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ApolloGrimoire

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Messages by ApolloGrimoire

    

Re: Super Mario... Mario

 November 07, 2014, 06:53:14 pm View in topic context
 Posted by ApolloGrimoire  in Super Mario... Mario (Started by Jango Hakamichi November 07, 2014, 01:03:10 pm
 Board: Projects

Is the Bob-Omb wearing Reebox as in the movie?
    

Re: Forte Released UPDATE 4

 November 06, 2014, 10:13:29 pm View in topic context
 Posted by ApolloGrimoire  in Forte Released UPDATE 4 (Started by Mako. July 16, 2014, 08:37:23 am
 Board: Your Releases, Mugen 1.0 +

Had to bump, sorry. The link to Forte is down.
    

Mugen Multiverse 1.1 9000,2 Win Screen Issue

 October 16, 2014, 03:00:25 pm View in topic context
 Posted by ApolloGrimoire  in Mugen Multiverse 1.1 9000,2 Win Screen Issue (Started by ApolloGrimoire October 16, 2014, 03:00:25 pm
 Board: M.U.G.E.N Configuration Help

Despite doing duracelleur did with this screen, I can't get my 9000,2 sprite to appear on the victory screen.
Any help would be great.

    

Re: NoZ's Legacy Custom Portrait Thread

 September 23, 2014, 05:42:17 pm View in topic context
 Posted by ApolloGrimoire  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: NoZ's Legacy Custom Portrait Thread |First Post THOROUGHLY Updated!!|

 September 13, 2014, 06:35:29 pm View in topic context
 Posted by ApolloGrimoire  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Your Releases, Mugen 1.0 +

Kung Fu Man and Kung Fu Girl too please.
    

Re: NoZ's Legacy Custom Portrait Thread |First Post THOROUGHLY Updated!!|

 September 11, 2014, 10:56:18 pm View in topic context
 Posted by ApolloGrimoire  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Your Releases, Mugen 1.0 +

Would it be possible for DivineWolf's KungFuMan and KungFuGirl get the Legacy treatment?
    

Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14

 July 23, 2014, 09:06:22 pm View in topic context

Updated with the fixes, except for the forward/backward roll and the Z Counter's Hit Detection. I need help there.

Also, isn't the forward and backward roll meant to have CLSN's?
    

Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14

 July 23, 2014, 06:17:15 pm View in topic context

Use Firefox. It's designed like Chrome now.
    

Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14

 July 23, 2014, 04:18:30 pm View in topic context

    

Re: Helper for Super Move doesn't appear

 July 19, 2014, 09:46:34 pm View in topic context
 Posted by ApolloGrimoire  in Helper for Super Move doesn't appear (Started by ApolloGrimoire July 19, 2014, 07:39:54 am
 Board: M.U.G.E.N Development Help

I did that but the same thing still happened. Nothing appeared.

It works for Cable but not for this?

They're both timed and coded the same...
    

Re: SEMI-CPS2 - Hidden Palace Zone

 July 19, 2014, 11:36:18 am View in topic context
 Posted by ApolloGrimoire  in SEMI-CPS2 - Hidden Palace Zone (Started by ShinZankuro July 19, 2014, 04:43:30 am
 Board: Your Releases, Mugen 1.0 +

This stage will go perfect with NicoCW's Hidden Palace Remix.
    

Helper for Super Move doesn't appear

 July 19, 2014, 07:39:54 am View in topic context
 Posted by ApolloGrimoire  in Helper for Super Move doesn't appear (Started by ApolloGrimoire July 19, 2014, 07:39:54 am
 Board: M.U.G.E.N Development Help

I'm close to a beta 2 release for my Kid Goku.

