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Basara Lapis

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Messages by Basara Lapis

    

Re: Character of the Month: November 2023 Nominations

 December 06, 2023, 02:59:43 am View in topic context
 Posted by Basara Lapis  in Character of the Month: November 2023 Nominations (Started by Basara Lapis December 04, 2023, 04:00:04 pm
 Board: Contributions of the Month

NOMINEES
Lucky Glauber by KoopaKoot
Ryu by KarmaCharmeleon
Stryker by YochiThMaster333

CANDIDATES
Hauzer by Diek Stiekem - 2
Margaret by Ichida - 2
Battler by TornilloOxidado - 1
Sonic by k6666orochi - 1
EX-Rumia lx.E by Viola - 1
Busted Puff-Shroom by HelloMyNameIsAAA - 2
Super Better Mario by DS12 - 1
Geese by Codarus - 1

3/20 ready ;)
    

Character of the Month: November 2023 Nominations

 December 04, 2023, 04:00:04 pm View in topic context
 Posted by Basara Lapis  in Character of the Month: November 2023 Nominations (Started by Basara Lapis December 04, 2023, 04:00:04 pm
 Board: Contributions of the Month

In this thread you will be nominating characters from the month of November 2023 that you believe are worthy to be recognized as Character of the Month. These nominations last until December 19th.

Read these rules and guidelines.

Every couple of days a list will be created and updated to feature the nominations progress. The list will include: Who's a candidate and how many motions other characters have. If twenty candidates are reached before the 15 days are up, then voting will start early.

- Only nominate up to 4 characters
- Read the thread
- The numbers next to each nomination represent each character's current nominations
- Only 3 nominations are necessary for each character


PLEASE BE AWARE that due to the incessant, absurd number of users who find themselves unable to read and follow the rules of these threads, we have instituted a new feature:

The Speedpreacher Penalty Box

Users who refuse to follow the very simple guidelines that we have set forward will find themselves in the Penalty Box and have their nominations for this month null and void. They will have to wait until next month to nominate anything! So take care, and don't get put in the Penalty Box!
    

Re: MASTERTKOF 3D RIP. Comissions and Free chars

 December 04, 2023, 03:57:26 pm View in topic context
 Posted by Basara Lapis  in MASTERTKOF 3D RIP. Comissions and Free chars (Started by Mastertkof October 24, 2021, 08:22:25 pm
 Board: Sprite Projects

I know I said it in the other thread, but so awesome sprites you got, bro. Probably I'll get a good use to the Laura sprites and I loved the Angel ones but barely I can play with her to convert her in a character. Keep up the good work!!
    

Re: Using AI to generate stages for Mugen/Ikemen

 December 04, 2023, 02:25:22 pm View in topic context
 Posted by Basara Lapis  in Using AI to aid in Mugen/Ikemen creations (Started by PotS November 27, 2023, 06:10:43 pm
 Board: Development

Even when it's a bit obvious for some of you and even for me, I never thought that stages could be done by using AI, I found it interesting and maybe I could make some too in a close future.

But by now, I'm using AI in MUGEN but for resize sprites for a secret project I'm working on, maybe I can talk about that later. By now, I want to see more created stages of yours here :D
    

Re: wrestling

 November 27, 2023, 05:21:51 am View in topic context
 Posted by Basara Lapis  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

    

Re: Throw doesn't push character upwards.

 November 27, 2023, 05:18:00 am View in topic context
 Posted by Basara Lapis  in Throw doesn't push character upwards. (Started by Losky November 24, 2023, 07:11:03 pm
 Board: M.U.G.E.N Development Help

The code is for the character being thrown, which it was OK, so the problem is not there, but in the state when your char throws the enemy (I suppose statedef 820 maybe). Probably you've to fix the TargetState, maybe you use the animelem used already for the throw (TargetBind). I mean, if you throw your opponent with the animelem = 4 (TargetState), the TargetBind should be until animelem = 3. I hope this works ;)
    

Re: Describe avatar (and/or signature) on the above user

 November 27, 2023, 04:06:57 am View in topic context
 Posted by Basara Lapis  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 am
 Board: All That's Left

Another forms of PADORU PADORU
    

Re: I tried, but your engine doesn't like letting Alpha Blade moves work consistentl

 November 23, 2023, 02:48:40 am View in topic context

It's OK, don't worry, but what you ask can be done easily in a couple of states instead of making the whole stuff in just one... and without exaggerate with a lot of vars and stuff like the ones you used.

