YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
KojiroBADNESS is Offline
Contact KojiroBADNESS:

KojiroBADNESS

Contributor

Messages by KojiroBADNESS

    

[SOLVED] Helpers Hitdef p1stateno to work with other states.

 August 16, 2010, 03:13:11 pm View in topic context
 Posted by KojiroBADNESS  in [SOLVED] Helpers Hitdef p1stateno to work with other states. (Started by KojiroBADNESS August 16, 2010, 03:13:11 pm
 Board: M.U.G.E.N Development Help

I am trying to get my characters main state to change when the helper makes contact with the opponent. When I tried "p1stateno" is in the helpers hitdef, as I predicted, it changed the helpers state rather than the character.

I've also tried using a varset but that failed on my part as well. Does anyone know of a better way to handle this?
    

Re: p4name and authorname trigger not activating. Help!

 July 27, 2010, 12:07:33 am View in topic context
 Posted by KojiroBADNESS  in p4name and authorname trigger not activating. Help! (Started by KojiroBADNESS July 26, 2010, 11:12:09 pm
 Board: M.U.G.E.N Development Help

Thank god.

You're right, and it worked. I figured at one point that the trigger was redirecting to player 2, but I couldn't justify it.
Simple solution, but I don't feel as dopey as I thought I would. enemy,teammode=simul definitely fixed the issue. Thanks a lot man!!
    

p4name and authorname trigger not activating. Help!

 July 26, 2010, 11:12:09 pm View in topic context
 Posted by KojiroBADNESS  in p4name and authorname trigger not activating. Help! (Started by KojiroBADNESS July 26, 2010, 11:12:09 pm
 Board: M.U.G.E.N Development Help

Here's my problem. I'm in the middle of making a special intro, and everything works fine between player 1 and 2. But between player 1 and 4, the trigger doesn't activate the state.
I've specified it in many different forms. For example.

Quote
trigger1 = p2Name = "Fuuma Kotaro" && enemy,authorname = "KojiroBADNESS" || p4Name = "Fuuma Kotaro" && enemy,authorname = "KojiroBADNESS"

Quote
trigger1 = (p2Name = "Fuuma Kotaro"  || p4Name = "Fuuma Kotaro") && enemy,authorname = "KojiroBADNESS"

Quote
trigger1 = p2Name = "Fuuma Kotaro" && enemy,authorname = "KojiroBADNESS"
trigger2 = p4Name = "Fuuma Kotaro" && enemy,authorname = "KojiroBADNESS"

All of those will work for player 2 but not if there's a secondary enemy. And the only way it does work is if the authorname isn't specified, in other words, no authorname at all. I've even taken "enemy" out of the authorname trigger, and even just used "Name"... still nothing.
I don't know if it's my mugen settings that's causing trouble, or if I'm doing something wrong, but why it won't activate is beyond me. And I wouldn't be surprised if there was a simple fix and I'm gonna feel real stupid, but I can't wrap my head around this at all. Please help LOL!
    

Requesting Sword Clash Spark animations

 July 24, 2010, 03:49:02 am View in topic context
 Posted by KojiroBADNESS  in Requesting Sword Clash Spark animations (Started by KojiroBADNESS July 24, 2010, 03:49:02 am
 Board: Development Resources

I need Spark animations for when Swords clash together. I know my description is probably crap, but it's the best that I can describe it LOL.

Anyway, does anyone know where I can find some? Thanks.
    

Re: Getting hitpauses to work with helper animations.

 July 18, 2010, 12:57:53 am View in topic context
 Posted by KojiroBADNESS  in Getting hitpauses to work with helper animations. (Started by KojiroBADNESS July 17, 2010, 08:03:44 am
 Board: M.U.G.E.N Development Help

No I wasn't. I was using !animtime and I had another trigger that destroys it after the state is changed XD.

Okay, well it works now. The animation plays out a little longer, but I'll mess around with destroyself state, and figure it out easily.

Thanks for your help Rajaa and Cyanide!
    

Re: Getting hitpauses to work with helper animations.

