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NotAGoodName

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Everything posted by NotAGoodName

  1. Give him a negative y velocity, an x velocity, and set gravity (or an appropriate y accel). From Andore that I made [State 300, 1] type = VelSet trigger1 = Time = 0 y = -9 [State 300, 1] type = VelSet trigger1 = 1 x = (p2dist x) / 25 [State 300, gravity] type = gravity trigger1 = 1
  2. Awesome. Love all the screen shaking. Feels really powerful.
  3. IMT screenpack is 4:3 and your monitor is probably 16:9. Black bars on the side are a good thing. Means you're not getting 4:3 stretched to 16:9 which is hideous.
  4. Make sure you extracted all those lua, vert, and frag files. But still. Yes, the problem is that your video card sucks.
  5. First off. You shouldn't have to (nor should you) change the localcoord. It sounds like you've got the wrong life bars configured to work with your screenpack. They should match by default, but uhh...whatever. Make them match. bars and screenpack have to have matching localcoords. Second. For Mugen 1.0, the only resolution you should change is gamewidth and gameheight. They need to be a whole multiple of the screenpack's localcoord or it'll look like crap. So you can double a 640x480 screen to 1280x960 (NOT 1280x720) and enjoy more pixels. If you do that, you're driving 4x the pixels, so your computer needs to be able to handle that.
  6. Pretty much everything you need to do is... 1) get Fighter Factory 3 2) figure out what graphic in the screenpack's SFF is the grid for the character select 3) do some math to figure out how to make more blocks fit in the given grid 4) edit said graphic and save the SFF (make a backup,too) 5) apply brilliant math skills to editing the [select info] part of the screenpack's system.def Obviously, you need to account for things like the border around the character icons and so forth. If the grid is an animation or something cool like that, you might be in for some fun. VSelect is very helpful for modifying the character select screen if you're not currently using a hardware scaled resolution (1.1 only issue). If you're worried about the character icons getting too pixelated, just double (or triple) your gamewidth and gameheight settings. That may invoke some issues which are solvable with Mugen 1.1.
  7. Just find a screenpack that you think looks decent and learn how to modify it. It's not rocket science.
  8. open your mugen.cfg. Go down to [input] near the bottom. Set P1.Joystick.type = 0 and make sure you don't have any stuck keys on the keyboard.
  9. If something forces you into statedef 0, mugen doesn't defaultly have a means by which to make you fall down. I modified my common1.cns to have this and it not only seems to fix that, but also makes characters work on Mario Stage ; Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < Const(movement.stand.friction.threshold) trigger2 = Time = 4 x = 0 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 [State 0, 5] ;Are you floating? type = ChangeState triggerall = pos y < 0 trigger1 = time > 1 value = 50
  10. You need to modify your CFG file. Use another mugen 1.0 cfg for example. There's a bunch of differences to go over.
  11. Clark doesn't have hard motions. He doesn't even have one of those SNK style 360s (f,hcf+whatever). I guess hcbx2 and hcfx2 is kinda hard? Whatever. He's nothing like stereotypical grapplers. He's always had persuit moves and since KOF96 or 97 (?) he's even had running grapples with really long distance. Really, it has nothing to do with how he plays because, again, he's a monster on the tier lists. It's safe to assume that his boring design is to blame for his lack of popularity.
  12. 5. Shingo (KOF 97) 4. Kuroko (Samurai Shodown 2) 3. Gamda (Tech Romancer) 2. Rugal (KOF 94) 1. Ryo (Fatal Fury Special) Shout out to Fatal Fury 1 Geese who is the best character ever.
  13. Dan and Shingo are always easy picks but the real winner is Clark. Clark is usually one of the best characters in every KOF game and I've seen no indication that he's any kind of popular. He's well enough represented in Mugen, but I get the feeling that no one really likes him.
  14. I always wondered if there was a tool for this. Good find!
  15. You can do whatever the heck you want if you don't mind editing your entire roster. Tell the screenpack to use sprite 9000,3 (as shown above). Add a sprite to 9000,3. It should work fine.
  16. That is NOT what he looked like in Ikari Warriors. Not even box art. This new fangled Ralf is roided up ridiculousness. Same as new fangled Clark.
  17. Another one! Tested fine with Warachia that I found from this link. http://www.mediafire.com/download/5jk78y4ptqx8b04/Warachia_AA.7z And yes it's at worst from the same author. I used the code you posted to look in the CMD so I could figure out how to even do that move.
  18. Wolf! Wolf, I say! Seriously. What in the blue blazes are you doing that you're having such problems? Who is the opponent you're using and what mode? I tried this in 1v1 with control and 2v2 all CPU and it works fine. The AI is crap, but it has no such issue as descibed.
  19. I have no idea what people are doing that they have so much trouble with 1.1, but again. I loaded this up and tested it and had no such problem. Played just fine. Make sure you're using the latest version from Elecbyte. Mugen 1.1b1 (formerly known as patch1). Internal version number 1.1.0.650. The original 1.1b1 sucked.
  20. You're gonna need a completely free 2GB of RAM sitting around for something like this. So depending on how much crap you have running, 8GB is probably the minimum for system RAM. You might even need a video card with 1 or 2GB as well.
  21. I just tested a stage with zoom and it works fine. Yes, on my old ass Mugen 1.0 screenpack with localcoord 640x480. Make sure you didn't overwrite the Mugen cfg or something dumb. Sounds like you most certainly did.
  22. Mugen 1.0 screenpacks work on Mugen 1.1 just fine. I still use my own Mugen 1.0 screenpack and haven't modified it since upgrading.
  23. You freaking noobs. Good grief. Ok, so I'm guessing you hold start and get different mode, not just palette 8, right? So first off change the default palettes pal.defaults = 7,8,9,10,11,12 But now you need to change the palette keymap so that you don't have to push start. So at the bottom add this... (Modify if you prefer to use A instead of X.) [Palette Keymap] x = 7 y = 8 z = 9 a = 10 b = 11 c = 12 x2 = 7 ;Hold Start and press button X for palette 7, etc. y2 = 8 z2 = 9 a2 = 10 b2 = 11 c2 = 12
  24. You'd screw up every velocity and position for the ports? Math should be something like: 320 / cns = newcoord This math actually goes against how I thought this worked, but whatever. so 320 / 1.5 = 213 y value doesn't matter, you don't even have to bother. Just put something like localcoord = 213,lol
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