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Darkstalkers vs Street Fighter (Read 353513 times)

Started by AVPboy, April 30, 2014, 02:56:43 am
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Re: Darkstalkers vs Street Fighter
#361  September 21, 2014, 07:16:43 pm
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Alright.

Take your time AVP...
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

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Re: Darkstalkers vs Street Fighter
#362  September 22, 2014, 03:59:58 am
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MORE STAGES FOR DOWNLOAD FOLKS! CHECK THEM OUT ON THE 1.0 Stage SECTION! :3
Re: Darkstalkers vs Street Fighter
#363  September 27, 2014, 05:07:10 pm
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Okay, so, I'm on the edge of finishing and updating the rest of the stages, TIME FOR SOME SCREENPACK DISCUSSION! (The lifebar couldn't be finished, some anti-virus issues) so..., let's get started, I can do as many sprites as needed, someone want to help me with the coding? :D
Re: Darkstalkers vs Street Fighter
#364  September 28, 2014, 03:16:37 pm
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All right..., it's not that I'm pessimist but I feel no one is caring about this anymore... (Excepting Wizzy and gui0007 of course, they are the official composers anyway)
Re: Darkstalkers vs Street Fighter
#365  September 28, 2014, 04:47:56 pm
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Always stay optimistic. Making a mugen project should always be because YOU enjoy it. Keep in mind the reasons you create, don't do things for other people.

And just because nobody posts per say doesn't mean no one is watching your project. I personally think it's pretty cool :) Stay up
Re: Darkstalkers vs Street Fighter
#366  September 28, 2014, 05:18:43 pm
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I agree, Gritsmaster.
And that just goes to show you that people are watching, whether they make it known or not, AVP. Stay focused and enjoy what it is that you do, because I for one can defnitely say it's been a blast being a team with you.

Others will become interested once they find something that appeals to them.

Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

Donate Here
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Re: Darkstalkers vs Street Fighter
#367  September 28, 2014, 05:59:03 pm
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Thank you gritsmaster, wizzy, I will do my best to stay up on this, I'll keep it up.
Re: Darkstalkers vs Street Fighter
#368  September 28, 2014, 06:42:27 pm
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Re: Darkstalkers vs Street Fighter
#369  September 28, 2014, 08:25:04 pm
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Thank you my friend! i'll do my best! by the way..., check this out, I've managed to edit 3 characters so far...

I am taking ShinZankuro's Advice for the groove, Red for Darkstalkers and Blue (Or Purple) for Street Fighter, of course I will replace the sprites somehow until I actually manage to draw an original one or edit a good one at least...


image hosting site


host images


windows screen capture

Want me to change anything?
Re: Darkstalkers vs Street Fighter
#370  September 28, 2014, 10:16:46 pm
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They look good so far, my friend!

I'm here if you need help with the sprites!
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

Donate Here
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=B92JC32FZ5CME
Re: Darkstalkers vs Street Fighter
#371  September 28, 2014, 11:42:06 pm
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Last Edit: September 29, 2014, 04:32:11 am by AVPboy6754
Re: Darkstalkers vs Street Fighter
#372  September 29, 2014, 05:08:34 am
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It's been awhile, but I'll do what I can!

New stage is looking good!
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

Donate Here
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=B92JC32FZ5CME
Re: Darkstalkers vs Street Fighter
#373  September 29, 2014, 08:06:02 pm
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Re: Darkstalkers vs Street Fighter
#374  September 29, 2014, 10:13:56 pm
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Good, I'll send you a link on messages :3
Re: Darkstalkers vs Street Fighter
#375  September 30, 2014, 03:47:49 pm
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This is just a suggestion i dont know if you can do that here. But you could move your post in the projects forum but like i said im not sure if you can do that and also more people could see this awesome project of yours
Last Edit: September 30, 2014, 03:51:28 pm by jordcool2
Re: Darkstalkers vs Street Fighter
#376  September 30, 2014, 06:02:31 pm
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This is just a suggestion i dont know if you can do that here. But you could move your post in the projects forum but like i said im not sure if you can do that and also more people could see this awesome project of yours

I don't know, but this is really a good idea at all.
Re: Darkstalkers vs Street Fighter
#377  September 30, 2014, 09:15:23 pm
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Important thing I want to share[A Feedback]:

Use a better coding for Super Jump and launcher. I recommend to you use the Beximus version. [The code is based on the old releases from him, and it's Open Sourced.]

