GohanSSM2

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GohanSSM2 last won the day on October 17 2013

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About GohanSSM2

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    Mugen Legend
  • Birthday 12/04/1964

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    http://www.gohanssm.com/mugen.html

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    Male
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    Cornholing, NY, USA, Planet Earth, Milky Way Galaxy, Universe, and beyond
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    Whatever...

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  1. I use a program called 'Alcohol" that emulates a CD ROM. I tried Windows 10 back with the "Edge doesn't load websites" era and I ended up reverting back to Windows 7. My current laptop will always be Win7 now. I also run a LOT of DOS stuff using DOSBox and in actuality, DOSBox skips a bit with sound and such in Win10 but not so much in Win7. Anywho, this is what's on my pooter at present http://www.theeaceman.com/pooter.html and my little note about Win10 and such is at the bottom of the page. Also note, at the time, Win10 actually changed my C and D drive around and to revert back to Win7 I had to literally redo my hard drive configuration using Acronis. Was not a good experience for me.
  2. I think the Guild has brought out the worst in a lot of people. Stuff happens. You move on and learn. In all honesty, I can only remember one time I regretted doing something and that was my flaming o_O VIB O_o on MUGEN Dev forum back around 2001. I misread something VIB wrote and I overreacted. So join the crowd Ricepigeon, it happens.
  3. Lol, check for "dookie" in english. Like used in this sentence, "If you don't work, you don't get dookie." lol
  4. 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
  5. 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.
  6. I think you'll really enjoy these http://mugenfreeforall.com/index.php?/topic/23886-engrish-stuff/
  7. 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/
  8. 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.
  9. Try this page for ideas http://www.gohanssm.com/projfight.html There's multiple ways to go about this stuff.
  10. 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.
  11. 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.
  12. 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.
  13. 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... [Command] 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.