of common1.cns. I dont know if a fatality can qualify as a super but the thing is that whenever a character starts to perform a fatality, the background should go dark gradually.
    

Re: change background gradually?

 June 30, 2020, 11:47:56 PM View in topic context
avatar  Posted by supercain  in change background gradually? (Started by supercain June 29, 2020, 08:23:50 AM
 Board: M.U.G.E.N Development Help

I dont think I can make it any more simple than that. I can take out time but then it wont stop getting dark and I want it to stop at -90 for all 3 values. The problem seems to be that if the player changes into another state before hitting 90 ticks then the time counter resets.
    

change background gradually?

 June 29, 2020, 08:23:50 AM View in topic context
avatar  Posted by supercain  in change background gradually? (Started by supercain June 29, 2020, 08:23:50 AM
 Board: M.U.G.E.N Development Help

Hi,

I have tried this one many times but it just doesnt work

Code:
[State 8000, go dark]
type = BGPalFX
trigger1 = numexplod(11011) > 0 && time < 90
time = -1
add = -(time + 9),-(time + 9),-(time + 9)

this is supposed to darken the background (-90,-90,-90 to be exact) as soon as numexplod(11011) appears but gradually and then just stay like that but instead it keeps on flashing. Why is that?

Thank you.
    

Re: trigger if the player misses

 June 28, 2020, 05:33:52 PM View in topic context
avatar  Posted by supercain  in trigger if the player misses  (Started by supercain June 28, 2020, 06:00:17 AM
 Board: M.U.G.E.N Development Help

Thanks, I didnt know about numtarget. Thats a pretty good one right there.
    

trigger if the player misses

 June 28, 2020, 06:00:17 AM View in topic context
avatar  Posted by supercain  in trigger if the player misses  (Started by supercain June 28, 2020, 06:00:17 AM
 Board: M.U.G.E.N Development Help

Hi,

this is driving me crazy. I want an action to trigger only if the player misses. I have something like this

Code:
trigger2 = (enemy,prevstateno = [3000, 4999]) && (stateno != [3000, 4999]) && gametime > 10

okay, this is supposed to tell the game that if the enemy executes any special move (these are anything from states 3000 through 4999) and misses (which means p2 wont get into states 3000 through 4999) then after 10 ticks of gameplay it should trigger a given action. It just doesnt work. Any ideas?

Thank you.
    

Re: Multiple instances of the same explod?

 June 22, 2020, 06:31:28 AM View in topic context
avatar  Posted by supercain  in Multiple instances of the same explod? (Started by supercain June 20, 2020, 08:19:16 AM
 Board: M.U.G.E.N Development Help

Well I thought I got it but no... the explods still appear with different timing. Any way around?
    

Re: Multiple instances of the same explod?

 June 20, 2020, 06:04:34 PM View in topic context
avatar  Posted by supercain  in Multiple instances of the same explod? (Started by supercain June 20, 2020, 08:19:16 AM
 Board: M.U.G.E.N Development Help

Oh I think I got it. In pos I only need to add + time like this

pos = time*30,time*40

Im not yet sure about the 3rd one because its a more complicated math expression but the important thing is that now I understand how to code it. Thank you!
    

Re: Multiple instances of the same explod?

 June 20, 2020, 05:25:30 PM View in topic context
avatar  Posted by supercain  in Multiple instances of the same explod? (Started by supercain June 20, 2020, 08:19:16 AM
 Board: M.U.G.E.N Development Help

Thats a great answer. Thank you. But lets say I dont want the positions to be random but to be exact at 0,0 for the first explod, 30,40 for the second and 70,90 for the 3rd one?
    

Multiple instances of the same explod?

