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just wondering... is ANYONE working on this project? really dissapointed :/

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yaret
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Post  XRagingxDemonX Sat Mar 08, 2014 11:15 am

Lol point proven. Its much harder to bug me so if he does and you starylt yelling at me writing essays, im just going to laugh at you. If he shares them im going to test them and look up a means to fix these issues. Then ill post them. Please i hope youve worked on athena XD. If not where are you getting these chars so i can find the athena you would have used.

Argyone: see what im talking about. You arent getting what you wish and infact you are just being trolled by means of taunting you. Seriously calm down, stop typing essays. This isnt school and you are obviously not educated in the ways of persuasion.

Infinite: thank you in advance, id really like to see whats instore with your edits. I appreciate you wanting to "share" lol

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Post  yaret Sat Mar 08, 2014 12:09 pm

I have a question infinity, The juggles go into CMD in Low Kick, High Punch.... or go into CNS
in Light Punch, low punch...??

Where the juggles go?
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Post  Infinite Sat Mar 08, 2014 12:30 pm

Argyone wrote:@raging : its not about letting someone drive your new bike its about saying : hey you see that! thats mine and you wont get it!


@infinite:

Rolling Eyes 
its not about owe something to someone its about saying : hey i have much more in store but you wont get them!
there are many people who want this you tell us theyre already finished but you wont share..
THATS the point and nothing less
thats selfish and acting superior

you couldnt even get managed to write a few lines in your OWN forum about canceling a project.
first you open a forum, want the people to register ,announce a project and from one day to another you quit and someone like UZI has to get your job done and tell us youre quitting this after almost 6 months nothing heard or seen from you.
thats ridicoulus and showing your not that much adult like your acting you are.

mugen is FREE and we wanna have FUN and SHARE things and nobody should lick ass just for some chars of a 2D
fighting engine
would you prefer if i had told you : ohhww infinite youre sooo amazing, wanna cuddle? pls give me some unreleased chars ill do anything for u big master? nahhh ..i have a real life Wink 
you really acting like a child and now im outta here.. good luck and all that  Very Happy 
I never said they were finished... I said I don't even play or test them so I don't know if they are finished... I said I don't plan on updating them even if they are not finished because i am not interested in them anymore. You don't have to lick ass, but thinking that I should give you anything if I don't want to give you something, is a flaw in your logic. + I'm mainly joking with you, stop being so sensitive. I was actually thinking about finding them and letting people have them.
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Post  Infinite Sat Mar 08, 2014 12:34 pm

XRagingxDemonX wrote:Lol point proven. Its much harder to bug me so if he does and you starylt yelling at me writing essays, im just going to laugh at you. If he shares them im going to test them and look up a means to fix these issues. Then ill post them. Please i hope youve worked on athena XD. If not where are you getting these chars so i can find the athena you would have used.

Argyone: see what im talking about. You arent getting what you wish and infact you are just being trolled by means of taunting you. Seriously calm down, stop typing essays. This isnt school and you are obviously not educated in the ways of persuasion.

Infinite: thank you in advance, id really like to see whats instore with your edits. I appreciate you wanting to "share" lol

If I were still making these today, I would probably use DivineWolf's Athena, back in the day I would of used Warusaki3's Athena, but I wouldn't recommend messing with Warusaki3's characters unless you absolutely know what you are doing.
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Post  Infinite Sat Mar 08, 2014 12:35 pm

yaret wrote:I have a question infinity, The juggles go into CMD in Low Kick, High Punch.... or go into CNS
in Light Punch, low punch...??

Where the juggles go?
Do you mean combo strings/chains?
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Post  XRagingxDemonX Sat Mar 08, 2014 3:58 pm

Infinite wrote:If I were still making these today, I would probably use DivineWolf's Athena, back in the day I would of used Warusaki3's Athena, but I wouldn't recommend messing with Warusaki3's characters unless you absolutely know what you are doing.

Alright. Thanks. I already know a combo video to refer to. Hopefully uzigang does bison. If i can id bring back the boss bison from Alpha 3 and make him really cheap as an AI...
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Post  arose87 Sat Mar 08, 2014 7:04 pm

Thanks infinite for suggesting mai as a template i've been meaning to ask you about that and I feel if your older style characters have become a bore then stick with what your doing my only beef is that of all the characters you released in this style you never released kim I know you've got em!!! lol just my two cents
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Post  yaret Sat Mar 08, 2014 9:02 pm

Thanks infinity. with your advice I could find the air combos :Din your kyo CNS Very Happy
I was looking for all the KYO CNS trigger about air combo :Dand I could find this
IT WAS trigger1 = time = 0, I putted in my kyo and it was perfect  Cool 
Im using your code kyo to make my kyo, you told me I could.xD in mugenguild alien
---------------------------------------------------------------------------------------------------
I just have a problem with the close stronge punch, when I'm very close to the p2 the stronge punch doesn't want to work, I don't know what happened yet

I want it's  launcher, I don't know exacly

if you want to see it, for helping me a little more.

