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PlasmoidThunder

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  1. PlasmoidThunder's post in Does anyone know how to get these characters to work without getting an error? was marked as the answer   
    It's valid, but I doubt it's correct. 01 is the same as 1. 01 = p2life = 1 && movecontact will return either 0 or 1.
     
    In short, the value can only be interpreted as the following:
    1 = 0 && 0 (returns 0) 1 = 1 && 0 (returns 0) 1 = 0 && !0 (returns 0) 1 = 1 && !0 (returns 1)
  2. PlasmoidThunder's post in explod hitsparks not appearing on trade was marked as the answer   
    I believe so. Depends on whether movehit resets immediately when you get hit, or at the very least before -2 is processed on the following frame.
  3. PlasmoidThunder's post in The problem with Reiko Hikari was marked as the answer   
    As in, removed. Easiest, least destructive way of doing it is to change the two VarSets at the top of what you posted to type = Null like the one below it. This disables the anti-cheap stuff, though it'll still be there in case you want to re-enable it in the future.
  4. PlasmoidThunder's post in readme.txt Error was marked as the answer   
    https://en.wikipedia.org/wiki/Mojibake
     
    You need to open it in something that can decode it properly, like Notepad++.
  5. PlasmoidThunder's post in Var and Fvar was marked as the answer   
    Vars hold integers (whole numbers) and fvars hold floats (decimals).
  6. PlasmoidThunder's post in What happened to this website? was marked as the answer   
    It happens around the same time almost every year, and it's nothing more than lack of payment from the webmaster.
     
    Whoever said MFFA wouldn't return had no idea what they were talking about.
  7. PlasmoidThunder's post in Can I unhide my post for Infinite Legacy? was marked as the answer   
    I've unhidden it for you.
  8. PlasmoidThunder's post in I want to add Erron Black to my game but there is an error was marked as the answer   
    He's designed for Mortal Kombat Project, not regular MUGEN, thus requiring a number of files only present in that game.
  9. PlasmoidThunder's post in Who is the fifth character was marked as the answer   
    Reimu Hakurei.
  10. PlasmoidThunder's post in "Can't read file..." error for RicePigeon's Touhou: Incident Zero characters was marked as the answer   
    It's saying it can't find the file. The .def file expects there to be a Youmu_THIZ folder within the same directory, wherein the character files are stored.
     
    In your case, that would be:
    chars/Youmu_THIZ/Youmu_THIZ.def
    chars/Youmu_THIZ/Youmu_THIZ/Youmu_THIZ.cma
  11. PlasmoidThunder's post in "Can't read file..." error for RicePigeon's Touhou: Incident Zero characters was marked as the answer   
    The .def and the rest of the character files should not be in the same folder, no.
     
    Inside your chars folder, you have the Youmu_THIZ folder where the .def should be; inside that same folder, there should be another Youmu_THIZ folder, where the rest of the character files are.
  12. PlasmoidThunder's post in Reimu Hakurei (Pots Style) by Crystalized Sun was marked as the answer   
    https://crystalizedsun-cs.neocities.org/chars.html
  13. PlasmoidThunder's post in Black screen covers characters supers and makes some fx black, how do I fix it? was marked as the answer   
    What version of MUGEN are you using? If it's 1.1, check the properties of the .exe and find the File version parameter under the Details tab. There's a slightly older version of 1.1b that has trouble displaying transparent effects; the latest one should be 1.1.0.650.
  14. PlasmoidThunder's post in Inconsistent Portraits? was marked as the answer   
    It'll be the localcoord value in their .def, which scales all graphics, including portraits. You'd have to calculate how big the portrait needs to be in order to scale correctly.
  15. PlasmoidThunder's post in Should i use fighter factory classic or studio? was marked as the answer   
    Out of the two, Studio. I recommend 3 though.
  16. PlasmoidThunder's post in Should i use N64Mario's Mugen Template Character or other one? was marked as the answer   
    The simple answer is no, just use Kung Fu Man.
     
    The complicated answer is that there's not really any good template characters because they all have their own issues, even Kung Fu Man. I'd recommend MFG's updated Kung Fu Man, but it features a custom buffering system that uses Explods, which have a global instance limit and can thus be unreliable when characters who use a lot of Explods are present.
  17. PlasmoidThunder's post in Why do certain characters crash VSelect? was marked as the answer   
    Resave their sprite files.
  18. PlasmoidThunder's post in Making parry based off of high/medium/low instead of standing/crouching/aerial? was marked as the answer   
    There is no known way to read hitflags. You'd have to hardcode those specific instances in, which is impractical outside of a fullgame.
  19. PlasmoidThunder's post in Making parry based off of high/medium/low instead of standing/crouching/aerial? was marked as the answer   
    There is no known way to read hitflags. You'd have to hardcode those specific instances in, which is impractical outside of a fullgame.
  20. PlasmoidThunder's post in Randomized BGM on Stage Issues? was marked as the answer   
    All sounds are muted between rounds and it is not possible to play audio from a specific point unless you split the audio up, but that would be ridiculous.
     
    For the second issue, be aware that if you've modified the global 5900 state and no character overwrites it, both characters will play a sound effect; alternatively, if this is a character's state 5900 you've modified, a mirror match will produce the same result.
  21. PlasmoidThunder's post in The X position is in the middle but why not the Y position? was marked as the answer   
    0 on the Y axis is the floor.
    PosAdd adds to the current position by the amount(s) specified. A PosAdd with 0 for both its X and Y parameters does nothing.
     
    Why not simply make the effect an Explod? Explods are positioned relative to the screen, so you can set the Y pos value to gameheight*0.5 and give it a postype of back.
  22. PlasmoidThunder's post in im having trouble putting characters into mugen was marked as the answer   
    Four ways:
    Rename the .def file to match the folder name. Rename the folder to match the .def filename. Add the character to the select.def in full. Normally you'd simply write their folder or .def filename because they'd be the same and MUGEN would know what to look for, but you can also write out the folder name followed by the .def filename (with extension); for example, if you had a character where their folder and .def filename were both kfm, you'd write kfm in the select.def, but if you had one where the folder name was kung_fu_man and the .def filename was kfm, you would write kung_fu_man/kfm.def in the select.def. Use VSelect, which does method 3 for you.
  23. PlasmoidThunder's post in How can i make the opponent disappear when it get defeated by the wario apparition? was marked as the answer   
    Did you try seeing how that character does it?
     
    One method I know that works is that assuming the move KO's the opponent, they are SelfStated into their liedead state and moved far off-screen via PosSet.
  24. PlasmoidThunder's post in Is it possible to have multiple Arcade Mode setups? was marked as the answer   
    Not by default, no.
     
    It's technically possible since you're making a fullgame, but it would require you to code most of it into the characters themselves.
  25. PlasmoidThunder's post in Is it at all possible to make a character attack a KO'd one? was marked as the answer   
    Yup.
    http://mugenguild.com/forum/topics/control-p2-throughout-your-characters-win-pose-160621.0.html
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