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Messages by warriorz

    

strange monster, i never seen this char.. any info?

 May 15, 2021, 12:18:30 pm View in topic context
 Posted by warriorz  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

If any body has this char or spritesheet of it.. or any info about it.. (the monster on right, not Blanka, lol..)

    

Re: can't play mugen with new notebook - keybord problem

 December 11, 2020, 12:32:14 pm View in topic context
 Posted by warriorz  in can't play mugen with new notebook - keybord problem (Started by warriorz December 02, 2020, 03:03:14 pm
 Board: Off-Topic Help

    

Re: can't play mugen with new notebook - keybord problem

 December 09, 2020, 01:24:57 pm View in topic context
 Posted by warriorz  in can't play mugen with new notebook - keybord problem (Started by warriorz December 02, 2020, 03:03:14 pm
 Board: Off-Topic Help

    

Re: can't play mugen with new notebook - keybord problem

 December 03, 2020, 10:39:50 am View in topic context
 Posted by warriorz  in can't play mugen with new notebook - keybord problem (Started by warriorz December 02, 2020, 03:03:14 pm
 Board: Off-Topic Help

If you haven't already, try this:
https://drakeirving.github.io/MultiKeyDisplay/

If both keys light up when you press them, then ghosting is not the issue.


I tried to see online if it is an antighosting problem via online sites but it seems not (it seems! but I wouldn't be sure)

any solution?

I wrote that I had already tried it .. both keys light up.. but maybe when I press them together, the keyboard / notebook seems to delay one of the two, not perfectly simultaneously, can it be? 

i think this because i tried to change trigger in command from:
- command = c+z
to
-command = /c
-command = /z

now p1 first do basic attack c and then the attack c+z..
    

can't play mugen with new notebook - keybord problem

 December 02, 2020, 03:03:14 pm View in topic context
 Posted by warriorz  in can't play mugen with new notebook - keybord problem (Started by warriorz December 02, 2020, 03:03:14 pm
 Board: Off-Topic Help

Hi guys, need a solution..

I play with MUGEN since 2000s, I've always played MUGEN with keyboard (with different computers over the years)..and never had this problem..

I changed laptop last month (futijsu lifebook e754) and found that combo keys (for example: c+z, c+a, a+b..) doesn't work! So i can't able to do all that hyper moves with 2 button together.. i have over that 500 chars and a lot of them use this combination.. strange thing!

I tried to see online if it is an antighosting problem via online sites but it seems not (it seems! but I wouldn't be sure)

any solution?
    

General SeaDragon Kanon 2020 by WarriorZ (Saint Seiya)

 August 30, 2020, 09:55:40 am View in topic context
 Posted by warriorz  in General SeaDragon Kanon 2020 by WarriorZ (Saint Seiya) (Started by warriorz August 30, 2020, 09:55:40 am
 Board: Your Releases, 1.0+

this is my vision of this old old char.. enjoy..

I just wanted to make a clean palette with color separation... damn..

new graphical restyle, new code, new sprite (where they are missing), new animation (intro, win, lose, taunt), some new hyper move, new sound (but only for italian people, sorry)..

old and new difference


some screen


http://www.mediafire.com/file/56uex1bln396077/Kanon20.rar/file
    

damn.. how to remove an explod!!!

 July 24, 2020, 03:25:25 pm View in topic context
 Posted by warriorz  in damn.. how to remove an explod!!! (Started by warriorz July 24, 2020, 03:25:25 pm
 Board: M.U.G.E.N Development Help

i have an explod that must appear only when p2life is > 0 but it always spawns!

[state 0, buco out]
type = explod
triggerall = numexplod(30103) = 0
trigger1 = time = 260
id = 30103
anim = 3110
postype = p2
sprpriority = -9
pos = 0,-240
;scale = 0.90,0.90
removetime = 105

i tried to add a trigger with p2life > 0.. nothing

i tried to add a removexplod in statedf of the attack or in statedef -2 but nothing

type = RemoveExplod
triggerall = p2life <= 0
trigger1 = NumExplod(30103) = 1
ID = 30103
    

Re: explod as spark overlapping..