[FOR CNS]

[Replace all of your Statedef 40 with this. If your char doens't have that statedef, just put]

Code:
;SUPERJUMP BEXIMUS STYLE

[statedef 40]
type    = s
physics = s
ctrl = 0

[state 40, 1]
type = velset
trigger1 = time = 0
y = 0

[state 40, 2]
type = changeanim
trigger1 = time = 0
value = 40

[state 40, 1]
type = velset
;trigger1 = time = 0
;trigger1 = command = "holdfwd"
trigger1 = prevstateno = 101
;trigger1 = sysvar(1) = 1
x = 7

[state 40, 1]
type = velset
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = prevstateno = 105
x = -6

[state 40, 4]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 40, 5]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1

[state 40, 6]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[state 40, 7]
type = velset
trigger1 = animtime = 0
trigger1 = var(40) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[state 40, 8]
type = velset
trigger1 = animtime = 0
trigger1 = var(40) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 3, -1.5))
y = -14 ;< - This determine how higher will go your super jump. Never forget to adjust that value, for evading some Moon Jumpings. I recommend to start with value between -12/-14. And please be atent: If your char surprasses the stage height limit, lower that value.

[state 40, 9]
type = velset
trigger1 = animtime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[state 40, 11]
type = varset
trigger1 = time = 0
var(40) = 0

[state 40, 12]
type = varset
trigger1 = command = "du"
trigger2 = command = "abc"
trigger3 = prevstateno = 440 ;< - Launcher state[/b]
var(40) = 1

[state 50, playsnd]
type = playsnd
trigger1 = animtime = 0
trigger1 = var(40) = 1
value = s1,7;s55,1
channel = 0

[state 40, 13]
type = varset
trigger1 = time = 0
var(12) = 0

[state 40, 14]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
; jump Up
[statedef 50]
type    = a
physics = a

[state 50, 1]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 50, 2]
type = changeanim
trigger1 = time = 0
trigger1 = var(40) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 50, 3]
type = changeanim
trigger1 = time = 0
trigger1 = var(40) = 1
value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 51, 52))

[state 50, 4]
type = varset
triggerall = time = 0
trigger1 = vel x = 0
var(1) = 0

[state 50, 5]
type = varset
triggerall = time = 0
trigger1 = vel x > 0
trigger2 = vel x < 0
var(1) = 1

[state 50, 6]
type = turn
trigger1 = p2dist x < 0
trigger1 = var(40) = 1

[state 50, 7]
type = veladd
trigger1 = var(40) = 1
trigger1 = command = "holdback"
trigger1 = vel x > -1.5
x = -.05

[state 50, 8]
type = veladd
trigger1 = var(40) = 1
trigger1 = command = "holdfwd"
trigger1 = vel x < 3
x = .15

[state 50, 9]
type = veladd
trigger1 = var(40) = 1
y = -0.14

[state 50,5]
type = explod
trigger1 = time = 2
trigger1 = var(40) = 1
anim = 6010
id = 6010
postype = p1
pos = 0,40
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 0


[state 50, 12]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52

;---------------------------------------------------------
; jump land
[statedef 52]
type    = s
physics = s
facep2 = 1
velset = 0,0
ctrl = 0

[state 52, 1]
type = changeanim
trigger1 = time = 0
value = 47

;[state 52, playsnd]
;type = playsnd
;trigger1 = animelem = 1
;value = s0,16

[state 52, Dust]
type = explod
trigger1 = time = 2
anim = 6007
id = 6007
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = -2
persistent = 0
removeongethit = 0

[state 52, 3]
type = posset
trigger1 = time = 0
y = 0

[state 52, 4]
type = ctrlset
trigger1 = time = 1
value = 1

[state 52, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[CMD]


Code:
;-| super jump |-----------------------------------------------------------
[command]
name = "du"
command = ~D, $U
time = 8

[command]
name = "abc"
command = a+b+c
time = 8

; This will be a part of command. Replace any super jump command with this.


Code:
;Super Jump
[state -1]
type = changestate
value = 40
triggerall = command = "abc"
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = stateno = 440 ; < -  The launcher number.
trigger2 = time < 1

; This will be on Statedef -1




Returning on CNS of your converted character:

I said about launcher state yea?

Put this on the end of launcher state:

Code:
[state 240, 4]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup" && time <= 20
value = 40


Your Super Jump will be more easy to execute and will gain a very solid style. The FX and SND on SJump is a thing you can put later XD
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Re: Darkstalkers vs Street Fighter
#378  October 01, 2014, 12:57:18 am
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All right then..., thanks for the advice my friend! :D
Re: Darkstalkers vs Street Fighter
#379  October 01, 2014, 03:22:54 am
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In the .cmd, you might want to put "stateno = 440 && movehit" that way, if your launcher misses or gets blocked, you won't be able to super jump. I believe this applies to me as well.
Beware the Dark Wolf once more!
Re: Darkstalkers vs Street Fighter
#380  October 01, 2014, 04:01:05 am
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In the .cmd, you might want to put "stateno = 440 && movehit" that way, if your launcher misses or gets blocked, you won't be able to super jump. I believe this applies to me as well.

That's it, thnx for the tip XD
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