Posted by beterhans
in Add an extra animation (Started by Charles_2011 April 25, 2023, 01:39:44 am
Board: M.U.G.E.N Configuration Help
Board: M.U.G.E.N Configuration Help
so the explod should show if the move hit or not?
You forgot to adapt screenleft and screenright to the localcoord.
I went back and tested the stage. What problems can happen when leaving the screenleft and screenright values at 15 with a 720p? I don't see the projectiles sticking to the side. Anything I'm missing?
[Bound]
screenleft = 50
screenright = 50
Spoiler, click to toggle visibilty
I just read this.
I believe the 1st option is the best.
Where do I find the screenbound option?
Akiha is updatedthank you!
Since IKEMEN GO got updated, I decided to check out Akiha for myself and noticed something's wrong about her size:
For some reason, I think her scaling is too small. I thought Sennou-Room's DBFC characters were small at first compared to OHMSBY's characters, but they are intentionally meant to be scaled for CvS2 in mind while OHMSBY's are slightly larger for BBTAG. However, your Akiha are much smaller than both of theirs. Is the size on Akiha accurate? If it is, how do you tell exactly? Can't ask about the gameplay since I don't own the source game myself.
#Passive Moon Drive Portrait - Compatiable with Beterhans
ignorehitpause if (roundState = 2 && !numExplod(30102))
&& ((Enemy,stateNo = 2600 && Enemy,authorName = "Eiton" && Enemy,name = "Akiha" && Enemy,time = 4)
|| ((Enemynear,StateNo = 990) && Enemynear,AnimExist(9993) && Enemynear,time < 4)) {
Explod{Id:30102;anim:30102;sprpriority:-5;facing:cond(pos X > EnemyNear,pos X,1,-1);pos:screenWidth/2,screenHeight/2;space:screen;pauseMoveTime:99999;supermovetime:99999;}
Explod{Id:30102;anim:30103;sprpriority:50;facing:cond(pos X > EnemyNear,pos X,1,-1);pos:screenWidth/2,screenHeight/2;space:screen;pauseMoveTime:99999;supermovetime:99999;}
}
[State -2, Moon-Driver-Passive-Portrait]
type = Helper
triggerall = !IsHelper && RoundState = 2
triggerall = AnimExist(9994)
triggerall = !NumHelper(9994) && StateNo != 990
;beterhans Type
trigger1 = ID < 58 && Enemynear,AnimExist(9993)
trigger1 = Enemynear,StateNo = 990 && Enemynear,time < 4
;Eiton Type
trigger2 = Enemynear,StateNo = 2600 && Enemynear,AnimExist(30100) && Enemynear,Time < 4
helpertype = Normal
name = "Moon-Driver-Passive-Portrait"
ID = 9994
StateNo = 9994
postype = p1
pos = 0 * Const(Size.xScale), -500 * Const(Size.yScale)
facing = 1
keyctrl = 0
ownpal = 1
;remappal = 1,1
supermovetime = 4294967295
pausemovetime = 4294967295
size.xscale = Const(Size.xScale) * 1
size.yscale = Const(Size.yScale) * 1
;size.proj.doscale = 1
ignorehitpause = 1
can not run at all.I ran just fine with out it. just add excluded to the file to your anti-virus and you should know by now that its not virus.
I feel like anti-virus blocked it.
but 0.98 and IKEMEN GO Rollback alpha is OK.
另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
I have no idea what you mean. There are mugen characters that can select support characters at the beginning of the game.
Prerequisite:
- knowledge of Cheat Engine (CE) or other debug tools
- knowledge of computer graphics (and related math)
- basic understanding on how game works
Nice stage, and nice choice of music.
Looks like these landed in safe hands. He painted this some time ago, but I never got around to it. Can't wait to see how yours turned out.
Not really. Akiha uses new sctrl / trigger features in 0.99. Also, more bugs are fixed and compatibility is improved in 0.99. Rollback is just an icing on the cake.
✕ keyboards can't do A+B+C+D
✓ membrane keyboards can't do A+B+C+D
Akiha is updated. It should fix some of the problems.QuoteAlso, why not using the remaining buttons as shortcuts for A+B/B+C?It requires some effort to implement and I heard that the coming rewritten input parser would support macros...