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QrowSliver

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Posts posted by QrowSliver

  1. Hello, everyone, I'm once again having some problems after spending roughly 2 hours on this Life bar. But before I get into the situation at hand some of you may be wondering why I'm having a problem with this. It's mostly due to the fact that I'm not using Mugen, well not specifically Mugen that is. I'm using IKEMEN PLUS. Considering I had an idea I wanted to make happen, but Mugen wasn't that far into its development to make it happen ya'know. I'm currently porting the LEGACY Screenpack to IKEMEN since I have a special place in my heart for that Screenpack it was the first I ever came across when first working with Mugen. Enough of the rambling the issue I'm having is regarding the lifebar for Add004. So the issue specifically is regarding the fact that it won't show up, I look through about 3 different video tutorials to try and figure something out. Links below to those tutorials.  I have screenshots of the issue at hand, the first being of Hyde Kido with Kung Fu Man is the one giving the issue I described, while the screenshot below that one is what I'm trying to get it to look like. I am indeed using Notepad++, to make things a bit more bearable(Screenshot also provided of my man.lua and data_save.lua). Whatever help can be provided I'd be very grateful for. Hope you all had a good Christmas with your families, bye.

     

    Screenshots of the Life bar problem I'm having: https://imgur.com/a/vJUIk86

     

    Tutorials I looked through. :  

     

     

     

  2. I'm currently editing in a few moves for Chuchoryu's Evil Ryu, moves like Shakunetsu Hadouken, but I've kind run into a wall. This was my first time coding a projectile, but it's giving me an error in -2, I know I didn't change anything there so I'm not sure what the problem is. I'll provide a link to screenshots of the state Shakunetsu Hadouken is occupying which is 1040. So I'd really appreciate any help.

     

    LLink to Screenshots of error (Since I don't know how to post pictures  here) : https://imgur.com/a/UNNnkWk

  3. On 12/20/2018 at 5:52 PM, Nep Heart said:

     Not sure if I'm willing to actually take a look for myself, my suggestion is mostly based on experience with similar stuff like this as with my Akyuu that was released last month. I'm mostly busy with working on my own new character + updating three other characters in the time being, I apologize if I can't really help further beyond what I can do. In any case, you're already in the right track if you were able to locate the explods.

    So I looked through, both Es and Terumi's file, but couldn't find anything. 

  4. 8 hours ago, Nep Heart said:

     

     That's what I normally do with Japanese made MUGEN characters, which isn't too hard once you figure out the pattern. Checking for animation groups and seeing which explods call them is a start. Once you identify the explods, look at the variable that they all share and their value in correlation to each animation as I've suggested earlier. Once you get an idea what conditions trigger those damage number graphics, you can copy the method from there.

     

     May take a while since damage values in MUGEN are in the hundreds to thousands.

    I was also planning to add some other pretty cool features to someone like Ryu, equipping him with an Aur Dash, or in Evil Ryu's case Air Teleports like with Kage from SFV. I was also considering adding a fast fall feature,, Sparing blast from FighterZ, cancellable moves at the cost of 1 bar of meter, assists,  DHC's, tag team feature, and possibly some special finishers. I know it sounds very ambitious, but I really wanna make a fun roster. from games like BlazBlue, Street Fighter, Tekken, DBZ (Making like DBFZ moveset),, DMC, UNIB, Dengeki, etc.  And as for the damage display, I was wondering if by any chance you could take a look if I send you the link for the character by Susanoo, I would look at the moment but I'm on my way to my college class preparing for my Final today. If you have time to look at it if possible. 

     

    Terumi buy Susanoo-no-Mikotohttp://mugenguild.com/forum/topics/yuuki-terumi-mbac-style-full-release-06-01-2018-patch-3-12-01-18-182371.0.html

  5. 2 hours ago, Nep Heart said:

     

     In that case, I would just study the code that triggers the explod conditions for those numbers to come up then. They should be attached to a variable whose values will determine each assigned explod of those specific damage numbers .

