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hyxco

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Posts posted by hyxco

  1. Hello, I would like to know if someone can help me, possibly it is too easy.
    I have some animations that I want to add to a char after attacking, the situation is that I can't find a way to do it. The character is supposed to be on the ground and kicks the character forward 15 on the x-axis. The purpose is to make the character after hitting the opponent return to the initial position with an animation. But only do it when the blow is delivered, not at any time. I attach an image of the behavior, I hope someone can help me.

    https://media1.giphy.com/media/FjnTMMhoHTnz747LHx/giphy.gif?cid=790b7611d3966665f86d8686358721bf1d38ca39a8d284f4&rid=giphy.gif&ct=g

  2. Hola amigos, soy Isco o HYXCO. Llevo unos años haciendo este proyecto que Omegapyscho estaba trabajando.
    Este proyecto es independiente al de el, ya que no obtuve ningun sprite de él, si no que los trabajé descargando los videos de Youtube y unos amigos tenían otros sprites.
    Quiero mostrarles un poco por medio de capturas y videos de youtube lo que he estado haciendo.
    Aun soy nuevo en esto de los foros por lo que averiguaré como actualizarlo

     

    Hello friends, I am Isco or HYXCO. I have been doing this project that Omegapyscho was working on for a few years.
    This project is independent from his, since I didn't get any sprite from it, but I worked on it by downloading videos from Youtube and some friends have other sprites.
    I want to show you a little through screenshots and youtube videos what I've been doing.
    I'm still new to this forum so I'll find out how to update it

     

     

    Dyo7gnG.pngkwRSIN5.pngIPzazhS.pngj0G3UHu.pngFzr95O5.pngY6DV3SU.pngSWFuxkw.pnglHMefUX.jpg

  3. On 2/4/2022 at 7:26, Laharl said:

    se me olvidó preguntar ¿es esto una edición o un personaje completamente hecho desde cero? Necesito saber para saber dónde categorizarlo. Si es una edición, necesito saber de quién fue editada.

    No estoy seguro, tomé como punto de partida la edicion de mrgamer123, pero no el del reboot. Después edité casi todos los codigos y todos los sprites que utilizael personaje. 

    Ya sería a  tu criterio si seria edicion, todos los codigos del personaje principal fueron cambiados (menos los principales)

  4. Greetings, I am HYXCO, I am 20 years old, I live in Mexico and I am writing from the translator.
    A few years ago I started playing mugen, and it seemed like a totally great idea, and I also had the hope of one day starting to edit, this year I started learning on the fly, and the truth is that it is something totally different from what I thought However, I like the idea of making the characters do what I wanted them to do.
    I am working on the project that someone else left in oblivion or else that is rather disappeared.
    It's OMEGAPSYCHO's The Powerpuff Girls 15th Anniversary project. The first character I started with is blossom, there are still little details missing and I hope they help solve them.
    Thank you for reading.

    spacer.png

  5. Hello, I would like to know how I could add a time limit for when the character is in the air, and that when performing attacks the time does not restart, I already tried a lot of variants and state changes but either the time is restarted or it flies a few seconds and falls.

    An example could be like Iron Man from Marvel vs. Capcom, who have a limited time to fly and then fall to the ground.

    ;----------------------------------------------------------------------------------

    ; go to fly mode

    [statedef 1800] ;< Statedef, this is the process to go in fly from standing.

    type = A ;< Make sure you use A = Air as type

    movetype = A

    physics = N

    juggle = 0

    velset = 0,0

    ctrl = 0

    anim = 1800 ;< Enter the anim you want

    ;go up (whether you are in ground or air before you went to this state, you go up)

     

    [state 0, VelSet] ;< This is for make the character go up till the Anim ends

    type = VelSet

    trigger1 = 1

    x = 0

    y = -10

     

    [State 100, Spark Stars]

    type = Explod

    trigger1 = -1

    anim = 14901

    postype = p1

    pos = 0,-15

    scale = 0.4,0.4

    accel = 0, -0.3

    facing = -1

    vfacing = -1

    sprpriority = -1

    ontop = 1

    ownpal = 1

    bindtime = 1

    pausemovetime = 20

    supermovetime = 99999

    persistent = 5

    removetime = 13

    ignorehitpause = 1

     

    [State 1300, Super D]

    type = AfterImage

    trigger1 = Time = 0

    trans = add

    TimeGap = 1

    FrameGap = 1

    time = 15

    length = 10

    palbright = 161, 0, 252

    palcontrast = 161, 0, 252

    palpostbright = 140,45,140

    PalAdd = 1,1,1

    PalMul = .65,.65,.75

     

    [State 410, 2]

    type = PlaySnd

    trigger1 = AnimElem = 1

    value = 100,2

     

