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Messages by Redash

    

How to read and create .PP files for Mugen?

 October 12, 2020, 04:18:15 AM View in topic context
avatar  Posted by Redash  in How to read and create .PP files for Mugen? (Started by Redash October 12, 2020, 04:18:15 AM
 Board: M.U.G.E.N Discussion

Hi, I downloaded and played Mugen KOF WING 2019 and learn that unlike most Mugen, the creator uses some .PP files for KOF WING 2019 characters.
KoF Wing Menu look something like https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.gogofreegames.com%2Fwp-content%2Fuploads%2F2019%2F09%2FThe-King-of-Fighters-Wing-2019.jpg&imgrefurl=https%3A%2F%2Fwww.gogofreegames.com%2Fthe-king-of-fighters-wing-2019-mugen-download%2F&tbnid=j0jIjcLO9y1zJM&vet=12ahUKEwijpMzl9a3sAhWGXn0KHV4yAyUQMygAegQIARB-..i&docid=gXOJujuzd2NFGM&w=696&h=394&q=mugen%20wing%202019%20download&client=avg&ved=2ahUKEwijpMzl9a3sAhWGXn0KHV4yAyUQMygAegQIARB-.

Other than creation of .PP files, can advise how to read .PP files?

I find the entire KOF WING 2019 uses much less disk space (ard 1GB only) and the game loads much more faster than most other Mugen games.

Please help.

Confused Mugen Content Developer-wannabe
    

Latest Castlevania Fighter HELP

 March 17, 2019, 03:34:01 PM View in topic context
avatar  Posted by Redash  in Latest Castlevania Fighter HELP (Started by Redash March 17, 2019, 03:34:01 PM
 Board: Requests

Hi,

I am trying to download this Castlevania Fighter (v0.6.21a) from the homesite but could not.

Can someone advise me what to do? Or if there are any alternative good site/link for me to download this awesome game.

Please help!
Castlevania Fan
    

[PRO ONLY] Black Hole

 March 09, 2019, 12:01:13 PM View in topic context
avatar  Posted by Redash  in [PRO ONLY] Black Hole (Started by Redash March 09, 2019, 12:01:13 PM
 Board: M.U.G.E.N Development Help

Hi I am coding a "Black Hole" special that can absorb everything from  enemy team.

I have copied KOF Bao / Kenshin magnetic field an edited it but I cannot figure how to absorb all the enemy "helpers" and projectiles to the black hole.

Please advise if such "Black Hole" coding is possible in Mugen 1.1?

If possible, how to code it?
    

"Helper" Projectile question

 March 09, 2019, 11:59:03 AM View in topic context
avatar  Posted by Redash  in "Helper" Projectile question (Started by Redash March 09, 2019, 11:59:03 AM
 Board: M.U.G.E.N Development Help

I have coded a "sticky bomb" Helper projectile that "Bind to Target"

I coded such that when the Target touches the "ground" (y = 0) the bomb will explode.

However, the problem is when it explode, the explosion sprite is also "bind to the Target" rather than on the spot where it explode and blew the Target to sky high.

I tried Time = 1 in new state for the "helper" projectile but it is not working, the explosion still "bind to Target"

Please help.
    

[Capcom vs. SNK 2019 Tag Team 3.0 ]

 January 31, 2019, 01:25:16 PM View in topic context
avatar  Posted by Redash  in [Capcom vs. SNK 2019 Tag Team 3.0 ] (Started by Redash January 31, 2019, 01:25:16 PM
 Board: Requests

Hi,

I tried to download Capcom vs. SNK 2019 Tag Team 3.0 but realised the links are no longer available.

Appreciate any aid to download this wonderful game.

Regards,
RedAsh
    

CONFUSED: Need Help!