 June 23, 2020, 12:23:03 pm View in topic context
 Posted by warriorz  in explod as spark overlapping.. (Started by warriorz June 20, 2020, 07:37:50 pm
 Board: M.U.G.E.N Development Help

yeah.. statedef -2 is well written in the char, I didn't copy it for this post and I wrote it myself (wrong).. so the problem still exists
    

Re: explod as spark overlapping..

 June 21, 2020, 01:58:45 pm View in topic context
 Posted by warriorz  in explod as spark overlapping.. (Started by warriorz June 20, 2020, 07:37:50 pm
 Board: M.U.G.E.N Development Help

p1 throws 25 proj (really 24 helper and only 1 proj) and each creates an explod on p2, i want that on p2 spawn just 1 explod (when the first of 25 attack hits it)..
i write you all:

;-------------------------------------------------------
[Statedef 30000]

type = S
movetype = A
physics = S
anim = 3100
ctrl = 0

[State 30000, Helper0.20]
type = Helper
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 30
trigger3 = AnimElemtime(8) = 60
trigger4 = AnimElemtime(8) = 90
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 20,-80
postype = p1
size.xscale = 0.20
size.yscale = 0.20

[State 30000, Helper0.40]
type = Helper
trigger1 = AnimElemtime(8) = 2
trigger2 = AnimElemtime(8) = 32
trigger3 = AnimElemtime(8) = 62
trigger4 = AnimElemtime(8) = 92
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 45,-80
postype = p1
size.xscale = 0.40
size.yscale = 0.40

[State 30000, Helper0.60]
type = Helper
trigger1 = AnimElemtime(8) = 4
trigger2 = AnimElemtime(8) = 34
trigger3 = AnimElemtime(8) = 64
trigger4 = AnimElemtime(8) = 94
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 70,-80
postype = p1 
size.xscale = 0.60
size.yscale = 0.60

[State 30000, Helper0.80]
type = Helper
trigger1 = AnimElemtime(8) = 6
trigger2 = AnimElemtime(8) = 36
trigger3 = AnimElemtime(8) = 66
trigger4 = AnimElemtime(8) = 96
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 95,-80
postype = p1
size.xscale = 0.80
size.yscale = 0.80

[State 30000, Helper1.00]
type = Helper
trigger1 = AnimElemtime(8) = 8
trigger2 = AnimElemtime(8) = 38
trigger3 = AnimElemtime(8) = 68
trigger4 = AnimElemtime(8) = 98
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 120,-80
postype = p1
size.xscale = 1
size.yscale = 1

[State 30000, Helper1.20]
type = Helper
trigger1 = AnimElemtime(8) = 10
trigger2 = AnimElemtime(8) = 40
trigger3 = AnimElemtime(8) = 70
trigger4 = AnimElemtime(8) = 100
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 145,-80
postype = p1
size.xscale = 1.20
size.yscale = 1.20

[State 30000, Helper1.40]
type = Helper
trigger1 = AnimElemtime(8) = 12
trigger2 = AnimElemtime(8) = 42
trigger3 = AnimElemtime(8) = 72
trigger4 = AnimElemtime(8) = 102
helpertype = normal
name = "triangle"
ID = 30001
stateno = 30001
pos = 170,-80
postype = p1 
size.xscale = 1.40
size.yscale = 1.40

[State 30000, proj n.25]
type = Projectile
trigger1 = AnimElemtime(8) = 145
attr = S, HP
projanim = 3107;70001
projhitanim = 70002
offset = 40,-80
velocity = 5
damage = 50;0
animtype = Hard
guardflag = -1
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = 1,1

[State 30000, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------
[Statedef 30001, helper]

type = S
movetype = A
physics = S
anim = 3107
juggle = 5
ctrl = 0
sprpriority = 6

[State 30001, VelSet]
type = VelSet
trigger1 = time > 0
x = 4
y = 0

[State 30001, hitdef]
type = HitDef
trigger1 = 1
attr = S, NA
animtype  = Medium
damage    = 18
guardflag = MA
pausetime = 0,12
sparkno = s265
sparkxy = -25+(random%50),-40+(random%50)
hitsound   = S200,0
guardsound = S200,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0;-6
air.hittime = 12
air.velocity = -2.2,-3.2