I'll take your same example, the state 930, there you make a VelSet sctrl where the char makes a continuous speed, in this example, since the 3rd sprite, where he makes the rush
Code:
[State 930, Velset]
type = Velset
trigger1= animelemtime(3) >= 0
x = 12
Or can make "trigger1 = 1" if the char starts since sprite 1 to make the rush

In the HitDef you can add the line "p1stateno = XXX" to put the state your char will make when it connects, in this case, where it goes behind the opponent
Code:
[State 930, 1]
type = HitDef
trigger1 = AnimElem = 2
(...)
p1stateno = 932
Let's say it's 932 when your char makes the move. If you want the enemy stays in a custom state, then add also p2stateno for another state for the enemy... but an easier way is to make a higher number for ground.hittime (in your example is 10, you can make it like 40/50 so your char can make the move)

The PlayerPush sctrl shouldn't be necessary here since it's enable by default, but will be used later. After this, you make a ChangeState where the move ends, being because doesn't reach the opponent or he blocks it. For that will be used "animtime = 0" (if the anim has a limited time in last sprite) or "time = XXX" (if the last sprite is -1)
Code:
[State 930]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded
trigger3 = command = "HoldB"
value = 931
T1 is when the anime goes out of time, T2 is when the opponent block the attack and T3 is when you hold B (not sure if the button b or push back XD)

Then you create the second state, the 931, where the move fails, there you can make an anim where your char goes back to normal and the speed goes to 0, usually something like this:
Code:
[Statedef 930]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 936

[State 930, Velset]
type = Velset
trigger1= time = 0
x = 0

[State 930]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

And after that, you make the success attack state, the 932, when you char goes behind the opponent for a surprise attack. There you can finally use PlayerPush sctrl and stated it to 0. To move your char, you can use VelSet or PosSet, any of them can be usable here, but the idea is your char makes the move in this state, and here add ChangeStates like "trigger1 = command = "x"" or another one you prefer, or another custom state where the char makes something special, or connect it with another special you already had coded. For example, I made the state 1999 for my ClayFighter chars when they make the Combo Breaker and it's just a "connect" state, where it goes inmediately to a Shoryuken-like attack already coded (usually 1191, the strong ver. of it)

I hope this clarify better what you want to make, as you see I don't use complicate sctrls and triggers, just the necessary to make the job done (less is more for me), good luck and I hope this works for you ;)
    

Re: Describe avatar (and/or signature) on the above user

 November 23, 2023, 12:25:59 am View in topic context
 Posted by Basara Lapis  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 am
 Board: All That's Left

A little pea
    

Re: New Faces for CVS POTS in 2024 - What are your requests?

 November 23, 2023, 12:23:08 am View in topic context
 Posted by Basara Lapis  in New Faces for CVS POTS in 2024 - What are your requests? (Started by Inactive user November 22, 2023, 03:36:56 am
 Board: Idea Engineering

Put your characters in the comments, who knows, maybe a creator can make your request a reality.
If you want something to be made, do it yourself, or prepare your wallet.
This

Personally, I'm also oversaturated of "POTS-style" chars but I don't hate them, even more, I respect creators who made chars like this (especially his "creator") since I tried myself to make some and failed miserably since it has a technique and MUGEN skills that few can get, which makes me respect those ones who achieve it. Sadly as said before, there're a lot of bad imitators that made bad works and make bad fame to this style of MUGEN creations, and I also understand them about why this trend is not so loved as before...

And don't be harsh with the Croix guy, Speed, I understand him and I know he was joking, I'm part of having more variety myself (like the actual "OHMSBY-style"), but I also know people who still like that and will consume it no matter the quality of them

Spoiler, click to toggle visibilty
    

Re: Does anyone have a tournament expansion for mugen?

 November 22, 2023, 04:53:17 am View in topic context
 Posted by Basara Lapis  in Does anyone have a tournament expansion for mugen? (Started by blksmiith November 18, 2023, 05:55:12 am
 Board: M.U.G.E.N Discussion

There was one in the past, but that doesn't exist anymore...

There was a configuration program for MUGEN called as Mugen Windows Configuration (aka MWC) made by ByteZero, an useful program to configurate easily your MUGEN, to put the characters, stages and even screenpacks you want and also had other interesting options like Quick Versus and Tournaments, in the latter you can fight until 8 characters and you can decide if they can be controlled or by CPU.

It was made originally for DOSM but in the last updates became also compatible with WinM. Sadly, his author dissapeared and never updated the program so there's no compatibility with 1.0 (and of course, no for 1.1)... even the program itself is outdated since doesn't work anymore with Win8 or Win10 ... and there's no one who make a program like that, so there's no posibility to make a Tournament mode again
    

Re: I tried, but your engine doesn't like letting Alpha Blade moves work consistentl

 November 21, 2023, 02:45:55 pm View in topic context

You enjoy to over complicate things as I see in your other thread. Stop making overelaborated code for things you can't recreate.

