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 Need help with Mugen 1.1 chars and stages

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Melter



Posts : 6
Join date : 2012-05-25

PostSubject: Need help with Mugen 1.1 chars and stages   January 29th 2017, 8:42 am

Hello, people. I have some problems with somes stages and chars in Mugen 1.1. They work well in Mugen 1.0, but when I use 1.1, they show these errors...

1. Ryker Island Prison stage. In Mugen 1.1, half of the stage appears in black



2. Osaka stage. The characters on the background are trasparent



3. Professor X. When I do the hyper move "X-Men Attack!", Cyclops doesn't hit the opponent, so the move doesn't finish...



4. Gladiator. It happens in all Mugen versions. When I do the hyper move "Super Strontian Punches", if the opponent doesn't hit the end of the stage, Gladiator disappears



Somebody can help me to fix these?

------------------------------------------------------------------------

Hola gente. Tengo algunos problemas con algunos chars y stages Mugen 1.1. En Mugen 1.0 funcionan bien, pero al usarlos en 1.1 muestran estos errores...

1. Ryker Island Prison stage. En Mugen 1.1, la mitad del stage aparece en negro

2. Osaka stage. Los personajes del fondo se ven trasparentes

3. Professor X. Cuando hago el hyper move "X-Men Attack!", Cyclops no golpea al oponente, así que el movimiento no acaba...

4. Gladiator. Pasa en todas las versiones del Mugen.Cuando hago el hyper move "Super Strontian Punches", si el oponente no golpea el final del stage, Gladiator desaparece.

¿Alguien puede ayudarme a arreglarlos?
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LESSARD

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Posts : 1005
Join date : 2016-06-19
Age : 38
Location : In your wildest mugen Dreams

PostSubject: Re: Need help with Mugen 1.1 chars and stages   January 29th 2017, 11:47 am

Ryker Island Prison stage. En Mugen 1.1, la mitad del stage aparece en negro
*Respuesta posible: los sprites pueden estas desalineados en el *.sff, o en el *.def el parámetro:

boundleft = -400 ;<<<<tenga algun valor mal, por lo general deben ser simétricos
boundright = 400

Osaka stage. Los personajes del fondo se ven trasparentes
*Respuesta : en el *def localiza donde se menciona el sprite del personaje transparente, por ejemplo si en el *.sff el sprite es el 8,0 busca el siguente parámetro
(ejemplo)
[BG char transparente]
type = normal (o "anim" si es que esta animado)
delta = 0,0
layerno = 1
start=200,200
mask = 1
trans = add ;<<<<<<<<<<<<<<<<(o add1); borra este parametro y guarda los cambios

Professor X. Cuando hago el hyper move "X-Men Attack!", Cyclops no golpea al oponente, así que el movimiento no acaba...
Posible respuesta: Aqui puede ser que las collision box de la animacion del ataque de Cyclops esten desalineadas o que en el el Hitdef de ese ataque no este correcto el numero de sprite cuando debe golpear.

[State xxxx, xx]; <<<<<<ATAQUE DE CYCLOPS
type = Hitdef
trigger1 != animelem = 1;<<este numero debe coincidir con la animacion cuando ataca el laser
attr = S, NA
animtype = light
priority = 3,hit
damage = 20,0
hitflag = MAF
guardflag = MA

4. Gladiator. Pasa en todas las versiones del Mugen.Cuando hago el hyper move "Super Strontian Punches", si el oponente no golpea el final del stage, Gladiator desaparece.
Posible respuesta: es algo mas complicado ya que debes corregir los parametros del rebote contra la pared:
Busca esto en el KFM que viene por default en el mugen, este codigo lo tiene mi Shin Ryu en algunos ataques que lanzan al enemigo contra la pared.

[Statedef 1347]
type = A
movetype= H
physics = N

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -8

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 45 - BackEdgeBodyDist ;15

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1327

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1348

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1348]
type = A
movetype= H
physics = N


[State 1028, Vel Y] ; bounce off wall HIGH
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X] ; bounce off wall WIDE
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

Espero haberte ayudado, si necesitas mas ayuda o si lograste corregir los errores hazmelo saber.

si necesitas algo mas Sabes donde encontrarme.

Tu amigo LESSARD




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