KOF XIII Sprites (Aggressors and Victims)

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UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by UmbreonLover »

Zeb2345 wrote: Wed Aug 31, 2022 10:17 pm is there a way to square that, partners?.
This falls under preferences, so you will have to choose the following code statement that fixes for you
  • TargetBind

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#targetbind
  • PosSet

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#posset
  • PosAdd

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#posadd
  • Manually Adjusting
    Adjusting the X and Y inside the sprites, either on the aggressor, or the victim
    or
    Adjusting the X & Y inside .air (The animation group)
I visit this forum when I remember I exist!
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

UmbreonLover wrote: Wed Aug 31, 2022 11:11 pm
Zeb2345 wrote: Wed Aug 31, 2022 10:17 pm is there a way to square that, partners?.
This falls under preferences, so you will have to choose the following code statement that fixes for you
  • TargetBind

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#targetbind
  • PosSet

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#posset
  • PosAdd

    Code: Select all

    http://www.elecbyte.com/mugendocs/sctrls.html#posadd
  • Manually Adjusting
    Adjusting the X and Y inside the sprites, either on the aggressor, or the victim
    or
    Adjusting the X & Y inside .air (The animation group)
Okay partner,
i used "TargetBind" and it worked like a charm.
now the question is can I enter some code to have control over the animation and not have the aggressor perform the animation automatically?.
and finally I put the respective sounds with this command:

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S120,1
channel = -1
lowpriority = 0

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S8150,0
channel = 1
lowpriority = 0

but the thing is that only the sound number 8150 sounds but the group 120 does not run.
and it's weird because the sound of the 8150 group repeats and repeats and not for XD.
oh my god making aggressors is crazy, my respects to those of you who have managed to make an aggressor you are masters XD. :)
Tetchi
Posts: 347
Joined: Mon Sep 13, 2021 11:17 pm
Location: México
Contact:

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Tetchi »

Zeb2345 wrote: Wed Aug 31, 2022 11:50 pm and finally I put the respective sounds with this command:

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S120,1
channel = -1
lowpriority = 0

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S8150,0
channel = 1
lowpriority = 0

but the thing is that only the sound number 8150 sounds but the group 120 does not run.
and it's weird because the sound of the 8150 group repeats and repeats and not for XD.
oh my god making aggressors is crazy, my respects to those of you who have managed to make an aggressor you are masters XD. :)

lowpriority = pr (int)
This is only valid if the channel is not -1. If pr is nonzero, then a sound currently playing on this sound's channel (from a previous PlaySnd call) cannot be interrupted by this sound.

Check here:

Code: Select all

http://www.elecbyte.com/mugendocs-11b1/sctrls.html#playsnd
Also keep in mind that you are declaring the sound in several elements of the animation, in both, so if the sound has a very long duration it will all sound very noisy, I also suggest you put a channel in each one and that the system does not choose it , it can be channel 0 for the moan or blow that interests you more and channel 1 for the other.
Image
http://tetchi2015.blog.2nt.com
Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
UmbreonLover wrote: Sun Aug 28, 2022 1:57 amneeds to be rewards with...
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

Tetchi wrote: Thu Sep 01, 2022 12:37 am
Zeb2345 wrote: Wed Aug 31, 2022 11:50 pm and finally I put the respective sounds with this command:

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S120,1
channel = -1
lowpriority = 0

[State 3345, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = S8150,0
channel = 1
lowpriority = 0

but the thing is that only the sound number 8150 sounds but the group 120 does not run.
and it's weird because the sound of the 8150 group repeats and repeats and not for XD.
oh my god making aggressors is crazy, my respects to those of you who have managed to make an aggressor you are masters XD. :)

lowpriority = pr (int)
This is only valid if the channel is not -1. If pr is nonzero, then a sound currently playing on this sound's channel (from a previous PlaySnd call) cannot be interrupted by this sound.

Check here:

Code: Select all

http://www.elecbyte.com/mugendocs-11b1/sctrls.html#playsnd
Also keep in mind that you are declaring the sound in several elements of the animation, in both, so if the sound has a very long duration it will all sound very noisy, I also suggest you put a channel in each one and that the system does not choose it , it can be channel 0 for the moan or blow that interests you more and channel 1 for the other.
Perfect, that worked really well
that solved the sound problem now they all sound orderly.
but now the sprite of the victim when being touched by the aggressor gets big as background HAHA.
this is crazy
i think right now you guys will want to send me to hell or disappear me XD
have patience XD I really appreciate it guys.
i'm a newbie with those codes that aggressors use haha. :D
UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by UmbreonLover »

Zeb2345 wrote: Wed Aug 31, 2022 11:50 pm now the question is can I enter some code to have control over the animation and not have the aggressor perform the animation automatically?
You will have to study the function of triggers while learning how to use sctrl with triggers

Code: Select all

http://www.elecbyte.com/mugendocs/trigger.html#command
http://www.elecbyte.com/mugendocs-11b1/sctrls.html
I can't go too much detailed with this, because you are somewhat entering advance coding -shrugs-

This is where @ddlnll & @idle was refering too, and here's the link if you are feeling to lazy to search it:

ddlnll: viewtopic.php?p=2588#p2588
Idle: viewtopic.php?p=2581#p2581
I visit this forum when I remember I exist!
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

UmbreonLover wrote: Thu Sep 01, 2022 1:57 am
Zeb2345 wrote: Wed Aug 31, 2022 11:50 pm now the question is can I enter some code to have control over the animation and not have the aggressor perform the animation automatically?
You will have to study the function of triggers while learning how to use sctrl with triggers

Code: Select all

http://www.elecbyte.com/mugendocs/trigger.html#command
http://www.elecbyte.com/mugendocs-11b1/sctrls.html
I can't go too much detailed with this, because you are somewhat entering advance coding -shrugs-

This is where @ddlnll & @idle was refering too, and here's the link if you are feeling to lazy to search it:

ddlnll: viewtopic.php?p=2588#p2588
Idle: viewtopic.php?p=2581#p2581
Thank you mate umbreon you are the milk with chocolate bro.
And I understand you there is no problem, I am reading the information that is in the pages that you passed me.
I'm getting the hang of it.
maybe this sounds very ambitious but I want to be the fucking master coding haha.
thank you all you are milk in chocolate partners.
UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by UmbreonLover »

just remember to use lube while your fucking the codes
I visit this forum when I remember I exist!
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

UmbreonLover wrote: Thu Sep 01, 2022 2:20 am just remember to use lube while your fucking the codes
:D HAHAHA was not what I meant XD rather I will limit myself to understand the codes.
not to fuck them hahaha
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