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.

**
alongcaca is Offline
Contact alongcaca:

alongcaca

User

Messages by alongcaca

    

Find the way to making sprite sheet by AI

 December 30, 2024, 07:18:53 am View in topic context
 Posted by alongcaca  in Find the way to making sprite sheet by AI (Started by alongcaca December 30, 2024, 07:18:53 am
 Board: Off-Topic Help

Hello everyone,
i using chat gpt to make consistent character
This is final result with promp "Male, Jin, have short spiked hair, facial scars, have a bold beard, a pixel art-style wrestler character"








i try some prompt , but the result can not to make sprite sheet, Does anyone have experience using prompt to get the same results we normally use to create characters?
    

Re: Sprite i draw and edit

 November 06, 2024, 04:18:32 pm View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

I edit Burn Knuckle of Terry

Look in gif animation
    

Re: Why is the red box Clsn1 missing even though I added it in the air file?

 October 21, 2024, 06:24:44 am View in topic context
 Posted by alongcaca  in Why is the red box Clsn1 missing even though I added it in the air file? (Started by alongcaca October 21, 2024, 01:51:13 am
 Board: M.U.G.E.N Development Help

Because of this:
Code:
[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I
When a char's movetype is equal to I (Idle) it's clsn1 boxes is ignored.
In Anim 220, it's clsn1 is in AnimElem 5. But you're using StateTypeSet in AnimElem 4 and upwards.
Instead of AnimElemTime(4) >= 0, use AnimElemTime(6) >= 0.

Edit: typo.


Thanks for your feedback, I have fixed it according to your suggestion.
    

Why is the red box Clsn1 missing even though I added it in the air file?

 October 21, 2024, 01:51:13 am View in topic context
 Posted by alongcaca  in Why is the red box Clsn1 missing even though I added it in the air file? (Started by alongcaca October 21, 2024, 01:51:13 am
 Board: M.U.G.E.N Development Help


hi everyone,
I have a problem with state 220, in the air animation file I have a red box in the 5th frame as attached. But I don't understand when the character performs, this red box does not appear to hit the opponent,
Below I attach the state code and the air code
Video in action
https://streamable.com/h870q1

in animation code i added red box


Ingame not show red box


Air code
Code:
[Begin Action 220]
Clsn2: 1
  Clsn2[0] = -38, -99, 41, 5
220,5, 0,0, 3
Clsn2: 1
  Clsn2[0] = -48, -102, 41, -4
220,0, 0,0, 6

Clsn2: 1
  Clsn2[0] = -39, -87, 44, -1
220,1, 0,0, 3
Clsn2: 1
  Clsn2[0] = -34, -91, 50, 1

220,2, 0,0, 2
Clsn1: 1
  Clsn1[0] = 41, -71, 126, -38
Clsn2: 2
  Clsn2[0] = -33, -71, 56, -1
  Clsn2[1] = 44, -66, 114, -43
220,3, 0,0, 5
Clsn2: 1
  Clsn2[0] = -36, -74, 84, 4
220,4, 0,0, 8
Clsn2: 1
  Clsn2[0] = -37, -79, 30, 1
220,6, 0,0, 5
Clsn2: 1
  Clsn2[0] = -39, -89, 38, 3
220,7, 0,0, 3

Standing Strong Punch state
Code:
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 220
sprpriority = -1


[State 250, Voice]
type=playsnd
trigger1= animelem=1 && random<400
value= 200,5+ (random%3)
channel=1

[State 220, Swing Snd]
type = playsnd
trigger1 = animelem = 3
value = 1,2

[State 220, HitDef]
type=hitdef
trigger1=animelem=5
attr=S,NA
damage=45
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy=-15,-69
hitsound   = s10,3
guardsound = 6,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 12
envshake.ampl = 6; or 7
fall.envshake.time = 20
fall.envshake.ampl = 8



[State 420, jump combo]
type = Changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = 7001 ; the superjump state
ctrl = 1 ; these menas that you re-gain control

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 220, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
    

Re: how to make 2 difference death anim by 2 condition?

 October 17, 2024, 02:15:14 pm View in topic context
 Posted by alongcaca  in how to make 2 difference death anim by 2 condition? (Started by alongcaca October 11, 2024, 06:23:39 am
 Board: M.U.G.E.N Development Help

You might need to make a variable or a hitspark/helper that spawns when the last hit happens. I don't think I've done something like this, so I don't know an exact method.
But you'd use the helper/var/explod to be "1" or "2" so when the round state changes values aren't lost.

