YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
GeorgeMP is Offline
Contact GeorgeMP:

GeorgeMP

Contributor

Messages by GeorgeMP

    

Re: A site where to put mugen vid

 July 14, 2019, 05:38:29 am View in topic context
 Posted by GeorgeMP  in A site where to put mugen vid (Started by demongorne July 04, 2019, 12:29:20 pm
 Board: Off-Topic Help

    

[Theme Thread] Skullgirls Sprite thread

 July 13, 2019, 06:40:16 am View in topic context
 Posted by GeorgeMP  in [Theme Thread] Skullgirls Sprite thread (Started by GeorgeMP July 13, 2019, 06:40:16 am
 Board: Graphics

Post any and all Skullgirls styled edits/original sprites in this thread.



Theme threads are designed to stop cluttered up boards and to help get your sprites seen and critiqued.  We understand that not everyone is a professional spriter and that some people's skills are not as high as others.  Do not let this deter you from posting!

Just remember, we're all here to have fun and learn!
    

Re: Moses Maddigan - New Sprites

 July 11, 2019, 08:19:36 am View in topic context
 Posted by GeorgeMP  in Moses Maddigan - New Sprites (Started by Sean Altly July 11, 2019, 07:36:16 am
 Board: S.H.A.D.E.s of Manhattan 3

Hey! Look who's back! I see you've got some new stuff going on here. Those sprites are really cool.
    

Re: A site where to put mugen vid

 July 09, 2019, 07:03:03 pm View in topic context
 Posted by GeorgeMP  in A site where to put mugen vid (Started by demongorne July 04, 2019, 12:29:20 pm
 Board: Off-Topic Help

But since when were there copyright issues when uploading MUGEN videos to Youtube?
    

Re: Touhou Incident Zero Q&A

 July 09, 2019, 03:10:39 am View in topic context
 Posted by GeorgeMP  in Touhou Incident Zero Q&A (Started by Ricepigeon December 11, 2018, 10:44:07 pm
 Board: Touhou: Incident Zero

This seems pretty interesting so far. When do you feel like releasing a demo?
    

Re: A site where to put mugen vid

 July 08, 2019, 08:45:49 pm View in topic context
 Posted by GeorgeMP  in A site where to put mugen vid (Started by demongorne July 04, 2019, 12:29:20 pm
 Board: Off-Topic Help

Works fine for me, so...
    

Re: A site where to put mugen vid

 July 08, 2019, 08:24:27 am View in topic context
 Posted by GeorgeMP  in A site where to put mugen vid (Started by demongorne July 04, 2019, 12:29:20 pm
 Board: Off-Topic Help

Why not just Youtube?
    

Re: So, whatever happened to Elecbyte?

 July 03, 2019, 06:25:05 pm View in topic context
 Posted by GeorgeMP  in So, whatever happened to Elecbyte? (Started by GeorgeMP May 20, 2019, 02:10:34 am
 Board: M.U.G.E.N Discussion

Nobody:
GeorgeMP: Just a quick bit of info I want yall to have. Can't really confirm this though.
According to Owler, Elecbyte HQ is in Ann Arbor, Michigan.
    

Re: trying to fix my fucking laptop.

 June 30, 2019, 08:12:42 am View in topic context
 Posted by GeorgeMP  in trying to fix my fucking laptop. (Started by Mushypepito123 June 21, 2019, 06:25:06 am
 Board: All That's Left

    

Re: trying to fix my fucking laptop.

 June 29, 2019, 01:33:32 am View in topic context
 Posted by GeorgeMP  in trying to fix my fucking laptop. (Started by Mushypepito123 June 21, 2019, 06:25:06 am
 Board: All That's Left

Show me a picture.
    

Re: Famicom Fighters (Progress Thread)

 June 27, 2019, 02:33:01 am View in topic context
 Posted by GeorgeMP  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

So, I just downloaded this, and it was amazing! Also, I have 3 things I would like to say about it.

1: I think you should have a large list of (probably 12 to 24) helpers for any character to pick from, rather than having 3 exclusive to each character.

2: Who is the final boss going to be?

3: Any plans for new characters?

That's all.
    

Re: Special move not activating

 June 17, 2019, 03:29:23 am View in topic context
 Posted by GeorgeMP  in Special move not activating (Started by GeorgeMP June 16, 2019, 07:51:20 am
 Board: M.U.G.E.N Development Help

It works now. Thanks. Gonna mark as solved.
    

