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beterhans

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Messages by beterhans

    

Re: the character's special attack does not cover the entire screen

 November 30, 2020, 06:31:10 AM View in topic context
 Posted by beterhans  in the character's special attack does not cover the entire screen (Started by GokuBlood November 30, 2020, 04:44:10 AM
 Board: M.U.G.E.N Development Help

Hey, guys! i'm having a problem in my Mugen, when I run a special on the opponent the special doesn't cover the entire screen and it gets completely weird, I use localcoord, my screenpack is HD res and I don't know how to solve someone can help me?

because you changed localcoord and changed all picture's size. so that's why it's not cover full screen.
the character is designed in the original localcoord not yours

unless you change picture sizes or scale it use other pararmeter
or convert it into 1.1 to use different space coordinates.

no perfect solution for this.
    

Re: Char conversion?

 November 26, 2020, 10:34:09 AM View in topic context
 Posted by beterhans  in Char conversion? (Started by duduleonel2020 November 24, 2020, 04:07:54 PM
 Board: M.U.G.E.N Configuration Help

I downloaded a char, put it on my Screenpack that I'm producing in Mugen 1.1 1270x720 and loaded the personalized picture frames. But some colors are different, in addition to "disappearing" the character in some movements, My question is: Is it necessary to convert the Char to Mugen 1.1? Note: Coordinates of char: localcoord = 432,243

there is no magic button or magic program can one click convert a WIN or 1.0 into 1.1
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 23, 2020, 03:35:20 PM View in topic context
 Posted by beterhans  in Dan's Playground - Parallax - (update -16:9 .def file 24/11/20) (Started by kenmasters2812 November 14, 2020, 07:50:42 AM
 Board: Edits & Addons 1.0+

Hello
First of all great job
I have a little problem if i use your new update and uncomment the 16:9 Line
The stage doesn t fit the screen on the contrary if i copy paste the code by beterhans i have no problem

it's not possible just un-comment something to get true 16:9 stage.

every BG element's coordinates have to be changed to fit in. if you compare the 4:3 and 16:9 file. you will see the difference
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 15, 2020, 01:23:08 PM View in topic context
 Posted by beterhans  in Dan's Playground - Parallax - (update -16:9 .def file 24/11/20) (Started by kenmasters2812 November 14, 2020, 07:50:42 AM
 Board: Edits & Addons 1.0+

Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff


Thanks heaps! I didn't think this was possible without specifying a 16:9 localcoord, which I think messes with the fall state physics (I could be wrong). Also, I'm not sure if it's just me but the pixel scaling looks cleaner than simply using stage zoom.

I'll update the zip file later, and add a 16:9 .def file for my other stages


EDIT: Nevermind! Your method was stage zoom, but it seems I've been using the wrong values all along!

thanks too for your edit.

BTW please change

camera bound left and right to 150, value 160 will have black bar when zooming out.
         boundleft = -150;224
   boundright = 150;224
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 15, 2020, 09:03:06 AM View in topic context
 Posted by beterhans  in Dan's Playground - Parallax - (update -16:9 .def file 24/11/20) (Started by kenmasters2812 November 14, 2020, 07:50:42 AM
 Board: Edits & Addons 1.0+

Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff

Code:
[Info]
name = "Playground"
displayname = "Dan's Playground 16:9"
author = "cldz"; Edited by KenMasters2812; Modified by Beterhans
versiondate = 11,14,2020
mugenversion = 1.1

;-------------------------------------------------------
;sprites ripped from "sfa3"
;------------------------------------------------------------------------------------------------------------------------
;thank you list;CAPCOM
;               nebula-2.25b,ppsspp,WinKawaks
;               Elecbyte[M.U.G.E.N]
;               VirtuallTek[Fighter Factory 3]
;               you ;)
;------------------------------------------------------------------------------------------------------------------------

;[Camera]; 4:3
; startx = 0
; starty = 0
; boundleft = -224
; boundright = 224
; boundhigh = -110
; boundlow = 0
; verticalfollow = 1
; tension = 48
; tensionhigh = 30
; tensionlow = 30
; overdrawhigh = 20
; overdrawlow = 20
; cuthigh = 0
; cutlow = 15
; startzoom=1;
; zoomout=0.85
; zoomin=1;