;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3) + 9 * (var(40) = 1)
channel = 0

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 420, HitDef]
type = HitDef
trigger1 = time = 0
trigger2 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1,-14
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1,-14
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1

[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 4
ignoreHitPause = 1

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
------------------------------------------
[State -1, super jump]
type = ChangeState
value = 99999
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = 420) && (movehit) && (command = "holdup")
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Post  Infinite Sat Mar 08, 2014 10:29 pm

You might want to make the hitbox/red clsn on Kyo bigger on Kyo's body.
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Post  yaret Sat Mar 08, 2014 11:11 pm

before worked but now it doesn't want to work

Look when Im very close to the character doesn't work:
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Post  Infinite Sun Mar 09, 2014 2:55 am

yaret wrote:before worked but now it doesn't want to work

Look when Im very close to the character doesn't work:
What am I supposed to be seeing again?
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Post  Koopa901 Sun Mar 09, 2014 3:28 am

All this code talk and learning got me wanting to take a crack at it......my Eiji will live dammit!!! (Runs off laughing)
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Post  yaret Sun Mar 09, 2014 3:57 am

is This infinity: hitbox/red clsn on Kyo bigger on Kyo's body? you mean this:

just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 40a358bb53c2bf958553aa90157bc4a1o

http://subefotos.com/ver/?40a358bb53c2bf958553aa90157bc4a1o.jpg

don't annoying Koopa901 you just have to see the code infinity and testing with a char you want to change like a infinity char and begin to ask your question.xD about the code.

Im editing rock by vyn and kyo with the infinity code, you can do the same.xD and we'll talk about infinity code
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Post  Infinite Sun Mar 09, 2014 9:29 am

yaret wrote:is This infinity: hitbox/red clsn on Kyo bigger on Kyo's body? you mean this:

just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 40a358bb53c2bf958553aa90157bc4a1o

http://subefotos.com/ver/?40a358bb53c2bf958553aa90157bc4a1o.jpg

don't annoying Koopa901 you just have to see the code infinity and testing with a char you want to change like a infinity char and begin to ask your question.xD about the code.

Im editing rock by vyn and kyo with the infinity code, you can do the same.xD and we'll talk about infinity code
Isn't the launcher suppose to be state 420/his crouching HP?
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Post  yaret Sun Mar 09, 2014 12:56 pm

I have two: Crouching High Punch on the value 420.
I don't know what hapenning yet, both have trigger3 = ctrl
I don't know what it's the far Crouching High Punch or the close Crouching High punch, your code don't say

The Crouching High Punch works fine, close to the char, it doesn't work close Standing High Punch
I've been testing but I haven't been able to do the solution.
-------------------------------------
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = AILevel && numenemy&&roundstate=2&&StateType != A&&P2statetype != A&&P2statetype != L && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449])&& movehit
trigger1 = random < 600
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<50
trigger3 = p2bodydist x <= 60
trigger3 = ctrl

--------------------------------------------------
;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command = "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
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Post  Infinite Sun Mar 09, 2014 1:54 pm

yaret wrote:I have two: Crouching High Punch on the value 420.
I don't know what hapenning yet, both have trigger3 = ctrl
I don't know what it's the far Crouching High Punch or the close Crouching High punch, your code don't say

The Crouching High Punch works fine, close to the char, it doesn't work close Standing High Punch
I've been testing but I haven't been able to do the solution.
-------------------------------------
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = AILevel && numenemy&&roundstate=2&&StateType != A&&P2statetype != A&&P2statetype != L && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449])&& movehit
trigger1 = random < 600
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<50
trigger3 = p2bodydist x <= 60
trigger3 = ctrl

--------------------------------------------------
;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command = "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
They both are crouching HP, one is the AI and the other is for when you are controlling him. In the video you were doing STANDING attacks not crouching...
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Post  yaret Sun Mar 09, 2014 11:39 pm

This is the error in the first minutes
it happened when I traied to do a Crouching High Punch

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Post  Infinite Sun Mar 09, 2014 11:54 pm

It says change to invalid state, meaning the state that you have in your CMD does not exist, you shoukd read the debug and see what state it is saying this about.
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Post  yaret Mon Mar 10, 2014 12:17 am

Okay thanks for your helping, Im trying to fix it.xD, when I tired trying fix it, I do to edit the another char Im editing.
When the debug happens
The debug says: actionid:12
The debug says: stateno:255
 
--------------------------------------                     
I have a another question, How could I fix a special or attack what you can't do in the air?
only stand, do you understand me?

