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Messages by kn1ght

    

Street Fighter III 3rd Strike PalMod Stages

 March 25, 2021, 06:36:54 AM View in topic context
 Posted by kn1ght  in Street Fighter III 3rd Strike PalMod Stages (Started by kn1ght March 25, 2021, 06:36:54 AM
 Board: Idea Engineering

Not sure if this is the best section on the forums to post this, but I came across this Street Fighter III Third Strike mod that recolored each stage, and I really love the look of these. I'd love to make these into MUGEN stages somehow, either by directly porting them or at least developing a similar color palette. However, I'm not too skilled on that front, and don't have the knowledge to directly convert game assets.

    

Re: Suzaku Castle Mix

 December 13, 2020, 10:57:50 PM View in topic context
 Posted by kn1ght  in Suzaku Castle Mix (Started by kn1ght December 13, 2020, 12:52:35 AM
 Board: Your Releases, 1.0+

Thank you!
    

Suzaku Castle Mix

 December 13, 2020, 12:52:35 AM View in topic context
 Posted by kn1ght  in Suzaku Castle Mix (Started by kn1ght December 13, 2020, 12:52:35 AM
 Board: Your Releases, 1.0+

Hey everyone! This is the first time I've made a post on these forums showing something I've made. It's essentially a mix of Ryu's Suzaku Castle stages from Street Fighter III Third Strike and the various Street Fighter II's. Has zoom, superjump, parallaxing, and I threw in the 2 songs I like for this stage.










Credit to Dark Saviour, Takato-kun, Lurker, NDSilva, and Manuz because I used elements of their stages making this.

https://www.mediafire.com/file/qvvxx4b2kh3poc4/SuzakuCastleMix.rar/file
    

Screenpack Text Alignment

 November 17, 2020, 07:28:47 PM View in topic context
 Posted by kn1ght  in Screenpack Text Alignment (Started by kn1ght November 17, 2020, 07:28:47 PM
 Board: M.U.G.E.N Configuration Help

Messing with a screenpack, and decided to finally ask because I could never figure it out myself. First, could anyone tell me what the last 2 numbers do on lines like this:
p1.teammenu.selftitle.font = 3,0,1

I know that the first number selects which font to use, but I can't figure out what the other 2 numbers do.

Also, is there a way to change how the text for character names line up on the character select screen? By that I mean, instead of the text vertically lining up by the first letter of the character's name, it does it by the last letter?

Instead of

Vanessa
Mika

It sits more like

Vanessa
     Mika

I always felt like it was related to what I asked in my first question, so I asked them both together. Any answers would be greatly appreciated!
    

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

 October 29, 2018, 12:29:21 AM View in topic context
 Posted by kn1ght  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

Thanks! Found the song too. It was a Nujabes song that sounded familiar and couldn't recognize
    

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

 October 28, 2018, 10:03:53 PM View in topic context
 Posted by kn1ght  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

Does anyone know what stage this is?




Also, if anyone knows what the music is I'd appreciate knowing that too
    

Re: Move doesn't hit only when comboed into

 March 17, 2018, 07:21:24 AM View in topic context
 Posted by kn1ght  in Move doesn't hit only when comboed into (Started by kn1ght March 15, 2018, 07:41:28 AM
 Board: M.U.G.E.N Development Help

I couldn't understand what you meant really, so I figured I would try just removing that trigger before asking and that worked. None of their other moves had that trigger, interestingly. Thanks for pointing out that that was causing the issue!
    

Re: Move doesn't hit only when comboed into

 March 17, 2018, 12:53:34 AM View in topic context
 Posted by kn1ght  in Move doesn't hit only when comboed into (Started by kn1ght March 15, 2018, 07:41:28 AM
 Board: M.U.G.E.N Development Help

You mean this part?

[State 255, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = var(32) < 3
    

Move doesn't hit only when comboed into

 March 15, 2018, 07:41:28 AM View in topic context
 Posted by kn1ght  in Move doesn't hit only when comboed into (Started by kn1ght March 15, 2018, 07:41:28 AM
 Board: M.U.G.E.N Development Help

I was editing a character and gave them chain combos, but for some reason only one of their normal attacks doesn't hit when it's comboed into. When doing it from the normal standing state it connects, but when trying to combo into it the attack whiffs as if it has no hitdef. Is there some kind of trigger that makes a move noncomboable?

