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Posts
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Posts posted by miru
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The character should come with another DEF file (like sf2'ryu2.def). Use that one as it disables the pause menu. Alternatively, if the character is for Mugen 1.x (not winmugen), you can add triggerall != AILevel to the CMD file for whatever state uses the start command.
I'd like to clarify that the 1.1 characters have their own AI and never pause.
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But then it would be a completely different game.
Anyway, since it's already official that the chances of playable Sonic characters is literally 0%, I will hope that at least Alex Kidd will make the cut.
Hah, get it?!
Alex Kidd would also fall into the "too cartoony" category, same with TJ&E, Pac-Man, etc.
Also, what if Sonic and co. got redesigned like Taizo Hori did for NXC?
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Magmard the Dragoon
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Need at least 1 trigger
Error parsing [state 1000, changestate]Error in [statedef 1000]Error in sashlilac.cns:254Error loading chars/ff3_0/ff3_0.defError loading p1And this is the changestate in question:
[state 1000, changestate]
type = ChangeState
triggerall= vel x = 0
value = 0
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Image? Sprites? anything?
Seriously I have never heard of this person.
Her official look:
There's some revised SEGA/Archie-type looks for her as well:
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[state 1000, spawning helper]
triggerall = anim = 1000
is that all of what u have for state 1000?
Not all of state 1000:
here's state 1000 in full:
;Cyclone (ground)
[statedef 1000]
type = S
movetype = A
physics = S
juggle = 1
velset = 1,0
ctrl = 1
anim = 1000
poweradd = 0
sprpriority = 1
[state 1000, spawning helper]
triggerall = anim = 1000
[state 1001, helper]
type = Helper
trigger1 = time = 0
helpertype = player
name = "hair ribbons"
id = 1001
stateno = 1001
pos= 0,0
postype = p1
facing = 1
ownpal = 0
supermovetime = 0
pausemovetime = 0
[state 1000, changestate]
triggerall= vel x = 0
value = 0
For further reference, also check out the referred State 1000, which i'm trying to use for both Cyclone attacks:
;Cyclone (Helper)
[statedef 1001]
type = S
movetype = A
physics = N
juggle = 1
ctrl = 0
anim = 1001
poweradd = 0
sprpriority = 2
[state 1001, HitDef]
type = HitDef
trigger1= time = 0
attr= S, SA
damage = 101, 5
animtype = Medium
priority = 2, hit
sparkno = 2
hitsound = 5, 0
guardsound = 6,0
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I'm trying to set up Lilac's hair as a helper for her in her Cyclone attack, but Mugen gives this error message:
Error detected.
Need at least 1 triggerError parsing [state 1000, spawning helper]Error in [statedef 1000]Error in sashlilac.cns:239Error loading chars/ff3_0/ff3_0.defError loading p1The current state looks like this:
[state 1000, spawning helper]
triggerall = anim = 1000
How do I finish it so she works?
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is this collection strictly for the Megaman Arcade game?
Yes. Also for custom characters based on it.
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How about Ebony from Sonic the Comic as a character?
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Thank you for your aid in troubleshooting.
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I need help properly formatting this Mega Man Arcade Collection I am working on:
http://www.4shared.com/office/AFaL87NRce/Mega_Man_Arcade_Collection.html?
Whenever I try to post it, the formatting comes out all wrong
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Yeah, she's basically fine now.
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She in fact does have a common1 file. I think it might be incorrectly labeled, however.
Edit: I found it was indeed mislabeled and corrected it.
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Too bad it's offline
It's in the FHD collection, right?
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What is debug saying? does she have changestates? do any of those anims have a time set to -1 on the last frame?
i dont think this would cause it but are you using changeanim to an anim that doesnt exist?
The anims do exist, actually, as far as I know.
Miru, please stop posting double topics. I deleted the duplicate. This is your second warning. The next one won't be so nice.
I didn't mean to post a duplicate topic. I don't know why these duplicates were posted.
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Another problem has emerged in my Lilac. Whenever I trigger a jump, crouch or walk, she will remain in said jump, crouch or walk until another direction is pressed. I have found no way to return her to a standstill yet. How do I fix this?
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Her yaccel is now .52
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Her yacell is at 11. For further reference, here is her movement stats for the time being.
[Movement]
airjump.num = 1
airjump.height = 1
yaccel = 11
stand.friction = .85
crouch.friction = .82
stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
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I did that, but she still doesn't jump high enough.
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Another problem with my Lilac is that she does not seem to jump high enough as I want her to. She barely gets off the floor. Again, I'm using common1, so how do I make her jump higher?
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Yeah, it was positive. Made it negative.
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I'm currently making a Sash Lilac (from Freedom Planet) for MUGEN, and she's got a problem right now. She can't walk backwards for some reason. I did add the common1 states to her, and programmed animation 21, but whenever I press back, she moves forward constantly. Why is this?
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She's in the Mugenfami fullgame, I know that Winmugen11 made a 1.1 edit of it.
I know.
Okay, I'll get the fullgame for her.
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Does anyone have a copy (either version) of Doropie/Fransesca from The Krion Conquest?
Eternal Champions / Challenge from the Dark Side
in [ COLLECTIONS ]
Posted
How about a list of the unconverted characters?