[state 30001, trio]
type = explod
triggerall = numexplod(30002) = 0
trigger1 = movehit = 1
id = 30002
anim = 3111
postype = p2
sprpriority = 5
pos = 0,-70
removetime = 24

[state 30001, hole]
type = explod
triggerall = numexplod(30003) = 0
trigger1 = movehit = 1
id = 30003
anim = 3110
postype = p2
sprpriority = -9
pos = 0,-70
removetime = 24


[State 30001, destroyself]
type = destroyself
trigger1 = movehit = 1

;----------------------------------------------------
[state -2]


type = RemoveExplod
triggerall = p2movetype != H
trigger1 = NumExplod(30002) = 1
ID = 30002

type = RemoveExplod
triggerall = p2movetype != H
trigger1 = NumExplod(30003) = 1
ID = 30003
    

explod as spark overlapping..

 June 20, 2020, 07:37:50 pm View in topic context
 Posted by warriorz  in explod as spark overlapping.. (Started by warriorz June 20, 2020, 07:37:50 pm
 Board: M.U.G.E.N Development Help

hi, i need to show 1 explod (as spark) on p2 when p1 launch a projectile (really is an helper with hitdef).. this projectiles are 10 and i see 10 explod overlapping.. i want to see only 1 (at first hit)


;this is the explod on helper statedef
[state 0, trio]
type = explod
triggerall = numexplod(30002) = 0
trigger1 = movehit = 1
id = 30002
anim = 3111
postype = p2

;i tried to add it in state -2
type = RemoveExplod
triggerall = p2movetype != H
trigger1 = NumExplod(30002) = 1
ID = 30002
    

Re: show a helper attached to the top edge of the screen

 May 05, 2020, 03:04:23 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

in the .air the fireball anim is on 0.0.. but on screen i see fireball starts in direction of p1's arms (in helper's statedef i put an offset with time = 0 and y = -80)
- if i put your last changestate: immediately changestate and i see directly the second helper on p1 position!.. i don't see any fireball anim.

i tried to change the run of fireball (more simple i thought)..so i wrote a second veladd near the floor with trigger1 y = 0, y = 5, y >= 0, y > 0 but nothing.. the fireball doesn't even appear!



I was bored so I changed the trajectory of the fireball .. now it hits the front edge in the lower area and does not touch the floor, same thing for the third attack .. it impacts in the high area and does not go to the sky, I'm not satisfied but better than nothing..
now I have to test the three attacks together for any bugs
    

Re: show a helper attached to the top edge of the screen

 May 04, 2020, 03:16:31 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

don't work, the fireball don't vanish..
Are you sure? because i must say: change your state when this trigger is true: pos y >= 0 and vel >= 0, but the fireball's fly must be visible in every pos y on the screen but when touch pos y = 0 (the floor) must vanish.. but i'm not sure that "pos y = 0" is really the floor or is the axis that i put the sprite in .air file!

actually:
[State 13504]
type = changestate
triggerall = (enemy,backedgebodydist) < 10
 
   
;if the p2 is far from its rear edge must vanish (there's also a destroyself >= 10)
trigger1 = frontedgebodydist <= 0                    
;even if in a low direction the fireball can reach the frontedge (backedge for p2) before of the floor
value = 13508
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 09:15:21 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

the netgun' attack of my predator raptor was coding by you, lol.. same problem, different year!

but

i've done..

just I've add playerpush with value 1 at fireball (and 0 for second helper), a targetbind and I changed the offset of explod.. now work.. -1

now we can speak about other two situation.. from the floor (but i think that i can do alone)
just how can i make the fireball disappear when it hits the floor? I can't use the frontedgebodydist on the floor!


