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Messages by Super_Sonic_67

    

Re: Super Sonic and Dark Super Sonic. Here for download!

 August 07, 2008, 12:16:04 am View in topic context
 Posted by Super_Sonic_67  in Super Sonic and Dark Super Sonic. Here for download! (Started by Super_Sonic_67 August 06, 2008, 10:10:56 pm
 Board: Your Releases, older Mugen

Wait, hang on, the assertspecial thing isn't working... is this how it's supposed to look?

[mcode][state 1050]
type = helper
trigger1 = animelem = 5
helpertype = normal
name = "Cracker"
ID = 1055
pos = 15,0
stateno = 1055
keyctrl = 0
ownpal = 1

[state 1050]
type = assertspecial
trigger1 = 1
flag = noshadow[/mcode]

It still has the wierd shadow
    

Re: 2 Transparent colors in pallete??

 August 07, 2008, 12:13:24 am View in topic context
 Posted by Super_Sonic_67  in 2 Transparent colors in pallete?? (Started by Super_Sonic_67 August 06, 2008, 11:47:18 pm
 Board: M.U.G.E.N Development Help

No, see, the regular tranparent color in this pallete is green, actually. The character himself has the green color as the background and that is the transparent color. But, you're saying that I can make a certain color on a pallete have a value of 0? How is that done?
    

Re: Super Sonic and Dark Super Sonic. Here for download!

 August 06, 2008, 11:59:27 pm View in topic context
 Posted by Super_Sonic_67  in Super Sonic and Dark Super Sonic. Here for download! (Started by Super_Sonic_67 August 06, 2008, 10:10:56 pm
 Board: Your Releases, older Mugen

 ;D Are you credited?? I couldn't have done what I did with Sonic in the first place without you, Cyanide! And I don't just mean the original character, either!
    

2 Transparent colors in pallete??

 August 06, 2008, 11:47:18 pm View in topic context
 Posted by Super_Sonic_67  in 2 Transparent colors in pallete?? (Started by Super_Sonic_67 August 06, 2008, 11:47:18 pm
 Board: M.U.G.E.N Development Help

I've encountered a few characters that seem to have not one, but 2 colors in their palletes that appear transparent ingame! First is the usual background color in the bottom right of the pallete, that much I get. But there are certain sprites that have black around them and then have bright pink around the black too! And when you apply the additive effect to the sprite, it treats the pink as if it were also black!

How do they do it?
    

Re: Super Sonic and Dark Super Sonic. Here for download!

 August 06, 2008, 11:06:57 pm View in topic context
 Posted by Super_Sonic_67  in Super Sonic and Dark Super Sonic. Here for download! (Started by Super_Sonic_67 August 06, 2008, 10:10:56 pm
 Board: Your Releases, older Mugen

Ok, the icon thing is a completely understandable comment, but your problem with the "projectile thing..." Umm, didn't you read the move list? it's a trap move, a "landmine" if you will. It's supposed to just sit there. lol  :P

Also, I was wondering about that wierd shadow too. I'll keep messing around with it, I think I have an idea of how to fix it.
    

Super Sonic and Dark Super Sonic. Here for download!

 August 06, 2008, 10:10:56 pm View in topic context
 Posted by Super_Sonic_67  in Super Sonic and Dark Super Sonic. Here for download! (Started by Super_Sonic_67 August 06, 2008, 10:10:56 pm
 Board: Your Releases, older Mugen

Hey there, fellow Mugen-ators! I have here, Super Sonic and Dark Super Sonic for your gaming enjoyment!

He plays very much like the Sonic that I released a while ago, so here's his movelist:
_________________________________________________ _________________
Movement = Your walk increases speed the longer you hold the button.

FWD + FWD = Teleport right behind your opponent.

BCK + BCK = a quick hop backwards.

Jump + A = Super Sonic Homing Attack: (It doesn't actually "home in" on opponents, that'd be way too cheap!  ;P it's just a downward strike)

Double-Jump = Super Sonic Flight: Fully manuverable.

A + in flight = Air Dash Attack

A+A+A = Basic Combo

FWD+A (Also use after Basic Combo) = Super Sonic Flare, to knock your opponent to the skies.

