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sesdef

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Everything posted by sesdef

  1. Seems pretty.. okay. I get this feeling, that it needs some fixing here and there though. Some of his moves seem glitchy. Add and that there's.. no SFX. I still prefer D4Kirby over most kirbies in MUGEN anyways, but this seems alright.
  2. Okay, I'm a huge dumbass. The problem I had was actually: ;ground.type = None Since it was set to None, of course the opponent wouldn't bother getting hit.. Well, with that said, I'm off to do more things.. and hopefully stop making pointless threads. ,_, Thanks for the help! god this laptop sucks
  3. I put it there, but it still didn't land a hit.. I'm not sure that this is the problem(is it?), I copy-pasted the hitdef of my air attacks (which do hit).. (and i've been watching your tutorial videos)
  4. Alright guys, (time for another absurd question) I've been having this problem while trying to make a projectile helper. The projectile helper's animation loops full of CLSN1 hitboxes (not a single CLSN1default hitbox due to testing purposes), and I made 1 Hitdef in the statedef of the helper just for the purpose of being able to land a SINGLE hit on the opponent. However, when I make the statedef(in which i make the helper), then make the helper in the statedef(as i mentioned right before, the one in which the helper is in), and point the helper to the projectile statedef, the projectile hits the opponent, spark appears, sound is heard, but the opponent completely ignroes it, and no HP is lost either- almost like the Hitdef is being ignored. I tried to use other characters' helpers as a reference (the way they make their projectiles), but I had no luck getting the Hitdef to land a hit. Can you guys help me? Code: ;--------------------------------------------------------------------------- ; Command C - Boomerang (Forward) [Statedef 205] type = S ;Standing movetype= A physics = S ;Standing juggle = 1 ctrl = 0 anim = 205 poweradd = 5 sprpriority = 2 [State 0, Helper] ;This helper is pointed to the next Statedef (under this one) type = Helper trigger1 = animelem = 4 ;Boomerang flies out at this frame of the animation name = "Boomerang" ID = 10500 stateno = 10500 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 1 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Boomerang [Statedef 10500] ;This is the projectile helper, the one the helper above is pointed; to type = A ;Marking all helpers as type air.. movetype = A ;Attack projectile. physics = N ;No physics. anim = 10500 sprpriority = 3 juggle = 10 ctrl = 0 ; ;-------------Invulnerability details: [State 0, NotHitBy] type = NotHitBy trigger1 = Time >= 0 value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT time = -1 ;This means the projectile won't be hit forever..? ;-------------Misc. [State 0, AssertSpecial] ;Shadow disappears when projectile goes under the floor type = AssertSpecial trigger1 = Pos Y >= 0 && vel Y >= 0 flag = noshadow ;flag = globalnoshadow ;-------------Attack details: [State 600, 2] type = HitDef ;Hitdef. For some reason, the opponent ignores it. trigger1 = time = 0 ; By doing trigger1 = time = 0, all I'm trying to do is land a s;ingle hit while the animation loops, full of CLSN1 hitboxes. ;I won't use a CLSN1default hitbox for now due to testing purposes. attr = A, NA damage = 4 guardflag = A priority = 3 pausetime = 30,30 sparkno = 0 sparkxy = -40,-232 hitsound = 5,0 guardsound = 6,0 ground.type = None ground.slidetime = 7 ground.hittime = 8 ground.velocity = -16 air.velocity = -5.2,-12 air.hittime = 14 ;[State 600, 2] ;Unused Hitdef. Not going to include this in for now only for testin;g purposes. If the above works, I'll try this one. ;type = HitDef ;trigger1 = time = 1 ;attr = A, NA ;damage = 6 ;guardflag = A ;priority = 3 ;pausetime = 30,30 ;sparkno = 0 ;sparkxy = -40,-232 ;hitsound = 5,0 ;guardsound = 6,0 ;ground.type = None ;ground.slidetime = 7 ;ground.hittime = 8 ;ground.velocity = -16 ;air.velocity = -5.2,-12 ;air.hittime = 14 ;-------------Boomerang Speed details [State 0, VelAdd] type = VelAdd trigger1 = time = [0,3] x = 10 [State 0, VelAdd] type = VelAdd trigger1 = time = [8,9] x = -1 [State 0, VelAdd] type = VelAdd trigger1 = time > 10 x = -3 ;Move the boomerang with Up and Down buttons [State 0, VelSet] type = VelSet trigger1 = command = "holdup" y = -12 [State 0, VelSet] type = VelSet trigger1 = command != "holddown" y = 0 [State 0, VelSet] type = VelSet trigger1 = command = "holddown" y = 12 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ;-------------die [State 0, DestroySelf] type = DestroySelf trigger1 = time > 300
