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.


gonespaces is Offline
Contact gonespaces:

gonespaces

User

Messages by gonespaces

    

Re: My Mugen Edits/Canceled Projects and Resources

 September 16, 2024, 10:42:14 pm View in topic context
 Posted by gonespaces  in My Mugen Edits/Canceled Projects and Resources (Started by gonespaces September 16, 2024, 10:34:25 pm
 Board: Resource Releases

I am trying to share screenshots of the mugen but it won't let me for some reason
    

My Mugen Edits/Canceled Projects and Resources

 September 16, 2024, 10:34:25 pm View in topic context
 Posted by gonespaces  in My Mugen Edits/Canceled Projects and Resources (Started by gonespaces September 16, 2024, 10:34:25 pm
 Board: Resource Releases

Hello Mugen Community, I have been experimenting with Mugen for a few years now. I have had tonssss of fun with this engine. Pretty much all of my works are edits and they aren't much compared to a lot of what I see other people doing, but I put in quite some passion with the materials I had (although some edits are quite broken lol). I think it's about time I give it with everyone, since I don't believe I will be finishing them anytime soon. And besides, I think those who are more intelligent with Mugen will utilize these resources much better than I have.

Anyways, the materials I am leaving include but are not limited to:
 - 2 games I edited
 - various edits on characters I have done
 - a folder with a ton of chars (some of them super rare)
 - folder with audios and voicelines for special intros for certain characters

With that being said, all credits go to any Author's chars or games I used for these resources (I only made the edits, and not the games/ characters).

Anyways, here are the resources:

The King of Fighters Memorial LV2 Edited by gonespaces + mugen resources





download link: https://drive.google.com/file/d/1DK1gNex5Y0NpX3NybAHv9yE99zKG5cNr/view?usp=drive_link

In that video above I basically went over most of what is included in the game, but I think I forgot to mention I added completely different music for most of the stages to suit a sorta metal aesthetic. I didn't include the special outros with the characters because I got lazy but most of them are for Another Iori and K' as I mention in the vid.

Oh, and almost forgot to mention that the download comes with unused character voices for intros, along with the Chars folder with some pretty rare chars in there. All of this will be in the second folder called resources

Next game I edited is Sonic Battle Rematch but I didn't do as much. I only added some characters and quite a few stages with some music.




Download Link: https://drive.google.com/file/d/1LWE6JYpVx4GFeKgEaRPgO_0hBqTWEapH/view?usp=drive_link

Anyways, hope this stuff is useful to someone! Or if they just wanna play the games lol
    

Character Special Intro Not Working

 September 13, 2023, 12:42:29 am View in topic context
 Posted by gonespaces  in Character Special Intro Not Working (Started by gonespaces September 13, 2023, 12:42:29 am
 Board: M.U.G.E.N Development Help

I'm editing this character, and I want to test this special intro but it wont work at all. I was sure of myself I had everything:

[State 190,]
type = ChangeState
triggerall = enemy,name = "Orochi Ash_MA" | p4name = "Orochi Ash_MA"
trigger1 = Time = 0
value = 2013

[Statedef 2013]
type = S
ctrl = 0
anim = 2013
velset = 0,0

[State 2013 ]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
x = 180
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = 2
x = 170
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 3 || Animelem = 4 || Animelem = 5
x = -5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1000,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9000,0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 1101
ID = 1101
pos = 0,15
postype = p1
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5
facing = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S2013,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S2013,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S2013,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = S2013,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 72
value = S1,1

[state 2013]
type = changeState
trigger1 = animtime = 0
value = 0


And I must mention I did make sure the name of the enemy was the one in their .def and I do have the animation number correct, along with the animation fully done. Is there something I'm missing here??
    

Re: Why does round 1 intro play at the start of every round?

 August 30, 2023, 09:52:05 pm View in topic context
 Posted by gonespaces  in Why does round 1 intro play at the start of every round? (Started by gonespaces August 30, 2023, 08:59:59 pm
 Board: M.U.G.E.N Development Help

Dude a lot idk why I didn't figure that out sooner
    

Why does round 1 intro play at the start of every round?

 August 30, 2023, 08:59:59 pm View in topic context
 Posted by gonespaces  in Why does round 1 intro play at the start of every round? (Started by gonespaces August 30, 2023, 08:59:59 pm
 Board: M.U.G.E.N Development Help

I'm new to coding in Mugen. I'm editing this character and he works just fine, nothing in the debug. However, his intros for round 1 play consistently for every start of the round after. I tried looking everywhere but couldn't figure out why this was happening. And when I tried to remove the statedef 5900 I put at the top (as you will see below), it does sorta solve the issue but then his 2nd intro (statedef 202) stops working.

[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]
type = VarRandom
trigger1 = 1
v = 4
range = 1,2

[State 191,]
type = ChangeState
trigger1 = !time
trigger1 = var(4) = 1
value = 191

[State 202,]
type = ChangeState
trigger1 = !time
trigger1 = var(4) = 2
value = 202

;--------------------------------------------------------------------------

[State 190,]
type = VarRandom
trigger1 = time = 1
v = 23
range = 0,3

[State 190,Intro 2]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(23) = 0
value = 190

;;--------------------------------

[State 191, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ƒXƒe?ƒg•ύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------------------
[State 5900] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 202
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s4,0

[State 191, ƒXƒe?ƒg•ύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-------------------------------------------------------------------------------
[Statedef 202]
type = S
ctrl = 0
anim = 202
velset = 0,0

[State 202, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7,48

[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S18,21

[State 202, ƒXƒe?ƒg•ύX]
type = ChangeState
trigger1 = animtime = 0
value = 0

Sorry if it may seem a little all over the place I kinda almost don't know what I'm doing but can anyone help me here?