Jump to content

Ryon

Administrator
  • Posts

    6,420
  • Joined

  • Last visited

Community Answers

  1. Ryon's post in Helper Spark issue was marked as the answer   
    Having helper sparks, spawn from a helper striker is a problem within mugen.
    I hate it myself.
    the best fix is to have the hitspark summon code within the helper, with the trigger1 = movehit = 1
  2. Ryon's post in in need of a simple code. was marked as the answer   
    I assume you mean to knock them into the air.
     
    in which case add fall = 1 to the hitdef, and set your ground.velocity = -1,-5
    change -5 and -1 to desired distance.
  3. Ryon's post in Adapting Character Sprites to another palette was marked as the answer   
    you can do it, but there is no need to do it.
     
    i assume you are using fighter factory ultimate / classic.
     
    do not use those as they are outdated, use Fighter Factory 3.
     
    and you literally just add the sprites and it will add it's own sprites and it will work fine.
     
    Here is an example of something I did.
     
  4. Ryon's post in Looking for similar sprite of this kick attack was marked as the answer   
    Only Fei Long would have that kick, because that's Fei Long's kick.
     
    There IS a KOF Fei Long floating around online. But I have no details other than that.
  5. Ryon's post in MUGEN lags when Akame SLASHES! :P was marked as the answer   
    maybe its coded like that? can you share?
  6. Ryon's post in Looking for soundpacks/voicepacks for my upcoming MUGEN character was marked as the answer   
    http://www.sounds-resource.com/
     
    All kinds of sounds from all over!
  7. Ryon's post in The best place in MFFA to post your MUGEN Battles was marked as the answer   
    Uhhhh is this a problem? I'm confused.
     
    buuuut for what its worth, mugen videos in Screenshots and Videos, other videos (music videos, or other strange videos) in the Video Gallery.
  8. Ryon's post in Error with 3ha's lenja (crash) was marked as the answer   
    from the looks of it, its a displaytoclipboard error.
     
    press CTRL + F, and search for displaytoclipboard
     
    find it, and delete the entire block of displaytoclipboard code.
     
    it's a useless code for a player,its only good for developers because it shows us information.
  9. Ryon's post in binding an animetion to char was marked as the answer   
    you can use a bindtotarget code or a posset code.
    [State 0, BindToTarget] type = BindToTarget trigger1 = !time time = 99 ID = -1 pos = 0,0,Mid or [State 0, PosSet] type = PosSet trigger1 = 1 x = target,pos x y = 0  
  10. Ryon's post in .exe problem was marked as the answer   
    Unfortunately There is no way to change it.
     
    It looks like they moleboxed the engine and intro so it's 1 giant thing.
     
    also dude this is a HORRIBLE screenpack, you have to wait like 10 seconds on EVERY screen before you can SEE.
     
    so the answer is NO. you can not change the intro, or remove it, or anything to it.
  11. Ryon's post in Take screenshots while using opengl was marked as the answer   
    F12 as he said, if your using a laptop its FN+F12
  12. Ryon's post in Sprite Sheet Unpacker programs was marked as the answer   
    There is no way to fix this as far as I know.
     
