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Obscure crap EVERY mugen newb needs to know.

Started by zigg4d, December 20, 2008, 04:38:26 AM

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Hadoabuser

This is very enlightening information, I'm definitely going to post links to it when I need a reference or to inform new creators. :sugoi:
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

zach033094

Thank you, this is quite helpful.

When I actually start getting to work on a true character i'll follow these guidelines.

rednavi -RETIRED

something I noticed (and hated) while making my tag team coding:

you must get control of your character during roundstate = 3 for atleast 1 tick to be able to go to your winpose (assuming that you get the control when the enemy is officially "dead" and you are in the correct moment to go to your winpose). a similar behaviour happens in roundstate 1 to 2 where you always change state to stateno 0 at the very start of the round.

zigg4d

Added Fallen_Angel's tips & RedNavi's new tips, thanks guys!

EDIT: Fallen_angel, I wasn't so sure about the afterimage tip that cyanide corrected you on, (I don't know how to word it) so I left it out, sorry.

Mineko C. Lucky

This is extremely useful for a newb nike me. Thanks, guys! :sugoi:

You won't be Capcom or SNK, you'll be the next Doujin game master though. Glove on Fight for example.


I am but a living fossil these days.

zigg4d

#25
Quote from: Lucky Charat on March 25, 2009, 05:06:44 AM
This is extremely useful for a newb nike me. Thanks, guys! :sugoi:

You won't be Capcom or SNK, you'll be the next Doujin game master though. Glove on Fight for example.

LOL, nice!

also, I was playing with GIMP & a side creation, when I noticed the palette order was reversed, so I added that in there.

EDIT: I also added a thing on FF not liking audacity

rednavi -RETIRED

I noticed that mugen doesnt read the teammate correctly in the survival screen result WTF?

Im talking about helpers released when !numenemy, and the teammode triggers in the helper itself, not the character (so the character can read the teammode but NOT the helper, this is stupid damnit!)

zigg4d

Quote from: Rednavi on April 02, 2009, 02:35:50 AM
I noticed that mugen doesnt read the teammate correctly in the survival screen result WTF?

Im talking about helpers released when !numenemy, and the teammode triggers in the helper itself, not the character (so the character can read the teammode but NOT the helper, this is stupid damnit!)

??? whaaa?... um could you reword that please?

(oh, and I updated the list in regards to fighter factory & coding)

Hadoabuser

U can edit the code that shows up when u click a state controller in Fighter Factory but clicking the name then the red notepad icon.

Saved me a lot of time once I knew thats what that did  --;
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

zigg4d

Quote from: Hadoabuser on April 16, 2009, 08:14:11 AM
U can edit the code that shows up when u click a state controller in Fighter Factory but clicking the name then the red notepad icon.

Saved me a lot of time once I knew thats what that did  --;

I had something similar to this in there already, but I'll add it as a sub-reference anyway.

(and I updated the first post with hitspark support.)

Hadoabuser

I was referring to the one while editing the CNS,
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

zigg4d

#31
Quote from: Hadoabuser on April 16, 2009, 07:26:51 PM
I was referring to the one while editing the CNS,

o_O


:omg:

EDIT: Reupdated

rednavi -RETIRED

Quote from: zigg4d on April 08, 2009, 04:15:46 AM
Quote from: Rednavi on April 02, 2009, 02:35:50 AM
I noticed that mugen doesnt read the teammate correctly in the survival screen result WTF?

Im talking about helpers released when !numenemy, and the teammode triggers in the helper itself, not the character (so the character can read the teammode but NOT the helper, this is stupid damnit!)

??? whaaa?... um could you reword that please?

(oh, and I updated the list in regards to fighter factory & coding)

helpers can't check for the teammode in survival screen results, the character still can however, it's something obscure indeed.

Hadoabuser

Targetbind doesnt trigger on the first animation element that loops.

EX
Elem 1 Works
Elem 2 Works
Elem 3 Works
Elem 4 Works
LoopStart
Elem 5 Works
Elem 6 Works
Loop Happens
Elem 5 Does not work
Elem 6 Works
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

zigg4d

Quote from: Hadoabuser on May 22, 2009, 08:18:39 PM
Targetbind doesnt trigger on the first animation element that loops.

EX
Elem 1 Works
Elem 2 Works
Elem 3 Works
Elem 4 Works
LoopStart
Elem 5 Works
Elem 6 Works
Loop Happens
Elem 5 Does not work
Elem 6 Works

Added in.

Also updated with a few new tips.

Ashurex

Since Im new with creating content, this really helps. Thanks dude.

zigg4d

Quote from: Ashurex on June 03, 2009, 09:49:27 PM
Since Im new with creating content, this really helps. Thanks dude.
Glad to hear it  :)

Ashurex

So... will you create a tutorial on how to not make characters suck like Alexlexus's Gouken? ;D

Cyanide

#38
QuoteTargetbind doesnt trigger on the first animation element that loops.
You're using animelem aren't you? This is actually, iirc, a documented feature of animelem. You should be using animelemtime instead.

Quote- Dont use default CLSN on the air file because they sometimes dont come out in the whole animation in-game (so for example the CLSN 1 will be on the first frame of the animation but wont be in the next ones)
That's not how clsn default works.

Animation
clsn2default
sprite has all clsns
sprite has all clsns
sprite has all clsns
clsn1+clsn2
sprite ONLY has clsn's defined in this frame
sprite has all clsns

FF only displays them, it doesn't show whats actually true in mugen. This is a problem with fighter factory, not with mugen, or the clsndefault function. If you define a clsn1 for a frame and have clsn2default applied previously, that frame will still have the clsn2's on it. If you define a NEW clsn2default, then that one will apply for  the rest of the animation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Dr. H