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About GohanSSM2

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    Mugen Legend
  • Birthday 12/04/1964

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  • Website URL http://www.gohanssm.com/mugen.html

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  • Gender Male
  • Location Cornholing, NY, USA, Planet Earth, Milky Way Galaxy, Universe, and beyond
  • Interests Whatever...

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GohanSSM2's Activity

  1. GohanSSM2 added a post in a topic Stupid title translations!   

    Lol, check for "dookie" in english.  Like used in this sentence, "If you don't work, you don't get dookie." lol
  2. GohanSSM2 added an answer to a question King of fighters WOJ beginners help?   

    There is a file in the data folder of MUGEN called select.der  You will need to edit that file to add in the character.  I have a VERY OLD FAQ page on that process on my faq page here http://www.gohanssm.com/faq.html
  3. GohanSSM2 added a post in a topic noob question   

    Using AILevel > 0 and Lifeset states it can be done in MUGEN 1.0 and later.  The player is AILevel = 0 and the AI is from AILevel 1 to 8.  The life is set at the top of the cns file in the character and I have seen it set to 10000 before,  You could set the life = 10000 in the cns and then add a -2 state at the bottom of the cns that goes something like this...
    [State -2,player]
    type = LifeSet
    trigger1 = time = 0
    trigger1 = 189 < stateno > 199  ;intro states
    trigger1 = AILevel = 0  ;player is AI zero
    value = 1000
    This would start the AI out at 10000 and if playing as the character would drop the character down to 1000 life
    Could also use LifeAdd instead of LifeSet in the above example.  Look in the sctrls html doc in MUGEN's DOCS folder.  If using a LifeAdd type then use value = -9000 would do the same thing almost unless you had multiple intro states.
  4. GohanSSM2 added a post in a topic Working on updating to v1.1 beta 1   

    Cool thanks.
    gonna redo the docs and change Punch 2 + Kick 2 to Light Punch + Light Kick
    His air punch is actually a kick and the original didn't have an air punch, gonna work on that
    Both Light Kick + Light Punch have no velocities on them for the 'rapid combo' stuff. Gonna make sure of that.
    The rapid combo system takes a bit to get used to. You need a lot of power on the bar. The timing is within 5 game ticks. Definitely takes a bit of practice in Training Mode to get the timing down.  Have got it to over 100 before but takes practice.
    That's right on the 'free floating' version where going up Buu has a graphic hitch in him. Gonna change the anims in the 50's to the ones in the 3's which should get rid of the hitch there (oops).
    Probably a few others but thanks for the input Big Green. Still working on a lot of stuff but getting there. Got to Cell Genesis done, so 11 out of 30+ kinda done.
  5. GohanSSM2 added a post in a topic Working on updating to v1.1 beta 1   

    Thanks Big Green, working on it now...OK should be fixed now.  Hosting24 doesn't allow direct linking to rar files apparently. Sorry bout that peeps.
  6. GohanSSM2 added a topic in [ WORK IN PROGRESS ]   

    Working on updating to v1.1 beta 1
    Yup, looking to update all characters (30+) to the latest MUGEN 1.1 beta1. 8 updated so far.  Still making decisions about stuff yet but do have a kind of demo for now with Majin Buu from Super Butouden 3.  The original Super Butouden 3 and Hyper Dimension games had a 'free floating' flying system while the other games have been 'bi-level.
    Anyway, this guy...

    In two versions, the first version is the bi-level fly version
    The second version is the new 'free floating' fly version like in Super Butouden 3
    The bi-level works as before.
    The free floating version all you have to do is be in the air and use the 'z' key to start flying/floating.
    I am thinking about doing the free floating versions with all characters but still not sure yet.
    Works with MUGEN v1.0 and later but has been tested on v1.1 beta1 and works as well.
    Any feedback appreciated and yeah, Majin Buu from sb3 is a bit basic play wise. And uses the SNES sprites so a little small.
    Also, with MUGEN 1.0 and above, there is no longer a need for me to do the 'normal' and 'ai' defs anymore. These are for player vs. player but also have a form of AI for to play against and watch mode and such.
    • 4 replies
  7. GohanSSM2 added a post in a topic Stupid title translations!   

