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Messages by Continuity

    

Re: Gouki (GM's Gouki edit) by Izumo released 12/02/09

 December 04, 2009, 02:59:42 am View in topic context
 Posted by Continuity  in Gouki (GM's Gouki edit) by Izumo released 12/02/09 (Started by ☠Guardian Angel★☃ December 04, 2009, 01:19:21 am
 Board: Found Releases

It's basically GM's SF3 gouki with all the SF4 EX moves, nothing too special, I'll be using it as a light reference for my own SF4 gouki WIP
    

Re: Samurai shodown 6: pirates of the caribbean!

 November 29, 2009, 07:16:30 pm View in topic context
 Posted by Continuity  in Samurai shodown 6: pirates of the caribbean! (Started by Master Yoda November 29, 2009, 05:09:07 pm
 Board: Your Releases, older Mugen

    

Re: Follow-up throw attack unable to hit opponent in custom state

 November 29, 2009, 03:07:30 am View in topic context
 Posted by Continuity  in Follow-up throw attack unable to hit opponent in custom state (Started by Continuity November 29, 2009, 02:01:14 am
 Board: M.U.G.E.N Development Help

oh boy, can't believe I missed that, problem solved, big thanks
    

Follow-up throw attack unable to hit opponent in custom state

 November 29, 2009, 02:01:14 am View in topic context
 Posted by Continuity  in Follow-up throw attack unable to hit opponent in custom state (Started by Continuity November 29, 2009, 02:01:14 am
 Board: M.U.G.E.N Development Help

The basic concept for a throw attack that I made was to get p2 in a custom state that positions p2 within range for a follow-up attack by p1 when the throw is connected. Here's the basic code for this
[mcode];throw
[statedef 2000]
type=S
movetype=A
physics=S
ctrl=0
poweradd=0

[state 2000,1]
type=changeanim
trigger1=time=0
value=2000

[state 2000,hit]
type=hitdef
trigger1=time=0
attr=S, NT
priority = 1, miss
sparkno=-1
hitflag=-H
guardflag=M
p2stateno=2002

[state 2002]
type=changestate
trigger1=movecontact
ctrl=0
value=2001

[state 2000,2]
type=changestate
trigger1=animtime=0
ctrl=1
value=0

;follow-up attack
;throw hit
[statedef 2001]
type=S
movetype=I
physics=S
ctrl=0
poweradd=0
anim=2001

[state 1650]
type=hitdef
trigger1=time=0
attr = S, NA
damage = 35, 0
animtype = Heavy
hitflag = M
priority = 5, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -0, -0
hitsound = 5, 0
guardsound = 6, 0
ground.type = high
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -0.5,-2.6
guard.slidetime = 30
guard.velocity = -15
airguard.velocity = -2.5,-1.2
air.type = low
air.velocity = -2,-9
yaccel=0.6
air.hittime = 24
air.fall = 1
fall=1
ground.cornerpush.veloff=0
air.cornerpush.veloff=0

[state 2001]
type=changestate
trigger1=animtime=0
ctrl=1
value=0

;custom state for p2
;get thrown
[statedef 2002]
type=S
movetype=H
physics=S
ctrl=0
poweradd=0
sprpriority=999

[state 2002,1]
type=veladd
trigger1=time>7&&time<11
x=2

[state 2002,2]
type=changeanim2
trigger1=time=0
ctrl=0
value=2002[/mcode]

As you can see, I didn't write a changestate2 for the p2 custom state because I thought when p2 gets hit by the follow-up attack he'll just go to the state I'm looking for (lie down), but for some reason the follow-up attack won't hit even when the red clsn is on top of the blue one, like the picture shown below. Any advice? Thanks in advance

    

Re: Guys sues major Gaming Companies for the stupidest reasons...

