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Re: Kof 2003 Portrait project

 October 06, 2021, 10:33:23 AM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

What hair do you think I should use for Gorimaru Jr?
I am using Sagat as a base.
    

Re: Kof 2003 Portrait project

 September 24, 2021, 11:42:50 AM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

Aoi Kusanagi

Artist: Blueblood2
    

Re: Kof 2003 Portrait project

 September 24, 2021, 01:39:59 AM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects



Strangely missing, Naruto is on the front page, but not Geese.
    

Re: Custom Tag System coding???

 December 07, 2020, 06:00:01 PM View in topic context
avatar  Posted by CyraxXXi  in Custom Tag System coding??? (Started by CyraxXXi December 06, 2020, 11:29:18 PM
 Board: M.U.G.E.N Development Help

    

Custom Tag System coding???

 December 06, 2020, 11:29:18 PM View in topic context
avatar  Posted by CyraxXXi  in Custom Tag System coding??? (Started by CyraxXXi December 06, 2020, 11:29:18 PM
 Board: M.U.G.E.N Development Help

Hi,does anyone know if there is a code for the tag system to insert in their mugen?
Only tag,no super moves e assist..
    

Re: Kof Zillion 4.1,how change command?

 November 16, 2019, 04:49:24 PM View in topic context
avatar  Posted by CyraxXXi  in Kof Zillion 4.1,how change command? (Started by CyraxXXi November 10, 2019, 01:35:41 PM
 Board: M.U.G.E.N Configuration Help

If nobody knows the answer, then close the topic
    

Re: Mugen 1.0 looks better than 1.1 for some reason!

 November 16, 2019, 04:45:44 PM View in topic context
avatar  Posted by CyraxXXi  in Mugen 1.0 looks better than 1.1 for some reason! (Started by JoeStarX October 25, 2019, 07:36:53 PM
 Board: M.U.G.E.N Configuration Help

Well the mugen 1.1 you see + pixelated because + + sharp while with 1.0 you see it blurred.
If you want advice, try the 1.1.0 Beta 1 with the reshade
You will get the best possible resolution, and set render mode = OpenGL
And in Window mode (No full screen)
Width = 800
Height = 480
    

Kof Zillion 4.1,how change command?

 November 10, 2019, 01:35:41 PM View in topic context
avatar  Posted by CyraxXXi  in Kof Zillion 4.1,how change command? (Started by CyraxXXi November 10, 2019, 01:35:41 PM
 Board: M.U.G.E.N Configuration Help

I have searched everywhere in the game files but I have not found the least trace of the commands of the characters, for example with Adel it is impossible to change the commands of the moves because in the file cmd there are not.
Does anyone know where the moves are and how the commands of them change?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 November 08, 2019, 01:07:34 AM View in topic context
avatar  Posted by CyraxXXi  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects


MugenHook is an opensource project aimed to add features to the M.U.G.E.N engine (1.1 only). It is programmed in C++ (well, mostly) with assembly bits. Most of currently added features are from Mortal Kombat games (cause I like them), though I do accept suggestions and/or feature requests.
It is under constant development, so expect updates often.

Current major features:
  • Animated portraits/stances on select screen - You can say goodbye to cursor tricks!
  • Animations upon selection - Make your character perfom an animation (eg. win) upon selection.
  • Cell based sounds - Assign different selection sound for every character in your roster (useful for announcers).
  • Hardcoded strings modification - Rename Simul/Single/Turns or customize your button names without hex editor or font tricks.
  • Disable game modes - Don't like a particular game mode in your fullgame? Simply disable it!
  • 3 vs 3 or 4 vs 4 - Spice things up with one switch, no seperate executables required!
There's also some minor ones like random stage select sound.
Help: https://github.com/ermaccer/mugenhook/wiki
Download:https://github.com/ermaccer/mugenhook/releases
Source:https://github.com/ermaccer/mugenhook

Please report bugs here if possible: https://github.com/ermaccer/mugenhook/issues

Preview:
[youtube]https://youtu.be/d2m0uE8lkb4[/youtube]

Very interesting, however I tried to only enable the Team mode and it works, but it still makes me move the cursor outside the team mode anyway, and clicking gives me an error.
    

Re: Copy moves to another char?

 January 15, 2019, 02:26:46 PM View in topic context
avatar  Posted by CyraxXXi  in Copy moves to another char? (Started by CyraxXXi January 14, 2019, 12:07:33 AM
 Board: M.U.G.E.N Development Help

You basically need to understand MUGEN on a fundamental level as I've said before. Even mere character edits require that kind of understanding. I feel this question is generalized enough that the only valid answer I can give is check out the tutorials and tips that are posted on this forum, on YouTube and especially check out Elecbyte's that comes prepackaged in their default MUGEN that you download (not screenpacks, they usually remove those tutorials).

 Also, editing KFM is a decent place to start because his coding includes tips that give you a basic idea of how things work in MUGEN characters.

If you're brand new to editing, you may want to just skim this over
http://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
Follow the links to the stuff you want to know about.

If you copy and paste a basic attack, and import the exact animation(s) it uses, it should work fine as long as you switch states to it. But like Nep Heart said, there's a lot more going on.

