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MGMURROW

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Messages by MGMURROW

    

Re: Code to make character untouchable

 March 29, 2021, 10:54:04 AM View in topic context
avatar  Posted by MGMURROW  in Code to make character untouchable (Started by Boxuu March 20, 2021, 02:43:11 PM
 Board: M.U.G.E.N Development Help

Try this
Trigger1=(root,alive=0)
Or
Trigger1=!(root,alive)

Hope this helps

MGMURROW

    

Re: Aura in char

 February 06, 2021, 12:20:14 PM View in topic context
avatar  Posted by MGMURROW  in Aura in char (Started by DeCeballos February 06, 2021, 12:15:02 PM
 Board: M.U.G.E.N Configuration Help

Change sprpriority = 2, Change it to 0 or -1

Hope this helps

MGMURROW
    

Re: MGMURROW'S WIP's

 December 19, 2020, 02:45:07 AM View in topic context
avatar  Posted by MGMURROW  in MGMURROW'S WIP's (Started by MGMURROW December 16, 2020, 02:03:04 AM
 Board: Projects

- From testing in both 1.0 and 1.1, some of Ken's moves just randomly crash the engine. I had it happen with S.HP, the medium and heavy versions of his Tatsu, and Shippu Jinrai Kyaku. There's probably more moves that do this, but those are what I found.
- There's no fire effect for his airborne heavy Shoryuken, while there one is for the grounded version.
- All versions of the Tatsu lack hurtboxes for the torso area and only cover the leg during the active frames.

Thanks for the testing Sir Ghostler, The fire FX and missing hurtboxes are fixed for the update, giving you credit for it. as for the crashes, i havent figured that out yet but will continue to search for a fix.

thanks again

MGMURROW

 



    

Re: MGMURROW'S WIP's

 December 18, 2020, 12:31:25 AM View in topic context
avatar  Posted by MGMURROW  in MGMURROW'S WIP's (Started by MGMURROW December 16, 2020, 02:03:04 AM
 Board: Projects

Ken is here, check the first post for the link. Please report any and all bugs

most importantly
ENJOY AND HAVE FUN

MGMURROW
    

Re: MGMURROW'S WIP's

 December 17, 2020, 04:13:56 AM View in topic context
avatar  Posted by MGMURROW  in MGMURROW'S WIP's (Started by MGMURROW December 16, 2020, 02:03:04 AM
 Board: Projects

He looks pretty cool so far  :8): he can also be rival to Ethan Lives' Code K as well  ;D btw in your wip page of Ken's screenshot when I click on it, it opens Oro's screenshot

I'll see how O feels about maybe doing something between the two(intro or something). the oro page was just a placeholder for ken pics,info, etc... so i didnt have to redo all the code

thank you again

MGMURROW





    

MGMURROW'S WIP's

 December 16, 2020, 02:03:04 AM View in topic context
avatar  Posted by MGMURROW  in MGMURROW'S WIP's (Started by MGMURROW December 16, 2020, 02:03:04 AM
 Board: Projects

    

ALPHA STORM PORTRAITS

 December 05, 2020, 03:22:50 AM View in topic context
avatar  Posted by MGMURROW  in ALPHA STORM PORTRAITS (Started by MGMURROW December 05, 2020, 03:22:50 AM
 Board: Requests

The links are down, can somebody send these to me please?

thanks for any help

MGMURROW
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 16, 2020, 09:07:30 PM View in topic context
avatar  Posted by MGMURROW  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

you can send it to me and i will try my best to fix it if you want'

MGMURROW
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 14, 2020, 09:34:37 PM View in topic context
avatar  Posted by MGMURROW  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

if you set the animation in the beginning but you still have this code

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

you will always have a different anim then what you set in the beginning, null it out or remove it so anim=1211 will play

if you cant figure it out you can send it to me and i will fix the problem

MGMURROW
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 14, 2020, 01:38:33 AM View in topic context
avatar  Posted by MGMURROW  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

better yet, do the move and pause it when storm appears, while paused press CTRL+C to see the name of the helper(storm) that appears.
also while paused press CRTL+D until you find the name of the helper you are looking for(storm, whatever name you found from CTRL+C) then look for the state number the helper is in

makes it very simple

MGMURROW
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 13, 2020, 01:06:04 AM View in topic context
avatar  Posted by MGMURROW  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

just looking at the code i would make sure the the anim in state 1240 is correct, right not i do not see any anim in state 1240. i dont think thats the problem in this case but might be down the road.

seeing that the problem starts as soon as the move starts and the problem sprite has velocity(falling), i would look at this piece of code

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

this is in state 1236 and it was velocity and starts at the very beginning

just to check things, in state 1236 null this out

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

then check if the problem sprite has a shadow while falling, just to try to narrow down the problem

let me know

MGMURROW
    

Re: Ground Photon Shot Duplicate Glitch! Please Help?