Re: Special move not activating

 June 17, 2019, 01:26:36 am View in topic context
 Posted by GeorgeMP  in Special move not activating (Started by GeorgeMP June 16, 2019, 07:51:20 am
 Board: M.U.G.E.N Development Help

Code:
[Command]
name = "SpinDash"
command = ~D, DF, F, x
time = 30

[Command]
name = "SpinDash"
command = ~D, DF, F, y
time = 30

[Command]
name = "SpinDash"
command = ~D, DF, F, z
time = 30
    

Re: Special move not activating

 June 16, 2019, 11:37:35 pm View in topic context
 Posted by GeorgeMP  in Special move not activating (Started by GeorgeMP June 16, 2019, 07:51:20 am
 Board: M.U.G.E.N Development Help

So, I changed my -1 to this:
Code:
;Specials
[State -1]
type = ChangeState
value = 1000
triggerall = command = "SpinDash"
triggerall = statetype != A && ctrl
triggerall = Roundstate = 2
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact

;Aerials
[State -1]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A && ctrl

[State -1]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 640 && movecontact

[State -1]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A && ctrl

[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 640 && movecontact

;Crouching Normals
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl

[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact

[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl

[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact

[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact

;Normals
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact

[State -1]
type = ChangeState
value = 255
triggerall = command = "fwd_c"
trigger1 = stateno = 100 && ctrl

[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1]
type = ChangeState
value = 220
triggerall = command = "z"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = command = "FF"
trigger1 = statetype = S && ctrl

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = command = "BB"
trigger1 = statetype = S && ctrl
And I STILL can't do Sonic's Spin Dash!
    

Special move not activating

 June 16, 2019, 07:51:20 am View in topic context
 Posted by GeorgeMP  in Special move not activating (Started by GeorgeMP June 16, 2019, 07:51:20 am
 Board: M.U.G.E.N Development Help

So, I was making an MvC styled Sonic character for MUGEN, and I was going to add Sonic's Spin Dash. The move itself works fine, but if I try to input the command for it, I just get one of his normals.
Here's the -1 section of my character's CMD:
Code:
[Statedef -1]

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = command = "FF"
trigger1 = statetype = S && ctrl

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = command = "BB"
trigger1 = statetype = S && ctrl

;Normals
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact

[State -1]
type = ChangeState
value = 255
triggerall = command = "fwd_c"
trigger1 = stateno = 100 && ctrl

[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1]
type = ChangeState
value = 220
triggerall = command = "z"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact

;Crouching Normals
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl

[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact

[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl

[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact

[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = stateno = 11 && ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact

;Aerials
[State -1]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl

[State -1]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 640 && movecontact

[State -1]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl

[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = stateno = 50 && ctrl || stateno = 51 && ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 640 && movecontact

;Specials
[State -1] ;This is the part you're probably looking for
type = ChangeState
value = 1000
triggerall = command = "SpinDash"
triggerall = statetype = S && ctrl
triggerall = Roundstate = 2
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
Any help is much appreciated.
    

Re: A new community-centralized competition show - World MUGEN Fighters Competition!

 June 09, 2019, 01:37:46 am View in topic context

Submissions CLOSED: You can no longer submit characters.
    

Re: A new community-centralized competition show - World MUGEN Fighters Competition!

 June 06, 2019, 04:31:15 am View in topic context

A new character I am currently making will enter the competition...
    

Re: A new community-centralized competition show - World MUGEN Fighters Competition!

 June 02, 2019, 07:58:15 pm View in topic context

Nice, now with the rule change for my character I'll pick Kinyo Roadshow by The_none
Amidweiz, your submission was rejected due to being overpowered.


Ok wat, and yet you don't state what is overpowered with it. The only criteria I've seen for being overpowered is no characters with null states or insta-kill... which Kinyo Roadshow has none of those. Also considering the_none's version of Kinyo is you know way more fair than the original by googoo64 if you've taken a look at that before, so I still don't really see what's overpowered with him.

The reason I considered Kinyo Roadshow overpowered was because his moves do ridiculous amounts of damage, and he can string them together really easily. What I actually said was that your character must not be overpowered IN ANY WAY. And that INCLUDES stuff like null characters and one hit KO edits. I just wanted to mention the obvious stuff there. Now can you please submit something that isn't overpowered in any way, shape or form?
    

Re: A new community-centralized competition show - World MUGEN Fighters Competition!

 June 02, 2019, 05:37:11 pm View in topic context

    

Re: A new community-centralized competition show - World MUGEN Fighters Competition!

 May 29, 2019, 10:46:36 pm View in topic context

This just underwent a major rules change! Now you can submit any character you want, as long as it doesn't break the other submission rules!