 July 18, 2010, 12:42:05 am View in topic context
 Posted by KojiroBADNESS  in Getting hitpauses to work with helper animations. (Started by KojiroBADNESS July 17, 2010, 08:03:44 am
 Board: M.U.G.E.N Development Help

Well actually, they both worked. I had to take the =0 out of the "hitshakeover = 0". But regradless, they both worked how I wanted. My only issue now is when the hitpause is active the animation ticks are still going. So after the hitpause is over the animation disappears and doesn't play itself out.

I probably need to set up better destroyself trigger(s).
    

Getting hitpauses to work with helper animations.

 July 17, 2010, 08:03:44 am View in topic context
 Posted by KojiroBADNESS  in Getting hitpauses to work with helper animations. (Started by KojiroBADNESS July 17, 2010, 08:03:44 am
 Board: M.U.G.E.N Development Help

I'm trying to use helpers instead of explods for attacks/specials/etc now. It's been going fine up til now. Some of my moves have a long hitpause and I need the animations to be stopped with it. I never had this issue with Explods, so I'm not sure how to work around it. I've tried the obvious thing first (ignorehitpause = 1 under the helper state), but it didn't work.

I've also tried this for example..

Quote
[State 2400, ChangeAnim]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(2)

But this only lasts for a few ticks, and the animation continues. So I'm out of idea's. Any ideas on how to make Helper animations stop completely with hitpauses no matter how long it may be?

Thanks in advance!
    

Re: Fuuma Kotaro Released by KojiroBADNESS

 May 14, 2010, 08:57:23 am View in topic context
 Posted by KojiroBADNESS  in Fuuma Kotaro Released by KojiroBADNESS (Started by KojiroBADNESS May 11, 2010, 04:13:38 am
 Board: Your Releases, older Mugen

The site was down for a bit, but it's back up now.

Nice char (Normally I never say that). Smooth and fast  gameplay, I like a lot. I keep it for play with him. Thanks.  ;)

*Just some opinions:

- In Medium/Strong "Densosetsuka no Jotsu Kiri Mai" voice is too loud compared with other moves. In Crouching Medium Kick, slide sound is too loud ...  really the sound have bad quality. You can put "freqmul=1+(random/6000.0)" or something too.

- "Bakuretsu Kyuukyokuken" need more voice volume. Guard sound is too loud compared with hit sound for me.

See ya!

Okay. I'll look into the sounds again. I didn't do too much work there. I remember upping the volume on Densosetsuka no Jotsu Kiri Mai though. So I'll go back using the original sound clips.

Anyway, thank you guys for the good feedback, and sincerity. Fuuma was better received than I figured. I noted everyone's feedback, so I'll be sure to handle that for when the next update comes.

Thanks again! :sugoi:
    

Re: Fuuma Kotaro Released by KojiroBADNESS

 May 12, 2010, 09:42:35 am View in topic context
 Posted by KojiroBADNESS  in Fuuma Kotaro Released by KojiroBADNESS (Started by KojiroBADNESS May 11, 2010, 04:13:38 am
 Board: Your Releases, older Mugen

Fro a first character, this is a very nice one. :)

Thanks Cybaster. That means a lot. ;P

- Why does Honoo Chuusekihisaki no Jotsu do the damage of a Lv3 super ?

I actually never caught that. I'll be sure to adjust the damage for the next update.

- Kyouryou Okugi Kyougeki Kujikirijin seems overpowered compared to the other Lv3s. Maybe the setup and difficulty to connect balances it ?

I'm not sure if you downloaded Fuuma before I adjusted the damage on that and fixed the Level 1 Bakuretsu Kyuukyokuken Explosion problem. I renewed and uploaded the Supers.st and reuploaded Fuuma along with it. If you downloaded him after the fix, let me know and I'll see what I can do about it.

Edit: Nvm. I adjusted it before, but it still does a little more damage than the others, even now. I'll fix that as well!

- Because of Target Combo 6, it seems b and a could be chained into an infinite. I'm saying "could" because it doesn't in normal conditions, thanks to the pushback. However, in case you fight a heavy super armored opponent, this may cause some problems.

Ahh.. I figure someone was gonna point that out soon LOL. I'm looking into fixing that as well. I just need to figure out how. But I'm gonna be doing more CMD work anyway since he's in need of an AI.

- His effects would benefit from being a little more CVS-ish, Reppu-Zan and Enryu Ha being those which come to my mind.

