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Messages by icare26

    

Re: Code for Slow p2

 February 14, 2020, 11:35:10 am View in topic context
 Posted by icare26  in Code for Slow p2 (Started by icare26 February 13, 2020, 09:19:30 pm
 Board: M.U.G.E.N Development Help

Thank you XGargoyle and Odb718 ! ^^

It's good !
    

Re: Code for Slow p2

 February 14, 2020, 11:31:47 am View in topic context
 Posted by icare26  in Code for Slow p2 (Started by icare26 February 13, 2020, 09:19:30 pm
 Board: M.U.G.E.N Development Help


"please,I have been working on my project for more than ten years, and I rarely post a help message, generally yes I do my research myself and test too."

Thank you for your answer.

Code:
[State -2] 
type = pause
trigger1 = var(44)> 0
trigger1 = gametime%3= 0
time = 1
movetime = 1

[State -2]
type = VarAdd
trigger1 = var(44)> 0
v = 44  ; v= 2
value = -1   

    

Re: Code for Slow p2

 February 13, 2020, 11:28:05 pm View in topic context
 Posted by icare26  in Code for Slow p2 (Started by icare26 February 13, 2020, 09:19:30 pm
 Board: M.U.G.E.N Development Help

should i put this so? 

trigger1 = var(44) <= 300

?
    

Code for Slow p2

 February 13, 2020, 09:19:30 pm View in topic context
 Posted by icare26  in Code for Slow p2 (Started by icare26 February 13, 2020, 09:19:30 pm
 Board: M.U.G.E.N Development Help

Please help me.

Code:
[Statedef 650];        
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 650

[State 650]
type = Projectile
trigger1 = AnimElem = 25
ProjID = 3400
projanim = 3400
..........................

[state 650]
type = varadd
trigger1 = projhit3400 = 1
var(44) = 300
ignorehitpause = 1

and state-2 ------------------------------

Code:
[State -2] 
type = pause
triggerall = var(44) = 300
trigger1 = gametime%3= 0
time = 1
movetime = 1

[State -2]
type = VarAdd
trigger1 = var(44) = 300
v = 2
value = -1

out works p2 slows down its movements !

My problem is that I would like it to only last 300ticks

but here player 2 remains slow indefinitely during the round !!

Can someone tell me where my error (s) is ???

Thnak you for answers.


    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 September 14, 2018, 03:09:45 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

Voilà la nouvelle version mise à jour du pack saint seiya ultimate cosmo PACK 2.2 !

LINK:

https://mega.nz/#!DHYlxAQa!tvsS-wMqwsZuqWM86ccG-4qdQXvgZxSruApgIrgqYqM

https://1fichier.com/?bg0vhh6pfu3de15w8cgk

https://uptobox.com/qugw6jdgd3k2

http://nitroflare.com/view/B9075A8866FC860/UltimateCosmosSetup.exe

https://rg.to/file/0c0d6062978d2314553473754fd54458/UltimateCosmosSetup.exe.html

http://ul.to/2cw111ep

https://turbobit.net/5xqlqg3ejpz8.html

http://www.datafile.com/d/TWpneU1qSTRPVGcF9/UltimateCosmosSetup.exe
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 23, 2018, 10:35:50 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

thanks,there is still a lot to do !
    

created a double ko !

 August 23, 2018, 10:23:33 pm View in topic context
 Posted by icare26  in created a double ko !  (Started by icare26 August 23, 2018, 10:23:33 pm
 Board: M.U.G.E.N Development Help

Hello, is it possible to create an attack that directly makes a double k.o?
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 22, 2018, 10:07:02 am View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

For the hypers, yes we think that 5/10 seconds maximum which is already a lot, but we especially want to make them more dynamic, we will rework many things to improve.
I noticed a problem with the AI, the file cfg AIcheaté = 1 which is not good ^^, we have to work it has thereafter for it to be coherent because there are still some bugs, we are not at the top levels programming, hyper dbz is much stronger and other creators are very good in the field, but we do our best by being the fastest productive.

there are sometimes still crashes on the loads, which happens sometimes, I think that it comes from the performances of pc according to the cases ...

we continue the advancement.
    

Re: CPU/AI IGNORES PAUSETIME ??

 August 22, 2018, 10:00:05 am View in topic context
 Posted by icare26  in CPU/AI IGNORES PAUSETIME ?? (Started by icare26 August 13, 2018, 01:20:51 am
 Board: M.U.G.E.N Development Help

merci pour votre réponse , le probléme était dû au fichier CFG avec indication suivante  AI cheaté = 1 ^^
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 17, 2018, 12:49:03 am View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects




anime version
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 17, 2018, 12:40:03 am View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

the hypers we were reduced in time, yes there are images that I could rework completely for lack of time I'm alone to sprite for 4 characters in 6 months, not to mention everything else, but I'll come back as we has excellent quality see hyper milo scorpion, aiolia etc, everything is just a matter of time., but I'm getting out beta versions currently.(image hagen gros plan visage et hyoga pas retravailler complétement, application de filtre etc)
for the hypers, many were reduced in timing but there are hypers in console games that are all as long if you calculate the time ^^
    

CPU/AI IGNORES PAUSETIME ??