One thing that trips up new coders trying to duplicate moves is the actual hitdef. GO READ THE ENTIRE HITDEF in mugen class. Do it. Seriously. It'll take about 15 to 20 minutes but you'll know and understand a lot more once you get to the end. It's one of the links in the Mugen 101.
So the animation has the blue and red boxes. The red boxes dont hurt P2 until a hitdef is defined. Here's the tricky part. If that hitdef doesn't trigger before the red boxes, it wont work. Countless people have this happen to them. Mainly because you dont see the animation while working on the code.

Another reason a move wont work is if it isn't set as an Attack. If the StateDef is set up wrong, or if a
type = StateTypeSet
sets to
moveType = I

Those are two common mess ups. There are just far too many reasons why the move isn't working without some more details.

thanks for the advice, I have in mind to edit many characters and you have given me valuable ideas for reading.
    

Re: Copy moves to another char?

 January 14, 2019, 12:52:41 AM View in topic context
avatar  Posted by CyraxXXi  in Copy moves to another char? (Started by CyraxXXi January 14, 2019, 12:07:33 AM
 Board: M.U.G.E.N Development Help

I managed to replicate the move to perfection, going to the intuition, but not understanding what I was doing.
Basically I took a look at the hitdef and the changeste.
At first looking at the attack codes (CTRL + D during the game session) I had only entered 2 Statef, but looking at the hitdefs and the changestate I found that I had to enter other statedef.
In this way I managed to replicate the move perfectly.
The problem is that I would like to understand more about how to copy a move, because although now I managed to replicate it I did not understand what I did.
I would like to learn to avoid mistakes and bugs, in order to copy the moves I want in my characters, I accept any kind of help to improve my knowledge with the mugen.
    

Copy moves to another char?

 January 14, 2019, 12:07:33 AM View in topic context
avatar  Posted by CyraxXXi  in Copy moves to another char? (Started by CyraxXXi January 14, 2019, 12:07:33 AM
 Board: M.U.G.E.N Development Help

Hello, I tried to copy a move from another character and then insert it into my character.
The result was that the move works, but the character doubles and some attacks fail.
I copied the state of the move first, then you are in the file cmd, and added the animations in the air file, and so far so good, but with my knowledge I can not figure out where the error is?
Can someone help me?
    

Re: How to eliminate moves?

 January 09, 2019, 07:06:05 PM View in topic context
avatar  Posted by CyraxXXi  in How to eliminate moves? (Started by CyraxXXi January 08, 2019, 01:18:33 PM
 Board: M.U.G.E.N Development Help

So, I'm assuming you have a bit of knowledge about how chars work, each move is a state and each state have a different number, etc. You need to identify which number(s) is the state(s) of the move(s) you want to disable, then in the CMD file, you will replace the "changestate" by "null". Example:

[State -1, Move]
type = ChangeState
value = 3000
triggerAll = command = "2qcfp"
.
.
.

Becomes:

[State -1, Move]
type = Null
value = 3000
triggerAll = command = "2qcfp"
.
.
.

And you do that to all the moves you want to disable.

Also, some creators code AI and they code the same move twice, one for the player and one for the AI, all you have to do is put "Null" in them too.
If you accidentally disable a move you don't want to disable, do the opposite and replace "Null" with "ChangeState".

Thanks for help.
    

Re: How to eliminate moves?

 January 08, 2019, 02:57:51 PM View in topic context
avatar  Posted by CyraxXXi  in How to eliminate moves? (Started by CyraxXXi January 08, 2019, 01:18:33 PM
 Board: M.U.G.E.N Development Help

You mean disabbling some moves? If so, I think the best way is changing some states in the CMD to "Null". It's not that simple, and you'd have to do it for each and every char. I can go more in details if you want.

Yes, you would do me a favor, because alone I can not figure out how to disable it.
I had tried to eliminate the state, but with poor results, because the AI continues to use it.
    

How to eliminate moves?

 January 08, 2019, 01:18:33 PM View in topic context
avatar  Posted by CyraxXXi  in How to eliminate moves? (Started by CyraxXXi January 08, 2019, 01:18:33 PM
 Board: M.U.G.E.N Development Help

Hello, I would like to balance some chars by eliminating the supreme moves, do you know how to do it?
    

Re: Kof 2003 Portrait project

 November 06, 2018, 02:04:59 PM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

which one is better?

Classic: Alternative:

Based on zillion and original version:
Zillion:
Spoiler, click to toggle visibilty
Original:
Spoiler, click to toggle visibilty
    

Re: Kof 2003 Portrait project

 October 25, 2018, 01:39:09 PM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

K core Version 2
Change Skin,Air and Eyes
V1: V2:
    

Re: Kof 2003 Portrait project

 September 26, 2018, 03:48:04 PM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

K core update:

Old: New: Final:
    

Re: Kof 2003 Portrait project

 September 19, 2018, 06:07:37 PM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

Thanks,my first edit.
This is K core,I also wanted glasses, but it's too complex:

    

Re: Kof 2003 Portrait project

 September 19, 2018, 02:16:58 PM View in topic context
avatar  Posted by CyraxXXi  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

Yeroin Lee