[Camera]; 16:9
startx = 0
starty = 0
boundleft = -150;224
boundright = 150;224
boundhigh = -180
boundlow = 0

tension = 90
tensionhigh = 100
tensionlow = 30
;floortension = 160
overdrawhigh = 20
overdrawlow = 20
cuthigh = 0
cutlow = 15
startzoom=0.75;
zoomout=0.65;
zoomin=0.75;

;---------------------------------------------------
;---------------------------------------------------
[PlayerInfo]
p1startx = -72
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 72
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound  =  0

[Scaling]
topz     = 0
botz     = 50
topscale = 1
botscale = 1.2

[Bound]
screenleft = 25
screenright = 25

[StageInfo]
zoffset = 155;35 off ground 205 original
;zoffsetlink = 101
autoturn = 1
resetBG = 1
localcoord = 320,180
;--------------------------------------------------------
[Shadow]
intensity = 60
color = 0,0,0
yscale = 0.1
fade.range = -400,-100

[Music]
bgmusic = stages\mugen1.1\playgroundKM2812.mp3
bgmvolume = 100
bgmloopstart = 375428
bgmloopend = 7690695

[BGdef]
spr = playgroundKM2812.sff
debugbg = 0
;----------------------0'19.644


;----------------------
[BG sky_bottom]
type  = normal
spriteno = 4,0
start = 40,175
delta = 0.4352678571428571,0.6852678571428571
mask = 1
[BG sky_top]
type  = parallax;normal
spriteno = 4,1
start = 50,193
scalestart = 0.420,0.645
width = 1675,1155
delta = 0.3352678571428571,0.4952678571428571
zoomdelta = 0.38
yscaledelta = -0.0125
mask = 1
;----------------------


;----------------------
[BG houses_back];houses back
type  = normal
spriteno = 3,0
start = 0,180
delta = 0.5254464285714286,0.7754464285714286
mask = 1
[BG back_fence_right_car];fence & right car
type  = normal
spriteno = 2,20
start = 0,180
delta = 0.6125928571428571,0.8258928571428571
mask = 1

[BG tree_trunks];tree
type  = normal
spriteno = 2,211
start = 0,180
delta = 0.6758928571428571,0.8258928571428571
mask = 1
[BG tree_leaves_left];tree
type  = normal
spriteno = 2,2111
start = 148,181
delta = 0.7058928571428571,0.8258928571428571
mask = 1
scaledelta=-0.00058,0
[BG tree_leaves_right];tree
type  = normal
spriteno = 2,2112
start = 147,181
delta = 0.7058928571428571,0.8258928571428571
mask = 1
scaledelta=0.00058,0


[BG tyres_small_left]
type  = normal
spriteno = 2,212
start = 15,180
delta = 0.7358928571428571,0.8258928571428571
mask = 1
[BG left_house_big]
type  = normal
spriteno = 2,1
start = -77,180
delta = 0.6508928571428571,0.8258928571428571
mask = 1
scaledelta=0.00067525,0


[BG crow]
type  = anim
actionno = 5
start = 15,180
delta = 0.7258928571428571,0.8258928571428571
mask = 1

[BG swing_set]
type  = normal
spriteno = 0,0
start = 0,180
delta = 0.771875,0.9
mask = 1

;------
[BG floor];40,8
type  = parallax
spriteno = 1,1
start = 0,180
mask = 1
delta= 0.89,1
width = 1024,1648
scalestart = 1,1;.05
scaledelta = 0,-0.004
ID = 101

[BG tyre_left]
type  = normal
spriteno = 1,2
start = -25,180
delta = 1.85,1;1.977224576271186
mask = 1
layerno = 1


