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gknux19

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Messages by gknux19

    

Re: project freedom figthers delta demo #1

 October 25, 2014, 08:21:14 pm View in topic context
 Posted by gknux19  in project freedom figthers delta demo #1 (Started by roney the aquahedgehog October 23, 2014, 07:24:59 am
 Board: Your Releases, Mugen 1.0 +

    

Re: project freedom figthers delta demo #1

 October 25, 2014, 06:15:56 pm View in topic context
 Posted by gknux19  in project freedom figthers delta demo #1 (Started by roney the aquahedgehog October 23, 2014, 07:24:59 am
 Board: Your Releases, Mugen 1.0 +

founded a bug with amy she gets suck in her super when it connects (the super when spins around with her hammer).
    

Re: Sally Acorn veanko inspired

 July 23, 2014, 06:21:06 am View in topic context
 Posted by gknux19  in Sally Acorn veanko inspired  (Started by gknux19 July 09, 2014, 04:04:16 am
 Board: Your Releases, Mugen 1.0 +

Dloading NAW XD


  highlight->    highlight->    highlight->  And waiting our masterpieces from VS Debuts o/

Sorry Shin I just had to update her :).Also I will sent you two chars tomorrow. ;)
    

Re: Sally Acorn veanko inspired

 July 23, 2014, 04:24:59 am View in topic context
 Posted by gknux19  in Sally Acorn veanko inspired  (Started by gknux19 July 09, 2014, 04:04:16 am
 Board: Your Releases, Mugen 1.0 +

link updated
 
    

Sally Acorn veanko inspired

 July 09, 2014, 04:04:16 am View in topic context
 Posted by gknux19  in Sally Acorn veanko inspired  (Started by gknux19 July 09, 2014, 04:04:16 am
 Board: Your Releases, Mugen 1.0 +

    

veanko inspired Sally Acorn demo

 July 09, 2014, 04:02:23 am View in topic context
 Posted by gknux19  in veanko inspired Sally Acorn demo (Started by gknux19 July 09, 2014, 04:02:23 am
 Board: Projects

    

Re: Problem with ex attack registering input.

 June 30, 2014, 06:00:44 pm View in topic context
 Posted by gknux19  in Problem with ex attack registering input. (Started by gknux19 June 30, 2014, 05:54:05 pm
 Board: M.U.G.E.N Development Help

 Thanks  a lot :)
    

Problem with ex attack registering input.

 June 30, 2014, 05:54:05 pm View in topic context
 Posted by gknux19  in Problem with ex attack registering input. (Started by gknux19 June 30, 2014, 05:54:05 pm
 Board: M.U.G.E.N Development Help

Hi all I'm trying to make command  for a ex attack but when I input ~F,D,DF,x+y command I always get the normal Slash Kick. :S
I also checked the Ex move, it work when changed the command.

thanks in advance

the code...

;Slash Kick  (EX)
[Command]
name = "Slash_EX"
command = ~F,D,DF,x+y

; Slash Kick (EX)
[State -1]
type = ChangeState
value  = 1058
triggerall = var(59) = 0
triggerall = statetype != A 
triggerall = Power >= 500
triggerall = command = "Slash_EX"
trigger1 = ctrl || stateno = [100,101]
trigger2 = (stateno = [200,499]) && movecontact
trigger3 = var(1)
    

How to make win victory quote play when Ko'ed by a Super

 May 30, 2014, 12:27:02 am View in topic context
 Posted by gknux19  in How to make win victory quote play when Ko'ed by a Super (Started by gknux19 May 30, 2014, 12:27:02 am
 Board: M.U.G.E.N Development Help

I'm trying make get a my character say a  victory quote when koing an Enemy with a super.

Like Last Blade 2 Fatal Finishes.

here's the code:

[State 180, Victory Quote KO'ed by LV3]
type = VictoryQuote
triggerall = Enemy,WinKO
trigger1 = Stateno = 1050
value = 8 + (Random % 3)


Thanks in advance.
    

Re: Is there a way I can increase the victory time when my character wins?

 May 25, 2014, 10:36:16 pm View in topic context

you can add this to your win pose in the cns.
Just edit the time to your liking.

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = (time > 0) && (time <= 200)
flag = RoundNotOver
    

Re: Chaos Released + Tails Updated

 April 14, 2014, 09:08:46 pm View in topic context
 Posted by gknux19  in Chaos Released + Tails Updated (Started by Veanko April 06, 2014, 05:24:36 pm
 Board: Your Releases, older Mugen

Hi Veanko love your sonic characters man.After playing with your chars I decided to convert my Sally in your style. :)
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:42:36 pm View in topic context
 Posted by gknux19  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

tested kung lao again its happens when the Ai uses teleport jump
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:12:30 pm View in topic context
 Posted by gknux19  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

regular jump
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:06:43 pm View in topic context
 Posted by gknux19  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +



kung lao jumped and he didn't come down.
    