I think most chars are set up so that ultras are higher than Statedef 3000. So you could use a check to see what state P2 is in when life = 0 in statedef -2. Whatever you spawn, just set it up so that ifelse( Enemy, StateNo >= 3000, , ) <<< spawns the two values you want.

I could be totally off though.

 Thanks for reply, i will try your idea
    

how to make 2 difference death anim by 2 condition?

 October 11, 2024, 06:23:39 am View in topic context
 Posted by alongcaca  in how to make 2 difference death anim by 2 condition? (Started by alongcaca October 11, 2024, 06:23:39 am
 Board: M.U.G.E.N Development Help

Hi everyone
i want make 2 difference death animation by 2 conditions
1/ Condition 1: if get hit by normal attack use death animation 1
2/ Condition 2: if get hit by hyper or super attack use death animation 2
how to code it.
i see the code below for hit life down, but I don't know where to change the condition in the code below to match the above condition.
Thanks for reading
Code:
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 1
value = S0,6

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
    

Help me with intro dialog problem

 June 01, 2024, 10:44:32 am View in topic context
 Posted by alongcaca  in Help me with intro dialog problem (Started by alongcaca June 01, 2024, 10:44:32 am
 Board: M.U.G.E.N Development Help

Hello everyone, I have a problem with creating a dialogue-style intro for two characters,
Errors in the video will be seen, namely
1/ The character appears in the second part 1 before the intro ends, but will disappear after that
2/ The Dialog part somehow doesn't appear on this second p1 character part, it's always below, causing the text to appear below.
3/ Why can't the round 1 announcement appear after the intro ends? About 80% of the time there is a round 1 announcement and the characters start fighting even though the intro text and sound are still there.

Here is video
https://streamable.com/d092cr
or video here
https://www.youtube.com/watch?v=Q3x6mlRLUhQ

Here is my code


;---------State 5900 add condition of intro---------
Code:
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, Intro vs Namaguideran's Kuno]
type = ChangeState
triggerall = NumEnemy
triggerall = RoundNo = 1||(((!(Enemy, RoundsExisted) || ! RoundsExisted) && ! (TeamMode= Simul) && ! (Enemy, TeamMode=Simul)))
trigger1 = Enemy, AuthorName = "Namaguideran" && Enemy, Name = "Kuno"
value = 302


[State 5900, Intro Decider]
type = ChangeState
trigger1=RoundNo=1
value=190

[State 5900, End]
type = ChangeState
trigger1=1
value=0

;--------Intro code of character;---------
Code:
;Intro vs Kuno
[StateDef 302]
type = S
physics = N
movetype = I
anim = 302
velSet = 0,0
ctrl = 0
sprpriority = 0


[State 302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay


[State 302, Helper]
type = Helper
trigger1 = !Time
name = "Dialogue"
ID = 30200
stateno = 30200
pos = 0,0
postype = P1
facing = 1

[State 302, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30200, 0
channel = 0


[State 302, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 0

;------;Kuno Dialogue helper;----
Code:

[Statedef 30200]
ctrl = 0
anim = 1
sprpriority = 5

[State 30200, Explod]
type = Explod
trigger1 = Time = 50
anim = 30200
ID = 30200
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 40)
postype = left
facing = 1
removetime = 600
sprpriority = 2
ownpal = 1
trans = sub

[State 30200, Explod]
type = Explod
trigger1 = Time = 50
anim = 30200
ID = 30210
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 200)
postype = left
facing = 1
removetime = 600
sprpriority = 2
ownpal = 1
trans = sub

[State 30200, Explod]
type = Explod
trigger1 = Time = 40
anim = 30201
ID = 30201
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 40)
postype = left
facing = 1
removetime = 600
sprpriority = 3
ownpal = 1

[State 30200, Explod]
type = Explod
trigger1 = Time = 50
anim = 30202
ID = 30202
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 200)
postype = left
facing = 1
removetime = 600
sprpriority = 3
ownpal = 1

[State 30200, Voice]
type = PlaySnd
trigger1 = time = 390
value = 30200, 1
channel = 0

[State 30200, Explod]
type = Explod
trigger1 = Time = 40
anim = 30203
ID = 30203
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 40)
postype = left
facing = 1
removetime = 600
sprpriority = 3
ownpal = 1
scale = 0.3, 0.4

[State 30200, Explod]
type = Explod
trigger1 = Time = 50
anim = 30204
ID = 30204
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 200)
postype = left
facing = 1
removetime = 600
sprpriority = 5
ownpal = 1
scale = 0.3, 0.4
[State 9501, Pause]
type = Pause
trigger1 = time = 1
time = 10
movetime = 10
anim = -1
sound = -1
pos = 9999,-9999