    Well, that's the problem most of the //comments are in Japanese, the only thing I can think of looks at the animation group and index it's suing from the animation tab At least that way I can try to fiddle with it on a different character and try to break it down that way. That sound good? (If possible you think you can find out if anyone can translate the state's files.)

  6. 4 hours ago, Nep Heart said:

     It's actually a lot of work, but if you have at least moderate experience in coding, it shouldn't be too overly difficult, if albeit tedious otherwise. You need to set a variable where each value is equivalent to explods based on separate group of animations represented by specific values. An example is that if an var = 100, have it summon an explod with a "100" graphic" to represent 100 damage or if var = 500, have it be represented by a "500" graphic to display 500 damage. You'll definitely be needing a lot of sprites to do this.

     

      If you're new to coding, I'd suggest you keep practicing those two things until you're good enough to tackle that challenge since it's pretty hard for a beginner to take on.

    Well, I borrowed the sprites Susanoo had in his ES character.

  7. Hello everyone, I'm still pretty new to Mugen but I think I'm getting better. But what I really wanted to do for my next character was inspired by Susanoo-no-Mikoto's Yukki Terumi. What I'm talking about specifically is displaying the damage you do with each normal, special, and supers. To see what I mean I posted a picture of his Es doing damage. Click here to see: https://imgur.com/a/Pw0BvWa  

    And to top it all off I can't read JP very well yet. So if anyone can tell me how to go about adding a damage display to each hit of a character, I'd really appreciate it.

  8.      Hello again everyone, hope you're having a good evening. I'm making this post to ask about the coding steps taken for most characters. Since I'm still new to character creation in Mugen I was wondering if someone could give me some helpful tips when coding. And what to do for things such as basic attacks, specials, transformations. movements, etc. I tried testing what I already coded after looking up a tutorial. But I didn't get anywhere it wouldn't even load up, well it is coding it's more of trial and error kind of profession. Another question I have is that, how do people make multiple CNS files for the characters? (I'll provide a link to better explain what I mean.) One more question is regarding the states that I saw that were already in before I actually started coding. Should I get rid of it and start fresh or do I leave it there and add what is necessary for the character? To summarize my questions

     

    How would I go about fixing the error? How should I actually start the coding process?

    How do I get multiple CNS files, such as the one shown in the link?

    Regarding the already implemented states in the current CNS, should I get rid of them and start from scratch? (I am in fact using the template)

     

    Error Message I got when trying to test Naoto: https://imgur.com/a/dF0iILT

    CNS: https://imgur.com/a/nEjHM41

    States: https://imgur.com/a/J4pn5tn

     

    Thanks for taking a look having a good night.

  9. So I'm happy that my buddy Celest helped me out with Naoto, so shout out to Celest. Byt what I need help with now is some of the effects. I do have an idea of what to do, but I wanted to be absolutely sure that it was correct so can someone tell me what to do step by step. I really wanna make Naoto a character worth downloading, he deserves it since BBTCB did him dirty.  So to be more specific I'm trying to get rid of the backgrounds for the effects specifically the ones on the bottom. As for the Blood Drive Moves. These are only a few examples of what I mean, but if anything I think I might have to gt rid of the colored background. Which is what I' exactly trying to do, but I want to ask if I should photoshop it out or get rid of the background in FF3? Any type of response for this is helpful. I'll make sure to make Naoto a great character to play just like he was in BBCF. Thanks, and shout out to Celest again.

     


    Effects:https://imgur.com/1otJ4Oh

    https://imgur.com/JdIvgyH

    https://imgur.com/GaYSIUo

    https://imgur.com/AOMGldZ

    https://imgur.com/ACroLvJ

    https://imgur.com/pV8uFrJ

     

    Blood Drive Moves https://imgur.com/7XEfPjZ

    https://imgur.com/g9lWkg6

    https://imgur.com/Zjr6se3

    https://imgur.com/udWIcFR

    https://imgur.com/Wbt1wW8

    https://imgur.com/bIC58br

    https://imgur.com/VCWFQUG

     

     

     

  10. 33 minutes ago, ArcBeast said:

    can't wait to play your naoto in complete state. he's my secondary favorite character on blazblue series! 