 November 12, 2020, 08:46:20 PM View in topic context
avatar  Posted by MGMURROW  in Ground Photon Shot Duplicate Glitch! Please Help? (Started by Ki$@1st456v November 12, 2020, 06:01:05 PM
 Board: M.U.G.E.N Configuration Help

You would have to post the helper states to see what is going on, there isnt much information from the State you posted and nothing looks like what is causing the problem.

hope this helps

MGMURROW
    

Re: A.I. Keeps guarding my special move

 November 08, 2020, 04:06:20 AM View in topic context
avatar  Posted by MGMURROW  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

this

hitflags: What stances will the character hit P2

H = High
L = Low
M = Mid (High and Low)
A = Air (Not falling)
F = Falling
D = Downed (OTG, ignored if F is not used)
+ = Only works when comboed into
- = Can't be comboed into

Guardflags
H = Block High
L = Block Low
M = Block mid (both high and low)
A = Air
leaving the guardflag blank or not specifying it = Unblockable

define how you want the move to hit and put in the Letter(s)

MGMURROW
    

Re: A.I. Keeps being in guarded stance

 November 03, 2020, 01:26:25 AM View in topic context
avatar  Posted by MGMURROW  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

the state 1040 does not have a hitflag in the def, put this in and define what hits

hitflag = MAF

triggerall = !movecontact && animelem = 4  <----also you dont need the !movecontact
trigger1 = !movecontact

just use

trigger1 = animelem = 4



[State ]
type = Hitdef
triggerall = !movecontact && animelem = 4
trigger1 = !movecontact

damage = 120,20
pausetime = 1,6
attr = S,SA
guardflag = M
hitflag = MAF  <----this here
animtype = high
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1
    

Re: Show 2 explods in sequence without gaps

 November 02, 2020, 09:32:15 PM View in topic context
avatar  Posted by MGMURROW  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

I need it to loop indefinitely.

for the whole fight?

not really knowing what exactly you are trying to achieve but you can try

[State 0, fall]  ;anim 1
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
trigger2 = time%20 = 1 (whatever time you want it to reappear)
ID = 4427
removetime = 20

[State 0, fall]  ;anim 2
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
trigger2 = time%6 = 1 (whatever time you want it to reappear)
ID = 5401
removetime = 6

or

in the Anim file take the first animation for the first explode and add the second animation for the second explode to it, add a LOOPSTART wherever you want it to loop

add this to the CNS

[State 0, fall]  ;anim 1
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
ID = 4427 <----change to the new animation you just created

then put a RemoveExplod controller wherever you want the explod to stop

hope this helps

MGMURROW
    

Re: Show 2 explods in sequence without gaps

 November 02, 2020, 08:32:58 AM View in topic context
avatar  Posted by MGMURROW  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

Just count the ticks for explode 1, then use that for the trigger of explode 2, count the ticks of explode 2 and use that as the trigger for explode 1(second time)

[state 0, fall]  ;anim 2
type = Explod
trigger1 = time = (the exact time you want it to trigger)
ID = 5401
removetime = 6


[State 0, fall]  ;anim 1
type = Explod
trigger1 = time =(the exact time you want it to trigger for the second time)
ID = 4427
removetime = 20

Hope this helps

MGMURROW
    

Re: A.I. Keeps being in guarded stance

 November 02, 2020, 08:20:55 AM View in topic context
avatar  Posted by MGMURROW  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

You should just null the state out or better yet just remove the targetstate. If you want it to act like a normal block then removing it should be all you need to do

Hope this helps

MGMURROW
    

Re: Classic MVC Corner Carry & Chase

 November 01, 2020, 08:15:11 AM View in topic context
avatar  Posted by MGMURROW  in Classic MVC Corner Carry & Chase (Started by Plum November 01, 2020, 06:27:22 AM
 Board: M.U.G.E.N Development Help

It uses screenbound=0, my hulk has this and most of my characters alpha counters use this(but p2 is in a custom state with alpha counters), you are more than welcome to use what you need, if you need help let me know

MGMURROW
    

Spiderman CS Spriteset

 October 20, 2020, 07:35:54 AM View in topic context
avatar  Posted by MGMURROW  in Spiderman CS Spriteset (Started by MGMURROW October 20, 2020, 07:35:54 AM
 Board: Requests

Does anyone have Spidermans CS'd spriteset? if so could you send them my way please?

thanks for any help

MGMURROW
    

Re: commission to convert screenpack from winmugen to 1.0

 October 17, 2020, 02:46:16 AM View in topic context
avatar  Posted by MGMURROW  in commission to convert screenpack from winmugen to 1.0 (Started by MGMURROW October 16, 2020, 05:32:15 AM
 Board: Requests

What actually you had in mind doe. Just asking.

I am using the alpha storm lifebars with the modern screen pack, I just need them converted to 1.0, I will send everything minus characters and stages

Hope this answered your question

MGMURROW