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Mrnoobisnotonfire

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Posts posted by Mrnoobisnotonfire

  1. On 4/30/2025 at 7:18 AM, malcolm said:

    i guess you could make a indicator if a character is cheap and other stuff

    Good idea.

  2. 2 hours ago, malcolm said:

    have the files be in a rar file instead of disorganized

    Um what was that about? Hope you not referring to above post.

  3. On 4/13/2024 at 11:16 AM, TDYXY said:

    I'm sorry, but if removing pinkamena is necessary for the development of the game, then I have no other choice, lol.

    I don't remember where I downloaded the char version, but I guess it doesn't matter anymore

    IDK if this count, but here, https://www.andersonkenya1.net/files/file/448-pinkamena/
    Above file referred to this post:

     

    On 4/12/2024 at 12:40 PM, Mrnoobisnotonfire said:

    Huh? Okay then.

     

    So i assume that you don't have Pinkamena's smhungary89 version. right?
    (P.S: That very char also I wanted to download it but can't cuz the original link wont work. :(( )

    Anyway, how's the progress of this project?

  4. I wanna add some pretty cool png on successful counter hit like this one.
    Heres the code if you wanna know why I cant do it:
     

    ;Success cat counter
    
    [Statedef 429]
    
    type = S
    
    MoveType = A
    
    Physics = S
    
    anim = 424
    
    
    
    [State 429, Helper]
    
    type = Helper
    
    trigger1 = time = 0
    
    name = "Deffo no Item Assylum reference."
    
    stateno = 425
    
    pos = 0,gameheight
    
    ID = 5
    
    postype = Left
    
    ownpal = 1
    
    size.xscale = gamewidth/490
    
    size.yscale = gameheight/615
    
    ignorehitpause = 1
    
    
    
    [State 424, NotHitBy]
    
    type = NotHitBy
    
    trigger1 = prevstateno = 199
    
    value = SCA;,AA,AP,AT
    
    
    
    [State 424, ScreenBound]
    
    type = ScreenBound
    
    trigger1 = time < 99
    
    value = 1
    
    
    
    [State 424, Explod]
    
    type = Null ;Explod (wanna replace this with the new one)
    
    trigger1 = !time
    
    anim = 2018 ; Original cat.png (build in ''disappear after 15 ticks'')
    
    postype = Left
    
    facing = 1
    
    vfacing = 1
    
    bindtime = 40
    
    removetime = -2
    
    supermovetime = 9999
    
    pausemovetime = 9999
    
    scale = gamewidth/490,gameheight/615
    
    sprpriority = 5
    
    ontop = 1
    
    shadow = 0,0,0
    
    ownpal = 1
    
    removeongethit = 0
    
    
    
    [State 424, HitDef]
    
    type = HitDef ;Le counter
    
    trigger1 = !time
    
    attr = ,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
    
    hitflag = MAF ;HLAFD+-
    
    Getpower = 0,0
    
    guardflag = MA ;HLA
    
    animtype = Up ;Light, Medium, Hard, Back, Up, DiagUp
    
    air.animtype = Hard
    
    priority = 20, Hit
    
    damage = 125,0
    
    pausetime = 0,0
    
    sparkno = -1
    
    guard.sparkno = -1
    
    sparkxy = 0,0
    
    hitsound = S1,0
    
    guardsound = S2,0
    
    ground.type = Low ;Low, Trip, None
    
    ground.slidetime = 0
    
    air.hittime = 69
    
    fall.recover = 0
    
    ground.velocity = -99,-5
    
    air.velocity = -99,-5
    
    p1sprpriority = 0
    
    p2sprpriority = 1
    
    fall = 1
    
    
    
    [State 424, CtrlSet]
    
    type = CtrlSet
    
    trigger1 = time > 10
    
    value = 1
    
    
    
    [State 424, 5]
    
    type = ChangeState
    
    trigger1 = time = 20 ;25
    
    value = 0
    
    
    
    ;THE MAXWELL COUNTER.png (Cat.png will appear here)
    
    [Statedef 425]
    
    type = U
    
    ctrl = 0
    
    anim = 2021
    
    
    
    [State 102,00]
    
    type = AssertSpecial
    
    trigger1 = 1
    
    flag = noshadow
    
    
    
    [State 102,00]
    
    type = Trans ; IDK make it disappear 15 ticks later 
    
    trigger1 = 1
    
    Trans = AddAlpha
    
    Alpha = 256-Floor(Time*15.6),256
    
    
    
    [State 102, 7]
    
    type = SprPriority
    
    trigger1 = 1
    
    value = 3
    
    ;Code not done yet. Need further observation.



    Any way to make it appear on the corner?

  5. Kay. Found some issue.

     

    I can't play as Pinkamena.

     

    Here's the code for that error:

     

    Error detected.

