Would you like to react to this message? Create an account in a few clicks or log in to continue.
Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 4:22 pm
gartanham wrote:
Hi friend, glad you are correcting the character, if I had someone to help me, coding connoisseur like this guy the character would have turned out much better. I still see the error of not being able to perform the Drill spin aquatic move [StateDef 1800] in the air manually, it still only performs in AI mode and that bothers me, another thing is that it hits the opponent several times in the air with the Water spin air move [Statedef 1020] in AI mode and in manual this is not possible, the char is faster and I liked it although I still like the shinning version for transparency.
thatguy wrote:
Thanks looking at those now.
As for the transparency I wanted to have it in too, but it wasn't working in the gethit, so I removed it (as it was done via the AIR file not code). I have coded it back in and it works for the gethit, including custom gethits. I just have to figure out explod, projectile and helpers. I have it coded currently so you can choose if he is transparent with your palette choice (as you can see in the video below, same character different palette).
ok my friend, I hope you can at least fix the air drill movement, it would make a lot of difference in the character, because unfortunately I couldn't, although the command is there...
warecus
Posts : 592 Join date : 2012-05-27
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 4:49 pm
Maybe look at zvitors iceman. The transparency is subtle. Maybe if you look at how he coded that you can get the effect you are looking for
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 1:25 am
Here's a quick update. Fixed what feedback I've been given Fixed water wave sprite on tornado (was mixed with the hyper start anim) Fixed Air Drill - changed command to D,D (in air) [player can trigger] Fixed Air Spin [player can trigger] Fixed clone on Mudman end of anim Added transparency back - Palettes 1-6 are transparent & palettes 7-12 are not (used code) Cleaned up unused code (AIR, CMD, CNS)
Last edited by thatguy on April 21st 2022, 2:08 pm; edited 2 times in total
gartanham likes this post
Shining
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 2:57 am
Now it s perfect With garth we are trying to find better effects for big face full screen water hyper
If you have better idea or you find better effects you can add it I made another version of this hyper similar to aquaman hyper See it on my hydroman version in
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 8:18 am
Avaid wrote:
thanks , which one do you recommend downloading
and also here is a portrait in case u need a new one
i really like this standard port you made
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 8:54 am
Good morning friend, I tested again and Now I see that I am able to execute the movement manually, since for this I saw that it was something so simple to fix I see that I have a lot to learn, I modified the command to "holddownfwd" and in my opinion it was more easy to execut, I added sound to the movement and now it is much better, but i remember putting the pushback on the low punch so the combo fits and now he doesn't do that anymore so i can't do low punch sequences anymore, he doesn't execute air combos perfectly either, i'll play around with him more to see if I find small errors, I'm sorry I know I left a lot to do, but my coding knowledge is pretty basic...thank you very much Thatguy you are a beast!
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 10:25 am
thatguy wrote:
Here's a quick update. Fixed what feedback I've been given Fixed water wave sprite on tornado (was mixed with the hyper start anim) Fixed Air Drill - changed command to D,D (in air) [player can trigger] Fixed Air Spin [player can trigger] Fixed clone on Mudman end of anim Added transparency back - Palettes 1-6 are transparent & palettes 7-12 are not (used code) Cleaned up unused code (AIR, CMD, CNS)
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 12:32 pm
Is there a way to code it where when he’s in human form during the intro he’s not transparent? I have no knowledge of coding, just inquiring
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 1:44 pm
chancethegamer wrote:
Is there a way to code it where when he’s in human form during the intro he’s not transparent? I have no knowledge of coding, just inquiring
The controller for that anim is in the file Hydroman.cns and in the CNS -2 section
We want to add 2 triggers so the transparency DOESN'T trigger
Code:
triggerall = anim != 190 ; <----add this line triggerall = anim != 191 ; <----add this line
Triggerall - this has to be true for the action to happen != - this is not equal to
So by this code we are telling the trigger that does the transparency for regular anims of Hydroman not to trigger when in the anims of 190 and 191 (his intros where Hydroman is in human form). You will also notice it was already being used for the human winpose and the liedead animation.
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 1:50 pm
Good explanation Do you update 1st link of hydroman with last improvements?
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 2:03 pm
Shining wrote:
Good explanation Do you update 1st link of hydroman with last improvements?
Thanks.
Yes everything discussed here (including the intros) has been updated to the 420 update link in the first post
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 2:17 pm
guys you probably already know this, but i will just add this here you could make "human" form as a separate anim (slowly cutting frame by frame into background color from feet to head) and code it like a helper
to have only water side of him during that intro transparent - non transparent helper part (or explod)
- actual intro anim, transparent
i think it would work
Last edited by BigPimp on April 21st 2022, 3:34 pm; edited 1 time in total
chancethegamer likes this post
Shining
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 3:14 pm
sorry friend can you make the mudman hyper only one time ? It s possible to make this hyper more than one time?
Last edited by Shining on April 21st 2022, 11:20 pm; edited 1 time in total
chancethegamer
Posts : 642 Join date : 2019-12-12
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 6:40 pm
BigPimp wrote:
guys you probably already know this, but i will just add this here you could make "human" form as a separate anim (slowly cutting frame by frame into background color from feet to head) and code it like a helper
to have only water side of him during that intro transparent - non transparent helper part (or explod)
- actual intro anim, transparent
i think it would work
That would be the icing on the cake
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 21st 2022, 11:40 pm
Shining wrote:
sorry friend can you make the mudman hyper only one time ? It s possible to make this hyper more than one time?
Do you mean Mudman triggering multiple times... if that is the question, the answer is yes.
If so...:
How many times should it trigger? How often should it trigger (example every 1 tick)? Do you want a limit of how many helpers on screen at a time? What total damage to take (If triggered more than once, the damage levels will need to be changed other wise it will be a 1 hit kill)?
chancethegamer wrote:
BigPimp wrote:
guys you probably already know this, but i will just add this here you could make "human" form as a separate anim (slowly cutting frame by frame into background color from feet to head) and code it like a helper
to have only water side of him during that intro transparent - non transparent helper part (or explod)
- actual intro anim, transparent
i think it would work
That would be the icing on the cake
Are you guys meaning something like this... Had to do these anims: -Intro(s) -Win Pose -Lie Dead