YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
TheDragon is Offline
Contact TheDragon:

TheDragon

User

Messages by TheDragon

    

Re: How do I configure FPS on MUGEN?

 December 28, 2022, 03:10:20 AM View in topic context
 Posted by TheDragon  in How do I configure FPS on MUGEN?  (Started by TheDragon December 27, 2022, 11:07:05 PM
 Board: M.U.G.E.N Development Help

Thank you very much I will try, I think what I want is for the game to be at 60 FPS, but I will try as you told me, thank you!
    

Re: How do I configure FPS on MUGEN?

 December 28, 2022, 12:21:05 AM View in topic context
 Posted by TheDragon  in How do I configure FPS on MUGEN?  (Started by TheDragon December 27, 2022, 11:07:05 PM
 Board: M.U.G.E.N Development Help

Yes, I have done it but in the video I showed they are not fast, you just look something softer, with ctrl + s everything moves too fast
    

How do I configure FPS on MUGEN?

 December 27, 2022, 11:07:05 PM View in topic context
 Posted by TheDragon  in How do I configure FPS on MUGEN?  (Started by TheDragon December 27, 2022, 11:07:05 PM
 Board: M.U.G.E.N Development Help

Hello colleagues, I have seen on the Internet a MUGEN of Jojo's where you can see that it has a different movement, you could say softer, So I wondered how I can configure my MUGEN to have those same FPS?

If anyone knows the answer or knows how it is done or where it needs to be modified, could you please tell me? Because as far as I know it is in the cfg of MUGEN right?

Here's a sample video:

    

Re: How can you do so that an attack is not spammed?

 December 17, 2022, 11:52:16 PM View in topic context
 Posted by TheDragon  in How can you do so that an attack is not spammed?  (Started by TheDragon December 17, 2022, 11:06:29 PM
 Board: M.U.G.E.N Configuration Help

Oh I understand, and it's okay if the helper I put in the explosion ends before the time the explod has? That is, if the helper has a destroyself of 80 ticks and the explod of 120?
    

How can you do so that an attack is not spammed?

 December 17, 2022, 11:06:29 PM View in topic context
 Posted by TheDragon  in How can you do so that an attack is not spammed?  (Started by TheDragon December 17, 2022, 11:06:29 PM
 Board: M.U.G.E.N Configuration Help

That is, how can it be done so that a movement in mugen can not be done followed after it ends?, that is to say that after making this movement it has a certain time so that it can do again

For example, Ryu makes a hadouken and after 120 ticks he can do it again.

How can I do to have something like that? So that you can not spam it and do it after a while?

Anyone knows? If you could tell me? Thank you!
    

Re: What does !time mean in mugen?

 November 30, 2022, 06:06:09 AM View in topic context
 Posted by TheDragon  in What does !time mean in mugen?  (Started by TheDragon November 29, 2022, 11:04:26 PM
 Board: M.U.G.E.N Configuration Help

Oh thank you, now I understand thank you both very much
    

Re: What does !time mean in mugen?

 November 30, 2022, 05:07:51 AM View in topic context
 Posted by TheDragon  in What does !time mean in mugen?  (Started by TheDragon November 29, 2022, 11:04:26 PM
 Board: M.U.G.E.N Configuration Help

I'm fine, so !time is the same as time = 0? Right? Thanks for the help!
    

What does !time mean in mugen?

 November 29, 2022, 11:04:26 PM View in topic context
 Posted by TheDragon  in What does !time mean in mugen?  (Started by TheDragon November 29, 2022, 11:04:26 PM
 Board: M.U.G.E.N Configuration Help

As the name of the title says, I would like to know what function has "!time" in mugen, I have been searching the Internet and I did not find anything about that, does anyone know what this trigger means?
    

Re: Can put a reverse helper?

 November 15, 2022, 10:36:47 PM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

Thank you for your help, I already managed to solve it, thank you!
    

Re: Can put a reverse helper?

 November 15, 2022, 03:20:57 AM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

I'm going to check your Envy Adams for reference, thanks
    

Re: Can put a reverse helper?

 November 15, 2022, 03:14:00 AM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

Okay, I understand, it is worth mentioning that I already have the state of the one that is normal, that is, the first one that appears in the video, so if this normal state has the VelSet with positive values, I change them to negative? Or I'm wrong. And with FrontEdgeDist would you change them to BackEdgeDist? Or of those nothing is modified?
    

Re: Can put a reverse helper?

 November 14, 2022, 05:40:19 AM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

Well, there's another line you should see:
Code:
facing = -1
If you want the helper also see the same side your char see, then change -1 for 1 and the helper will face the same as the player ;)

Thank you, I tried, but still I do not see any change, that is, I put the facing that you told me and the postype but it still does not go as I want.

I have a video as I would like it to be



Is this what doing facing? If yes, it will be because I must modify inside the helper? Or is it always from the sctrl?

If you know the answer of how I can make it come out as in the video I would appreciate it very much, and thanks for the help :)
    

Re: Can put a reverse helper?

 November 12, 2022, 06:14:58 PM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

Nope, he refers to Helper sctrl itself. There's a line called postype which is where your helper will appear. In the case you mentioned, originally the heper appears behind the character, that's mean "back", and what you want to do is to make him appear "front" the character.

Here's an example. this is the Helper sctrl I use for one of my Scott Pilgrim's helpers appearing in front of my char and behind the opponent:
Code:
[State 1101, Wallace]
type = Helper
trigger1 = animelem = 6
persistent = 0
name = "Wallace"
id = 1200
pos = 50, 0
postype = front
stateno = 1251
helpertype = normal
sprpriority = 9999
ownpal = 1
keyctrl = 0
facing = -1
So, in your Helper sctrl you've to get postype = front to get the efect you desire (if it's not added, you've to add it by yourself)

I have tried as you have told me, thank you, but what I want is that it is like in mirror, because the normal helper leaves P1, seeing P2 and is placed in the corner of the side of P1, but what I want is to leave the same P1 seeing it, but be placed on the side of P2 and then attack it,  Do you understand me?
    