hanging from the top edge always at p2 (like vines that block p2) is the main problem
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 07:51:19 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

but is so strange that a simply helper don't hit p2 and work as if it has a playerpush sctrl !!!
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 06:46:14 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

ok. i've found a solution.. but as you say.. need that p2 must be near back edge.. if p2 walk.. the screen moves and this helper fly in air!.. so i thought about first helper.. the fireball.. i don't want damage from it.. but it could push the p2 near his back edge with same effect that p1 walkin direction of p2 push him.. i put blu boxes on helper/fireball and erase playerpush sctrl.. but now this fireball passes through p2.. if i use an hitdef can hit p2 but it's not the same effect.. other ideas?
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 02:19:20 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

yeah you understand me and i have to make the attack as you wrote (little difference: i didn't use playerpush just didn't add blu boxes to helper, but i will see this thing..)..
- first helper (the fireball) is ok!!
-second helper (the cage linked to the edge of screen) spawn near the edge, half helper must be over the edge


    

Re: show a helper attached to the top edge of the screen

 May 02, 2020, 10:04:21 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

so.. we talk about second attack (in my kids image, lol) i put screenbound but nothing change.. now p1 launch a fireball (helper). this fireball vanish over the edge of screen when frontedgebodydist <= 0 (with a simply changestate) and comes out from the edge this new helper that must hit p2 and block in a cage (simply setting an high pausetime value "for now").. 

i need to set the position of this damn helper.. with this posset i'm able to set y axis.. but if i try to add a negative X value the helper jump in the middle of screen.. there's a wall also if i add a screenbound..
    

Re: show a helper attached to the top edge of the screen

 May 02, 2020, 07:41:50 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

hi Sergeus..
yes, I want to bring up 3 helper (3 different attacks)
the attacks where the helper appears or hanging from the ceiling or coming out of the floor must correspond to p2 (so the reason of the sctrl that you asked me)
while in the attack where it appears behind the p2 it must remain attached to the edge of the screen

help me Serg it don't work..

- in the attack when helper must appear hanging to the top, i tried to use frontedgebodydist but nothing.. maybe because the projectile that p1 launch (before helper appear) don't run straight so it's possible that don't impact on frontedge but go in sky

- in the attack when helper must appear linked to the frontedge of screen i see helper but isn't link to the edge..

- in the attack when helper must appear from floor, first projectile don't stop his run on the ground.. i need to fix it.. but i see helper also if not in p2 position but in center of screen.

    

show a helper attached to the top edge of the screen

 April 30, 2020, 10:46:53 pm View in topic context
 Posted by warriorz  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

i must do this.. p1 launch a fireball that must hit the edge of screen and then must transform into other that hit p2..

I thought an helper that when is near the top edge of screen change his state/anim..

- first problem: i can set frontedgedist for the back of screen but there's a trigger for floor and top edge of the screen?

- second problem: the helper don't change his state.. i don't see the anim 13507.. i don't understand why!!!

;helper fireball
[Statedef 13503]
type    = S
movetype= A
physics = S
anim = 13503

[State 0, VelSet]
type = Velset
trigger1 = time >= 0
x = 5
y = -6

[State 13503]
type = changestate
trigger1 = frontedgedist <= 10
value = 13507

;---------------------------------------
[Statedef 13507]
type    = S
movetype= A
physics = S
anim = 13507
velset = 0,0

[State 0, Posset]
type = Posset
trigger1 = time = 0
X = p2dist X
y = p2dist y

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
hitflag = MAF
guardflag = MA

[State 13503]
type = Destroyself
trigger1 = animtime = 0
value = 0
    

Re: round not over for p2 custom state (life = 0)

 April 28, 2020, 02:20:24 pm View in topic context
 Posted by warriorz  in round not over for p2 custom state (life = 0) (Started by warriorz April 22, 2020, 02:57:12 pm
 Board: M.U.G.E.N Development Help

i open again this topic because this attack still not work very well.. because i can't see the explod of the cage that i want to show on screen (where p2 go in custom state).. before i put it 5150.. and test it with fighter factory was ok.. but versus other char that don't have it in your cns rightly he is not seen.. lol..
If i put it in statedef of the attack.. i see the explod bounce on p1 (also if i set postype = p2)

You may be interested in reading through this thing I posted awhile back

Might come in handy but this is not exactly what you are looking for

https://mugenguild.com/forum/msg.1985241

I have read but it is not the same thing that I try to solve, thanks anyway