    Can't load pinkamena.sff
    Error loading chars/pinkamena/pinkamena.def
    Error loading p2

    Clipboard tail:
      Loading BG...OK
    Stage loaded OK
    Setting game resolution 1280x960...OK
      Allocating helpers...OK
    Match RNG seed: 2093159095
    Reset persist vars team 1
    Player Mr Nub 1.0 cache count increased: 1
    Player HEIHACHI purged from cache: 99
    Freeing player RC HEIHACHI...CMD...CNS...SFF...AIR...SND...Misc...OK
    Loading character chars/pinkamena/pinkamena.def...
      Loading info...Info: Pinkamena loading in pre-1.0 compatible mode
    OK
      Loading cmd command set pinkamena.cmd...OK
      Loading cns pinkamena.cns...OK
      Loading cns pinkamena_st1.cns...OK
      Loading cns pinkamena_-2.cns...OK
      Loading cns pinkamena_-3.cns...OK
      Loading cmd state entry pinkamena.cmd...OK
      Loading common states common1.cns...OK
      Loading sff pinkamena.sff...Character pinkamena.def failed to load
     

    Idk. Maybe has something to do with that sprite. Any fix?

  6. Yeah so...

    I just codin' stuff and as I was testing him,

    no sound

     

    The code in question:

    ; Sliding kick

    [Statedef 240]

    type = S

    movetype = A

    physics = S

    ctrl = 0

    anim = 240

    sprpriority = 2

     

    [State 240, 2] ;Add velosity so look smooth (much better then posadd!)

    type = VelAdd

    trigger1 = animelem = 2

    x = 10

     

    [State 240, PlaySnd]

    type = PlaySnd

    trigger1 = animelem = 2

    value = S0,20

    volumescale = 999

     

    [State 240, Explod]

    type = Explod

    trigger1 = animelem = 2

    anim = F120

    pos = 0,0

    postype = P1 ;P2, Front, Back, Left, Right

    supermovetime = 0

    pausemovetime = 0

    scale = 1,1

    sprpriority = 3

    shadow = 0,0,0

     

    [State 0, VelAdd]

    type = VelAdd

    trigger1 = animelem = 1

    x = -2

     

    [State 240, NotHitBy]

    type = NotHitBy

    trigger1 = animelem = 2

    value = SCA,AA,AP

    time = 13

     

    [State 240, NotHitBy]

    type = NotHitBy

    trigger1 = var(59)>0 && animelem = 1

    value = SCA,AA,AP

    time = 10

     

    [State 240]

    Type = AfterImage

    Trigger1 = time = 0

    Trans = Add

    Time = 20

    Length = 10

    PalBright = 0,0,0

    palcontrast = 44,44,44

    PalAdd = 0,0,25

    PalMul = .5,.5,.5

     

    [State 240, 4]

    type = HitDef

    trigger1 = animelem = 2

    attr = S, NA

    animtype = Hard

    damage= 63,20

    getpower = 73,30

    guardflag = MA

    hitflag = MAF

    pausetime = 5,5

    guard.pausetime = 5,3

    priority = 10, Hit

    sparkno = s2001

    sparkxy = 3,-17

    hitsound = 5,3

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -6

    air.velocity = -7,-4

    air.fall = 1

    fall = 1

     

    [State 240, 4]

    type = HitDef

    trigger1 = PalNo = 5 && animelem = 2

    attr = S, NA

    animtype = Hard

    damage= 63,20

    getpower = 73,30

    guardflag = MA

    hitflag = MAF

    pausetime = 5,5

    guard.pausetime = 5,3

    priority = 10, Hit

    sparkno = 2

    sparkxy = 3,-17

    hitsound = 5,3

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -6

    air.velocity = -7,-4

    air.fall = 1

    fall = 1

     

    [State 240, 4]

    type = HitDef

    trigger1 = animelem = 3

    attr = S, NA

    animtype = Medium

    damage= 30,10

    getpower = 40,20

    guardflag = MA

    hitflag = MAF-

    pausetime = 3,3

    priority = 3, Hit

    sparkno = s2000

    sparkxy = 3,-18

    hitsound = 5,1

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -3

    air.velocity = -2,-1

    guard.velocity = 3

    ground.hittime = 6

     

    [State 240, 4]

    type = HitDef

    trigger1 = PalNo = 5 && animelem = 3

    attr = S, NA

    animtype = Medium

    damage= 30,10

    getpower = 40,20

    guardflag = MA

    hitflag = MAF-

    pausetime = 3,3

    priority = 3, Hit

    sparkno = 0

    sparkxy = 3,-18

    hitsound = 5,1

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -3

    air.velocity = -2,-1

    guard.velocity = 3

    ground.hittime = 6

     

    [State 240, 5]

    type = ChangeState

    trigger1 = animtime = 0

    value = 0

    ctrl = 1

     

    [State 200, 3]

    type = ChangeState ; tis can use for autocombo (below the changestate also can be use like that)

    triggerall = power >= 1000

    trigger1 = movehit = 1 && command = "z"

    value = 250

    ctrl = 0

     

    [State 200, 3]

    type = ChangeState

    trigger1 = movecontact && command = "x"

    value = 230

    ctrl = 0

     

    [State 200, 3]

    type = ChangeState

    trigger1 = command = "holddown"

    value = 11

    ctrl = 1

     

    [State 200, 3]

    type = ChangeState

    triggerall = animelem = 4

    trigger1 = command = "holdfwd"

    value = 100

    ctrl = 1

     

    The problem:

    https://imgur.com/02A7XSs

     

    And the sound itself in question:

    https://imgur.com/JTamCT8

     

    Anyone whose going to tell me what issue Im having RN?

     

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