 November 26, 2009, 04:43:48 pm View in topic context
 Posted by Continuity  in Guys sues major Gaming Companies for the stupidest reasons... (Started by Dken2021 November 25, 2009, 10:45:00 pm
 Board: Gaming

This is why I'll never consider working for the legal system unless I'm allowed to legally slap people in the face for being too fuckin stupid  --;
    

Re: Adelheid and May Lee Updated

 November 25, 2009, 01:21:47 am View in topic context
 Posted by Continuity  in Adelheid and May Lee Updated (Started by Koop November 24, 2009, 06:14:53 pm
 Board: Your Releases, older Mugen

Thanks for the update, I loved playing with your adelheid...and lol at adel's hand in oswald's ass   ;D
    

Re: naruto accel 3

 November 22, 2009, 01:57:01 am View in topic context
 Posted by Continuity  in naruto accel 3 (Started by yoh shaman king fan September 10, 2009, 01:13:47 am
 Board: Fighting Games

hurm....I see them promoting this 4 way battle thing a lot, I just hope they still pay more attention to the original 1 on 1 mode and tune the characters better. But seeing the character roster is getting bigger and bigger, I don't expect any character balance anymore...
    

Re: How Good Are You?

 November 21, 2009, 06:29:03 pm View in topic context
 Posted by Continuity  in How Good Are You? (Started by Yoba November 17, 2009, 10:59:44 am
 Board: Fighting Games

I would say I'm really "meh" player, the kind that tries really hard to get out of the casual skill level but gets his ass handed to him by anyone slightly more advanced, I beat people my level easily in blazblue with hakumen, but when I go on 2DF to play SF3 I get owned by pretty much anyone I meet...probably because I rarely play the game --;
    

Re: SF4 Influenced Gouken Updated, read inside for details :D

 November 19, 2009, 10:24:26 pm View in topic context
 Posted by Continuity  in SF4 Influenced Gouken Updated, read inside for details :D (Started by bloodriotiori November 19, 2009, 07:46:53 pm
 Board: Your Releases, older Mugen

it seems like you used my focus attack crumble state, even though there are some problems and useless codes in there.... --;
If the opponent gets hit by focus attack in mid-air he'll be unable to do anything when he gets up, you may wanna look into that
And if you're planning to keep using that code, please credit, thanks  ;)
    

Re: STREET FIGHTER 4!!!

 November 17, 2009, 10:46:07 pm View in topic context
 Posted by Continuity  in STREET FIGHTER 4!!! (Started by Titiln July 18, 2008, 04:27:53 pm
 Board: Fighting Games

And is that dante I see getting punched in the stomach by kyo/fei long?  o_O
    

Re: Angledraw negates transparent option in air file?

 November 17, 2009, 10:44:05 pm View in topic context
 Posted by Continuity  in Angledraw negates transparent option in air file? (Started by Continuity November 17, 2009, 07:12:24 pm
 Board: M.U.G.E.N Development Help

hurm...it all works out now, thanks a lot guys :sugoi:
    

Angledraw negates transparent option in air file?

 November 17, 2009, 07:12:24 pm View in topic context
 Posted by Continuity  in Angledraw negates transparent option in air file? (Started by Continuity November 17, 2009, 07:12:24 pm
 Board: M.U.G.E.N Development Help

I'm using helper for my hitsparks, and in the air file I set all the hitsparks to transparent, under the helper state I simply added a angledraw sctrl to see how it works, but although the angle was changed, the sprite was no longer transparent. Is this suppose to happen? If so, how do I solve it?

And one additional question, is there a trigger for helpers that looks at the stateno of the parent?

Help is appreciated
    

Re: Gouken Nov 2009 Pre final release.

