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Tyler

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Everything posted by Tyler

  1. Can't load sounds For some reason a character i was working on awhile ago won't load the sounds in FF3, i get this error when trying to "run the current project in mugen" Error message: Could not open file: Tsuna.snd Error loading chars/ff3_0/ff3_0.def Error loading p1 Now "Tsuna.snd" does exist... and the character works 100% with sound perfectly when loaded through mugen itself. i can even manually open the sound file in FF3 and play them all, but it still gives that error when launching the character.
  2. i figured out what it was, needed to increase the time on it. thanks
  3. yes i edited the original command under -1 to use the ones above it. i have not changed anything else.
  4. because all i was doing was trying to add that single command in there...
  5. i know i was trying to create it for the transformations because i dont like the way its done by energy level.
  6. i liked your videos one thing, i think the auto sprite cutter (ASU) was updated some time after you made the videos, because it keeps the palette now when i use it. I don't think i could go back to hand cutting them.
  7. was trying to edit this one http://www.mediafire.com/download/c9u4ltct8798pkn/Goku.zip
  8. in those specific commands? No it doesn't.
  9. i tried [command] name = "test1" command = ~D,c time = 15 [command] name = "test2" command = ~D,D,c time = 15 but only the first one worked.
  10. How do i make a command with double tab and a button afterwards? Say pressing down 2 times then a, then another one pressing down 3 times and a. I tried D, D, a but nothing happened.
  11. thanks for the explanation
  12. ; Start [Statedef 230] type = S movetype = A physics = S ctrl = 0 anim = 230 poweradd = 0 [State 0, VelSet] type = VelSet trigger1 = time > 9 x = 0.3 y = 0 [State 230, 1] type = HitDef trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12 || AnimElem = 14 attr = S, NA damage = 5,2 getpower = 30, 15 givepower = 15, 7 guardflag = MA pausetime = 5,4 sparkno = -1 guard.sparkno = s7000 hitsound = S0,5 guardsound = S0,8 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-2 [State 0, ChangeState] type = ChangeState Triggerall = time > 20 trigger1 = command = "a" value = 231 ctrl = 1 [State 0, ChangeState] type = ChangeState trigger1 = Animtime = 0 value = 234 ctrl = 0 ;-------------------------------- ; Continue [Statedef 231] type = S movetype = A physics = S ctrl = 0 anim = 231 poweradd = 0 [State 0, VelSet] type = VelSet trigger1 = time >= 0 x = 0.3 y = 0 [State 231, 1] type = HitDef trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 attr = S, NA damage = 5,2 getpower = 30, 15 givepower = 15, 7 guardflag = MA pausetime = 5,4 sparkno = -1 guard.sparkno = s7000 hitsound = S0,5 guardsound = S0,8 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-2 [State 231, ChangeState] type = ChangeState triggerall = time > 14 trigger1 = command = "a" value = 231 ctrl = 1 [State 231, ChangeState] type = ChangeState ;trigger1 = Animtime = 0 trigger1 = time > 100 value = 234 ctrl = 0 ;-------------------------------- ; Finish [Statedef 234] type = S physics = N juggle = 0 poweradd = 0 ctrl = 1 anim = 234 sprpriority = 2 velset = 0,0 [State 234, 3] type = Changestate trigger1 = animtime = 0 value = 0 ctrl = 1
  13. eh variables... there's no other way? How would i do it?
  14. I tried [state 0, ChangeState] type = ChangeState trigger1 = time = 50 value = 234 ctrl = 0 but its not working because i have [state 0, ChangeState] type = ChangeState triggerall = time > 14 trigger1 = command = "a" value = 231 ctrl = 1 resetting the state at > 14 so it never gets high enough for that one to work. is there a better trigger to use?
  15. got it to work pretty much like i wanted a question though, how can i force the state to end after a certain amount of time? i tried time > but it looks like the time keeps resetting when i loop back into the state.
  16. I want to make an attack where you continuously press a button to keep attacking basically i want to keep the character in the same state as long as the player is continuing to press the A key (or whatever button) how would i do that?
