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Seiga Kaku
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PostSubject: Remember Vietnam?   Wed Sep 16, 2009 2:23 pm

It's back......

It invades and can now be seen anywhere.





But it's the whole country that attacks.

No download, as I do not plan to release it and never will.

NOTE: It's a sprite edit of an Atomic Bomb, credit goes to the original creator.

NOTE 2: i dont know how to make charaters at all, only swap sprites (not the drink)

I made it for fun.......

OH YAYAYAYYAYAYAYAYAYA
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PostSubject: Re: Remember Vietnam?   Wed Sep 16, 2009 8:38 pm

Hehehe, nice.

So you don't know how to make characters? Maybe I could help with that.
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 3:08 am

Well I don't think I can ever make one because the coding and all with the notepads are all too complex and confusing, all I know is that I can (well I bet anywon can) edit the Defence, Attack, Power, and HP to higher #'s...

Same goes with editing sounds, and the animation. I have no sound files to be used and animations still confusing.
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 5:57 am

Rumia wrote:
Well I don't think I can ever make one because the coding and all with the notepads are all too complex and confusing, all I know is that I can (well I bet anywon can) edit the Defence, Attack, Power, and HP to higher #'s...

Same goes with editing sounds, and the animation. I have no sound files to be used and animations still confusing.

I thought the exact same thing when I started.
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 1:45 pm

I see. So it's not that hard 1ce ya learn it later on?

Well it will look hard to me forever. it would take me lik 100 tries (no, seriously) in order for me to get used to it.

It took me 2-3 tries until i was able to make stages (no animations or anything, just from yahoo images) on my own without watching the vid for help.

Switching spries i knew how to do immeditatly.
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 1:53 pm

Rumia wrote:
I see. So it's not that hard 1ce ya learn it later on?

Well it will look hard to me forever. it would take me lik 100 tries (no, seriously) in order for me to get used to it.

It took me 2-3 tries until i was able to make stages (no animations or anything, just from yahoo images) on my own without watching the vid for help.

Switching spries i knew how to do immeditatly.

There are a few important things that will make it easier.

1. Statedef: Simply defines the state.

[Statedef 200]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)

2. A State contoller telling what the state does.

;Hit definition

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 10 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

;Plays a sound (throwing a punch)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

3. A changestate to end the move

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;State 0 is idle
ctrl = 1

Remember, a semi-colon will block out any following text, to make comments.

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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 2:08 pm

yea i know about the semi colon part

So if i were to, for example switch a sound pack (like from Franko, for eample) to another different char (eample, like, Suwako) i would use the sound section and order up the #'sof each sound? what section do i need to edit from around here?:

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

and where would the #'s go to the state secion or..?

and how do i turn of animation for OTH? (cause was making sprite swap to a still picture, but it didnt work because still picture didnt have animations added since it was still picture but OTH did)

and how do i switch a char power (like the patletes i see like some files of 1kb or somethin that stores a different power) like level 1-12?
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 2:20 pm

Rumia wrote:
yea i know about the semi colon part

So if i were to, for example switch a sound pack (like from Franko, for eample) to another different char (eample, like, Suwako) i would use the sound section and order up the #'sof each sound? what section do i need to edit from around here?:

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

and where would the #'s go to the state secion or..?

and how do i turn of animation for OTH? (cause was making sprite swap to a still picture, but it didnt work because still picture didnt have animations added since it was still picture but OTH did)

and how do i switch a char power (like the patletes i see like some files of 1kb or somethin that stores a different power) like level 1-12?

Open fighter factory or some other mugen char maker.

For the sound...

[State 200,1]
type = PlaySnd
trigger1 = time = 1
value = In here, you specify the sound ID. Each sound is a different number in a different group. Just open the snd file in the char maker to see what they are.

Animations work the same way. Just change the anim parameter in the statedef to whatever the action ID is.

For power determined by palettes...

Just add the ability, and add Triggerall = palno = (insert pal number)

Here's an example, using pal 12 and a stronger hit.

This is the normal hit.

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

here is the strong hit

[State 200, 1]
type = HitDef
trigger1 = palno = 12
trigger1 = AnimElem = 3
attr = S, NA
damage = 43, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 03
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
fallrecover = 0

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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 2:55 pm

i see, thx for all the help!

i now got the nonworking char edit to work in game now

just 1 more thing though. how do i get a char like OTH to be defeatable (like getting hit from attacks instead of not feeling anything)?
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PostSubject: Re: Remember Vietnam?   Thu Sep 17, 2009 8:39 pm

Rumia wrote:
i see, thx for all the help!

i now got the nonworking char edit to work in game now

just 1 more thing though. how do i get a char like OTH to be defeatable (like getting hit from attacks instead of not feeling anything)?

1. Edit the animation file and give it collision boxes.

2. Get rid of any unessecary "nothitby" state controllers.

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PostSubject: Re: Remember Vietnam?   Fri Sep 18, 2009 3:57 pm

i see, oh...

well thx anyway for all the help! now i can make things a little easy now
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PostSubject: Re: Remember Vietnam?   Sun Sep 20, 2009 6:43 pm

Rumia wrote:
i see, oh...

well thx anyway for all the help! now i can make things a little easy now

there a way to kill OTH without edting him like pro programmer do.
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PostSubject: Re: Remember Vietnam?   Sun Sep 20, 2009 7:22 pm

yea that would be by pressing the F1 key

BUT i want to edit him so he can be hit by attacks (vunrable) and not just by pressing f1 key

thats what i wanted to do
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PostSubject: Re: Remember Vietnam?   Sun Sep 20, 2009 7:57 pm

Rumia wrote:
yea that would be by pressing the F1 key

BUT i want to edit him so he can be hit by attacks (vunrable) and not just by pressing f1 key

thats what i wanted to do

Ya i can kill with my edit without pressing f1.
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 2:44 am

how then?
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 3:55 am

Rumia wrote:
how then?

By reversaldef but is complecate for non programmer.
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 4:21 am

odd name for a program...

and too complex? shoot...
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 4:24 am

Rumia wrote:
odd name for a program...

and too complex? shoot...

Ya you have to learning coding first then i will teach you how to kill OTH.
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 4:27 am

shoot...im not good at coding. in fact i never code stuff before..

this will take a long time for me to learn.....

ill try it then and see
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 4:31 am

Rumia wrote:
shoot...im not good at coding. in fact i never code stuff before..

this will take a long time for me to learn.....

ill try it then and see

Ya you should Smile
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 1:51 pm

where can i get the program thing?

or its not even a program at all?
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 8:20 pm

Rumia wrote:
where can i get the program thing?

or its not even a program at all?

You don`t need a program just use fighter factory or edit it with notepad.
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PostSubject: Re: Remember Vietnam?   Mon Sep 21, 2009 8:36 pm

Rumia wrote:
where can i get the program thing?

or its not even a program at all?

Programming a reversal def is like programming a hit def. I've never really made one, but I'm sure it's something like that.

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PostSubject: Re: Remember Vietnam?   Tue Sep 22, 2009 3:46 am

ok, none of my chars has a thing called "reversal def" (nor do i have a char named it)

bah, well ill find it eventually.....
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PostSubject: Re: Remember Vietnam?   Tue Sep 22, 2009 10:37 pm

Rumia wrote:
ok, none of my chars has a thing called "reversal def" (nor do i have a char named it)

bah, well ill find it eventually.....

No is a code.
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