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Messages by warioman

    

Re: dissapearing collisions?

 October 14, 2010, 02:55:33 am View in topic context
avatar  Posted by warioman  in dissapearing collisions? (Started by warioman October 11, 2010, 11:17:54 pm
 Board: M.U.G.E.N Development Help

I did put clsns on that anim but they don't appear on mugen when I press ctrl + c.
    

Re: dissapearing collisions?

 October 14, 2010, 02:39:02 am View in topic context
avatar  Posted by warioman  in dissapearing collisions? (Started by warioman October 11, 2010, 11:17:54 pm
 Board: M.U.G.E.N Development Help

another strange thing I noticed is that my character's walking forward animation has collisions when I press ctrl+c, but the walking back animation doesn't seem to have any.
    

dissapearing collisions?

 October 11, 2010, 11:17:54 pm View in topic context
avatar  Posted by warioman  in dissapearing collisions? (Started by warioman October 11, 2010, 11:17:54 pm
 Board: M.U.G.E.N Development Help

One of my character's animations has a clsn2 standard collision, but in mugen, when I press ctrl+c, the collision disappears for some strange reason. how can I fix this?
    

Re: Waluigi

 October 11, 2010, 08:37:17 pm View in topic context
avatar  Posted by warioman  in Waluigi (Started by warioman October 11, 2010, 07:22:23 pm
 Board: Your Releases, older Mugen

the anims use clsn standard but they seem to dissapear.
    

Re: Waluigi

 October 11, 2010, 08:27:33 pm View in topic context
avatar  Posted by warioman  in Waluigi (Started by warioman October 11, 2010, 07:22:23 pm
 Board: Your Releases, older Mugen

- Your hitbox work is shoddy. Hitboxes love to disappear and reappear during many attack animations.
- Infinite priority on the hammer attacks. Why?
- You can't destroy his projectiles? Why?

which animations?
how can I fix the priority and the projectiles?
    

Re: Waluigi

 October 11, 2010, 07:41:36 pm View in topic context
avatar  Posted by warioman  in Waluigi (Started by warioman October 11, 2010, 07:22:23 pm
 Board: Your Releases, older Mugen

    

Waluigi

 October 11, 2010, 07:22:23 pm View in topic context
avatar  Posted by warioman  in Waluigi (Started by warioman October 11, 2010, 07:22:23 pm
 Board: Your Releases, older Mugen

Waluigi is my new character. He is a 6 button character with 3 supers and 1 helper.  I worked very hard on this character so here is the release.

Download: http://www.sendspace.com/file/nv6cbj



Move list:

Hammer Throw: (Okay in air)

Bob-Omb Assist :

Power Charge:+

Waluigi Assault LV1:+ (Requires 1000 Energy)

Whirluigi LV2:+ (Requires 2000 Energy)

Ultra Hammer LV3:+ (Requires 3000 Energy)

What to add:
Full AI

Credits:
Brainless Randy/Black Mage/Neko/Stan for ripping sounds
NO Body for making the sprites
    

Re: mvc 2 effects

 October 09, 2010, 08:49:45 pm View in topic context
avatar  Posted by warioman  in mvc 2 effects (Started by warioman October 09, 2010, 08:30:45 pm
 Board: Development Resources

much better
    

Re: mvc 2 effects

 October 09, 2010, 08:44:12 pm View in topic context
avatar  Posted by warioman  in mvc 2 effects (Started by warioman October 09, 2010, 08:30:45 pm
 Board: Development Resources

those downloads don't work. I get an error when the download is complete.
    

mvc 2 effects

 October 09, 2010, 08:30:45 pm View in topic context
avatar  Posted by warioman  in mvc 2 effects (Started by warioman October 09, 2010, 08:30:45 pm
 Board: Development Resources

where can I get mvc2 effects like the hyper combo bg and the hyper combo finish bg?
    

Re: TMNT Leonardo WIP

 September 21, 2010, 01:37:33 am View in topic context
avatar  Posted by warioman  in TMNT Leonardo WIP (Started by Dcat March 20, 2010, 10:26:50 am
 Board: Projects

wow, I've been waiting for an awesome donatello update!  :)
    

Re: My characters Sounds to work on opponent

 August 28, 2010, 11:08:34 pm View in topic context
avatar  Posted by warioman  in My characters Sounds to work on opponent (Started by KBN22 August 27, 2010, 04:09:11 pm
 Board: M.U.G.E.N Development Help

If you want a sound from your character's SND to work on opponents, they must be in a custom state. In that custom state, just add a Playsnd, and put your desired sound.
    

paint shop pro problem

 August 26, 2010, 04:26:15 pm View in topic context
avatar  Posted by warioman  in paint shop pro problem (Started by warioman August 26, 2010, 04:26:15 pm
 Board: Off-Topic Help

I'm having a problem with paint shop pro. every time I use the select tool, the selection is not box shaped, it's round like this:


How do I fix this?
    