FWD (After Super Sonic Flare) = Pursuit: Fly after your opponent.

A (After Pursuit) = Finish off your foe with a Spin Bash finish in mid-air to slam him into the ground!

Down + A + A + A... etc. = Super Sonic Spin Dash: Works just like in the good old genesis games! The more you charge, the further you go!

X + 200 PWR = Super Sonic Wave projectile

Jump + X + 200 PWR = Super Sonic Storm. (Can also be used during flight!)

Y + 300 PWR = Top Spin: Instantly spin through the air, catching an airborn opponent off guard!

Jump + Y + 300 PWR = Super Sonic Meteor: Exactly what it sounds like! It's most effective when you do it out of flying!

Z + 400 PWR = Super Sonic Cracker: Energy Ball trap

Jump + Z + 400 PWR = Super Sonic Air Cracker

B + 1500 PWR = Super Sonic Chaos Combo: Trust me, you'll like it!  :sugoi:
_________________________________________________ ___________________

Screenies:









[

NOTE: Super Sonic and Dark Super Sonic have absolutely no difference gameplay-wise, or ability-wise. Dark Super Sonic merely has a different color scheme for him and his projectiles and different sound effects! But if you're a fan of Dark Super, then I suggest you give both a try!

And now, the download link!!!!

EDIT: BELOW IS THE UPDATED DOWNLOAD LINK, ALL CHARACTER BUGS MENTIONED BELOW ARE NOW FIXED! YAY!

http://www.sendspace.com/file/wedt2r

ENJOY!!
    

Re: Super Sonic Aura bug

 August 01, 2008, 01:43:59 am View in topic context
 Posted by Super_Sonic_67  in Super Sonic Aura bug (Started by Super_Sonic_67 August 01, 2008, 12:25:19 am
 Board: M.U.G.E.N Development Help

 ;D I just found an alternative! I made the aura a helper instead and it works like a charm!

Thanks for the help, Cyanide-sama!

P.S. The Super Sonic I'm working on was originally the Sonic that you made way back when!  :sugoi:

Of course, he's hardly recognisable now.  ;)
    

Re: Super Sonic Aura bug

 August 01, 2008, 01:31:47 am View in topic context
 Posted by Super_Sonic_67  in Super Sonic Aura bug (Started by Super_Sonic_67 August 01, 2008, 12:25:19 am
 Board: M.U.G.E.N Development Help

[mcode][State 0, 1]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(434) = 0
anim = 434
ID = 434
pos = 0,0
removetime = -1
bindtime = -1
sprpriority = 1
ontop = 1
ignorehitpause = 1
[/mcode]

Is this what you meant? Because nothing's changed when I try it in-game.

Oh, and I already renamed the common file as well.
    

Re: Super Sonic Aura bug

 August 01, 2008, 12:53:41 am View in topic context
 Posted by Super_Sonic_67  in Super Sonic Aura bug (Started by Super_Sonic_67 August 01, 2008, 12:25:19 am
 Board: M.U.G.E.N Development Help

I tried putting it in the stand part of his common.cns file, I got nothing.

Code:
[mcode]; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = Explod
trigger1 = anim = 0
trigger1 = animelem = 1
anim = 434
ID = 434
pos = 0,0
removetime = -1
bindtime = -1
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
v = 5    ;fv = 10
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0+(var(7)*20000) && Anim != 5+(var(7)*20000)
trigger2 = Anim = 5+(var(7)*20000) && AnimTime = 0 ;Turn anim over
value = 0+(var(7)*20000)

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 10502, 4]
type = ChangeState
trigger1 = var(13) = 1
value = 10053

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050[/mcode]

I also tried making the explod trigger be [mcode]trigger1 = stateno = 0[/mcode] And that also did nothing
    

Super Sonic Aura bug

 August 01, 2008, 12:25:19 am View in topic context
 Posted by Super_Sonic_67  in Super Sonic Aura bug (Started by Super_Sonic_67 August 01, 2008, 12:25:19 am
 Board: M.U.G.E.N Development Help

I'm making a Super Sonic character who is supposed to have a DBZ-esque aura around him all the time. So far, it works, but there is one thing that bugs me that's kind of hard to explain, so I'll do my best.