This is how the move appears in the cns.

Code:
; Standing Strong Kick (Alternate)
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2

[State 210, 1]
type = poweradd
trigger1 = animelem = 12
persistent = 0
value = 65*!var(20)

[State 255, 4]
type = ChangeState
triggerall = command = "holdc"
trigger1 = animelem = 11,0
value = 256

[State 255, 4]
type = ChangeState
triggerall = RoundState = 2
triggerall = var(50) = 1
triggerall = p2stateno = [120,153]
trigger1 = p2statetype != A
trigger1 = animelem = 11,0
value = 256

[State 250, 1]
type = PlaySnd
trigger1 = animelem = 11
value = 1,5

[State 240, 2]
type = PlaySnd
triggerall = var(39) = 0
trigger1 = animelem = 11
value = s202,0+random%3
channel = 0
volume = 255

[State 240, 2]
type = PlaySnd
triggerall = var(39) = 1
trigger1 = animelem = 11
value = s212,0+random%3
channel = 0
volume = 255

[State 255, 5]
type = posadd
trigger1 = Animelem = 6
trigger2 = Animelem = 10
trigger3 = Animelem = 11
x = 10

[State 255, 5]
type = posadd
trigger1 = Animelem = 7
x = 6

[State 255, 5]
type = posadd
trigger1 = Animelem = 8
x = 30

[State 255, 5]
type = posadd
trigger1 = Animelem = 12
trigger2 = Animelem = 13
trigger3 = Animelem = 14
trigger4 = Animelem = 15
trigger5 = Animelem = 16
trigger6 = Animelem = 17
x = 8

[State 255, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = var(32) < 3
attr = S, NA
animtype  = hard
damage    = 70
guardflag = L
hitflag = M
pausetime = 11,11
getpower = 36*!var(20)
sparkno = -1 * (var(30):=7010)**0
sparkxy = -10 + 0*(var(32):=90), var(33):=-15
hitsound   = s2,5
guardsound = s6,0
guard.sparkno = -1 * (var(31):=7300)**0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -2,-1
air.velocity = -2.2,-3.2
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
nochainID = -1
envshake.time = 13
envshake.ampl = Ifelse(random<=500,-3,3)

[State 255, 4]
type = ChangeState
trigger1 = Animelem = 21,1
value = 0
ctrl = 1
    

Re: Make special move exclusive to one mode universal?

 March 04, 2018, 11:55:42 PM View in topic context
 Posted by kn1ght  in Make special move exclusive to one mode universal? (Started by kn1ght March 04, 2018, 07:42:24 PM
 Board: M.U.G.E.N Development Help

Wow, I actually didn't try triggerall = !var(40) because it was on all of his moves. I disabled the others and that didn't work, but disabling that one did the trick.

I wish I could learn more about how all these work, but at least I got what I wanted. Thanks guys!
    

Re: Make special move exclusive to one mode universal?

 March 04, 2018, 10:29:26 PM View in topic context
 Posted by kn1ght  in Make special move exclusive to one mode universal? (Started by kn1ght March 04, 2018, 07:42:24 PM
 Board: M.U.G.E.N Development Help

It would probably help if I showed the CMD state then

[State -1, Somersault Kick]
type = ChangeState
value = 1100
triggerAll = !AILevel
triggerall = !var(40)
triggerAll = command = "SomersaultKick" && ifElse(var(20) > 0 || (StateNo = [1000, 4999]), 1, var(50) > 16)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
    

Make special move exclusive to one mode universal?

 March 04, 2018, 07:42:24 PM View in topic context
 Posted by kn1ght  in Make special move exclusive to one mode universal? (Started by kn1ght March 04, 2018, 07:42:24 PM
 Board: M.U.G.E.N Development Help

Basically, I have a Charlie Nash that has 2 modes, one for his Alpha moveset and one for his SFV moveset. I want his Somersault Kick to be usable by his SFV mode as well, not just his Alpha mode.

