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Everything posted by Алексей
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Hmm, well another idea that comes to mind is splitting the CLSN and animation into two different entities. The Helper's animation would be your CLSN animation and the effect animation would be an Explod that's bound to the Helper (through bindtime). Give that Explod an ID and make sure to remove it when you need to, using RemoveExplod and passing the ID of your explod to the ID parameter.
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Thanks. Yeah, I was only kidding about that. Many people don't. I used a lot when my brother was still living with me. :)
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The bars are almost done. I did turns already. Now we just have simultaneous (does anyone even play this mode? XD) bars to do. Excuse the ports. They are currently scaled for 426 localcoord, whereas the bars are prepared for standard 320,640,1280 localcoords.
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Need help coding a moves list.
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
Yes, but that would be very specific. What if you're fighting a very active AI? You'd never be able to pause, lol. -
Aaaanyway I might try this :P :D
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[Preview] [Download] http://mugencoder.com/authors/details/286 [info] - 640x480 and 850x480 (by proxy 1280x720) Hey everyone, This is my latest stage that I came with from listening to a vgm playlist on youtube. I wasn't expecting to hear the song You Are Dead play and it was amazing. I did some research and found out that it came from the game Total Distortion. A week later and this was born. Enjoy!
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Need help coding a moves list.
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
Well, it's going to be character-specific, but you can detect stateno. So, if stateno>1000 for example, you can display that explod message or helper. -
You're destroying and changing state here. DestroySelf will take priority as it comes before the ChangeState, but the DestroySelf really should be in the last state unless the triggers are going to change to something more specific. For the DestroySelf though, you can set ignorehitpause=1 as I mentioned before and change the trigger to something time-based instead. That way, your trigger won't be relying on the animation, which will be paused during hits.
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You want your helper to ignore its hitpause, but still produce hitpause? Seems a little counter-intuitive, no? The only thing I can think of is maybe try ignorehitpause=1 on your DestroySelf.
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Need help coding a moves list.
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
My NZCR Demo does it. :P There's a problem though. You cannot pause during supers. The two pauses cancel each other out. Also some weird things can happen when you have a state that is allowed to be moving during Pause. Sadly, the only surefire method of pausing is with the Pause key on your keyboard. The screen itself is a helper, yes. -
Great, I will download her later, however, do we know what's been updated?
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I was stuck for a bit, but picked it up again and completed the Fight, Round, KO, etc. animations, the combo counter and win counter icons and the announcer voice. All that's left for the bars is to make Turns and Simul variants. After that, I'm probably going to make some custom fightfx for them too. :P
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Ernest the Evans
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The error message says that you're missing a trigger1. Every StateController must have at least 1 trigger1. You have only a triggerall there.
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We have lifebars... sorta: After lots of trying different things, I'm pretty happy with this for the lifebar design. I plan on having the bars be animated with some sort of pixel-like movement going on in each one. The round time cube will be shinning (please mind the crude glow to represent that). The background color is darker in this because I wanted the bars to stand out. With too many bright colors around, one's eyes tend to wander. At the same time, I wouldn't the background of the bars to distract you from the fight. The background is designed to cycle through colors like the background of the screenpack.
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Trini, allow me to explain. I looked into the log and denied your appeal because you weren't innocent after reading what I did. While NeoFireSonic instigated it, you still were causing a disruption. The reason for said disruption doesn't matter as the disruption still occurred. Other members were asking Kaiser to kick you and he had every right to do so. You were non-colloquially swearing and responded negatively to almost everything that was said. Behavior like that is not tolerated in the chat room. Your ban from there is permanent because it's the third time.
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I've already implemented it. :)
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Thanks man, I agree. How awesome would it be if those stats could have been real and accurate though? Oh, the possibilities.
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Thanks guys! I got some feedback on MFG and will be making some changes. Namely, the scanline is going away because it looks weird and doesn't really fit with the theme as well as the stat bars. I'm going to replace it with some more generic that doesn't really need to serve a functional purpose (which was the flaw with the stats), but still serves its design purpose. That is, three stars that are animated in. They'll fit the theme, so no worries there. Here's what I had in mind for that:
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I know Paintshop Pro and Photoshop export their palettes in reverse order. However, as long as the palette looks fine and isn't too messy, the order of colors really doesn't matter that much. Why do you require the colors be on the bottom row?
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Thanks man! As much as custom ports can look awesome, the extra work isn't worth it in my opinion. Standard ports and laziness ftw! :)
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Added a video preview to the first post.
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This is interesting. Back in college, I knew of this and wanted to create a Marth for mugen using this. The idea never came to fruition, but maybe this year is that year. Thanks for putting together this tutorial Hellzone.