 January 19, 2019, 07:27:00 PM View in topic context
avatar  Posted by Redash  in CONFUSED: Need Help!  (Started by Redash January 19, 2019, 07:27:00 PM
 Board: M.U.G.E.N Development Help

Hi,

After studied several Kensou characters,
I decided to use Pie, ShinRei, JFCT555's "ShinSie Kensou" Gravity Pulling projectile coding as base to edit for my new character:

However, unlike the VERY SMOOTH gravity effect of pushing characters towards the Projectile in both ground and air slowly like "ShinSie Kensou", the problems I encountered are 3:
(1) my character projectile Gravity effect is choppy (its like sudden chunky shifting of enemy), and
(2) many times, it will suddenly RANDOMLY push AWAY instead of towards... and
(3) usually only 1 enemy character is affected...

MY GOAL: I want to create a gravity hole projectile to pull ALL enemy targets into it in a team battle.

I am very confused... please help. Trialed and error for almost 4 days but no improvement.

The coding for the Gravity "Helper"
Spoiler, click to toggle visibilty

Anim Details of the "Gravity" Helper:
Spoiler, click to toggle visibilty
    

Re: Helper-Type Projectile > How to bounce off ceiling?

 June 18, 2018, 02:25:33 PM View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 AM
 Board: M.U.G.E.N Development Help

Jesus Chris! It worked! Thanks you much Jesuszilla! Bless u!
    

Re: Helper-Type Projectile > How to bounce off ceiling?

 June 16, 2018, 02:06:31 PM View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 AM
 Board: M.U.G.E.N Development Help

Thanks XGargoyle, now I finally knew why TopEdge isnt working, I am using 1.0 without realisation (>_<)
And thanks much to Jesuszilla, trigger1 = ScreenPos Y + Vel Y <= 0 solved my problem cleanly.

Btw, dun mind me to ask here (Do let me know if a new thread is required.)  share how to detect bottom of screen as well?
I had tried the formulas below but none of them work
Pos Y >= Pos Y - ScreenPos Y + GameHeight
Pos Y >= ScreenPos Y
Pos Y > GameHeight - ScreenPos Y

Further Advice most appreciated.
    

Helper-Type Projectile > How to bounce off ceiling?

 June 15, 2018, 01:49:55 AM View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 AM
 Board: M.U.G.E.N Development Help

Hi,

I manage to learn how to code my Helper-Type projectile to bounce off ground and the 2 sides of walls but there seem to have no code to detect the ceiling?

Is there any special way to detect the "top of the screen"?
    

Re: [Coding] Explod facing

 May 30, 2018, 07:11:00 PM View in topic context
avatar  Posted by Redash  in [Coding] Explod facing (Started by Redash May 29, 2018, 05:32:20 PM
 Board: M.U.G.E.N Development Help

Thanks XGargoyle.

Its so straightforward with a P2Dist  < 0.

Appreciate the help. Saved me lots of agony.
    

[Coding] Explod facing

 May 29, 2018, 05:32:20 PM View in topic context
avatar  Posted by Redash  in [Coding] Explod facing (Started by Redash May 29, 2018, 05:32:20 PM
 Board: M.U.G.E.N Development Help

Hi,

I wonder if anyone has any idea what is the correct Condition code to determine if a projectile lands in front or behind of enemy char?
My goal is the a "horizontal turn" (aka change of facing) of the Explod anim depending it lands behind or in front of the enemy

I tried the below but the facing is NOT always right when the chars switch facing/side...

;(IMPT: This is a Helper-Type Projectile state, Pos X refers to the position of the Helper-Type Projectile, not player character)
[State 1000, Explod]
type   = Explod
trigger1   = (MoveContact = 1) || (MoveHit = 1) || (MoveGuarded = 1)
trigger2   = (Pos Y >= -20)
anim   = 1000
;id   = 2300
pos   = 0,0
postype   = p1
facing   = Cond(Enemy,Pos X > Pos X, -1, 1) <= this is the part I have trouble with
;vfacing   = 1
bindtime   = 0
;vel   = 0,0
;accel   = 0,0
;random   = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale   = 1,1
sprpriority = 3
;ontop   = 0
;under   = 0
shadow   = 0,0,0
ownpal   = 1
removeongethit = 1
ignorehitpause = 1
;trans   =
persistent = 0
;supermove =

I had also tried
facing = 1 && (Enemy,Pos X > Pos X)
(Enemy,Pos X > Pos X) * Cond((Pos X > Enemy, Pos X) && (Enemy, Pos X > Root, Pos X), -1, 1)
among many others...