Re: Tao/Mai ling Mvc update 3/5/2014

 March 05, 2014, 07:47:51 pm View in topic context
 Posted by gknux19  in Tao/Mai ling Mvc update 3/5/2014 (Started by gknux19 February 17, 2014, 09:00:57 pm
 Board: Your Releases, Mugen 1.0 +

first post updated
    

Re: Thanos Beta

 March 05, 2014, 02:19:44 pm View in topic context
 Posted by gknux19  in Thanos UPDATED 03/10/14 (Started by -Whiplash- March 05, 2014, 02:03:44 pm
 Board: Your Releases, Mugen 1.0 +

awesome Thanos now I can delete Splode's version  :)
Nice job!
    

Re: Teo/Mai ling Mvc

 February 21, 2014, 12:50:17 am View in topic context
 Posted by gknux19  in Tao/Mai ling Mvc update 3/5/2014 (Started by gknux19 February 17, 2014, 09:00:57 pm
 Board: Your Releases, Mugen 1.0 +

looks like female monkey king


Go and play Warzard/Red-Earth plz :P


PS: Some feedbacks:

- Some FX is changed. The launch Spark is the "gold circle" instead of "X" super hit spark.
- Super Pause FX could be the MvC1 effect, instead of WarZard default Super Pause.
- The flame spark in enemy are a incomplete animation.
- Super Fireball could be a different animation, or beam projectile
Watch this video of Beximus edits in 6:14 to understand what I want to say:
http://www.youtube.com/watch?v=tv5TNKzyHVg


OPTIONAL ONES:

- For a regular MUGEN, I recommend to you uses the SuperBG from Beximus old edits (Like Hayato, Ingrid or Tron Bonne for example)


This is a good conversion, a nice char to play. But with some improvements this char will be a perfect MvC Tao :)
Thanks man :) , sorry for the late post.

About the beam I was thinking of making it a level 3.
Saw the video, I forgot Beximus was doing a Tao/Mai ling.
    

Tao/Mai ling Mvc update 3/5/2014

 February 17, 2014, 09:00:57 pm View in topic context
 Posted by gknux19  in Tao/Mai ling Mvc update 3/5/2014 (Started by gknux19 February 17, 2014, 09:00:57 pm
 Board: Your Releases, Mugen 1.0 +

Hello all this is my 2nd charater.





3/2/2014 update

tweaked Animations 600,610,630,640
added Air Fujinken
added Air Super Fujinken
tweaked Enryukyaku start up time
Added Hyper Combo Finish State to all supers
tweaked Damage Dampener
added missing sound to  Crouching medium punch,Crouching medium kick,Jumping medium punch,Jumping medium kick
Fixed incomplete Fire animation

3/5/2014 small update

Fix damage on F,D,DF HK(Enryukyaku).
Tweaked damage on Super Hokotaisho.
Tweaked Speed on Kokakushu(Air Verisons)

http://www.mediafire.com/download/9u7jm4l8k897ro4/TaoMvc.rar

https://mega.co.nz/#!uVRxxJRL!8IDuHg5-IYYCXQeGr3W72IxVcQMRJU0GlNYtvp3PJSI
    

Re: How to tell mugen to stop if attack fails?

 January 29, 2014, 08:10:16 pm View in topic context
 Posted by gknux19  in How to tell mugen to stop if attack fails? (Started by gknux19 January 29, 2014, 07:15:44 pm
 Board: M.U.G.E.N Development Help

never mind I just had to change

this
[State 0, Stop]
type = ChangeState
triggerall = prevstateno = 3200
trigger1 = p2dist x < -4 && pos y > 0
value = 3204   
ctrl = 0

to this
[State 3201, End]
type = ChangeState
trigger1 = p2bodydist x <= 0  &&  p2bodydist y >= 0
trigger2 = p2bodydist x <= -10  &&  p2bodydist y >= 10
trigger3 = p2bodydist x <= -15  &&  p2bodydist y >= 15
trigger4 = p2bodydist x = -29  &&  p2bodydist y >= 0
value = 3202
ctrl = 0
    

How to tell mugen to stop if attack fails?

 January 29, 2014, 07:15:44 pm View in topic context
 Posted by gknux19  in How to tell mugen to stop if attack fails? (Started by gknux19 January 29, 2014, 07:15:44 pm
 Board: M.U.G.E.N Development Help

Here's the code I'd use'd.

[State 0, Stop]
type = ChangeState
triggerall = prevstateno = 3200
trigger1 = p2dist x < -4 && pos y > 0
value = 3204   
ctrl = 0

Thanks in Advance!!!