If you allow the entire pre-battle intro to play out, the aura is present and stays present throughout the fight, which is what I want, but if you skip the intro manually, the aura dissapears right after the little screen transition that shows that you skipped the intro and the aura doesn't appear.

Here's the code for the intro and its aura:

[mcode]; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 587
velset = 0,0,0

[State 0, ]
type = Explod
trigger1 = anim = 587
trigger1 = animelem = 1
anim = 434
ID = 434
pos = 0,0
removetime = -1
bindtime = -1
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 1

[state 191]
type = playsnd
trigger1 = time = 0
value = 1,7
channel = 0
volume = 255

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,190]
flag = Intro[/mcode]

How do I make it so the aura will stay, no matter what?
    

Re: Problems with death

 July 28, 2008, 09:24:14 pm View in topic context
 Posted by Super_Sonic_67  in Problems with death (Started by Super_Sonic_67 July 28, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

Well, what do ya know! It worked! Thanks for the help!  :ninja:
    

Re: Problems with death

 July 28, 2008, 09:10:58 pm View in topic context
 Posted by Super_Sonic_67  in Problems with death (Started by Super_Sonic_67 July 28, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

[mcode];---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = var(0) = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = var(0) = 55
trigger1 = SelfAnimExist(12050 + (anim % 10))
trigger1 = anim = [12050,12050]
value = 12050 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = var(0) = 0
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = var(0) = 55
triggerall = time = 0
triggerall = anim != [12050,12050] ;Not already changed anim
trigger1 = anim != [12052,12052]
trigger2 = !SelfAnimExist(12050 + (anim % 10))
value = 12050

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = var(0) = 0
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = var(0) = 55
triggerall = time = 0
triggerall = anim != [12050,12050] ;Not already changed anim
trigger1 = anim = [12052,12052]
trigger1 = SelfAnimExist(12050 + (anim % 10))
value = 12050 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = var(0) = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = var(0) = 55
triggerall = anim = [12050,12050]
triggerall = SelfAnimExist(12050 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 12050 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = var(0) = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 55
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [12050,12050]
value = 12050

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
[/mcode]
    

Re: Problems with death

 July 28, 2008, 09:06:38 pm View in topic context
 Posted by Super_Sonic_67  in Problems with death (Started by Super_Sonic_67 July 28, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help



Here's the same situation, only I'm Sakura, (the troubled character) this time
    

Re: Problems with death

 July 28, 2008, 09:02:35 pm View in topic context
 Posted by Super_Sonic_67  in Problems with death (Started by Super_Sonic_67 July 28, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

Gladly! Here you go:



I hope it helps, because I don't understand a lick of this debug info!
    

Problems with death

 July 28, 2008, 08:13:32 pm View in topic context
 Posted by Super_Sonic_67  in Problems with death (Started by Super_Sonic_67 July 28, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

I have a character that. upon dieing, just lies there for about 30 seconds before the round actually ends.

Here's a detailed description:

-The character loses all of her health and lies down, dead.
-The K.O. is sounded as well.
-The character and her opponent remain stationary for about 30 seconds after the K.O. and then the winner's name is displayed, the victor does his/her winning animation, etc.

Where can I find the code that triggers this wierd, 30 second, pause so I can get rid of it?
    

Re: Brand Spankin' New Sonic the Hedgehog!

 March 21, 2008, 08:54:21 pm View in topic context
 Posted by Super_Sonic_67  in Brand Spankin' New Sonic the Hedgehog! (Started by Super_Sonic_67 February 01, 2008, 09:07:20 am
 Board: Your Releases, older Mugen

Oh, well, I was planning on doing something to make him go super, but I never got around to it... I guess I left the CNS in there by mistake.
    

Re: Brand Spankin' New Sonic the Hedgehog!