Looking in his states and commands I don't see what needs to be changed to make it usable.
    

Re: Fix Turns Intro?

 February 18, 2018, 08:06:25 PM View in topic context
 Posted by kn1ght  in Fix Turns Intro? (Started by kn1ght January 29, 2018, 07:59:31 AM
 Board: M.U.G.E.N Development Help

Unless it was for a split second and I missed it, it just looks like they went straight from 6901 to 0.
    

Re: Alternate character mode breaks when hit

 February 17, 2018, 04:33:11 AM View in topic context
 Posted by kn1ght  in Alternate character mode breaks when hit (Started by kn1ght February 16, 2018, 10:00:54 PM
 Board: M.U.G.E.N Development Help

I basically fixed it, because I found out the problem only showed up in the .def specifically for that mode (ViolentKen.def was broken, but Ken.def and selecting the mode via holding start worked fine), so I just made a .def the basic way where the palette keymap and palette defaults are only the upper palettes.

It's because in the ViolentKen.def the mode detection state ViolentKen.st was changed, so in that state var(40) was set to = 1 (ViolentKen) and not = 0 (Normal Ken). Somehow that completely fucked all his hit states getting triggered.

That hasn't happened with other characters that were set up like that, so that caught me by surprise. At least he works now though.
    

Re: Fix Turns Intro?

 February 17, 2018, 03:03:27 AM View in topic context
 Posted by kn1ght  in Fix Turns Intro? (Started by kn1ght January 29, 2018, 07:59:31 AM
 Board: M.U.G.E.N Development Help

Well I did that, and all the characters enter state 0 when the intro is over. However, the characters that don't get control enter state 0 with ctrl = 0, while others enter state 0 with ctrl = 1, and I'm not sure where to switch that option.
    

Alternate character mode breaks when hit

 February 16, 2018, 10:00:54 PM View in topic context
 Posted by kn1ght  in Alternate character mode breaks when hit (Started by kn1ght February 16, 2018, 10:00:54 PM
 Board: M.U.G.E.N Development Help

I somehow broke a character's alternate mode.

When in their normal mode they work completely fine. However in their evil mode, they operate fine until they get hit and don't switch to their hit state. If they're standing, they stay frozen in their standing animation and can't be hit anymore. When hit in the air, they go flying to the heavens. When hit during a move, the move animation just loops.

The alternate mode used to work perfectly, how do I fix this?
    

Fix Turns Intro?

 January 29, 2018, 07:59:31 AM View in topic context
 Posted by kn1ght  in Fix Turns Intro? (Started by kn1ght January 29, 2018, 07:59:31 AM
 Board: M.U.G.E.N Development Help

For certain characters who have a special turns intro (aka when its their turn to battle they jump on screen), after the intro finishes they gain control way before the round starts. How do I fix it?
    

Re: Show all portraits for team battle?

 January 29, 2018, 07:55:22 AM View in topic context
 Posted by kn1ght  in Show all portraits for team battle? (Started by kn1ght January 27, 2018, 07:21:45 PM
 Board: M.U.G.E.N Development Help

Basically yeah. I was hoping that I would be able to do a KOF versus style thing, but just wanted to make sure fonts were still the only way. Thanks!
    

Show all portraits for team battle?

 January 27, 2018, 07:21:45 PM View in topic context
 Posted by kn1ght  in Show all portraits for team battle? (Started by kn1ght January 27, 2018, 07:21:45 PM
 Board: M.U.G.E.N Development Help

I assume this isn't possible, but I was wondering if it was possible to display the portraits for all the team members in the versus screen before a team battle? For instance, if I was playing on Turns and I selected Iori and Kyo, both of their portraits would show at the versus screen and not just Iori.
    

Re: Enable Stage Music During Specific Character Intros

 October 27, 2017, 06:08:54 AM View in topic context
 Posted by kn1ght  in Enable Stage Music During Specific Character Intros (Started by kn1ght October 22, 2017, 06:08:06 AM
 Board: M.U.G.E.N Development Help

Thank you guys! For the specific character it wasn't in her intro states, which was throwing me off. I found it in State -2.