For the level 1 super for his Kamehameha, the beam itself doesn't appear, despite being coded properly.

https://www.youtube.com/watch?v=ekmyyiOVDig&list=UUOaM4JfNsqrAVeSHTMxMIdQ

[spoiler = Command for Super]
Code:
[State -1, Kamehameha!]
type = ChangeState
value = 3000
triggerall = command = "Kamehameha!"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || var(6)
trigger1 = NumHelper(3005) <= 0
trigger2 = NumHelper(3005) <= 1
trigger2 = Helper(3005),StateNo = [3006,3007]
[/spoiler]

[spoiler = Code for Super]
Code:
[Statedef 3000]
type=S
movetype=A
physics=N
anim=3000
poweradd=-1000
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 3000, No Corner Push]
type=VarSet
trigger1=!time
fvar(5)=0
[State 3000, Unguardable]
type=VarSet
trigger1=!time && NumEnemy
var(17)=Ifelse((EnemyNear, StateNo=[120,155]),0,50)
[State 3000, Super Cancel Flag]
type=VarSet
trigger1=!Time
var(21)=(PrevStateNo=[1000,2999]) && var(6)
[State 3000, Hyper Cancel Flag]
type=VarSet
trigger1=!Time
var(22)=((prevstateno=[3000,4999]) && var(7)) || var(20)
[State 3000, Super Cancel Flash]
type=PalFX
trigger1=var(21) || var(22)
trigger1=!(Time % 2) && Time <=12
time=1
add=255,255,255
ignoreHitPause=1

[State 3000, SuperPause FX]
type=Helper
trigger1=!time
helperType=Normal
stateNo=8500
ID=8500
name="Superpause FX"
posType=P1
pos=0,-30
superMoveTime=255
size.xScale=1
size.yScale=1
ownPal=1
[State 3000, SuperPause]
type=SuperPause
trigger1=AnimElem = 3
time=50
moveTime=49
p2DefMul=1
unHittable=1
anim=-1
sound=s8500,0
darken=0
poweradd=0

[State 3000, 1];wŒ‚‚‰¹x
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,0

[State 3000, 1];w‚©‚߂͂ߔg`Ix
type = PlaySnd
trigger1 = AnimElem = 3
value = 1400,0

[State 3000, Width]
type=Width
trigger1=AnimElemTime(5)>=0
value=65,0

[State 3000, NotHitBy]
type=NotHitBy
trigger1=AnimElemTime(6) < 0
time=1
value=SCA

[State 3000, Kamehameha]
type = helper
trigger1 =animelem=4
helpertype = normal
stateno = 3005
ID = 3005
name = "Kamehameha"
postype = p1
pos = 0,0
ownpal = 1
persistent=0
pauseMoveTime=255

[State 3000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
[/spoiler]

[spoiler = Helper for Super]
Code:
[Statedef 3005]
type=A
physics=N
movetype=A
ctrl=0
velset=0, 0
sprpriority=4

[State 3005, HitOverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA, AA, AP, AT
stateno=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, HB]
type=hitby
trigger1=1
time=-1
value=SCA, NP, SP, HP
ignorehitpause=1

[State 3005, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000,0,25) * const(size.yScale))
ignorehitpause =1

[State 3005, ChangeAnim]
type=ChangeAnim
trigger1 =!time&&!prevstateno
value=3005

[State 3005, movehitvar]
type=varset
trigger1=movecontact && numtarget
trigger1=!(target, ishelper)
var(3)=1
ignorehitpause=1
[State 3005, VarAdd]
type=VarAdd
trigger1 =!time
var(8)=1

[State 3005, Assert]
type=trans
trigger1=1
trans=addalpha
alpha=256, 256
ignorehitpause=1
[State 3005, HitSound]
type=playsnd
trigger1=movehit && numtarget
trigger1=target, time=0 && target, movetype=H
value=2, 6
channel=20+random%4
persistent=0
ignorehitpause=1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3005, hit]
type=hitdef
trigger1=1
priority=4, Hit
ID=3005
attr=A, HP
damage=floor(20*Ifelse(root,var(13)>14,root,fvar(10)/2,root,fvar(10))),4
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=4,1
guard.pausetime=4,12
sparkNo=-1
guard.sparkNo=-1
sparkXY=-1
guardsound=s130,1
ground.type=High
ground.slidetime=2
ground.hittime=32
air.hittime=32
ground.velocity=-4,-3
guard.velocity=-5
air.velocity=-4,-0.5
airguard.velocity=-4,-1
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
fall=1
air.recover=0
fall.recover=0
getpower=0,0
givepower=18,18
palFX.time=12
palFX.add=255,255,255
palFX.sinAdd=-255,-255,-255,48
envshake.time=12
envshake.ampl=5
sprpriority=4
forcestand=1