I hear you. The Enryu Ha effect doesn't bother me too much. And Reppu-Zan looks alright.
I would change them if I could find something better. The only effect I was able to change was the Satsu Chouken energy blast thanks to Ryon. I went from...

This

To This


If I can find some better effects, I'll look into changing them. Anyway, thanks for the feedback. :sugoi:
    

Re: Fuuma Kotaro Released by KojiroBADNESS

 May 11, 2010, 06:16:59 am View in topic context
 Posted by KojiroBADNESS  in Fuuma Kotaro Released by KojiroBADNESS (Started by KojiroBADNESS May 11, 2010, 04:13:38 am
 Board: Your Releases, older Mugen

Glad you like it. I haven't heard anything bad about him yet, so I'm glad my hard work payed off. :D

Also guys. I found a small bug, where the explosion on the Light Bakuretsu Kyuukyokuken doesn't hit as I forgot to put the helper state back. So I went ahead and fixed the problem and uploaded the Super.st. Sorry for the inconvenience!

http://www.sendspace.com/file/vmsokk
    

Fuuma Kotaro Released by KojiroBADNESS

 May 11, 2010, 04:13:38 am View in topic context
 Posted by KojiroBADNESS  in Fuuma Kotaro Released by KojiroBADNESS (Started by KojiroBADNESS May 11, 2010, 04:13:38 am
 Board: Your Releases, older Mugen

Hello MFG. I present to you, Fuuma Kotaro. This is my very first character, and I gotta give thanks to many folks. For without their help, I wouldn't gotten very far with this project. It took me a good 2-3 months to finish, but 5 to finally release LOL. Anyway, I sunk a lot of time into him. Especially the female intros. I had to add names in manually. But note, that if anyone has ATTRACTIVE female characters in their rosters that Fuuma doesn't respond to. Let me know by posting their names located in their .def file, and I'll add them in for the next update.



Quote
Name              = "MAMIYA" <----- Post this name
DisplayName  = "MAMIYA" <----- Not this name.





Features


- All known combos are implemented! (At least to my knowledge)
- Some new given tools to work with.
- Special intro with female characters! ;-) (Unless they're creepy, evil, or children, he will not NOT flirt!)
- Special Intros with Kisarah Westfeild and Hinata Wakaba by Fervicante!
- Contains a full CVS-Like gameplay mechanic. Parry, Dodge Roll, Side Step, High Jump, etc.
- Old Classic Fuuma Color?! Also, a few palette color references (Mukuro, Lei-lei, Hanzo, and more!)

Special Thanks


Fervicante - HUUUGE thanks to you for allowing me to use his Fuuma sprites and some codes. Without your stuff, this project would've been A LOT more difficult. Thank you so much!
Immortal SyN - Giving me A LOT of support, coding tips, and beta testing. You've made things a lot easier for me. Thank you very much for your help, bruh!
SinhRa - For making me such a phonominal Custom Portrait. I can't thank you enough for doing one up for me. Thank you!
NG3O - For finding me sounds and sprites. Also giving me support, and beta testing!
KazKiryu - Beta Tester and giving support.
Alexlexus - Providing me help and tips. Thanks man!
P.O.T.S - For allowing me to use some of your effects.
RajaaBoy - For allowing me to use your effects.
Vyn - Allowing me to use your Power charge images and coding, along with a few other resourses. Thanks a lot man, big ups to you!
Dshiznetz - Making me the super/hyper portraits (Though I didn't end up using them! :P)
Getsuga Tensho - Showing me coding examples, which really helped out a lot. Thank you!
Ryons - For your open source sprites which really came in handy.
Bushinryu - Beta tester. Thanks for your feedback!

If I forgot anybody, I'm sorry.

Known Bugs


- Baku Honoo Haukou Tama (All 3 levels) does not hit very few characters fully depending on the distance.


Future Updates


- Possibly a CVS groove system? optional of course.
- Definitely an AI!
- More .CMD Work!
- More female characters for his special intro!
- Adjust CLSN boxes (if needed)
- Custom Combo (Maybe)


Final Comment


This download includes a readme. Which contains the movelist, and all the information you need to know as far as character sources go, future updates, etc. And Feedback would be appreciated, as long as it's being kept in a respectful manner. If Fuuma has a downfall, I will try my best to handle it.


