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JJKnezovicz

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Messages by JJKnezovicz

    

Re: Question about the jump command

 December 15, 2010, 11:04:56 pm View in topic context
 Posted by JJKnezovicz  in Question about the jump command [SOLVED] (Started by JJKnezovicz December 14, 2010, 09:03:30 pm
 Board: M.U.G.E.N Development Help

You made sure to add a changestate to the new jumping state in your cmd file right?

Maybe it's that's, I'll try it

One more thing, where should I add this?

[mcode][State 0, ChangeState]
type = ChangeState
trigger1 = !Time
value = 0
ctrl = 1[/mcode]
    

Re: MK vs. SF - Fan Art

 December 15, 2010, 10:29:36 am View in topic context
 Posted by JJKnezovicz  in [FAN ART] (Started by Chatman December 10, 2010, 02:02:37 am
 Board: MK vs. SF - Fight for the Universe

    

Re: Rare export

 December 15, 2010, 10:28:35 am View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

    

Re: MK vs. SF - Fan Art

 December 15, 2010, 02:22:36 am View in topic context
 Posted by JJKnezovicz  in [FAN ART] (Started by Chatman December 10, 2010, 02:02:37 am
 Board: MK vs. SF - Fight for the Universe

Fan art means drawing it by yourself not by clean the picture of Gouki and past it front of Sub-Zero
    

Re: Rare export

 December 15, 2010, 02:20:39 am View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

    

Splatterhouse 3 Rick Taylor's sprite rips

 December 15, 2010, 02:16:32 am View in topic context
 Posted by JJKnezovicz  in Splatterhouse 3 Rick Taylor's sprite rips (Started by JJKnezovicz December 15, 2010, 02:16:32 am
 Board: Development Resources

Can someone link me to Splatterhouse 3 Rick Taylor's sprite rips, I have the regulars from Sprite Resources, but I need sprites with holding weapons and Super Rick sprites.
Thanks...
    

Re: Question about the jump command

 December 14, 2010, 09:27:39 pm View in topic context
 Posted by JJKnezovicz  in Question about the jump command [SOLVED] (Started by JJKnezovicz December 14, 2010, 09:03:30 pm
 Board: M.U.G.E.N Development Help

I don't know why but it doesn't works
    

Question about the jump command [SOLVED]

 December 14, 2010, 09:03:30 pm View in topic context
 Posted by JJKnezovicz  in Question about the jump command [SOLVED] (Started by JJKnezovicz December 14, 2010, 09:03:30 pm
 Board: M.U.G.E.N Development Help

How can I set Jump command as z, like HSR's Predator Warrior
    

Re: Scizor (beta release)

 December 14, 2010, 02:19:13 am View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

- if timed properly you can hit p2 with strong wind slash before they recover from weak slash's hitstunt.
- Combo counter resets during bullet punch. Also, gives power back.
- Quick attack is too good. It's fast, invincibly and ha good range. It dosen't even have a particulary bad recover. Nerf it. Cassandra from rage of the dragons has move similar to this one, but she's hittable at any point.

IMHO this Siczor needs a lot of work to feel like it belongs to a fighting game. His damage is low, it dosen't have many juggles, you can't really do much other than mash a couple of basics and landing a special move later. It isn't really a functional fighter. Also it's move just feel akward, I'd recommend you to replace those Direction->contrary direction + button commands with real, bufferable charge commands or circular motions.
In all needs a lot gameplay depth, but the coding isn't buggy and this is a beta, so you could make something good out of this Scizor.

Finaly a good feeback. Ehem, thanks for the feedback Cyan, as you already now it's beta and it's means not totaly complete character. When I was working on the character I ran out of ideas and planned to cancel the creation because I was not pleased with my creation. Most of Scizor movements are like test moves, too see how they work. In the update it will be totaly a diferent character with a diferent gameplay. About quick attack, I made it like this because I didn't had the proper sprites for it, as I decided I might remove it or manage it a little bit to make it fair move. About wind slash, if it's Air Slash as I named it, I notice it and I'm working on it because Air Slash & Flip Kick used to be on the similar command (AS- D,DF,F,x/y & FK- F,D,DF,x/y) and when I try to perform Flip Kick it always uses Air Slash, nothing reports me about an error in the debug mode and if get the time could you look in the coding what could cause this.
    

Re: Rare export

 December 13, 2010, 09:38:18 pm View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

    

Re: Scizor (beta release)

 December 13, 2010, 09:31:04 pm View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Rare export

 December 13, 2010, 09:25:07 pm View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

    

Re: Scizor (beta release)

 December 13, 2010, 08:40:07 pm View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

No I mean you yell at people who make comments like "The animation looks good" or "The sprites look nice"

I usualy just tell them not to let pretty graphics get to them.

Really? Can you send me a screenshots if it's not a problem....

Load up your Scizor and press CTRL + D to turn on Debug mode. Mugen should be telling you which required sprites are missing.
 
At any rate, you'll want to use this for reference.

When I test my Scizor the debug mode is always on and it never alertet anything about missing sprites!
    

Re: Scizor (beta release)

 December 13, 2010, 04:07:07 pm View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Scizor (beta release)

 December 13, 2010, 10:55:49 am View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

As I wrote i the readme file the sprites are not by me, someone else made them. Soon I'll update Scizor, new supers, new specials, etc
    

Re: Rare export

 December 12, 2010, 10:58:25 pm View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

Let me explain what's christmas. The name says all, Christ, Jesus Christ, he was born on Christmas, I don't remember that I read anything about a fat guy with a white beard was present when was Jesus borned. Only a donkey was there only he could share presents around the world. In my country on 25th december we recieve from Jesus the presents, but we have a special holyday about gifting and it's on 6th december, St. Nicholas.

As we can see santa clause is a rip off from st. Nicholas. That's all I have to say.
And one more thing, instead of not gifting children for being mad the devil comes and gives the childrens a whip as a simbol for his misbehavior.
    

Re: Scizor (beta release)

 December 12, 2010, 10:50:57 pm View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

About the hitbox. I do add them but they don't appear, I stil trying to solve it.

Stop using CLSN standard unless you're able to remember to re-add the blue CLSN whenever you must add another CLSN on top of the CLSN standard.

Yes, I know you're using Fighter Factory.


On another note, I like how the portraits have shading in them but the actual sprites don't.

When I add them they are there but when i save the files and later when I open the character the clsn boxes are gone

And that's why i'm telling you to stop using CLSN standard. It's a bug in FF.

And what should I use?
    

Re: Rare export

 December 12, 2010, 07:20:56 pm View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment

    

Re: Scizor (beta release)

 December 12, 2010, 07:20:08 pm View in topic context
 Posted by JJKnezovicz  in Scizor (beta release) (Started by JJKnezovicz December 11, 2010, 07:09:40 pm
 Board: Your Releases, Mugen 1.0 +

About the hitbox. I do add them but they don't appear, I stil trying to solve it.

Stop using CLSN standard unless you're able to remember to re-add the blue CLSN whenever you must add another CLSN on top of the CLSN standard.

Yes, I know you're using Fighter Factory.


On another note, I like how the portraits have shading in them but the actual sprites don't.

When I add them they are there but when i save the files and later when I open the character the clsn boxes are gone
    

Re: Rare export

 December 12, 2010, 12:42:57 pm View in topic context
 Posted by JJKnezovicz  in Rare export (Started by Nomechy December 10, 2010, 10:01:19 pm
 Board: Entertainment