     

    Thanks, but the coding is what's gonna set me back a little. Any advice, I looked up some and downloaded a coding doc with specifics, but seems more like extra features none the less. I need to figure out how to code the movements in and the commands, as well as the special effects I'm gonna add like his Overdrive, and a regeneration ability similar to Sparking BLast like in DBFZ.

     

    But at the moment I'm trying to get all the necessary sprites in, hit and hurt boxes, then it's coding, then checking it over, and finally pals. I have more characters in mind to work on after Naoto, next up is Under Night in Birth either Carmine, Gordeau, Nanase, and Waldstein are next. But I really kinda wanna work on Ruby Rose from BBCTB.

  11. 1 hour ago, ArtistofLegacy said:

    The sprites are fine as is. Again, that's how they are in-game. You don't have to do anything extra.

     

    Never got the chance to play BBCF, so I'll take your word on it. Kinda going off by Wiki page pictures, videos, and the sprites themselves honestly. Does your explanation also apply to the hitspakrs?

  12. 2 hours ago, ArtistofLegacy said:

    I don't see the problem. I'm pretty sure that's how they actually are in-game.

     

    Or are you just wanting to remove them for your own effects?

    I'm trying to figure out where the Blood weapons need to be on the grid for Naoto to hold them when that move is activated. Or is all that needed when I start coding? For example, take Websta's Hyde as a reference. Hyde use Black orbiter which is a projectile, what are the necessary steps to have it move forward after it's launched?

    Same goes for some of the hit sparks, what coordinates on the grid in FF3 are needed so that it aligns with Naoto's attacks?

  13. 6 hours ago, DarkSauce said:

    Yes, I believe you'll need to Photoshop the Blood Weapon sprites out.

    As for the actual implementation in FF3, in terms of the actual x and y-axis is it anything specific for the coordinates on the grid in FF3? 

     

    (I mean what x and y-axis' do I need to set for him to actually hold it.)

     

  14. I've noticed that my boy Naoto didn't get any love in Mugen or Blazblue Cross Tag Battle, so I took it upon myself to make the very first one for Mugen (Not sure if anyone actually already made him). So I'm currently organizing the sprites, had to start over after a 10-hour work session from 6 pm yesterday to 4 am. This'll also be my very first character I'll ever make for M.U.G.E.N so when I get far enough I'll ask for a few people to test it and such.
    To clarify I'm having trouble when it comes to inserting his Drives in FF3, both the blood weapons and some of Naoto's sprites are all in one individual picture each. And I'm not sure if I need to photoshop each weapon out each picture?  Be nice if someone could clarify, so I could get Naoto done, and then add some sweet bells and whistles. Thanks, bye.

    https://www.google.com/search?q=naoto+kurogane+sprite&source=lnms&tbm=isch&sa=X&ved=0ahUKEwju-PiP0crcAhXHxFkKHWWAAMAQ_AUICigB&biw=1694&bih=917#imgrc=GrnQ5gBWUgSZDM:

    https://www.google.com/url?sa=i&source=images&cd=&ved=2ahUKEwiljfPT0crcAhUxwFkKHcQIDioQjRx6BAgBEAU&url=http%3A%2F%2Fblazblue.wikia.com%2Fwiki%2FFile%3ANaoto_Kurogane_(Sprite%2C_jD).png&psig=AOvVaw2wGtlI32K-enXj-x-lacnY&ust=1533171106547174

    I have more pics of them, let me know if you want me to upload the others for more context of my predicament. Thanks again.
     
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  15. So I've been trying to shorten my empty character slots in Legacy for 1.1. What I primarily mean is I want the character slots to look like this. Check where it says small roster under the bigger roster. So to further explain,. I'm not particularly fond of the huge character slots in that SP, so I was hoping someone could help me shrink the roster size down to the amount shown in the link below?

     

    http://mugenguild.com/forum/topics/legacy-custom-by-noz-162135.0.html

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