[State 3005, TargetState]
type = TargetState
trigger1= movehit && numtarget(3005)
trigger1= target(3005),Movetype=H&& !(target, time)
value =3080
ID = 3005
ignorehitpause =1
[State 3005, HitSpark]
type=Helper
trigger1= movecontact=1 && numtarget
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=ifElse(MoveGuarded, 8001, 8005)
ID=8000
name="Spark"
pos= ceil(p2bodydist x+20),ceil(-10+50*(root,statetype=A&&p2bodydist y>=-25))
ownpal = 1
facing = -1
ignorehitpause = 1
persistent=0
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535

[State 3005, Counter FX]
type=Helper
trigger1=MoveContact=1 && numtarget && var(9)
trigger1=!(Target, HitShakeOver)
helperType=Normal
stateNo=8290
ID=8290
name="Counter FX"
posType=P1
pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal=1
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1

[State 3005, HitCount]
type=ParentVarAdd
trigger1=Movehit=1 && NumTarget
var(13)=1
ignorehitpause = 1
persistent=0
[State 3005, Juggle Points]
type=ParentVarAdd
trigger1=MoveContact=1 && NumTarget
var(15)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=VarSet
trigger1=MoveContact=1 && NumTarget
var(18)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=ParentVarSet
trigger1=MoveContact=1 && NumTarget
trigger1=Root,StateNo=[3000,3025]
var(18)=1
ignorehitpause = 1
persistent=0

[State 3005, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
[State 3005, End]
type=destroyself
trigger1=root,Movetype=H
trigger2=root,stateno!=3000&&root,stateno!=3025
trigger3=(root,stateno=3000|root,stateno=3025)&&root,animelemtime(19)>=0
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=movecontact
value=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=root,animelemtime(15)>=0
value=3006
ignorehitpause=1
;------------------------------------------------------------------
[Statedef 3006]
type=A
physics=N
movetype=I
ctrl=0
velset=0,0
sprpriority=4

[State 3006, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3006, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000|root,stateno=3050,-62,-84) * const(size.yScale))
ignorehitpause =1
[State 3006, AngleDraw]
type = AngleDraw
trigger1 =1
scale =1,1-.075*time
ignorehitpause =1
[State 3006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3006, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-16*time,256
ignorehitpause =1

[State 3006, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
type = DestroySelf
trigger1=root,stateno!=3000
trigger2=root,stateno=!3000&&root,animelemtime(19)>=0
trigger3=root,Movetype=H
ignorehitpause =1
;------------------------------------------------------------------
[Statedef 3007]
type=A
physics=N
movetype=I
anim=9999
ctrl=0
velset=0,0
sprpriority=0

[State 3007, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= Invisible
ignorehitpause = 1

[State 3007, DestroySelf]
type = DestroySelf
trigger1=time>=16
trigger2=root,Movetype=H
ignorehitpause =1
[/spoiler]

I really want this beta to be played this weekend, so any help will be greatly appreciated.
    

Re: Forte Released UPDATE 3

 July 18, 2014, 09:25:43 pm View in topic context
 Posted by ApolloGrimoire  in Forte Released UPDATE 4 (Started by Mako. July 16, 2014, 08:37:23 am
 Board: Your Releases, Mugen 1.0 +

Tenryuu mentioned about no text when finishing the round with a Super.

I'm in the same boat with my first character and I'm wondering why there is no tutorial for that here on this forum.
    