But all not working properly when the characters are standing at certain distance or spots... Help please...
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 26, 2018, 09:34:56 AM View in topic context

Thanks Cyanide. Adding other new conditions and var tracking solved it.
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 21, 2018, 07:39:23 AM View in topic context

Thanks Cyanide. that MoveContact SCTR is intent for Enemy Character hits and the SCTR is meant for helper/projectiles hits.

Then are there any syntax function that allows tracking of both kind at once? I replaced (MoveContact =1) to (Time = 0) for VarAdd but still fails...
Any reference of other chars most appreciated.
    

Re: [Code] Need help with Helper-Type Projectile with acceleration attributes

 May 21, 2018, 07:24:10 AM View in topic context
avatar  Posted by Redash  in [Code] Need help with Helper-Type Projectile with acceleration attributes  (Started by Redash May 13, 2018, 01:44:42 PM
 Board: M.U.G.E.N Development Help

Thanks much Baby Bonnie Hood :)

It works like a charm with the right trigger
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 17, 2018, 02:28:59 PM View in topic context

Hi is it possible to implement?

IF not, are there other alternatives?
    

[Code] Need help with Helper-Type Projectile with acceleration attributes

 May 13, 2018, 01:44:42 PM View in topic context
avatar  Posted by Redash  in [Code] Need help with Helper-Type Projectile with acceleration attributes  (Started by Redash May 13, 2018, 01:44:42 PM
 Board: M.U.G.E.N Development Help

Hi,

Projectile-Type projectiles has accel for adjustment.
Where can I find and adjust parameters that act like "accel" on Helper-Type projectile?

Cuz I want to do something like below so that the projectile will "arc/curve":
accel   = Cond(Vel X >= 0, -0.05, 0), 0.3

my Goal: to create a Bouncing energy ball that explode on 2nd bounce or when hit by enemy projectile.

Pls advise.

    

[Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 13, 2018, 12:01:54 PM View in topic context

Hi all,

I am coding for event where a MULTI-HITTING helper-type projectile interacts with an enemy projectile.

PROBLEM: Multi-hit HELPER_Projectile "Goes thru enemy projectiles" and does not disappear or reduce hits...
GOAL: Multi-hit HELPER_Projectile to interact properly with enemy projectiles.

My code as below:

Code:
[Statedef 2200, Char_Stance]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 0
facep2 = 1

[State 2200, HELPER_Projectile]
type = Helper
trigger1 = (AnimElemTime(11) = 0)
name = "HELPER_Projectile" ; multihitting
id = 2200
stateno = 2203
pos = 60,-55
postype = p1
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
ignorehitpause = 0
persistent = 1

[State 2200, END_Char_Stance]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;========================================================================

[Statedef 2203, HELPER_Projectile_Part1]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 1,0
anim = 2210 ; HELPER_Projectile initiating anim
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2203, Var(25)Set] ;<= for tracking number of HITS total by this HELPER_Projectile
type = VarSet
trigger1 = (AnimElemTime(1) = 0)
v = 25
value = 0
;ignorehitpause =
;persistent =

[State 2203, END_HELPER_Projectile_Part1]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 2204
ctrl = 1

; ------------------------------------------------------------------------------------------
[Statedef 2204, HELPER_Projectile_Part2]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 2,0
anim = 2211 ; HELPER_Projectile
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2204, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2204, END1_HELPER_Projectile_Part2]
type = HitOverride
trigger1 = (Root,NumHelper(2200) != 0)
attr = SCA,NP,SP,HP
slot = 0
stateno = Cond(var(25) < 10, 2204, 2205)  ; <= NOTE: To MugenGuild Experts, I do not know what else to code
time = -1
forceair = 0
ignorehitpause = 1
persistent = 1