    [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying

    type = ChangeState

    trigger1 = animtime = 0

    value = 1806

    ctrl = 1

     

    ;---------------------------------------------------------------------------

    ;fly stance

    [statedef 1806] ;< This is fly stance

    type = A ;< Make sure you use A = Air as type

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1900 ;< here enter the number of anim which you want as Fly idle

    velset = 0,0

     

    [State -3, sense bar]

    type = Explod

    triggerall = animtime = 0

    trigger1 = numexplod(3309)=0

    anim = 3309

    id = 3309

    pos = 6,ifelse(var(14) = 0,214,202)+var(16)

    postype = left

    facing = 1;ifelse(TeamSide = 1, 1, -1)

    bindtime = -1

    removetime = -2

    sprpriority = 92

    ignorehitpause = 1

    ownpal = 1

    scale = 0.5,0.5

     

    [State 1500,fuwavar(1)]

    type = VarSet

    trigger1 = (command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown") && var(2) != 2

    trigger2 = (var(2) = 2) && Vel Y >= 1

    v = 2

    value = 1

     

    [State 1500,fuwavar(2)]

    type = VarSet

    triggerall = var(2) = 1

    trigger1 = Vel Y <= -1

    trigger2 = (P2BodyDist Y > 200)&&(Vel Y < 0)

    v = 2

    value = 2

     

    [State 1500,fuwaUp]

    type = VelAdd

    trigger1 = var(2) = 1

    y = -0.05

     

    [State 1500,fuwaDown]

    type = VelAdd

    trigger1 = var(2) = 2

    y = 0.05

     

    ;turn

    [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10

    type = Turn

    trigger1 = P2dist X < -10

     

    ; fly dash forward

    [state 0, ChangeState] ;< This is the command for fly dash forward.

    type = ChangeState

    trigger1 = command = "FF"

    value = 104

    ctrl = 1

     

    ;fly forward ;< This is the command for fly forward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdfwd"

    value = 1807

    ctrl = 1

     

    ;fly backward ;< This is the command for fly backward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdback"

    value = 1808

    ctrl = 1

     

    ;fly up ;< This is the command for fly up

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdup"

    value = 1809

    ctrl = 1

     

    ;fly down ;< This is the command for fly down

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holddown"

    value = 1810

    ctrl = 1

     

    [State 5000, Smart Bombs]

    type = Changestate

    trigger1 = command = "RaiolaserF"

    value = 1015

    ctrl = 1

     

    [State 5000, Caida Libre]

    type = Changestate

    trigger1 = (command = "y+z" && command != "holddown")

    value = 650

    ctrl = 1

     

    [State 5000, Smart Bombs]

    type = Changestate

    trigger1 = command = "Lightning"

    value = 730

    ctrl = 1

     

    [State 5000, Smart Bombs]

    type = Changestate

    trigger1 = command = "lightningball"

    value = 3250

    ctrl = 1

     

    [State 5000, Air Uni Beam]

    type = Changestate

    trigger1 = command = "megaice"

    value = 3950

    ctrl = 1

     

    [State 5000, Air Uni Beam]

    type = Changestate

    trigger1 = command = "qcf_z"

    value = 717

    ctrl = 1

     

    [State 5000, weak kick]

    type = Changestate

    trigger1= command = "a"

    value = 111903

    ctrl = 1

     

    [State 5000, medium kick]

    type = ChangeState

    value = 111904

    trigger1= command = "b"

     

    [State 5000, strong kick]

    type = ChangeState

    value = 111906

    trigger1= command = "c"

     

    [State 5000, weak punch]

    type = ChangeState

    value = 111901

    trigger1= command = "x"

     

    [State 5000, weak punch]

    type = ChangeState

    value = 219

    trigger1= command = "x"

     

    [State 5000, medium punch]

    type = ChangeState

    value = 111902

    trigger1 = command = "y"

     

    [State 5000, medium punch]

    type = ChangeState

    value = 214

    trigger1 = command = "y"

     

    [State 5000, strong punch]

    type = ChangeState

    value = 111905

    trigger1 = command = "z"

     

    ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Win = 1

    value = 50

    ctrl = 1

     

    ;go back to damage fall state ;< If you get hit then this will happen.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Life = 0

    trigger2 = roundstate = 3

    value = 1040

    ctrl = 1

     

    ;go back to fly land state

    [state 0, ChangeState] ;< This is to come down from Fly mode

    type = ChangeState

    trigger1 = pos y >= 0

    value = 1047

    ctrl = 1

     

    [State 0, RemoveExplod]

    type = RemoveExplod

    triggerall = stateno = 1806

    trigger1 = numexplod(133333) > 0

    id = 133333

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