 June 20, 2020, 08:19:16 AM View in topic context
avatar  Posted by supercain  in Multiple instances of the same explod? (Started by supercain June 20, 2020, 08:19:16 AM
 Board: M.U.G.E.N Development Help

Hi,

I have the same explod happening in the same state 3 times and the only difference is the position. Like this:


Code:
[State 0, Explod]   
type = Explod
trigger1 = time = 0
anim = f3022
pos = 0,0
postype = left
removetime = 50

[State 0, Explod]   
type = Explod
trigger1 = time = 0
anim = f3022
pos = 30,40
postype = left
removetime = 50

[State 0, Explod]   
type = Explod
trigger1 = time = 0
anim = f3022
pos = 70,90
postype = left
removetime = 50

is it possible to abbreviate this in only one expression? i tried like this:

Code:
[State 0, Explod]   
type = Explod
trigger1 = time%3 = 0
anim = f3022
pos = 0,0
postype = left
removetime = 50
random = 70-90

it almost got it but not quite because the explods wont appear at the same time but one after another.

any ideas please?
    

Re: transparency color showing in game

 June 19, 2020, 05:35:56 PM View in topic context
avatar  Posted by supercain  in transparency color showing in game (Started by supercain June 18, 2020, 08:15:51 AM
 Board: M.U.G.E.N Development Help

What program do you use to import sprites into the game other than FF?
    

Re: transparency color showing in game

 June 18, 2020, 05:55:44 PM View in topic context
avatar  Posted by supercain  in transparency color showing in game (Started by supercain June 18, 2020, 08:15:51 AM
 Board: M.U.G.E.N Development Help

I have seen many but all of them seem very outdated. There is over 500 palettes to chose from in my sff file but my sprite looks like shit with any of them. By "the right spot" you mean the cell that is on the very right as opposed to left or the CORRECT cell?
    

transparency color showing in game

 June 18, 2020, 08:15:51 AM View in topic context
avatar  Posted by supercain  in transparency color showing in game (Started by supercain June 18, 2020, 08:15:51 AM
 Board: M.U.G.E.N Development Help

Hi,

I use Fighter factory 3.5.4.2018 to import a sprite like the one right below:



it shows with no background on FF, however in game the background appears no matter what I do.

I first tried by saving the sprite in my image editor program as a png image in full color. However, if I import it like that FF wont let me save it and it automatically fixes the "error" which makes my image look like crap. So this time I save it as a 256 color png in my program and import again on FF. This time no error and the image looks fine. No background whatsoever. However as I test it in game the background does appear! Why is that?

Thank you.
    

Re: Stop looping animation for an explod?

 June 18, 2020, 01:33:44 AM View in topic context
avatar  Posted by supercain  in Stop looping animation for an explod? (Started by supercain June 14, 2020, 07:50:44 AM
 Board: M.U.G.E.N Development Help

I see. Thanks anyway.
    

Have single mode as default team mode?

 June 17, 2020, 02:33:31 AM View in topic context
avatar  Posted by supercain  in Have single mode as default team mode? (Started by supercain June 17, 2020, 02:33:31 AM
 Board: M.U.G.E.N Configuration Help

Hi,

at the selection screen, the cursor is always on simul mode by default. How can i change it so its single mode instead?

Thank you.
    

Re: Stop looping animation for an explod?

 June 15, 2020, 06:12:34 PM View in topic context
avatar  Posted by supercain  in Stop looping animation for an explod? (Started by supercain June 14, 2020, 07:50:44 AM
 Board: M.U.G.E.N Development Help

Thank you but the thing is its an explod to begin with so that code will do no good. I had to duplicate the animation as a solution. Something I wanted to avoid.
    

Re: Stop looping animation for an explod?

 June 14, 2020, 05:54:04 PM View in topic context
avatar  Posted by supercain  in Stop looping animation for an explod? (Started by supercain June 14, 2020, 07:50:44 AM
 Board: M.U.G.E.N Development Help

No way to do it in the states? I need that same animation like that for states that require it to loop forever.
    

Stop looping animation for an explod?

 June 14, 2020, 07:50:44 AM View in topic context
avatar  Posted by supercain  in Stop looping animation for an explod? (Started by supercain June 14, 2020, 07:50:44 AM
 Board: M.U.G.E.N Development Help

Hi,

I have an ordinary explod:

[State 0, Explod] 
type = Explod
trigger1 = time = 0
anim = 30
pos = 0,0
postype = left
removetime = -1

animation 30 has 20 frames, I want it to run up to the 20th frame, stop there and stay in that frame permanently instead of looping back to the 1st one. Is that possible?

Thank you.