[State 2204, Var(25)Add] ; tracking total hits
type = VarAdd
trigger1 = (MoveContact = 1)
v = 25
value = 1
ignorehitpause = 1
persistent = 1

[State 2204, HitDef]
type = HitDef
trigger1 = (AnimElemTime(1) >= 0) && (var(25) <= 10) && (Time % 6 = 0) ; 90 ticks total in hit stun
attr = A,SP
hitflag = MAFP
guardflag = MA
;affectteam = E
animtype = Heavy
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 1,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s2005
;guard.sparkno =
;sparkxy = (Enemy,Pos X),(Enemy,Pos Y)
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
guard.hittime = 10
air.hittime = 20
guard.ctrltime = 10
guard.dist = 100
yaccel = 0.5
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -5,2
airguard.velocity = -5,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 10
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
;p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 30
;fall.damage = 0
air.fall = 1
;down.velocity =
;down.hittime =
;down.bounce = 0
;id =
;chainID = -1
;nochainID =
hitonce = 0 ; to attack enemy projectile + hit enemy character(s)
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1 ; for 1 hit only

[State 2204, END2_HELPER_Projectile_Part2]
type = ChangeState
trigger1 = (var(25) = 10)
value = 2205
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[State 2204, END3_HELPER_Projectile_Part2]
type = DestroySelf
trigger1 = (FrontEdgeDist <= -50) || (BackEdgeDist <= -50)
ignorehitpause = 1
;persistent =

; ------------------------------------------------------------------------------------------
[Statedef 2205, HELPER_Projectile_Part3]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 1,0
anim = 2212 ; Range_Style_5x_Special_Effect
ctrl = 0
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2205, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2205, END_HELPER_Projectile_Part3]
type = DestroySelf
trigger1 = (AnimTime = 0)

Pls help.
    

Re: Coding: Helper-type projectile priority vs Projectile-type projectile priority

 March 26, 2018, 09:02:26 AM View in topic context

Hi all thanks. I manage to test code the above advice/suggestions, improvement had been made but still have issues trying to "tie" 2 projectile of different types.


And also:
Quote
most people dont use projectiles for making projectiles. You almost always want a helper.
Pls advice why helper-type projectile coding is better than projectile-type projectile coding?
And when should we use 1 over the other?

P.S: i google for the post on the 2 types of projectiles but seem.not able to find a detailed thread
    

Re: Coding: Helper-type projectile priority vs Projectile-type projectile priority

 March 17, 2018, 07:25:02 AM View in topic context

Thanks Odb718 to help me explain my issue better.

By "nullify" from what i learnt is meaning:
 When Projectile A nullify Projectile B, Projectile B is destroyed but Projectile A can still continue to exist and damage any enemy objects.

By "tie" from what i learnt is meaning:
When Projectile A tie with Projectile B, both are destroyed (like equalised).

What is happening now:
Projectile-type Projectile (A) was nullifed by the helper-type Projectile B (the boomerang) instead of getting a tie. I had tried adjusting the priorities other related atrributes but cannot get a consistent outcome. Numhit has to be 1 and hitonce  = 1 for both projectiles.

The result i would like to achieve:
Both projectiles tie with each other. (Both to stop)
This is because i have other different types of projectiles that can collide with the boomerang projectiles for other effects. But now i am facing issue with the supposingly easiest one: getting a "tie" outcome

Currently the boomerang projectile u had helped me to code, it can hurt both enemy and friendlies.
So i would like it to have another projectile i can throw to tie it with.
    

Re: Coding: Helper-type projectile priority vs Projectile-type projectile priority

 March 16, 2018, 12:44:42 PM View in topic context

Hi Odb718,

I do not wish to make a projectile go thru another projectile here.
 I am trying to "tie" the 2 different types of projectiles.
This is because i have coded a boomerang projectile recently.

Also i had already tried projhits > 1 for projectile-type projectile and hitonce = 1 for helper-type projectile but they dun align properly and sometimes even inconsistently... hence this post for advice >_<