 August 13, 2018, 01:20:51 am View in topic context
 Posted by icare26  in CPU/AI IGNORES PAUSETIME ?? (Started by icare26 August 13, 2018, 01:20:51 am
 Board: M.U.G.E.N Development Help

IA questions

example

battle :  p1 touche cpu

type = hitdef
pausetime = 3,200

why the cpu / ai ignores pausetime is taking over the current control?
    

crash intro.def/sff or ending.def/sff

 August 13, 2018, 01:12:26 am View in topic context
 Posted by icare26  in crash intro.def/sff or ending.def/sff  (Started by icare26 August 13, 2018, 01:12:26 am
 Board: M.U.G.E.N Configuration Help

Hello I often have this kind of problem,

my character opens once, then twice, and for a moment the game crashes for I do not know it's right ... (problem file?)

I also have this with the intro.def / sff which crash (I deleted these files from my characters, and put in the file.def

;arcade
; intro
; ending



others exemple:

Error detected.

Error loading storyboard: logo.def
Error loading storyboard: intro.def
BG error reading stages/TourDeJamir(openGl).def

Clipboard tail:
Char SHIRYU.def (1) request pal 2 1 (1) -> reserved 0 (0)
Selected char 2 on teamslot 1.0
Char HYOGA.def (2) request pal 2 1 (1) -> reserved 0 (0)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Setting game resolution 960x720...OK
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Setting game resolution 960x720...OK
Loading match assets...
Loading stage...
  Loading BG...Exit with an error.

Log file successfully closed.

Thank you.
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 01, 2018, 11:33:05 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects



    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 01, 2018, 11:18:31 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects




    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 01, 2018, 11:07:12 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

Hello, a new pack will be released in a few weeks in August 2018!

The project continues despite the poor conscientiousness of some people, which I hope will not happen again at the risk of having to abandon the project to avoid any problems of liscense against us.

So a pack will be released soon, new characters: Hyoga, shiryu (2modes), Hagen merak, Persus algol!

Update: internships, hyper added / verseau, fenrir.
boosting gameplay, link, cancel, minor bug fixes
update movelist, special effect ...
garlic
Here I will share the link on mugenguild and it will be available on all the sites he wants to host the game.

Thanks again to mugenguild and all the creators who make this forum live!






    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 March 15, 2018, 08:24:24 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

it's ok ! I think what I have a solution.


[state -2]
type = changestate
triggerall = !var(6) = 1
triggerall = Life != 0 && P2Life != 0
triggerall = life < 400
trigger1 = time = 0
ctrl = 1
value = 6201

and modify statedef 6201:

[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002
=========================
[State -2]
type = varset
triggerall = life < 400
trigger1 = 1
var(6) = 1
=========================
[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State destruction shield]
type = explod
triggerall = life < 400
trigger1 = time = 0
anim = 6203
sprpriority = -9999
postype = left
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
ontop = 1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 March 15, 2018, 05:23:25 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

Hello dear members of the forum, here I am modifying a character "argol"

I made sure that I could use the shield "medusa shield" with a command: command = ~ D, DB, B, x

;------------------------------------------------------
;argol puts the bouclier
[StateDef 6200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 1

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;argol remove the bouclier
[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

everything is working properly, it plays well the animation of chanegement.

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0+(var(7)*20000) && Anim != 5+(var(7)*20000)
trigger2 = Anim = 5+(var(7)*20000) && AnimTime = 0 ;Turn anim over
value = 0+(var(7)*20000)


now I would like to include another condition.

I wish that argol when it has its shield in possession, the shield is destroyed with: life <= 400!

the problem is that the shield helper works in but argol remains with the shield on it.

file command
[State -2]
type = Helper
triggerall = life <= 400
trigger1 = numhelper (216000) = 0
ID = 216000
pos = 0, -110
stateno = 216000
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999

ST file
[Statedef 216000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 300000

[state shield]
type = explod
trigger1 = time = 0
anim = 60
ID = 60
pos = 0.0
velocity = 0.2.5
postype = p1
facing = 1
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
bindtime = 1
removetime = 49
supermovetime = -1
pausemovetime = -1
removeongethit = 0
Persistent = 0

[state 2160000]
type = DestroySelf
trigger1 = animtime = 0


help me please?
thanks.
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 September 04, 2017, 07:54:48 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

Hao.D,merci oui j'ai résolu le problème en faisant autre,j'ai mis le liedown = 5 car il n'est pas pris en compte par l'AI, donc j'ai mis le sprite du perso allongé au sol au debut de l'animation 5120,là ou le perso se reléve, comme ça il joue bien le timing.^^  j'ai régler mon mode arcade également, par contre mugen 1.1 est une version bêta, est parfois mais chars pesant de plus de 100Mo et j'ai une error ne peux chargé sff. donc le fait que  2 characters de 100Mo se charge fait planter le jeu...(enfin je pense).
    

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)

 August 30, 2017, 09:24:32 pm View in topic context
 Posted by icare26  in SAINT SEIYA ultimate cosmo (mugen 1.1) (Started by icare26 January 31, 2016, 08:36:20 pm
 Board: Projects

en faite mon probléme c'est que l'IA ne joue pas le time de 60 lorsqu'il est au sol, il zappe directement pour se relevé donc ne laisse aucun répis au joueur humain, je vais vérifier en supprimer le dégél voir si il réagit toujours pareil...