[Begin Action 5]
5,0, 0,0, 3
5,1, 0,0, 3
5,2, 0,0, 3
5,3, 0,0, 3
5,4, 0,0, 3
5,5, 0,0, 3
5,6, 0,0, 3
5,7, 0,0, 3
5,8, 0,0, 3
5,9, 0,0, 3
5,10, 0,0, 3
5,11, 0,0, 3
5,12, 0,0, 3
5,13, 0,0, 3
5,14, 0,0, 3
5,15, 0,0, 3
5,16, 0,0, 3
5,17, 0,0, 3
5,18, 0,0, 3
5,19, 0,0, 3
5,20, 0,0, 3
5,21, 0,0, 3
5,22, 0,0, 3
5,23, 0,0, 3
5,24, 0,0, 3
5,25, 0,0, 3
5,26, 0,0, 3
5,27, 0,0, 3
5,28, 0,0, 3
5,29, 0,0, 3
5,30, 0,0, 3
5,31, 0,0, 3
5,32, 0,0, 3
5,33, 0,0, 3
5,34, 0,0, 3
5,35, 0,0, 3
5,36, 0,0, 3
5,37, 0,0, 3
5,38, 0,0, 3
5,39, 0,0, 3
5,40, 0,0, 3
5,41, 0,0, 3
5,42, 0,0, 3
5,43, 0,0, 3
5,44, 0,0, 3
    

Re: Character appears twice in Mugen 1.1

 November 08, 2020, 12:59:17 PM View in topic context
 Posted by beterhans  in Character appears twice in Mugen 1.1 (Started by mixosh November 05, 2020, 04:48:02 PM
 Board: M.U.G.E.N Configuration Help

test DivineWolf's Jill.

no issue under my 1.1
    

[True Widescreen remake] Power of the Christ by JeanBureau (after 7 years)

 November 05, 2020, 01:32:52 AM View in topic context
 Posted by beterhans  in [True Widescreen remake] Power of the Christ by JeanBureau (after 7 years) (Started by beterhans November 05, 2020, 01:32:52 AM
 Board: Edits & Addons 1.0+

    

Cemetery by EXShadow true widescreen (Full step tutorial inclulded)

 November 03, 2020, 02:11:09 PM View in topic context
 Posted by beterhans  in Cemetery by EXShadow true widescreen (Full step tutorial inclulded) (Started by beterhans November 03, 2020, 02:11:09 PM
 Board: Edits & Addons 1.0+

    

Re: Using a CNS for the CMD file?

 November 01, 2020, 02:00:08 PM View in topic context
 Posted by beterhans  in Using a CNS for the CMD file? (Started by DNZRX768 November 01, 2020, 02:15:34 AM
 Board: M.U.G.E.N Configuration Help

CMD files in DOS is like an exe file.
chrome will try to block it.
    

Re: Hallow Knight Girls (Halloween Release 10/31/2020)

 November 01, 2020, 01:52:52 PM View in topic context
 Posted by beterhans  in Hallow Knight Girls (Halloween Release 10/31/2020) (Started by MoloMowChow October 31, 2020, 03:45:39 PM
 Board: Your Releases, 1.0+

looks cute

I guess you can use her as a benchmark character to see how your PC handle so many helpers haha

--- update ---
tried her... she is overpowered but kind fun and cute, will keep her for sure :)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 October 28, 2020, 06:16:59 PM View in topic context
 Posted by beterhans  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

Does this Saber exist ?
    

Re: [BBCF2] Hibiki Kohaku (Latest version 10/27/20)

 October 28, 2020, 09:23:27 AM View in topic context
 Posted by beterhans  in [BBCF2] Hibiki Kohaku (Latest version 10/27/20) (Started by Hexioum June 27, 2019, 12:30:39 AM
 Board: Your Releases, 1.0+

looks great
trying...
    

Re: Stage background jumps along with the character

 October 24, 2020, 01:42:31 PM View in topic context
 Posted by beterhans  in Stage background jumps along with the character  (Started by Taurus Los' Force October 23, 2020, 11:52:58 PM
 Board: M.U.G.E.N Configuration Help

I try to play with it a bit and still have no luck. If I set the verticalfollow .0 . Its works but the camera won't follow the player when they super jump. I don't know if  I'm doing it wrong but the original coding is below. I don't know if camera issue or follow both characters at the sametime.

verticalfollow = .88
floortension = 88
tension = 68

hi just give up this stage since it's done poorly...
or
learn how to make stage to fix it.
    

