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Posts posted by Flowering Knight
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Little modification of the default 1.0 lifebars made to suit my tastes. Changed the colors, as well as crammed in a bunch of other sounds from other stuff. I dunno, grab it if you want.
[Download]
http://manliustaw.weebly.com/stupid-read-awesome-mugen-crap.html
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@TAW Obscure Gundam game that I'm not aware of? Unless it's not a gundam.. but some Mecha game that I'm not even aware of. :P
One thing's for sure, it's a mecha game, and it's kind of obscure.
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Not sure if this is as obscure as my other screenshots sans Gmod, but here ya go:
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So after watching a guide, it turns out that I needed to put spaces in between commas to make it work.
One could only dream that it did.
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I tried something like this and it kind of works without using any MUGEN variables and Helper state controller:
In your MUGEN character's [statedef -2], put this PlaySnd state controller:
[state -2, Combo Announcer]
type = PlaySnd
triggerall = EnemyNear, MoveType = H
triggerall = EnemyNear, Stateno != [120,155]
trigger1 = EnemyNear, GetHitVar(hittime) = 0 ; or use -1, please see explanation below
trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
trigger1 = EnemyNear, GetHitVar(hitCount) > 2
value = 8, EnemyNear, GetHitVar(hitCount)
volumescale = 100
ignorehitpause = 1
prerequisite:
- you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1))
- you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1))
- you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1))
- ..... and so on.....
explanation:
- type = PlaySnd
this is you know what it is for.........
- triggerall = EnemyNear, MoveType = H
VS single P2, only when P2 is in get-hit states
- triggerall = EnemyNear, Stateno != [120,155]
this makes sure the VS single P2 is not in blocking/guarding states
- trigger1 = EnemyNear, GetHitVar(hittime) = 0
this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the
PlaySnd state controller won't be called more than one (1) times in a row
* or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle
- trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less
than one (1), so, this is used only to backup the first trigger1
- trigger1 = EnemyNear, GetHitVar(hitCount) > 1
this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three
(3)-hit combo is the minimum)
- value = 8, EnemyNear, GetHitVar(hitCount)
this is the Group # and Sound # in your *.snd file, in my example:
- "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV
- "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV
- "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV
- ..... and so on.....
- volumescale = 100
just the volume of the Combo Announcer sound/voice.........default is 100 here
- ignorehitpause = 1
this is you know what it is for.........
Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work.
Also, it should be edited more for air-combo purpose, even though this way also works for air-combos...........
I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN. Yet, this is the simplest one I could come up with.
While I did have to modify it a little bit, and even though the explods and sounds play mid-combo, it certainly works for the most part.
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Most of those codes are done in the state-2 codes and just apply what Doom nukem said...ill send Reza's MVC terry to you so you can look at how he did his and roll from there.....Ill send the char in a bit
While that did help in adding things such as First Attack, Danger, etc., I'm mainly looking for some sort of (simple) guide to making the announcer say things like "Yes" and "Wonderful."
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Half-Life 2: Episode 2. At least, I think it's episode 2.
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I want to make an announcer very much like in MvC2. I've got the sounds, but I'm just not sure on where to start, although I do know that Helpers play a large role in the code.
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Put this in the select.def:
SoulNinjaJUAN/scorpionJUAN.def
This should allow you to play as Scorpion individually.
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There should be a collection for all of these KFM edits. lol
I second this.
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I've always wondered why boys preferred small toys while girls preferred the large ones. Seems kinda strange, really.
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You guys couldn't figure out that earlier image of mine? Yeah, you'll NEVER get this one, trust me.
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https://www.youtube.com/watch?v=8FpigqfcvlM
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Welcome to MFFA, enjoy your stay....
https://www.youtube.com/watch?v=ZCMC4J8wqOw
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Escape from Atlantis by Kurz
Black Death by Kurz
Been a long time since I've seen these stages, but unfortunately the links for them seem to be down.
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I remember playing that one Sonic the Hedgehog SNES game, if that counts. (I think it was a hacked version of that Speedy Gonzales game)
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[state 183,lol]
type=assertspecial
trigger1=animelem<(insertlastframenumberhere)
flag=roundnotover
Or you could use time<something as your trigger. Whatever works.
Tried it, doesn't seem to do anything.
EDIT: Used a helper with this state, ended up working.
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I'm creating a win pose for my character, but for some reason the match fades out before it even finishes.
Here's the code if it helps:
[statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
[state 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[state 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S300,10
[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 1
flag = nomusic
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I'm sure sweet or someone will get this one
It's on the n64 and is my favorite game of all time
Banjo-Kazooie.
Here's an easy one:
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I forgot the name of it, but it was Super Smash Bros before it had Nintendo characters.
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The link for it seems to be down. Anyone have it?
MyBars (Edit of 1.0 lifebars)
in [ EDITS & ADD-ONS ]
Posted
I used Paint.NET, as it's the easiest for me to use.
Also, when you mean gradient, you mean something like this?:
(before)
(after)