[State 30200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 850
type = ChangeState
trigger1 = roundno = 1
value = 190

    

Re: Sprite i draw and edit

 March 14, 2024, 06:08:05 am View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

i test new program is smackstudio
from this


and make animation like this


some image of smack studio



sprite sheet export

    

Ikemen - Screenpack - Can i display simulation Big Portraits anim and small anim

 December 10, 2023, 04:33:17 pm View in topic context

I want to show simulation of big Portraits animations and 0 animation ( small idle) on Ikemen ,



i know can set anim like this on ikemen, but when i set it, 0 animation wont show
Code:
;Big portraits

p1.face.anim = 1
p1.face.done.anim = 22
p1.face.offset = -170,0    ;Position to put big portrait
p1.face.scale = 0.25,0.25
p1.face.facing = 1
    

Re: Sprite i draw and edit

 December 10, 2023, 04:37:07 am View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

New move , effect for feilong
Original edit

up scale to 400%
    

Re: Using AI to generate stages for Mugen/Ikemen

 December 03, 2023, 04:53:01 am View in topic context
 Posted by alongcaca  in Using AI to aid in Mugen/Ikemen creations (Started by PotS November 27, 2023, 06:10:43 pm
 Board: Development

Sorry, when i post AI portrait here.

From this

AI Result


and


i use https://playground.com

My promt is
Adon street fighter fullbody punch with transparent background

Expand is

Adon from Street Fighter in mid-motion delivering a powerful full-body punch, stance wide and intense expression on face, rendered in ultra-clear digital art with transparent background, dynamic pose capturing movement and muscles tensed, illuminated by dramatic lighting, octane rendering.
    

Re: Assorted AI-generated stages

 November 27, 2023, 07:27:17 am View in topic context
 Posted by alongcaca  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

    

Mugen - Ikemen -Sukazu Winter Stage

 November 23, 2023, 10:25:50 am View in topic context
 Posted by alongcaca  in Mugen - Ikemen -Sukazu Winter Stage (Started by alongcaca November 23, 2023, 10:25:50 am
 Board: IKEMEN Releases

I use AI to generate image



Link download in Description of video
    

Re: Sprite i draw and edit

 May 08, 2023, 04:57:50 pm View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

If you want to show it in a bigger scale, I suggest to scale it by 400% or 800% instead of an uneven number, otherwise weird pixellation occurs and the proportions aren't right.

Thank you for your comment, I will keep this in mind next time
    

Re: Sprite i draw and edit

 May 05, 2023, 10:26:04 am View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

    

Re: Sprite i draw and edit

 May 04, 2023, 03:19:08 am View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

    

Re: Sprite i draw and edit

 May 02, 2023, 01:52:16 pm View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

I mean is this drawing style like KOF?
As for the Qr code, it's so big because it's the default size of the website (Create & Customize
your active QR code) and the characters are small so I zoomed in.
About imgur. I really don't know this website. Thank you for the suggestion. I will upload next time.
About the word Alongcaca, . Just because i like it
    

Sprite i draw and edit

 May 02, 2023, 05:55:09 am View in topic context
 Posted by alongcaca  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

This char is Order Project
My style  ( like KOF)
How about your opinion?

    

Re: Character Anim hit box don't work

 April 04, 2023, 06:11:40 pm View in topic context
 Posted by alongcaca  in Character Anim hit box don't work (Started by alongcaca March 31, 2023, 08:33:16 am
 Board: M.U.G.E.N Development Help

Movetype=A
Does it mean statedef 450 movetype change to A?
It already A, i recheck code of statedef 220 and statedef 450 , all movetype = A


I still confuse , why same code statedef, adjust anim, the result still dont't work
is there other causes? i use Ikemen ver 0.98.2
Here Full of state def 450
Code:
;===========<CROUCHING HEAVY KICK>==========
[StateDef 450]
type = C
physics = C
moveType = A
anim = 450
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 0
getpower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -0.8, -8.24
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1, -8.24
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 112), var(36) := -5
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(6) >= 0
moveType = I

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

Here Full of state def 220

Code:
[StateDef 220]
type = S
physics = S
moveType = A
anim = 220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 5 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 220, Woosh]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,2
channel = 1

[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 105 < 7, 7, fvar(11) * 105)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52)
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yAccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 101), var(36) := -48
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 220, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
    

Re: Character Anim hit box don't work

 April 03, 2023, 04:35:15 pm View in topic context
 Posted by alongcaca  in Character Anim hit box don't work (Started by alongcaca March 31, 2023, 08:33:16 am
 Board: M.U.G.E.N Development Help