Super Finish Text, POTS/INFINITE Style

 July 16, 2014, 09:20:59 pm View in topic context
 Posted by ApolloGrimoire  in Super Finish Text, POTS/INFINITE Style (Started by ApolloGrimoire July 16, 2014, 09:20:59 pm
 Board: M.U.G.E.N Development Help

Is there a font that I have to use or do I have to sprite them?

Sorry, I don't know where else to post this
    

Re: AG'S Infinite Inspired Infinitish Character Projects- Kid Goku

 July 14, 2014, 09:36:56 pm View in topic context
 Posted by ApolloGrimoire  in AG'S Infinite Inspired Infinitish Character Projects- Kid Goku (Started by ApolloGrimoire June 04, 2014, 10:15:10 pm
 Board: Projects

Sorry for the delay of the next beta release people.

Coding a teleport move is an absolute pain. Sure wish I knew how Infinite Crisis got his nailed perfectly.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 11, 2014, 07:41:09 pm View in topic context
 Posted by ApolloGrimoire  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Aside for KOFXII-XIII, are there versions of Sie Kensou in his Psycho Soldier gear except his striker form from 99?
    

Teleportation Move Keeps going away from Player 2

 July 10, 2014, 10:05:44 pm View in topic context
 Posted by ApolloGrimoire  in Teleportation Move Keeps going away from Player 2 (Started by ApolloGrimoire July 10, 2014, 10:05:44 pm
 Board: M.U.G.E.N Development Help

I've managed to get my after image move to work, but he always keeps moving to the left and nowhere else.

I can't seem to Code Infinite-Crisis' Deadpool's move correctly. It's not a simple copy and paste job. I'm trying to code them separately as you can see below.

Weak means behind
Medium means in front
Hard means away
EX means behind with state 220 on the end.
Code:
;-------------------------------------------------------------
;Afterimage (weak)
[Statedef 1200]
type = S
movetype = I
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1

[State 1200, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0

[State 1200, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3

[State 1200, Turn]
type = Turn
trigger1 = time = 14

[State 1300, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))

[State 1200, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0

[State 1200, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------
;Afterimage (medium)
[Statedef 1210]
type = S
movetype = I
physics = N
anim = 1210
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1

[State 1210, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0

[State 1210, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3

[State 1210, Turn]
type = Turn
trigger1 = time = 14

[State 1210, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))

[State 1210, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0

[State 1210, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------
;Afterimage (strong)
[Statedef 1220]
type = S
movetype = I
physics = N
anim = 1220
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1

[State 1220, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0

[State 1220, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3

[State 1220, Turn]
type = Turn
trigger1 = time = 14

[State 1220, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))

[State 1220, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0

[State 1220, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
    

Re: AG'S Infinite Inspired Infinitish Character Projects- Kid Goku

 July 09, 2014, 10:28:26 pm View in topic context
 Posted by ApolloGrimoire  in AG'S Infinite Inspired Infinitish Character Projects- Kid Goku (Started by ApolloGrimoire June 04, 2014, 10:15:10 pm
 Board: Projects

Sorry for super late reply to that, but I decided to release beta versions for public testing and feedback.
    

Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14

 July 08, 2014, 09:58:17 pm View in topic context

Fixed everything aside for Z Conuter.

Next release will have Teleport and EX Teleport, but make a topic on the Development Help page as its tearing my hair out.
    

How do I code teleport?

 July 08, 2014, 09:55:57 pm View in topic context
 Posted by ApolloGrimoire  in How do I code teleport? (Started by ApolloGrimoire July 08, 2014, 09:55:57 pm
 Board: M.U.G.E.N Development Help

Managed to solve my previous issue, but coding the move itself is giving me a headache.

How in the world did InfiniteCrisis make this work?  I'm making the commands live DivineWolf's and keeping them separate from each other, but this is in another level.

Spoiler, click to toggle visibilty

Sorry for going on a tangent, but I want to know what to use in order to make it work like Deadpool's. Without Goku blowing himself up.