Re: Use normal physics for a defeated character

 October 23, 2020, 12:04:23 PM View in topic context
 Posted by beterhans  in Use normal physics for a defeated character (Started by Ellye October 10, 2020, 12:28:35 PM
 Board: M.U.G.E.N Configuration Help

Currently, on my build, whenever a character is defeated they fly off all the way to the edge of the stage before falling down - as if the last hit they took applied enormous force, even if it's just a normal light jab that usually doesn't have any pushback at all.

I'd rather they just fell in place if hit by something that doesn't usually push the opponent back; or better yet, I'd love to know how to configure exactly how much they are pushed when defeated.

I took a look at the common1.cns, imagining that I'd find this there, but no luck.

use a normal mugen as a base.

or at lease copy the normal mugen's common1.cns into data.

but it may cause some special feature in your build not working.
    

Re: "Trigger if not AI" incompatible mugen versions

 October 21, 2020, 04:30:01 AM View in topic context
 Posted by beterhans  in "Trigger if not AI" incompatible mugen versions (Started by onomamashinee October 16, 2020, 08:06:12 AM
 Board: M.U.G.E.N Development Help

Thank you both for replying, I will check the link that was mentioned

In old mugen
there no 100% way to tell if a character is controller by AI or human

thats why mugen 1.0 1.1 have this AIlevel thing it's a new feature that old mugen don't have.

the old one use workround to guess if a character is AI controlled by guess a key pattern only possible by AI
but it's slow and can't be turn off.
    

Re: A Most Belated, But No Less Arbitrary MUGEN AI Tournament?

 October 14, 2020, 06:23:39 PM View in topic context
 Posted by beterhans  in A Most Belated, But No Less Arbitrary MUGEN AI Tournament? (Started by SerbianYugoThief October 06, 2020, 09:38:22 PM
 Board: M.U.G.E.N Discussion

    

Re: Streets of NYC (16:9 Stage Edit)

 October 13, 2020, 07:42:19 AM View in topic context
 Posted by beterhans  in Streets of NYC (16:9 Stage Edit) (Started by Zatoichi Flash! October 04, 2020, 01:21:04 AM
 Board: Edits & Addons 1.0+



thanks!

I guess my tutorial paid off  and I got one nice stage in return :)
    

Re: A Most Belated, But No Less Arbitrary MUGEN AI Tournament?

 October 13, 2020, 07:40:18 AM View in topic context
 Posted by beterhans  in A Most Belated, But No Less Arbitrary MUGEN AI Tournament? (Started by SerbianYugoThief October 06, 2020, 09:38:22 PM
 Board: M.U.G.E.N Discussion

Really? I haven't seen that resurrection happen in my experience. That's disappointing. I'll see if I can find some replacements if Serbian is against these. Which I assume he would be

Yea, he does it every time in turns but not for singles for whatever reason.

wah... I guess I did this because I want he to be a boss character in turns for some reason.

trigger conditions (as i remember haha)

1. in turns (always)
2. in 2 vs 2 and partner is my chun-li and chun-li dies 1st. and(may be) in normal mode not super mode

after resurrecti
he change to super mode (ATK up and more moves) instead normal mode.




but i guess only my normal morrigan can be qualified since all my other works is 1.1 only.

    

Re: [Dengeki Bunko FCI] SHIRAI Kuroku (白井 黒子) - Main -

 October 11, 2020, 06:42:43 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroku (白井 黒子) - Main - (Started by beterhans September 22, 2020, 08:25:06 PM
 Board: Your Releases, 1.0+

    

Re: [Dengeki Bunko FCI] SHIRAI Kuroku (白井 黒子) - Main -

 October 11, 2020, 09:42:10 AM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroku (白井 黒子) - Main - (Started by beterhans September 22, 2020, 08:25:06 PM
 Board: Your Releases, 1.0+