I was wondering why Alex's voice was somehow switching back to his custom to SF3. Other than that issue, he plays sweet.It's not quite custom, it's from the earlier sf3 games (second impact and new generation).. and Micheal Jackson. Not sure what prompts it to play over the normal voice, though.
I was wondering why Alex's voice was somehow switching back to his custom to SF3. Other than that issue, he plays sweet.It's not quite custom, it's from the earlier sf3 games (second impact and new generation).. and Micheal Jackson. Not sure what prompts it to play over the normal voice, though.
JZ, the config.txt is messed up. :PAh, I see, it has UNIX line endings. Probably happened when one of my scripts ran through it.
I was wondering why Alex's voice was somehow switching back to his custom to SF3. Other than that issue, he plays sweet.It's an easter egg!
Love the new Felicia portrait. Was it commissioned?Yep, by the lovely Flowery-Tan! :3
Ah, I see, it has UNIX line endings. Probably happened when one of my scripts ran through it.
Fixed in the archive, though if you want to fix it yourself without redownloading (nothing else has changed), you can open it in Notepad++ or Sublime Text and set the line endings to Windows. Opening it in Fighter Factory and saving should also fix it.
BTW : any reason he uses some of Moonwalker's MJ voices? :D
Thanks, Gui. That video just made me notice a huge bug: Stun Gun Headbutt won't dizzy when dizzy is disabled.
Fixed and reuploaded.
Fun fact: when dizzy is disabled, that move is actually always guaranteed to dizzy because it won't use dizzy points. In the original games, that move being able to dizzy depends completely upon stun value. So disabling dizzy for Alex makes that move stronger.
What input device are you using? I can do everything fine on stick. The buffer works exactly the same as it does in CvS2.I tried using keyboard and gamepad input and it is very difficult now. Looked like the culprit is your new buffering input system. Your input command timing is very strict now. Yes as I remember the original cvs2 input is very strict too.
Just got home. I can do them on keyboard just fine as well. I can even consistently pull off 360's which I find hard to do with Warusaki's Zangief.
But whatever, have fun.
So if you got complacent with mugen, I suggest you playI use a keyboard, and I've played CvS2 with one quite a bit, so my muscle memory is pretty good. Yet I still have serious issues pulling off commands here. F,D,DF only seems to work when I input F, D, F; charge down, up I've gotten to work exactly once; charge back, forward only sees to activate if I charge back, then do a half circle forward. This is all decidedly not the case when I play CvS2. ¯\_(ツ)_/¯
Some cvs2 to refresh your muscle memory lol.
I suspect this buffering input problem is caused by different cpu pc specification.
Looked like this buffering system require high cpu specs. And default mugen input system doesn't require that.
I tested it on amd A8 and that problem is really exist. I fixed that by modifying cmd file to default mugen input system.
I suspect this buffering input problem is caused by different cpu pc specification.
Looked like this buffering system require high cpu specs. And default mugen input system doesn't require that.
I tested it on amd A8 and that problem is really exist. I fixed that by modifying cmd file to default mugen input system.
I really, really, really doubt your cpu specs is the reason you're having issues
I can't seem to pull off any of Felicia's moves on keyboard. Been using your latest update (10/2/17)Yeah, me too. That is why I have to modify the cmd file to use default mugen input system.
I can't seem to pull off any of Felicia's moves on keyboard. Been using your latest update (10/2/17)
Infinite juggling where? My characters shouldn’t have that problem since I’ve had a limiter for it for ages.I am sorry, jesuszilla. I don't mean that. I mean this is bug on a whole mugen. Not your character.
Don’t do that for state 5040; that’s rude to other characters’ systems. You’re going to fuck up combos for Guilty Gear characters.
If you’re saying my characters can be infinitely juggled, on the other hand, that is not my problem; it is a problem in the other character. And once again, that “fix” is going to break a lot of other characters that rely on combos during the recovery state.
Furthermore, if you modify my stuff, how do I know you didn’t break something yourself?
Dunno if someone already reported this, but both of your chars have a bug in their walking animations if holding back e forward at the same time:
[youtube]v=09Q-ffWk3qQ[/youtube]
Ehh... sorry for the crappy quality video btw. XD
How can you hold back and fwd at the same time?
I know you can do it if you have a keyboard.
I don't know if it 's possible at all on a controller.
Sorry to bump the thread, but is anyone else having trouble doing the "Please Help Me!" super? I'm doing the command in the movelist but it does nothing every time.
Great website, JZ.
I've detected a small visual bug in Alex. When Jmorphman's Demitri uses Midnight Bliss on Alex, he turns invisible.
(https://i.imgur.com/XLwOHNu.png)
Great website, JZ.
I've detected a small visual bug in Alex. When Jmorphman's Demitri uses Midnight Bliss on Alex, he turns invisible.
(https://i.imgur.com/XLwOHNu.png)
this is due to not giving Alex a midnight bliss compatability
I also wanted to mention another bug I found. If Alex uses his Stun Gun Headbutt on a character who cannot be stunned (Like P.O.T.S.'s Shin Gouki), then the "dizzy" sound effect will loop endlessly. It can only be stopped by doing the move on the opponent again.
(...) Though if anyone wants to provide a proper MB for Alex (...)I can give it a try if you want. I have some requests to fulfill at the moment, but I'll remember to make MB for your Alex too.
Is there another character that can't be dizzied that you can show me? I seem to be able to dizzy PotS's Shin Gouki.
Is this the "stays lie down forever" issue? If so it's an issue with something me and jmm was trying. So should only be an issue with his Demitri and my KFM.
We resolved it last night and should be updating our chars soon. Apologies as we forgot about const(data.liedown.time)
[State 777, VarSet]
type = VarSet
trigger1 = !Var(5)
var(5) = cond(IsHelper(782), Enemy(0), StateNo = 5300, Enemy(1), StateNo = 5300)
[State 777, StopSnd]
type = StopSnd
trigger1 = Var(5) && cond(IsHelper(782), (Enemy(0), StateNo != 5300), (Enemy(1), StateNo != 5300))
trigger2 = !Var(5)
channel = 15
[State 0, DestroySelf]
type = DestroySelf
trigger1 = Var(5) && cond(IsHelper(782), (Enemy(0), StateNo != 5300), (Enemy(1), StateNo != 5300))
trigger2 = Time && !Var(5)
Dude, that'd be awesome!(...) Though if anyone wants to provide a proper MB for Alex (...)I can give it a try if you want. I have some requests to fulfill at the moment, but I'll remember to make MB for your Alex too.