    I think you'll really enjoy these http://mugenfreeforall.com/index.php?/topic/23886-engrish-stuff/
  8. GohanSSM2 added a post in a topic Fresh noob needs help   

    To start the game look in the folder of the game for a file called mugen.exe and click on that.  MUGEN started as a DOS type application but is now Windows based.  Some of the 'old' games won't start in an OS newer than Windows XP.  The newer MUGEN version is a Windows version.  Also, for a short while MUGEN had a LINUX version too.  If you can, look for a readme inside a complete game.  There are a bunch of different complete games linked to on this site under the 'Characters = Collections' section on this site located here... http://mugenfreeforall.com/index.php?/forum/13-collections/
  9. GohanSSM2 added an answer to a question 1.1 character troubles   

    The right board to post at, but we need more info on what is going on as far as 'working/not working' means to you.  As far as most of us here, not working usually means MUGEN bombs out with an error message saying what went wrong.  Not sure if you are having a crash problem (not working and crashing the game) or just a 'peculiarity' type problem where something just doesn't feel right or seem right to you.  Crash problems are usually the result of either typos or compatability issues or such in the coding.  Peculiarities could be anything but usually means a missed state or unfinished/inaccurate coding or such.
  10. GohanSSM2 added an answer to a question Button Mashing Clashing   

    Try this page for ideas http://www.gohanssm.com/projfight.html  There's multiple ways to go about this stuff.
  11. GohanSSM2 added an answer to a question Vegeta Z2 Problems   

    The guage value is either a separate variable or using the power bar.  For a separate value it would be stored in a variable (var in the cns) and for the power bar it would be the powerset or just plain power = values.  You could just work around that by adding in coding to set the var or power value (depending how done) to the maximum thus bypassing the need for the extra bar.  Sorry, I'm pretty sure I have Vegeta Z2 somewhere backed up but I don't use him or Goku Z2 or Satan Z2 either.
  12. GohanSSM2 added an answer to a question mugen lifebars in the corner   

    Yea, your screenpack/motif uses a screen resolution higher than your lifebars.  Aka if your motif (intro screen, select screen, vs screen, etc) is set for 640 x 480 resolution and your lifebars (in the fight.def file) are for a 320 x 240 resolution this will happen.  You can ALMOST correct this by using MUGEN's scaling feature except that MUGEN's scaling does not scale fonts (aka the numbers and letters).  You would need a new set of fonts for a higher resolution plus scaling OR better yet, try to find a different screenpack compatible with your motifs resolution.  Hope you figure out what I'm trying to say here.  But you can rescale the pictures and adjust the positions by doubling the values and using a scale = 2,2 but unfortunately MUGEN does not have the built in ability to scale fonts.
  13. GohanSSM2 added an answer to a question Clones spawn from reflector   

    Yikes a mess here. Anyway a bunch of explods and helpers being spawned and then changing states without the destroyself and removeExplod states being carried over to the states being changed to.  Will probably have to copy several of the removeExplods and Destryselfs to multiple states as the explods and helpers are in multiple states. I see movecontact in the destroyself state but didn't notice a parent/root movecontact if the spawner of the helper is hit. May need to resort to a -2 state with this as the helpers and explods span multiple states.
  14. GohanSSM2 added an answer to a question How do I end a state on button release?   

    In the cns file as Whiplash is saying.  To add to Whiplash's post...
    type = Changestate
    trigger1 = Command != "hold x"
    value = y
    Would be something like...
    [State 2220, xyzpdq]
    type = Changestate
    trigger1 = Command != "hold x"
    value = 0
    ctrl = 1
    The last ctrl = 1 is important as it returns control to the player and allows you to do commands again from the cmd file. Note, state 0 is the default 'standing' state.
    Forgot, at the top of the cmd file is the keypresses.  Look up the move in that part like so...
    name = "JLK"
    command = ~B, DB, D, b
    So for the B,DB,D,b move look for a changestate in the cmd like this later...
    ;Jumping Lower Kick
    [State -1]
    type = ChangeState
    value = 2220
    triggerall = command = "JLK"
    triggerall = statetype != A
    triggerall = ctrl
    trigger1 = power >= 1000 && AILevel > 0
    trigger2 = AILevel = 0
    Which then leads you to state 2220 in the cns file which would start out with [Statedef 2220] Note again, if it is an 'air' attack or such you would want to return to state 52 or else your character will be froze in the air. If Statetype is A then use value = 52. If statetype is S or C then use value = 0.
  15. GohanSSM2 added an answer to a question Mr. Infinite Gouken download   

    Infinite Gouken could be possibly downgraded to WinMUGEN, or you could just load all your other stuff into the newer MUGEN 1.0 or MUGEN 1.1 beta releases.  To downgrade you would need to semi-colon out the 'winquote' states (180) and probably a bunch more stuff.  Would probably be easier to just get the latest MUGEN and import your stuff into that.  MUGEN 1.0 and 1.1 have more features and are more compatible with more stuff than WinMUGEN was.  WinMUGEN was actually a hack of the old DOS MUGEN and was never an official release from Elecbyte anyway.  But Infinite Gouken is a MUGEN 1,0 and later release and not for WinMUGEN.