     you could do it manually 1 sprite at a time.
    if you don't want to do it the LONG HARD WAY. then there is no other way.
  13. Ryon's post in Need help was marked as the answer   
    PM me when you plan to do something.
  14. Ryon's post in MK to Street Fighter controls? was marked as the answer   
    You would have to recode several parts of them.
    .... actually wait.
    open your character's CNS, and look for a code that looks like this
    [State -3, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nostandguard flag2 = nocrouchguard flag3 = noairguard Remove that code and try it out.
    EDIT:
    Use CTRL+F, for assertspecial
  15. Ryon's post in A practical teleportation code ? was marked as the answer   
    Oh thats easy. SO i'll write it out in english with minor code, and you try to piece it together.
    ok so do your first state
    State 1 Invisible
    plays animation, make sure last frame of animation is -1 index (no sprite) with a -1 time, so you stay invisible "forever", also include 3 changestate, 1st changestate for command = "a" , 2nd changestate for command = "b", and a 3rd changestate for time, so even thought your invisible you can't stay that way forever and the 3rd one will send you to your not invisible state.
    State 2 Attack A
    use a posset code or a posadd code to position player 1 where you want them to attack, play your animation of course, and 1 changestate to send the player back to there stand.
    State 3 Attack B
    use a posset code or a posadd code to position player 1 where you want them to attack, play your animation of course, and 1 changestate to send the player back to there stand.
    pretty much the same as A except this only works if you press B , of course I'm using A and B commands for example.
    State 4 Exit
    Just play an aanimation or explod to smoke screen it, and make the player reappear and 1 changestate to send back to stand.
  16. Ryon's post in Lifebar colors was marked as the answer   
    more than likely its a font.
  17. Ryon's post in Human controlled character suddenly becomes AI Controlled was marked as the answer   
    Its not necessarily that he changed something.
    FOR YEARS, this has happened randomly, and its usually for characters with high level AI. they just break out and take over the character.
    The only cure for this is to figure out which AI trigger is taking over. which is impossible.
    Also judging from the names of the characters in that list. All of them are super Over powered and cheap, and those are the ones that would most likely break out and play for you.
  18. Ryon's post in Frieza Z2 by Balthazar was marked as the answer   
    Cybaster's office latest version is dated 2014.
    I do not know if that is the most up to date but you can check Balthazar's Website.
    http://network.mugenguild.com/balthazar/char_frieza.html
  19. Ryon's post in Question about lifebars. was marked as the answer   
    you need to literally redraw them and then recode them.
    there is NO shortcut to convert lifebars.
  20. Ryon's post in Power Bar Help was marked as the answer   
    why do your normally play on p2?
    set your controls so your p1?
    also it a coding error, unless you know how to find the code and edit it, there isnt much you can do.
  21. Ryon's post in Some Illuse with Bio Kung Fu Man. was marked as the answer   
    your movetype = I in your statdef
    that means idel.
    set movetype = A, in your statedef and it will hit.... ALOT.
  22. Ryon's post in Victory screen portriats is disrespectful was marked as the answer   
    Yes. Its partially hard coded.
    9000, 0 - Small Portrait
    9000, 1 - BigPortrait
    9000, 2 - Victory Portrait
     
    You can use almost ANY number for lifebars.
    Small portraits need to be 9000, 0
    Big Portraits need to be 9000, 1 (in most places)
  23. Ryon's post in SSBB Mario attack effects and items was marked as the answer   
    Can you use any other kind of fireball?
    coins you can find anywhere on the internet.
    same with pipes.
     
    and you can't rip effects from smash, its a 3D game and all you can get is textures.
     
    unless you get the effect rebuilt in 3D such as Blender or 3DMax, you would never get the same result.
  24. Ryon's post in Raising mugen character sounds was marked as the answer   
    yes the hard way.
     
    extract all sounds and then using audacity incrase the volume.
    save it, and re-add them to the SND file.
  25. Ryon's post in Minor palette trouble. was marked as the answer   
    if your doing this in fighter factory aftering adding your NEW sprites.
    if you remove the palette of the NEW sprites it will be forced to take the FIRST palette in FF3.
     
    this is good if your adding sprites from another character with a very similar palette, but it doesnt quiet add up.
     
    This is probably one of the most difficultiest things to explain. Each sprite has its own palette, or rather each group in this case.
    If that group does not match the pre-existing palette's palette, then it will add to FF3 as its own palette, even if 1 color is off by 1.
    which would make it nor display correctly in mugen.
     
    My method is to make both images look like the same palette. then copy paste from the new sprites into the old sprites image, to force/retain the palette.
×
×
  • Create New...