  17. got it to work like i wanted. but how can i get the helper to move across the screen with my character? The separate Red CLSN moves with me but not the other.
  18. follow up question... how can i make the helper attack move the opponent when it hits like all other attacks? they just stand still and take the attacks until its over and then get knocked back and into the air
  19. oh i dont even know why i had that changestate there it didn't need it. but i removed that anyway... i changed it to timebased but nothing different happened, its still sticking around and by adding ignorehitpause=1 do you mean inside the DestroySelf or the helper because i already had it there. (and tried it in the DestroySelf nothing happened)
  20. well idk... i want to get the same effect as hitpause but make sure the helper works like i want it. right now i have it destroying itself at animtime = 0 and that works fine as long as you don't actually hit anything with the attack but when you do the helper sticks around after the move is already finished. maybe i did something wrong heres the code ;=============================================================================== ; Super Gatling ;=============================================================================== ;Super Gatling Start [Statedef 260] type = S physics = S velset = 0,0 ctrl = 0 anim = 260 poweradd = -1000 [State 0, SuperPause] type = SuperPause trigger1 = time = 0 time = 20 movetime = 20 anim = -1 sound = -1 pos = 32,-80 darken = 0 unhittable = 1 [State 0: EnvShake] type = EnvShake trigger1 = (AnimElem = 1, > 0) time = 20 freq = 120 ampl = -2 phase = 50 [State 0, Super Charge] type = Explod trigger1 = Time = 0 anim = 7400 ID = 7400 pos = 0,-25 sprpriority = 2 supermove = 1 removetime = -2 bindtime = -1 ownpal = 1 scale = .5,.5 removeongethit = 1 ontop = 1 supermovetime = 999 ignorehitpause = 1 [State 260, 3] type = ChangeState trigger1 = time = 50 value = 261 ctrl = 0 ;-------------------------------------------- ;Super Gatling Continue [Statedef 261] type = S movetype = A physics = S velset = 0,0 ctrl = 0 anim = 261 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 name = "Gatling Fists" ID = 510 stateno = 510 pos = 50,0 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 ignorehitpause = 1 [State 261, End] type = ChangeState trigger1 = time = 100 value = 263 ctrl = 0 ;-------------------------------------------- ;Super Gatling Fists [Statedef 510] type = S movetype = A physics = S velset = 0,0 ctrl = 0 anim = 510 sprpriority = 3 [State 240, 1] type = HitDef trigger1 = (AnimElem = 1, > 0) attr = A, SA hitflag = MAF guardflag = M animtype = Back air.animtype = Back priority = 5, Hit damage = 50,5 pausetime = 0,10 ;guard.pausetime = 5,8 sparkno = -1;S6111 guard.sparkno = s7000 sparkxy = -30,-50 hitsound = S3,20 guardsound = S0,8 ground.type = Trip air.type = Trip ground.slidetime = 30 guard.slidetime = 1 ground.hittime = 30 guard.hittime = 1 air.hittime = 30 yaccel = 0.45 ground.velocity = -7,-6 guard.velocity = -3 air.velocity = -8,-5 airguard.velocity = -5,-3.7 ;ground.cornerpush.veloff = -5 fall = 1 envshake.time = 20 envshake.freq = 180 envshake.ampl = -4 envshake.phase = 90 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 [State 510, End] type = ChangeState trigger1 = animtime = 0 value = 263 ctrl = 0 ;-------------------------------------------- ;Super Gatling End [Statedef 263] type = S physics = S velset = 0,0 ctrl = 0 anim = 263 [State 263, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
  21. well yeah but then theres no pause effect when hes hit. or is there another way to get that?
  22. How can i make a helper ignore the pausetime from its hitdef? right now it doesn't disappear on time when it hits p2 because of it
  23. Tyler

    Palette

    i was editing a character and trying to add some sprites to it
  24. Tyler

    Palette

    there a tutorial for that? looking at a few now and all the ones i see they've already got their palettes on the bottom rows
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