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Messages by Omegalord99

    

Re: How to add dream cancels

 June 12, 2008, 01:19:51 am View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

After the pillar i do Freeze Execution and it isnt cancelling after the pillar.
    

Re: How to add dream cancels

 June 11, 2008, 09:26:15 pm View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

It isnt Dream Cancelling. I think its Execution or something since i did it correctly but its not working.
    

Re: How to add dream cancels

 June 11, 2008, 08:48:19 pm View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

i dont get it what do u mean?
    

Re: How to add dream cancels

 June 11, 2008, 08:38:06 pm View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

When i input her Freeze Pillar Super its supposed to DC into Execution yet it isnt.
    

Re: How to add dream cancels

 June 11, 2008, 08:17:40 pm View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

In Kula's CNS before State-2
Spoiler, click to toggle visibilty

Kula's move
Spoiler, click to toggle visibilty

CMD
Spoiler, click to toggle visibilty
    

How to add dream cancels

 June 11, 2008, 07:56:22 pm View in topic context
avatar  Posted by Omegalord99  in How to add dream cancels (Started by Omegalord99 June 11, 2008, 07:56:22 pm
 Board: M.U.G.E.N Development Help

Ive been bugging Kula trying to figure out how to add Dream Cancel for a friend and can't figure it out. I added in the sprites and animations plus the coding in the cns. But haven't figured what to do for the command(i think its also a part) So how would i fix this? His version he gave me is a fresh Iron Kula.
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 11, 2008, 02:48:47 am View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

I c but wow i never realized he had really 2 main supers and either kami gomi or mushiki as SDM/LDM
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 10, 2008, 02:32:00 pm View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

182 Shiki wasnt alone iirc Sander's has a version where his hand glows on fire in the new Shiki and he runs up to you and hits you.
    

Dream Canceling Problem with Jin's characters

 June 09, 2008, 04:15:40 pm View in topic context
avatar  Posted by Omegalord99  in Dream Canceling Problem with Jin's characters (Started by Omegalord99 June 09, 2008, 04:15:40 pm
 Board: M.U.G.E.N Configuration Help




Heres the CNS
[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 5

[State 3200, 8]
type = Helper
triggerall = prevstateno = [1000,1999]
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 3500
stateno = 3500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 9]
type = Helper
triggerall = prevstateno = [2000,2999]
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 170, –³“G]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,33

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s10,34

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s0,4

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 700, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = time = 0
anim = 2201
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1

[State 700, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = AnimElem = 21
anim = 2205
postype = P1
pos = 60,0
sprpriority = 5
ownpal = 1

[State 1100, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 2250
postype = P1
pos = 80,0
sprpriority = 10
ownpal = 1
trans = addalpha
alpha = 200,256

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
edge = 40,0

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(21) < 0
edge = 30,0

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14 | AnimElem = 15 | AnimElem = 16
trigger2 = AnimElem = 18 | AnimElem = 20 | AnimElem = 21 | AnimElem = 25
x = 10

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 13
x = 30

[State 170, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit2200 = 1
pos = 50,0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 1000, ƒwƒ‹ƒp[‚ðo‚·]
type = Helper
trigger1 = AnimElemtime(11) = 0
trigger2 = AnimElemtime(11) = 10
trigger3 = AnimElemtime(11) = 20
name = "01"
stateno = 2205
ID = 2205
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 3000]
type = Projectile
trigger1 = prevstateno != [2000,2900]
trigger1 = AnimElem = 8
projID = 2200
projanim = 2251
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 3000]
type = Projectile
trigger1 = prevstateno = [2000,2900]
trigger1 = AnimElem = 8
projID = 2200
projanim = 2251
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2230
p2facing = 1

[State 200, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
damage = 80,8
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 1000, ]
type = Varadd
triggerall = AnimElemtime(21) > 0
trigger1 = command = "c"
var(32) = 1

[State 1000, ƒXƒe[ƒg•ύX]
type = ChangeState
triggerall = Movehit
trigger1 = var(32) > 4
trigger1 = AnimTime = 0
value = 2210

[State 1000, ƒXƒe[ƒg•ύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 09, 2008, 02:21:45 pm View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

i believe he was low to mid tier in XI. Yea ur right 98 was his strongest incarnation
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 08, 2008, 09:17:40 am View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

So basically hes 98 base but with compilations from later games.
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 08, 2008, 06:54:18 am View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

Most of his characters became KOF instead of CVS lol K' and Joe and now Kyo
    

Re: K.O.D's W.I.P Thread (Current : Kyo Kusanagi)

 June 08, 2008, 03:51:01 am View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

Kyo is really looking good i love the fact you added his 98 intro with Iori. As well as added Mu Shiki :D Definitely made of pure awesome
    

Re: K.O.D's W.I.P Thread (Current : Blair Dame)

 June 06, 2008, 04:19:03 am View in topic context
avatar  Posted by Omegalord99  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

I noticed ur gonna do Kyo next i cant wait for him. Also i figure if your gonna keep doing SNK characters is there any possibility you will do Oswald/Duolon? I know Ahuron made them but i feel they are inaccurate.
    

Re: Holy Ryu Hoshi

 June 02, 2008, 06:10:55 am View in topic context
avatar  Posted by Omegalord99  in Holy Ryu Hoshi ULTIMATE PREVIEW ON PAGE 7! (Started by Ryon January 19, 2008, 04:08:50 am
 Board: Projects

how ironic its like a Terry vs. Geese projectile battle lol.
    

Kyo Kusanagi by Hiro Hiro(KOF03) Help?

 May 31, 2008, 04:41:46 pm View in topic context
avatar  Posted by Omegalord99  in Kyo Kusanagi by Hiro Hiro(KOF03) Help? (Started by Omegalord99 May 31, 2008, 04:41:46 pm
 Board: M.U.G.E.N Development Help

Ok when i change the commands for parry since most of my knockback attacks are c(mugen command) and the roll is z(mugen command). Ok i added a remap but still cant get it. I want his Mushiki LDM super as his main leader attack but the thing is it wont work unless i hit them with the knockback. Anyway to fix?
    

Re: Raging Ken (SVC Version)

 November 28, 2007, 01:31:22 am View in topic context
avatar  Posted by Omegalord99  in Raging Ken MAJOR GRAPHIC UPDATE! (Started by Ryon November 22, 2007, 03:25:01 am
 Board: Your Releases, older Mugen

This a SVC version of Raging Ken. Coz there was a capcom edit of ken. This is just him in SVC form created by Ryon.
    

Re: Raging Ken (SVC Version)

 November 28, 2007, 01:07:29 am View in topic context
avatar  Posted by Omegalord99  in Raging Ken MAJOR GRAPHIC UPDATE! (Started by Ryon November 22, 2007, 03:25:01 am
 Board: Your Releases, older Mugen

- Those are some weird velocities for the SHORYUKEN
- Why is the opponent getting hit by my teleport?
- The move layout is a mess, with commands changed around, new attacks added that just look wrong, and there's no readme to explain any of this (And yes, I did end up opening up the .cmd).

His teleport is supposed to damage its called super speed for a reason. Well thats what opening the CMD file is for to open up to test commands.
    

Re: Raging Ken (SVC Version)

 November 23, 2007, 08:31:25 pm View in topic context
avatar  Posted by Omegalord99  in Raging Ken MAJOR GRAPHIC UPDATE! (Started by Ryon November 22, 2007, 03:25:01 am
 Board: Your Releases, older Mugen

just right click and save target as
    

Re: Raging Ken (SVC Version)

 November 23, 2007, 07:09:55 pm View in topic context
avatar  Posted by Omegalord99  in Raging Ken MAJOR GRAPHIC UPDATE! (Started by Ryon November 22, 2007, 03:25:01 am
 Board: Your Releases, older Mugen

Ryon went on a vacation but i have the answers to most of ur questions.

1. Yea he copied another guy's stance but he made Ken from scratch
2. Efex
3. He made Raging Ken from KFM's sprite. He did a lil copying and configuring the paint to make the Ken
4.He already did.