  5. Oh, and I thought it moved him.. Well, okay, I see now, thanks.
  6. Alright you guys, thanks for everything. I figured it out. All I did was use a Helper. The helper was the running animation. Being a seperate statedef, I made a helper in the Intro statedef and pointed it towards the other one (running animation). I gave the helper a negative pos, then I went on to give the helper a velset (for running) and destroyself (once he stops running, he switches into his intro animation), and lastly made an empty frame of about 61 time in the Intro animation (in which the running animation takes place). And then, kirby was running in from the side of the screen. Once again, thank you guys. (Sorry for double-posting.)
  7. Alright, I'll give it a try; I do remember doing something similar, but it hadn't worked. Maybe I had done something wrong, but I'm gonna work on it. EDIT: As I noticed that PosSet would not do much, my eyes landed randomly on a command called Offset, and I did as follows: ;--------------------------------------------------------------------------- ; Intro 3 - Against himself [Statedef 193] type = S ctrl = 0 anim = 193 velset = 0,0 [State 0, Offset] type = Offset trigger1 = 1 x = -700 y = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 12 [State 0, VelSet] type = VelSet trigger1 = animelem = 25 x = 3 [State 0, VelSet] type = VelSet trigger1 = animelem = 35 x = 0 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, changestate] type = ChangeState trigger1 = animtime = 0 value = 0 With the Offset command, I can make kirby start from outside the screen, and run from outside of the screen IN the screen. However, this still poses some problems: First of all, kirby does not run into his standing position;For some reason, he appears behind the opponent, and then he returns back to his standing position in front of the opponent (Once the narrator says 'Round 1'). There were a few other problems, but I'm not sure how I can explain them. Can you guys help me on this one? Is it okay to use the Offset command? I'd appreciate your help.
  8. Oh, thanks for the information-- From what I see though, the character does not seem to be coming from off-screen. (He is already standing IN the screen) Well, if I had to depict it, it'd be something like this: (Kirby is seen here halfway in the stage, for example. His other part on the gray on the picture isn't seen.) My aim however is to make him come in the stage while he's off-screen. I know I can do this with the sprites (move them all in a way to make it seem like he's running in), but I really wanted to do it using VelSets because it saves a lot of more time (and would probably be more useful). Thanks though, your help was appreciated.
  9. Hello- (Sorry if this post might be inaccurate, I'm not experienced posting in this section.) Sorry if this question sounds a bit silly, but Specifically talking (in regards of making an Intro), I wanted to ask, how do I make a character walk(run) from outside the stage INTO the stage (And walk(run) to his starting position)? I tried things like: ; Intro 3 - Against himself [Statedef 193] type = S ctrl = 0 anim = 193 velset = -999,0 ; Setting the x parameter into -999 to make the character start out of... screen bounds? Will this do, or am I doing it all wrong? I'm pretty sure this is not correct. Help is appreciated.
  10. Thanks, this seems quite helpful.
  11. Oh, thank you- I've seen some of his tutorial videos, but this way I'll be able to describe some of my problems as well.
  12. Hello, I'm a new user here, I heard it's an also good place to get help in order to create MUGEN characters/stages/etc. . Truth is, though, someone suggested I also got on this site, from MFG. I'm looking forward to be in the community here.
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