 November 16, 2009, 10:17:50 pm View in topic context
 Posted by Continuity  in Gouken Nov 2009 Pre final release. (Started by alexlexus November 16, 2009, 09:08:58 pm
 Board: Your Releases, older Mugen

Anyways...
-the counter attacks do next to no damage, intentional?
-And why do you still have the other people's test notes in the character's folder?
-The shin hadouken's damage vary greatly depending on the distance between the players
-please add some sort of background for the shin shoryuken, right now it looks like the characters just grew bigger for no apparent reason
-some of the hitspark animations are very choppy for some reason
-the 3 hurrican kick specials do almost identical damage
-medium shoryuken hurts more than strong shoryuken
-some times shin hadouken doesn't come out and gouken loops his hadouken animation
    

Re: Ninja Gaiden Sigma II

 November 16, 2009, 04:49:50 pm View in topic context
 Posted by Continuity  in Ninja Gaiden Sigma II (Started by vyn October 16, 2009, 07:33:06 am
 Board: Gaming

hurm....most of them look nice but ryu's costume is kinda uninventive IMO
    

Re: Viewtiful Joe [Alpha Release 1]

 November 16, 2009, 12:09:42 am View in topic context
 Posted by Continuity  in Viewtiful Joe [Alpha Release 1] (Started by Nestor November 15, 2009, 10:17:14 pm
 Board: Your Releases, older Mugen

whoa, this looks promising, downloading now  :D
    

Re: BlazBlue: Calamity Trigger

 November 15, 2009, 07:48:32 pm View in topic context
 Posted by Continuity  in BlazBlue: Continuum Shift (Started by リック January 24, 2008, 01:01:30 am
 Board: Fighting Games

    

Re: multi-hit helper projectile problem

 November 15, 2009, 03:23:34 am View in topic context
 Posted by Continuity  in multi-hit helper projectile problem (Started by Continuity November 15, 2009, 02:58:41 am
 Board: M.U.G.E.N Development Help

hurm....it was actually just a syntax error in my varadd, I wrote var instead of v...that was dumb, it all works just as planned --;
    

multi-hit helper projectile problem

 November 15, 2009, 02:58:41 am View in topic context
 Posted by Continuity  in multi-hit helper projectile problem (Started by Continuity November 15, 2009, 02:58:41 am
 Board: M.U.G.E.N Development Help

I'm trying to code a multi-hit projectile with helper and I'm running into a bit of problem here, I'm trying to achieve the effect with very simple codes but so far it doesn't seem to be working out for me,here's my code, I left out the hitdef part so it's easier to read for you guys.

[mcode];ex fireball
[statedef 6000]
type=A
movetype=A
physics=N
velset=7,0
anim=7000

[state 6000] ;sets a counter that records how many hits the helper has hit the opponent
type=varset
trigger1=time=0&&prevstateno!=6000
var(10)=0

[state 6000] ;go through enemy projectiles
type = HitOverride
trigger1 =1
time = 1
slot = 2
attr = SCA, AA, AP
stateno = 6000

[state 6000] ;everytime it hits, this resets the state so the helper can hit again
type=changestate
trigger1=var(10)<3
trigger1=movecontact
value=6000

[state 6000] ;everytime the helper hits, the counter SHOULD go up
type=varadd
trigger1=var(10)<3
trigger1=movecontact
var=10
value=1

[state 6000] ;when the counter reaches a specific number, the helper goes to a destroyself state
type=changestate
trigger1=var(10)>=3
trigger1=movecontact
value=6001[/mcode]

The problem now is that the helper doesn't go to state 6001 so the helper will hit the opponent continuously, I'm suspecting using movecontact as a trigger may cause some problem, but I'm not sure what. Help appreciated, thank you
    

Re: Things we have learned from video games

 November 15, 2009, 02:35:22 am View in topic context
 Posted by Continuity  in Things we have learned from video games (Started by Saohc November 14, 2009, 07:34:44 am
 Board: Gaming

castlevania: you'll find fully cooked turkey inside solid walls
    

Re: SUPER Street Fighter IV

 November 09, 2009, 01:05:48 am View in topic context
 Posted by Continuity  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

and I can imagine ken wearing an apron...*shutters*
Been able to hold his breathe for 20 minutes is bloody ridiculous doable with lots of training, Sagat must be a fish or something