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Author Topic: Project X Help  (Read 9165 times)

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Offline HyperVoiceActing

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Re: Project X Help
« Reply #25 on: October 15, 2012, 08:26:50 PM »
What I do is open Audacity, import the clip, and use the Amplify feature

Offline O Ilusionista

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Re: Project X Help
« Reply #26 on: October 19, 2012, 02:50:02 PM »
Hi guys,
This topic is for asking for help for things that are related with the upcoming X-men game. I'm busy coding and building characters. Also spriting a couple. So I may ask for help finding particular graphics, creating a portrait, something code related, etc.

Today's question is, are there any sprites/graphics of blood, water or mud hitting the camera? I want to have blood hit the screen, similar to Marrow's win pose where she throws her bone dagger at the camera. Is there anything like that around? Doesn't have to be Capcom, can be from any game. As long as it's 2D.

Thanks,

- Twin

I've made a char with that effect:
http://brazilmugenteam.com/chars-2/chars-ilusionista/shin-kazuma/

Offline Twinimage

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Re: Project X Help
« Reply #27 on: October 20, 2012, 01:21:09 PM »
Cool, thanks man.
I already made the effect, but I like the shading yours has. I'll try adjusting mine to match the shading.

Offline Twinimage

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Re: Project X Help
« Reply #28 on: November 23, 2012, 01:35:56 PM »
Is there somewhere I can download mugen character endings from X-men: COTA?

Offline HyperVoiceActing

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Re: Project X Help
« Reply #29 on: November 23, 2012, 02:28:35 PM »
Is there somewhere I can download mugen character endings from X-men: COTA?
There's a site that has screenshots of the ending but I'm not sure if there are downloads for the actual endings themselves

Offline Twinimage

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Re: Project X Help
« Reply #30 on: November 23, 2012, 02:49:13 PM »
Ya, I know of that site. It actually has some useful graphics, but unfortunately it doesn't have every frame to certain animations. :/

Offline Arkady

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Re: Project X Help
« Reply #31 on: November 23, 2012, 04:42:17 PM »
http://www.gamefaqs.com/arcade/583657-x-men-children-of-the-atom/videos/ext_video-16848

you'll need to screen shot what yo need but it's mostly a mugen roleplay video (like what dizzy the conquere makes)

Offline kyoman

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Re: Project X Help
« Reply #32 on: November 24, 2012, 11:48:08 AM »
You can try this website, there are lot of ending screenshot (XCOTA, MSH, ...)
http://www.vgmuseum.com/end/arcade/a/xmencowol.htm
« Last Edit: November 24, 2012, 12:04:07 PM by kyoman »

Offline mpk313

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Re: Project X Help
« Reply #33 on: November 25, 2012, 10:05:39 PM »
You can find 8 of them here, they're about half way down.

web.archive.org/web/20080625065330/http://rugal2.mugenfury.com/

Offline Twinimage

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Re: Project X Help
« Reply #34 on: November 25, 2012, 11:00:37 PM »
Cool, thanks! That may be helpful.

I have a code question. I'm trying to get a character to behave a certain way, but one of the triggers I'm trying to have it check is the palette number. For some reason when I put this:

palno = [7,12]

It never triggers. Does MUGEN recognize palettes 7-12? Or are they labeled something else?
It does recognize:

palno = [1,6]

Interesting though, the remappal function acknowledges palettes 1-12.
« Last Edit: November 25, 2012, 11:11:16 PM by Twinimage »

Offline O Ilusionista

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Re: Project X Help
« Reply #35 on: November 26, 2012, 10:01:20 PM »
hum, it should work, that strange

Offline Twinimage

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Re: Project X Help
« Reply #36 on: November 27, 2012, 10:18:24 PM »
That's ok, I have other ways of accomplishing what I need. Just thought it was odd it didn't recognize palettes 7-12.