Download Here

Thank you and enjoy! :)
    

Re: THE MOST WANTED SCREENPACK IN MUGEN

 April 10, 2010, 03:41:25 am View in topic context
 Posted by KojiroBADNESS  in THE MOST WANTED SCREENPACK IN MUGEN (Started by DownFighter April 10, 2010, 01:22:54 am
 Board: Edits & Add-ons

We at CS-X must be so awesome to have people wanting to reuse our stuff this badly. Rednavi and Syn's BG effects, Mot's DJ Yun, and EXShadows randomselect icons.

But... where's the credit?
    

Re: Hasedo's Aurora

 April 01, 2010, 01:46:06 am View in topic context
 Posted by KojiroBADNESS  in Hasedo's Aurora (Started by Shiny March 31, 2010, 07:58:42 pm
 Board: Edits & Add-ons

how does the ban length imply that the forum staff justifies what this guy does?

Okay, maybe "Justify" wasn't the proper word. But the dude is basically being given another chance to leak other people's shit. And even when he started, he wasn't banned until he leaked about what... 7+ projects? I know MOT has a history here, but this is no better. If Hard Gay Willy gets a second chance, so should MOT.

even on the strictest of forums people can evade "permanent" bans.

I take it you've never been to CS-X before... ::)

@KojiroBADNESS: He's banned already, however, his alts use proxies and we can only ban once the deed is done.

Understood. I just wanted answers.
    

Re: Hasedo's Aurora

 April 01, 2010, 01:19:49 am View in topic context
 Posted by KojiroBADNESS  in Hasedo's Aurora (Started by Shiny March 31, 2010, 07:58:42 pm
 Board: Edits & Add-ons

Okay, understandable. So answer me this. Now that the staff knows that he not only broke the rules several times but he ban evaded (basically saying "Fuck you, you can't contain me!") and undermined the authorities here.

Will he now be banned for good? or will you just somehow find another way to justify his actions, and slap another day or 2 on?

(I'm not looking for drama... just answers!)
    

Re: Hasedo's Aurora

 March 31, 2010, 08:18:04 pm View in topic context
 Posted by KojiroBADNESS  in Hasedo's Aurora (Started by Shiny March 31, 2010, 07:58:42 pm
 Board: Edits & Add-ons

    

Re: Alex Suika by Felicity updated 03/30/10

 March 31, 2010, 08:07:57 pm View in topic context
 Posted by KojiroBADNESS  in Youmu Zero by Felicity updated 04/20/10 (Started by ☠Guardian Angel★☃ December 31, 2009, 05:38:34 am
 Board: Found Releases

    

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

 March 23, 2010, 03:13:38 pm View in topic context
 Posted by KojiroBADNESS  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Anyone know what stage this is?

    

Re: NBC Fuuma Kotaro by Mouser

 March 12, 2010, 01:16:10 am View in topic context
 Posted by KojiroBADNESS  in NBC Fuuma Kotaro by Mouser (Started by KojiroBADNESS March 12, 2010, 01:01:10 am
 Board: Requests

Got him now. Thanks again, Phantom Blood! :sugoi:
    

NBC Fuuma Kotaro by Mouser

 March 12, 2010, 01:01:10 am View in topic context
 Posted by KojiroBADNESS  in NBC Fuuma Kotaro by Mouser (Started by KojiroBADNESS March 12, 2010, 01:01:10 am
 Board: Requests

I've requested him a few forums, but got nothing lol. He seems to be getting more difficult to get. And no I'm not looking for the Wolrd Heroes version.
Anyway, if anyone happens to have him, please send me a pm, and I'll provide my e-mail if needed. Thanks in advance!
    

Re: Air Juggling Issue!

 February 15, 2010, 01:37:12 am View in topic context
 Posted by KojiroBADNESS  in Air Juggling Issue! (Started by KojiroBADNESS February 14, 2010, 07:40:44 am
 Board: M.U.G.E.N Development Help

Yeah, I did just that guys. I didn't know I had to put the first id in the second state too. That's what messed me over. But now it's working perfectly fine. I wouldn't have minded the juggling, but it was just far too lethal to keep.

But thanks again for the support! :sugoi: