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Messages by Continuity

    

Re: Warhammer Runescape

 November 08, 2009, 04:18:03 pm View in topic context
 Posted by Continuity  in Warhammer Runescape (Started by San2 November 08, 2009, 02:55:56 pm
 Board: Gaming

Wow, I'm surprised there are also people here who know about warhammer. Free-to-play MMORPGs are crap, making the game free just gives the developers excuses to charge players even more money to buy over-powered equipments and items.
    

Re: Double Koei Musou series - HOKUTO Musou and TROY Musou

 November 01, 2009, 03:31:04 pm View in topic context
 Posted by Continuity  in Double Koei Musou series - HOKUTO Musou and TROY Musou (Started by Mineko C. Lucky October 29, 2009, 08:29:54 am
 Board: Gaming

Koei is already dead, that's all I've got to say  :'(
    

Re: Dmc3 ,dante & vergil project

 November 01, 2009, 03:29:05 pm View in topic context
 Posted by Continuity  in Dmc3 ,dante & vergil project  (Started by Ryuuzaki November 01, 2009, 12:58:46 pm
 Board: Projects

I always thought that one day someone is going to do this, good luck with this project anyway, I have no idea what advice I can give you. But I'm very curious what sort of gameplay you're giving him
    

Re: ownpal=1 for projectiles?

 October 29, 2009, 01:39:54 am View in topic context
 Posted by Continuity  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

whooohoo, success, thanks again, problem solved :sugoi:
    

Re: ownpal=1 for projectiles?

 October 29, 2009, 01:31:51 am View in topic context
 Posted by Continuity  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

I just thought of something, can I give ID to the hitdef and write 2 helpers so they will trigger in correspondence to each of the ID?
    

Re: ownpal=1 for projectiles?

 October 29, 2009, 12:17:52 am View in topic context
 Posted by Continuity  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

I changed the trigger to movehit=1, still no hitspark for second hit
    

Re: ownpal=1 for projectiles?

 October 28, 2009, 10:45:55 pm View in topic context
 Posted by Continuity  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

I see, I'll have to use helper then, thanks for the reply
I would just like to squeeze in another quick question while I'm at it, I'm using helper for my hitsparks, and the code looks something like this
[mcode][state 200, hitspark]
type=helper
trigger1=movehit
stateno=8006
size.xscale=0.5
size.yscale=0.5
pos=ceil(p2bodydist x+45), -75
postype=p1
ownpal=1
keyctrl=0
ignorehitpause=1
persistent=0[/mcode]

This usually works, but when the state consists of 2 hitdef, the spark will appear in the first attack but not the second one, any idea how this works? thank you
    

ownpal=1 for projectiles?

 October 28, 2009, 08:51:53 pm View in topic context
 Posted by Continuity  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

I'm coding a state that includes palfx and also summons a projectile, but the thing is, the palfx seems to affect the projectile as well, is there an option like ownpal or something? I don't want to switch everything to helper if I don't have to, but if there's no other ways, I guess I will. Thank you
    

Re: Blazblue : Continuum Shift

 October 25, 2009, 11:58:11 pm View in topic context
 Posted by Continuity  in Blazblue : Continuum Shift (Started by videoman September 26, 2009, 08:24:43 am
 Board: Fighting Games

correction
Johnny Slayer SCORPION
    

Re: Hitspark don't appear when both characters get hit at the same time

 October 24, 2009, 01:48:27 am View in topic context
 Posted by Continuity  in Hitspark don't appear when both characters get hit at the same time (Started by Continuity October 24, 2009, 12:01:06 am
 Board: M.U.G.E.N Development Help

thanks cyanide for telling me the science behind it, still unable to get it to work though. Additional help is appreciated, thanks
    

Hitspark don't appear when both characters get hit at the same time

 October 24, 2009, 12:01:06 am View in topic context
 Posted by Continuity  in Hitspark don't appear when both characters get hit at the same time (Started by Continuity October 24, 2009, 12:01:06 am
 Board: M.U.G.E.N Development Help

the title says it all, I use helper to make the hitspark and encountered this problem, here's my code
[mcode][state 200, hitspark]
type=helper
trigger1=movehit
stateno=8000
size.xscale=0.5
size.yscale=0.5
pos=ceil(p2bodydist x+35), -86
postype=p1
ownpal=1
keyctrl=0
ignorehitpause=1
persistent=0[/mcode]

it usually works fine, but when both characters hit each other at the same time, the hitspark won't appear, any advice? thank you
    

Re: a different postype for x and y?

 October 22, 2009, 04:47:27 am View in topic context
 Posted by Continuity  in a different postype for x and y? (Started by Continuity October 21, 2009, 10:19:09 pm
 Board: M.U.G.E.N Development Help

thanks, it works very well, now I can get on with my work  :sugoi:
    

Re: a different postype for x and y?

 October 22, 2009, 02:33:11 am View in topic context
 Posted by Continuity  in a different postype for x and y? (Started by Continuity October 21, 2009, 10:19:09 pm
 Board: M.U.G.E.N Development Help

I don't quite sure what you mean, or maybe I didn't make myself clear, here's an example

say for the a single hitspark, it's like this

[mcode][state 200, hitspark]
type=helper
trigger1=movehit
stateno=8004
size.xscale=0.5
size.yscale=0.5
pos=48, 27
postype=p1
ownpal=1
keyctrl=0
ignorehitpause=1
persistent=0[/mcode]

because postype=p1, the spark will always appear at the same place relative to p1's body, which means that if this attack lands very close to p2's body, the hitspark will appear behind p2 instead of on p2's body.
now if you change that to postype=p2, we'll have similar problem if p2 gets hit by this attack in midair.
So my question is, is there a way to make the x position relative to p2 while the y position relative to p1?
    

a different postype for x and y?

 October 21, 2009, 10:19:09 pm View in topic context
 Posted by Continuity  in a different postype for x and y? (Started by Continuity October 21, 2009, 10:19:09 pm
 Board: M.U.G.E.N Development Help

I'm using helpers as hitsparks for my character because the original sprites were huge and look terrible if you resize them outside of the game. And I've encountered some problem with the hitspark position, according to the doc, the way sparkxy works in hitdef is that "spark_x is a coordinate relative to the front of P2. spark_y is relative to P1". When I'm doing postype for the helper statedef, it seems I can only use one type, which is not working out for me. Any suggestions? thank you
    

Re: SF4 Influenced Gouken FX Update Video sigh -_-

 October 20, 2009, 10:48:55 pm View in topic context
 Posted by Continuity  in SF4 Influenced Gouken FX Update Video sigh -_- (Started by bloodriotiori October 20, 2009, 07:24:06 pm
 Board: Projects


But yes i like the fx too, unfortunately now you're going to see them in his gouken, and in other chars too...so enjoy them being "cool" while you can, soon they'll be as overplayed as cvs2 hitsparks xD


I really don't think they'll be as overplayed as cvs2 hitparks, sf4 hitsparks are basically hi-resed sf3 hitsparks, I would expect sf4 style characters to use them most of the time
    

Re: SF4 style Gouki WIP (10/16 minor update)

 October 20, 2009, 10:15:39 pm View in topic context
 Posted by Continuity  in SF4 style Gouki WIP (1/26 Requesting Help) (Started by Continuity October 05, 2009, 05:20:04 am
 Board: Projects

lol at the back wind stance

lol I do admit I'm having a really tough time trying to edit his focus attack stance, I'm forced to take bits and pieces of any sprites I can find since there doesn't seem to be a single sf3 shoto sprite that even come close to resembling his focus attack stance...I don't know, maybe I'll redo it if I have the time and skill, or maybe not --;
    

Re: 2 Stages of game KHR.

 October 20, 2009, 09:25:24 pm View in topic context
 Posted by Continuity  in 2 Stages of game KHR. (Started by Godita October 20, 2009, 07:49:34 pm
 Board: Your Releases, Mugen 1.0 +

holy crap, I'm no expert in judging stages but these look rather decent, nice job
    

Re: fAyt Gouki

 October 19, 2009, 04:30:44 am View in topic context
 Posted by Continuity  in fAyt Gouki (Started by じゆう December 10, 2008, 08:02:36 pm
 Board: Projects

    

Re: CvS Mike Bison updated to 1.6

 October 19, 2009, 04:19:25 am View in topic context
 Posted by Continuity  in Several Chars updated, Genkai released. (Started by Kamekaze October 19, 2009, 03:32:54 am
 Board: Your Releases, older Mugen

oops, if so I'm sorry, it's a good character none the less

edit:just a small suggestion, I think his throw should do less damage
    

Re: CvS Mike Bison updated to 1.6

 October 19, 2009, 03:54:03 am View in topic context
 Posted by Continuity  in Several Chars updated, Genkai released. (Started by Kamekaze October 19, 2009, 03:32:54 am
 Board: Your Releases, older Mugen

debug flood when you do down up motion
sometime the foward thrust punch turns into a low swipe move and the charging uppercut move can knock down enemies
infinity juggles in that ex mode thingy(or is it suppose to be like this?)
found these after 5 minutes of playing, it's good to have a boxer character in mugen but still needs more work