Offline O Ilusionista

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Re: Project X Help
« Reply #37 on: November 28, 2012, 04:47:45 PM »
Anytime you need help, PM me. I would love to help.

see ya

Offline Twinimage

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Re: Project X Help
« Reply #38 on: November 30, 2012, 09:37:47 PM »
Thanks, Ilu,

I have another programming question. I have a move that puts player 2 in custom state, then to the 5050 state. After player 2 gets up, they can no longer perform attacks.

In the command file, every move has this code part of the trigger:

!var(59)

Why would the AI flag change just because of a custom state?

Offline Loganir

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Re: Project X Help
« Reply #39 on: December 01, 2012, 08:38:29 AM »
Thanks, Ilu,

I have another programming question. I have a move that puts player 2 in custom state, then to the 5050 state. After player 2 gets up, they can no longer perform attacks.

In the command file, every move has this code part of the trigger:

!var(59)

Why would the AI flag change just because of a custom state?

Did you used SelfState or Changestate to go to 5050 state? needs to be Selfstate.

Offline O Ilusionista

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Re: Project X Help
« Reply #40 on: December 01, 2012, 10:36:32 AM »
Quote
!var(59)

Why would the AI flag change just because of a custom state?

This means Var(59) can't have any value, ie its zero, and the Var(59) is var used for the Ai (winmugen).

Some people asks "why not Var(59)=0 since means the same thing?" Because !Var(59) is a boolean trigger (! means no), while Var(59)=0 is an integer trigger. Boolean is read quicker because Mugen just need to know if the condition is true (Mugen doesn't have Null or undefined values for variables), while the integer triggers needs to see if there is a value AND if the value is zero.

If you don't use the SelfState to revert your enemy back to its own codes, It won't attack anymore, because all the human commands are blocked by the AI code. So, no attacks for you.

Offline Twinimage

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Re: Project X Help
« Reply #41 on: December 01, 2012, 11:44:45 AM »
Ya, I had changestate, instead of selfstate.
Thanks guys. Didn't know about selfstate. I'll remember that next time. ;)

Offline Twinimage

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Re: Project X Help
« Reply #42 on: December 02, 2012, 05:51:05 PM »
New question: Where can I find voice rips of Psylocke from X-men Legends or Marvel Alliance 2?

Offline Harbinger

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Re: Project X Help
« Reply #43 on: December 02, 2012, 06:28:31 PM »
New question: Where can I find voice rips of Psylocke from X-men Legends or Marvel Alliance 2?

Give me an hour and I'll rip them from X-Men legends. Unfortunately there's no PC version of MUA2 so I can't rip from there I'm afraid.

Offline HyperVoiceActing

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Re: Project X Help
« Reply #44 on: December 02, 2012, 06:42:43 PM »
Unfortunately there's no PC version of MUA2 so I can't rip from there I'm afraid.
Tis a shame I know. Found that out the hard way

Offline Harbinger

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Re: Project X Help
« Reply #45 on: December 02, 2012, 06:51:58 PM »
http://www.sendspace.com/file/svylgz

Psylocke voices ripped for you

Offline Twinimage

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Re: Project X Help
« Reply #46 on: December 02, 2012, 08:37:36 PM »
Thanks man! These are great. Better than the Capcom voice. :)
« Last Edit: December 03, 2012, 09:42:29 AM by Twinimage »

Offline Twinimage

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Re: Project X Help
« Reply #47 on: December 07, 2012, 01:03:04 PM »
New programming question! :D

Can a MUGEN character have more than one falling/hitground/liedead animation, depending on if they were hit high, medium or low?

Offline HyperVoiceActing

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Re: Project X Help
« Reply #48 on: December 07, 2012, 01:06:13 PM »
New programming question! :D

Can a MUGEN character have more than one falling/hitground/liedead animation, depending on if they were hit high, medium or low?
I think it's possible, but it'd be a pain to sprite

Offline Twinimage

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Re: Project X Help
« Reply #49 on: December 07, 2012, 09:16:04 PM »
It's already been sprited, but I need to know can it be easily added to a character?

What if I declare a variable and depending on how the character was hit, the animation will change to the appropriate falling/lie dead animation?

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