The attack state should be a continuous attack with a specific speed (usually making trigger1 = time > 0 or trigger1 = 1) and then use movecontact to change to another state (a ChangeState) where your character stops (and state it the velset = 0). Or, make two different ChangeState, one for moveguarded (where the enemy block your attack) and another one for movehit (where you connect your attack). Or even more simple: just one ChangeState for moveguarded and make a movehit for the HitDef where you char changes to another state when he connects
    

Re: Character of the Month: October 2023 Voting

 November 17, 2023, 03:29:49 pm View in topic context
 Posted by Basara Lapis  in Character of the Month: October 2023 Voting (Started by Basara Lapis November 17, 2023, 01:29:20 pm
 Board: Contributions of the Month

I'm going for Herr Doktorr and Satomi. Good luck everyone :D
    

Character of the Month: October 2023 Voting

 November 17, 2023, 01:29:20 pm View in topic context
 Posted by Basara Lapis  in Character of the Month: October 2023 Voting (Started by Basara Lapis November 17, 2023, 01:29:20 pm
 Board: Contributions of the Month

    

Re: My Launcher is infinite and shouldn't be! How can I limit 1 Launcher per combo?

 November 15, 2023, 04:13:10 am View in topic context

Quote
My Launcher is infinite and shouldn't be!
juggle  = 0
DAAAAHHHHH!! Of course your launcher will be an infinite if the juggle is 0!!
The max number of juggles in a combo should be 15, to make it just once, make it a value where they don't repeat (like 8 or 9) and the rest of the combo leave it as 1 or 2 depends of the lenght of the combo (or just 0 if you want to violate your opponent in the air)

I know with Vars would be more complicate but efficient, but if you want it easy, try that
    

Re: B-kun's Speculations Room

 November 13, 2023, 07:23:30 pm View in topic context
 Posted by Basara Lapis  in B-kun's Speculations Room (Started by Basara Lapis August 17, 2011, 09:32:18 pm
 Board: Idea Engineering


14. KOF Edits
This is an idea I got since my first years on this but never have the skill enough to make it... and in that time to edit chars it wasn't good seen in the public eye but now it's more accepted. I got 2 in mind: Joe Higashi and Yashiro Nanakase, which will edits of existing chars to be accurate for some KOF game versions where don't get any yet. In the case of Joe, I'll use Ironmugen's Crazy Joe to convert it into 2k1 Joe and LuvlyAngel's '98 Yashiro to make the '97 version, and of course adding missing sprites, their respective FX and fixing anything that would get broken, as well make 1.0 versions of them (with winquotes and stuff).

I don't start with any of them yet, but I don't want to lose that idea in my head, so I post it here as a notebook in case I want to do it for real later (as all the rest of this thread, of course XD)
    

Re: STREET FIGHTER III 4th Assault - Future of Fighting

 November 13, 2023, 07:16:33 pm View in topic context
 Posted by Basara Lapis  in STREET FIGHTER III 4th Assault - Future of Fighting (Started by Mastertkof January 07, 2017, 12:32:10 am
 Board: Projects

Loved how this project goes, keep going the good work!! :D

A question, I noticed you want to make 4th Assault as a fullgame, so your exclusive chars will be exclusive of it or will be released also separated for normal MUGEN?? (I hope yes, I'd love to get that Sakura in my roster)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 November 10, 2023, 03:08:18 pm View in topic context
 Posted by Basara Lapis  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Never saw them before (they're dope indeed), but I bet it's IKEMEN exclusive if you ask me. Good luck with that, however
    

Re: Character of the Month: October 2023 Nominations

 November 10, 2023, 02:54:54 pm View in topic context
 Posted by Basara Lapis  in Character of the Month: October 2023 Nominations (Started by Basara Lapis November 02, 2023, 03:51:02 pm
 Board: Contributions of the Month

Oh yeah, thanks for remind me about that :P

NOMINEES
K' by Tornillo Oxidado
King Leo by jay_ts
Dr. Kiln by Basara-kun
Saki Mitonoya by Ichida
Joker by OHMSBY
Lucia by Mr. I and Violin Ken
Satomi Yajima by jay_ts
Cirno by Resentone
Tails by Resentone
DoodleBob by Infantry00
Grass Wonder by ZETA
Spudley by Genosan742

CANDIDATES
Shadow Chie by Ichida - 1
Joe Kusanagi by Misamu K Young & N.A.P - 1
Crystaller by dokkano sub - 2
Arcade Tribute by GTFoxN6Y - 1
Hercules by Ronic106 - 1
Tifa by Nexus Gaming - 1

13 12/20 ready :P
    

Re: Character of the Month: September 2023 Voting

 November 10, 2023, 02:42:07 am View in topic context
 Posted by Basara Lapis  in Character of the Month: September 2023 Voting (Started by Basara Lapis October 26, 2023, 01:31:16 am
 Board: Contributions of the Month

And we have a winner :D congrats @Soy Sauce: for winning the COTM!!

(also... whoa, so much votes for my Joe, thanks guys!! =D)