Re: p1stateno not working

 August 12, 2010, 08:33:50 pm View in topic context
avatar  Posted by warioman  in p1stateno not working (fixed) (Started by warioman August 12, 2010, 02:21:59 am
 Board: M.U.G.E.N Development Help

so now what do I do?
    

Re: p1stateno not working

 August 12, 2010, 08:22:09 pm View in topic context
avatar  Posted by warioman  in p1stateno not working (fixed) (Started by warioman August 12, 2010, 02:21:59 am
 Board: M.U.G.E.N Development Help

so what do I have to change?
    

Re: p1stateno not working

 August 12, 2010, 03:46:00 pm View in topic context
avatar  Posted by warioman  in p1stateno not working (fixed) (Started by warioman August 12, 2010, 02:21:59 am
 Board: M.U.G.E.N Development Help

Code:
[StateDef 3200]
type = S
movetype = A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3200,0
volume = 0
channel = 0

[State 3200, Hyper Portrait]
type = Explod
trigger1 = time = 1
anim = 9999
pos = 0,0
postype = back
facing = 1
bindtime = 1
removetime = 40
supermovetime = 30
sprpriority = 0
ontop = 0
ownpal = 1
scale = 0.5,0.5

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 38
anim = -1
sound = S3000,0
pos = 0,-25
move = 0
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
sprpriority = 3

[State 3200, Explod]
type = Explod
trigger1 = time = 1
anim = 9998
pos = 0,-25
postype = p1
facing = 1
bindtime = 1
removetime = 15
supermovetime = 30
sprpriority = 3
ontop = 0
ownpal = 1

[State 3200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3201
ctrl = 0

[StateDef 3201]
type = A
movetype= A
physics = A
juggle  = 1
velset = 9,-3
ctrl = 0
anim = 3201
poweradd = 0
sprpriority = 2

[State 3201, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20,10 ;Damage that move inflicts, guard damage
animtype = hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8008 ;Spark anim no (Def: set above)
sparkxy = -15, -22 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 2 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 10 ;Time opponent is in hit state
ground.velocity = -3 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-3 ;X-velocity at which opponent is pushed,
air.hittime = 12
fall = 0
kill = 0
p1stateno = 3202
p2stateno = 3210
;------------------------------------
[StateDef 3202]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3202
poweradd = 0
sprpriority = 2

[State 3202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3202, VelSet]
type = VelSet
trigger1 = Time < 90
x = 4

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 31
trigger5 = animelem = 40
attr = A, HA
animtype  = Medium
damage    = 16, 5
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,0
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
p2stateno = 3210
kill = 0
getpower = 0

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 7
trigger2 = animelem = 16
trigger3 = animelem = 25
trigger4 = animelem = 31
trigger5 = animelem = 34
attr = A, HA
animtype  = Medium
damage    = 16, 5
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -12,-35
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
p2stateno = 3210
kill = 0
getpower = 0

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 44
attr = A, HA
animtype  = hard
damage    = 25, 10
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,-50
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
kill = 1
getpower = 0
fall = 1
fall.animtype = hard
fall.recovery = 0
ground.velocity = -1,-11

[State 3202, end]
type = ChangeState
trigger1 = Time < 90
value = 0
ctrl = 1

;Ultra Hammer P2 State
[Statedef 3210]
type    = S
movetype= H
physics = S
velset = 0,0
anim = 5002

[State 3210, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3210, Changestate]
type = ChangeState
trigger1 = Time >= 300
value = 0

I put debug mode on and there is nothing bad about it.
    

p1stateno not working (fixed)

 August 12, 2010, 02:21:59 am View in topic context
avatar  Posted by warioman  in p1stateno not working (fixed) (Started by warioman August 12, 2010, 02:21:59 am
 Board: M.U.G.E.N Development Help

I'm making a character, and he has an attack where he does a pose, then jumps into the air with a kick. if the kick connects, p2 will be in a custom state, but my character doesn't seem to change into his specified state for some reason.
    

Re: Kirby SSU - Dedede Stadium

 July 26, 2010, 07:10:10 pm View in topic context
avatar  Posted by warioman  in Kirby SSU - Dedede Stadium (Started by KBN22 July 26, 2010, 06:56:50 pm
 Board: Your Releases, older Mugen

cool stage
    

mvc2 hit sounds

 July 18, 2010, 11:32:09 pm View in topic context
avatar  Posted by warioman  in mvc2 hit sounds (Started by warioman July 18, 2010, 11:32:09 pm
 Board: Development Resources

I need hit sounds for mvc 2. I can't seem to find them.
    

collision problem

 July 14, 2010, 12:23:55 am View in topic context
avatar  Posted by warioman  in collision problem (Started by warioman July 14, 2010, 12:23:55 am
 Board: M.U.G.E.N Development Help

I have a problem with my character. his collisions are touching but it seems they are not making any contact. how can I fix this?