Re: Can put a reverse helper?

 November 11, 2022, 06:20:30 PM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

*Ignoring the first two replies*

You'd need to fumble around with the postype values. I'd assume the original code would have postype dedicated to the sides of the screen. Change it so that it requires another trigger that checks what player # it needs. Ifelse could come handy.

Alright, so if it's FrontEdgeDist should I change it to BackEdgeDist? Or if a value is negative in postype should I make it positive?
    

Can put a reverse helper?

 November 11, 2022, 12:47:17 AM View in topic context
 Posted by TheDragon  in Can put a reverse helper? (Started by TheDragon November 11, 2022, 12:47:17 AM
 Board: M.U.G.E.N Development Help

Let me explain, I'm editing a Polnareff and it has a special where it summons Silver Chariot and it's placed on the edge of the screen on the side of P1, but I was wondering if there was a way to make it come out the other side when I summon it. (that is, behind the p2 or p4) and is recast against the opponent in the same way that it would be normal, that is, that it is the same helper but that it is activated in the opposite way, or in a mirror. Does anyone know if it can?

Maybe it's an AngleDraw? Can you put from a trigger to activate it? Anyone knows?
    

Re: Hyper is very fast!

 August 06, 2022, 06:35:11 PM View in topic context
 Posted by TheDragon  in Hyper is very fast!  (Started by TheDragon August 04, 2022, 12:09:20 AM
 Board: M.U.G.E.N Development Help

Seems to be a bad varadd or varset somewhere. Have you tried looking at those?  I'd say cut the values down by 10 and see what you get.

Yes, in fact this hyper has several Varadd and Varset, I have tried to modify the value either 10 positive or negative but it gets faster let's say.

Although as I had said, I only copied the codes of the other charactermAlthough as I had said, I just copied the codes of the other character, then it shouldn't be normal? I mean, if I just copied it then because it is modified? Will something have happened?

That's why I also wanted to know if there is a code, value or state to relantize the movement, does it exist?

It is NOT the code. Don't change any variables.
The reason it looks fast is because the position of the sprite is incorrect.

G6Cobra has the 'Ball Choppa' sprite (Group 1100,0) at:  X= 76, Y=73
Kenshiro99 has the same sprite (Group 195,0) at:  X=75, Y=136

To fix:  In Kenshiro99's sprites,
1. Duplicate the sprite (Group 195,0) and rename it to something else.
2. Change the position to: X = 75, Y=136.   This will make it be at the exact same position as G6Cobra's sprite.
3. Use this new sprite in your current 'super' animation.




Wow you were right I thank you too friend, I already managed to solve it thanks to you!
    

Re: Hyper is very fast!

 August 05, 2022, 08:08:06 PM View in topic context
 Posted by TheDragon  in Hyper is very fast!  (Started by TheDragon August 04, 2022, 12:09:20 AM
 Board: M.U.G.E.N Development Help

Seems to be a bad varadd or varset somewhere. Have you tried looking at those?  I'd say cut the values down by 10 and see what you get.

Yes, in fact this hyper has several Varadd and Varset, I have tried to modify the value either 10 positive or negative but it gets faster let's say.

Although as I had said, I only copied the codes of the other charactermAlthough as I had said, I just copied the codes of the other character, then it shouldn't be normal? I mean, if I just copied it then because it is modified? Will something have happened?

That's why I also wanted to know if there is a code, value or state to relantize the movement, does it exist?
    

Hyper is very fast!

 August 04, 2022, 12:09:20 AM View in topic context
 Posted by TheDragon  in Hyper is very fast!  (Started by TheDragon August 04, 2022, 12:09:20 AM
 Board: M.U.G.E.N Development Help

Hello colleagues, I have a new problem, the thing is that I am editing a chopper, I took the Super cobraGC6 from Guard Point to add it to it from Kenshiro99, but at the time of copying the codes of the Chopper of CobraGC6 and adding them to those of Kenshiro99 this gets super fast, that is to say it starts to bounce on the screen very,  but very fast while the CobraGC6 maintains a normal speed, does anyone know why this is? It is worth mentioning that the codes do not have any var.

Here is the video I copied for Kenshiro99's (the one that's fast)



I want it to be like the one in the video (like the one in CobraGC6)



Please someone help me, I ask you please
    

Re: Custom Combo not work

 June 23, 2022, 08:50:24 PM View in topic context
 Posted by TheDragon  in Custom Combo not work (Started by TheDragon May 27, 2022, 06:20:48 PM
 Board: M.U.G.E.N Development Help

Yes, in fact I copied the Custom Combo codes that are in the -2 states, I also checked the -3, but it still does not work, because yes, everything goes well, the only thing missing is the quick hit, because the PALETTEFX, the poweradd and the FX helper come out less the fast combo.

It seems to me that the state -2 does not have in itself the status number of the Custom combo, only the name, I am wrong?
    

Custom Combo not work

 May 27, 2022, 06:20:48 PM View in topic context
 Posted by TheDragon  in Custom Combo not work (Started by TheDragon May 27, 2022, 06:20:48 PM
 Board: M.U.G.E.N Development Help

Anyone know anything about this? Well, at the time of integrating the custom combo to a Char everything went well, it is activated, the FX, animations, Pal, etc. come out. The only thing I don't know how to do is the movement itself, you know, when it hits fast, because it didn't come out, that is, everything is integrated but except the fast movement, I check the var(20) but everything is as it should be, it is worth mentioning that I copy the code of another character, but I still do not get any idea?