News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

Character Creation problems

Started by Overweapon: Scythe, November 07, 2007, 06:41:07 PM

Previous topic - Next topic

Overweapon: Scythe

I had problems creating my character:

1-on some sprites of her, there's a line that's invisible, but shows in the game.
2(MAJOR)-She appears much LARGER than normal. Any help of how to resize a character withOUT editing the sprites all over again? --; ;D

A dream carried out on my own.

Bastard Mami

1. check your palette, having a color count of 256 is not enough, ideally you know what each aplette entry is used for.

2. in the .cns file, change the scale constant to something smaller then 1 ; 0.5 makes the charatcer half as big.

Overweapon: Scythe

Arigato gozaimasu.
the character is almost under ready-state!

That worked, but now I have some other problems:

Attacking Accuricy Failure
-only a light punch and a projectile hit the enemy.

Throwing attack Failure
-throw does not connect; more rather stuns the enemy and has them
set to as if they're trying to throw something but are left vulnerable.
This is not what I planned :-\ , but LOL! ;P

A dream carried out on my own.

Bastard Mami

for teh attack thing, check the triggers on the hitdef, and whetehr you have clsn1s after that trigger.

Bastard Mami

for private beta testing you need to gather a group of thrustworthy people, preferably upload you file with a password. i am not sure of what you an tto do. maybe you can set up a topic in the project sub forum, get a photobucket account and upload screen caps here ...

Overweapon: Scythe

Sorry 'bout that question.

Edited the post:
what do I add for having a character make a sound when hit?

[State 5000, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = S501,0
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

this didn't do anything... but I think that the 5000 states are for taking damage?
And what is for the KO effect?

A dream carried out on my own.

Bastard Mami

the thing after "[state" is completely meaningles, to have a sound played while being hit you either add a "trigger1 =  movetype= H" to that sctrl and put it on statedef -2  or overwrite state 5000. read this again http://mugenguild.com/docs/overview.html

Overweapon: Scythe

#7
hmm... so what would I use...?
found the spot (statedef -2)... but what do I add/remove?
(gomennasai, I'm a total noob at this and this is the 2nd time I'm trying to
make a character, I've never gotten THIS far before. the first one's sprites
didn't even get through the system)

I have just arranged it like this :


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[State 5000, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = S501,0
volume = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0


because I am very stupid at this (I've used other game editing systems, sorry.
I'm used to RPG Maker 2003, not this)

not to be a pest, but could you change it to what would get it to play sound 501, 0?
please show me what I'm doing wrong... ???

if I could understand how to fix this and what the number for being killed would be,
then I could take this one under control for a while... --;

would that mean that you just said only use this:

[State -2, PlaySnd]
type = PlaySnd
trigger1 =  movetype = H
value = S501,0
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

?
This didn't work...

A dream carried out on my own.

Bastard Mami

read some parts of teh docs carefully, tehre is a default sound for getting killed.

Overweapon: Scythe

 :S
The current link only tells how to get the program to work, not how to fix up a custom character...
my brain is about to break.

A dream carried out on my own.

Overweapon: Scythe

Hmm, someone sent me some info of what to rearrange for a character's
deathcry. It was a simple number 11 sound that was out. Though the person
knew what to rearrange for "taking hits" sounds, I tried it and it didn't work...
does anyone know what to rearrange for making a sound play when the
character takes damage? I already figured out what to change for when she
DOES damage to the target character, but not when she takes a hit.

was it something to do with state 5000?
I have all the taking hit screams/noises in group 5000, but nothing happens.
Help please?

A dream carried out on my own.

Overweapon: Scythe

is anyone online? :'(

It's due to this why I had to split my character into TWO different versions now.
This is one of the last few adjustments I need help on before release of her
"beginner's type" style.

A dream carried out on my own.

Bastard Mami

i support the don't bite more that you can chew attitude, heck i had years of programming experience and still my first mugen character was a snes one.

Bastard Mami

now, onto the matter; the group no of the sounds barely matters, you should just use something that feels comfortable. to have a sound play on a specific situation, use the playsound sctrl.

Overweapon: Scythe

so what exactly would the code be? ???
My sound-FX (let me use an example of one I already added) that I'd want to use for taking a hit is
Group 5020, Sound 1.

It was all set into group 5000 at first for another process but it failed, so I changed it.

This was a code I used from someone else, but it didn't exactly work:
[State -3, Ouch!]
type = PlaySnd
triggerall = Time = 1
triggerall = random < 500
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
trigger5 = stateno = 5080
trigger6 = stateno = 5100
value = 6666, random%3

was like this, but no effect even though i changed my damage sounds to group 6666
(oh god I hate that number...)

what did I do wrong?

A dream carried out on my own.

Bastard Mami


Overweapon: Scythe

At first right under the other [state -3] set (there are other things still under that list),
but then at the very bottom of my constants fileset.

neither positions had worked...

A dream carried out on my own.

Bastard Mami

put it again right below the statedef-3 bit; but dellete the random triggerall, as well as taking out the random% expr for a while.

Overweapon: Scythe

#18
Like this?

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, Ouch!]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
trigger5 = stateno = 5080
trigger6 = stateno = 5100
value = 6666

Edit!
YAY! It worked! At least she now screams something when hit. (just the same thing, but works!)
Arigato Gozaimasu. :sugoi:

A dream carried out on my own.

Bastard Mami

Quote from: Altered Len on November 15, 2007, 11:11:16 PM
Like this?

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, Ouch!]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
trigger5 = stateno = 5080
trigger6 = stateno = 5100
value = 6666,0

fixed a small bit, make sure you have a sound 6666, 0