I want to do this special in the air, after doing a combo,
1-I want to do this special in the air
just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 7ba8f58c6330ae8652cfd8cbd45d9901o

2- I want to do these attacks in the air too
-----------------------------------
just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 Thump_2182959rock1
---------
just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 Thump_2182958kyo2

Thanks for your help

Im editing this char with your code, this is my progress, I want to do what Im asking you in the air
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Post  Infinite Mon Mar 10, 2014 11:36 am

yaret wrote:Okay thanks for your helping, Im trying to fix it.xD, when I tired trying fix it, I do to edit the another char Im editing.
When the debug happens
The debug says: actionid:12
The debug says: stateno:255
 That mean you have something in the CMD that is probably pointing to stateno=255, which doesn't exist. actionid usually mean animations.    
yaret wrote:              
I have a another question, How could I fix a special or attack what you can't do in the air?
only stand, do you understand me?

I want to do this special in the air, after doing a combo,
1-I want to do this special in the air
the easiest way is copy in the CMD and change the stateno. also make the statetype=A in the CMD. then copy the statedef for that move, and change the stateno to what you changed it to in the CMD. change the type on the state to =A and the physics to =N. if there is a posset y=0 delete the posset. you may also want to redo the anims for the air version, so they don't look like they are standind on the ground when doing the air version of the move, the text editor in the anims is perfect for editing anims, just copy ad paste and renumber the anim.
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Post  yaret Mon Mar 10, 2014 5:13 pm

I made it.xD

but when I do the attack in the air, rock  stands long time in the air after finishing the attack what you can see on the video.



how could I do rock down faster after finishing his HEAVY HARD EDGE?

---------------------------------------------------------
Another problem is this:
for making rock does his HEAVY HARD EDGE in straight line I changed where says X was Y
everything worked fine.xD but with a problem with the axis X  what you can see on the video,
How could I fix it?
------------------------
here the video


[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0
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Post  yaret Wed Mar 12, 2014 12:57 am

I found that in the attack you say: if there is a posset y=0 delete the posset.

but if I delete it, the character doesn't want to open

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
;y = 0 (I changed by x before was y)
x =  0
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Post  Infinite Wed Mar 12, 2014 1:25 pm

yaret wrote:I found that in the attack you say: if there is a posset y=0 delete the posset.

but if I delete it, the character doesn't want to open

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
;y = 0 (I changed by x before was y)
x =  0
get rid of the whole posset coding. also since it is a air attack you will need a landing state.

[State 1500, End];this should be the changestate for your air move
type=ChangeState
trigger1=pos y > -vel y
value=1510
;-------------------------------------------------------------------------
;Special Land
[Statedef 1510]
type = C
movetype = I
physics = C
anim = 1510;special landing animation
velset = 0, 0

[State 1510, PosSet];land on the ground
type = PosSet
trigger1 =1
y = 0

[State 1510, Landing Sound];landing sound
type = PlaySnd
trigger1 = !time
value = 52,0
[State 1510, Landing Dust Explod];landingfx
type = Explod
trigger1 = !time
anim = 8102
sprpriority = -3
postype = P1
pos = 0,2
scale = 0.65,0.65
pauseMovetime = -1
superMovetime = -1
ownPal = 1

[State 1510, End]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
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Post  yaret Thu Mar 13, 2014 11:52 pm

The  kyo problem was this

[State -1, Standing High Punch]
type = ChangeState
value = Ifelse(command="holdfwd",229,220+(5*(p2bodydist x<25)))
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]

I had to change value of this: value = Ifelse(command="holdfwd",229,220)
I don't know why, but  Kyo is ok now.

Link bellow the video:

I fixed the demage
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Post  yaret Thu Apr 10, 2014 12:02 pm

infinite cold you tell me what I can eliminate the black background on your chars?

I cancelled these in the CNS

[State 3000, Black BG]
type = null;Explod

[State 6031, HyperBG]
type=null;helper

[State 368, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
time = 2
value = 0, 0, 0

[State 4001, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 0 && animelemtime(17) < 0
time = 4
value = 0, 0, 0

I eliminated the animation and sprite 6035 but didn't work to fix the black background

But the black background is still showing when I do a special what else I need to fix. if you tell me I have several days trying. but I don't get it :S

just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 396b2fd8181ee72b77c59d9c7d2684eeo
yaret
yaret
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Join date : 2013-12-16

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just wondering... is ANYONE working on this project? really dissapointed :/ - Page 2 Empty Re: just wondering... is ANYONE working on this project? really dissapointed :/

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