 February 02, 2008, 01:56:34 am View in topic context
 Posted by Super_Sonic_67  in Brand Spankin' New Sonic the Hedgehog! (Started by Super_Sonic_67 February 01, 2008, 09:07:20 am
 Board: Your Releases, older Mugen

 ;D Thank you all very much for your input on Sonic here! And.. Hm... Super Sonic, huh? Now THERE'S an idea! Maybe I should learn how transformations work, and see if I can't get that to happen! Here are some other pics for you guys!







    

Brand Spankin' New Sonic the Hedgehog!

 February 01, 2008, 09:07:20 am View in topic context
 Posted by Super_Sonic_67  in Brand Spankin' New Sonic the Hedgehog! (Started by Super_Sonic_67 February 01, 2008, 09:07:20 am
 Board: Your Releases, older Mugen

Here's my new Sonic! Although, I can't take all the credit... This Sonic is loosely based off of Cyanide's original model for his Sonic Battle Mugen game way back when! I spent countless hours giving him new attacks, animations, sounds, you name it!

Alright, so here's some of the major things that make this Sonic different from Cyanide's:

~First off, he's completely independant of the "fightfx.sff" file that Sonic's projectile and explod animations come from. I put those animations with Sonic himself, so now he is no longer linked to that specific fightfx file.

~Next is a cool little trick that Cyanide helped to teach me when I came here for help. This Sonic gradually picks up speed as he runs, with a matching animation to simulate it even better! With a long enough stage, you can get Sonic to reach Mach 3!!

     ~Now for the attacks:

~Yes, we still have Sonic's Sonic Battle moves, such as his martial arts combo, his pursuit smash attack, the Sonic Drive, all of that is still there. However, to suit the rest of the character, these moves have also had a serious makeover.

~Next are the moves that were totally my own, based off of other Sonic titles! Yep, I know you're thinking it... Sonic's Spin Dash is here! And it works exactly like it does in any 2-D Sonic game!

~I also added a little Homing Attack, it's not much, considering it doesn't really "home," but it's still a useful combo move for airborn enemies!

     ~Next are the graphics and sound.

~Smooth Animations, to say the least. Really the biggest thing you'll notice is my custom Sonic running sprite!
Good ol' "Arms-Out-Behind-You-Style" Running!

~New sounds and audio clips from both old and new Sonic make this character a treat to hear in action. From the *ZZZzzzZZZzzZZZZZZZ PEEEEE!!!* of The Spin Dash, to Sonic's intro phrase: "I'll show you what true speed really is!"
-----------------------------------------------------------------------
Alright, so.... Move list, right! Ok, here ya go!

Start = Charge up Power

Up (In air) = Sonic Flip

AAA = Sonic Combo

A + right = Sonic Flare

right (After Sonic Flare) = Pursuit

A (In air, after pursuit) = Sonic Eagle

A + left = Sonic Updraft

A (In air) = Homing Attack

X = Sonic Wave

X(in air) = Sonic Storm

X+ down = Spin Dash (Keep tapping to build up speed)

Y = Throw Ring, and then again for Sonic Drive

Y(in air) = Sonic Meteor

Z = Set Sonic Cracker/ Explode Set Cracker

Z(in air) = Sonic Air Cracker

~Bear in mind that the Sonic Wave, Sonic Storm, and Sonic Cracker moves have power requirements now, so be sure to charge up your power bar!

And now, the moment you've all been waiting for: The Link!

http://rapidshare.com/files/88156516/Sonic.rar.html

    I hope you people enjoy my version of the blue blur!

PS: I would be HONORED if Cyanide himself would try Sonic out, see if he likes what I've done with him...

 :sugoi:



    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 11:15:25 pm View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

Lol yeah feel stupid now  :P

*ahem* IT WORKED!! Thank you Cyanide, you are the Beastly God of Mugen!!

 :sugoi:
    

Re: Me again with a new issue: Gradual Speed Increase!

 January 30, 2008, 10:29:31 pm View in topic context
 Posted by Super_Sonic_67  in Me again with a new issue: Gradual Speed Increase! (Started by Super_Sonic_67 January 30, 2008, 03:49:18 am
 Board: M.U.G.E.N Development Help

Ok, after a bit of research I found out the difference between fvar and var, so that's all cleared up, but I still don't understand what I'm doing wrong with this!