YesNoOk

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Re: Blade Strangers

 February 19, 2019, 08:34:14 am View in topic context
#1
 Posted by Umezono  in Blade Strangers (Started by Bronko June 12, 2017, 06:07:38 am
 Board: Fighting Games

hm, may redownload to see the DLC characters. i didnt really like its gameplay.
    

Re: Blade Strangers

 February 19, 2019, 08:30:00 am View in topic context
#2
 Posted by Bronko  in Blade Strangers (Started by Bronko June 12, 2017, 06:07:38 am
 Board: Fighting Games

    

Re: MONSTER (1.01) system

 February 19, 2019, 08:21:19 am View in topic context
#3
 Posted by Bannana  in MONSTER (1.01) system (Started by Bannana February 05, 2019, 09:16:01 am
 Board: Projects

I believe I also have 1.11b, as my copy came with "update_mnstprd_111b" patcher which I used and I assumed it worked. I haven't really dug in yet tho. I kinda wanna find an old copy for collection purposes.
Because it's an ancient version, I don't see any issue with passing you my copy of 1.0. Not right now, as my internet can't upload anything that big right now (and it's only 200 MB!), but within the next few weeks

Here's the alpha build of Yuri
http://www.mediafire.com/file/fcjgg8jj1a6d7qj/yuri_monster.7z/file

Spoiler: and the readme posted in the thread, per usual for my releases (click to see content)

TL;DR
These are my listed bugs/known things in need of change:
- no damage display on Bash Combo or Monster Blow
- slaps don't register properly in my combo correction
- Bash Combo in general seems stiff (might just be by design)
- Monster blow is a WIP

I always want a second opinion.
________________________
Oh, I forgot because I placed it in the screenshots thread earlier today for feedback, but here's an image of the training mode so you know you're not lost. It's an outdated version, as I later changed it so that shift is max at round start, but it's relevant enough.
    

Re: CVS Mugen Fighting Jam - Update For Each Files is Available Now!!!

 February 19, 2019, 08:09:15 am View in topic context
#4
 Posted by yudhiyou  in CVS Mugen Fighting Jam - Update For Each Files is Available Now!!! (Started by yudhiyou April 13, 2017, 03:29:39 pm
 Board: Edits & Addons 1.0+

Update on each files is available now!!! You can update your own files by comparing each files based on updated date.
So you don't need to redownload entire file zip anymore.

You can check the update files here:
https://drive.google.com/open?id=1wC3UVUU4LclwcE9Be5SkAYdKm9Zh9RyQ

Update on 19 February 2019:
- Update hit damages on Wolverine
- Fix invalid state bug cpu on Mature
    

Re: let's talk about the aftermath of the sockpuppet war

 February 19, 2019, 08:08:03 am View in topic context
#5
 Posted by Umezono  in let's talk about the aftermath of the sockpuppet war (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

This is like a video game or anime where they have the gag character who constantly shows up proclaiming himself to be the protagonist's rival, but none of the real characters even know his name or give half a shit about him.
dan hibiki lol
    

Re: Need help about Triple Jump

 February 19, 2019, 08:04:55 am View in topic context
#6
 Posted by Nep Heart  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

 You could probably take a look at otz-kai's Sayaka Miki's coding since she possesses a triple jump.

 I would say look into my Hotaru Futaba's coding, too, but her triple jump is pretty circumstantial and can't be used on demand.
    

Need help about Triple Jump

 February 19, 2019, 07:51:49 am View in topic context
#7
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Hey guys! I'm in need of help in making a proper "triple" jump move. I already made one from the tip "MikeDaBike" gave on the "Double Jump!!!" (http://mugenguild.com/forum/topics/double-jump-92990.0.html) thread. The problem is the 3rd jump almost immediately comes out right after the 2nd jump, making it look like you're just doing a double jump instead of a triple. So I need assistance to make the 3rd jump not come out almost immediately. Thanks.
    

Re: Mr. Ansatsuken's WIP Thread! (Submit your PALETTES for BROLY/Dan/Dudley here!)

 February 19, 2019, 07:46:19 am View in topic context
#8
avatar  Posted by Dr. Sin  in Mr. Ansatsuken's WIP Thread! (Submit your PALETTES for BROLY/Dan/Dudley here!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

Didn't you say at one point you were gonna work on Dr. Fate? Just curious lol.

Love your work btw.
    

Re: Dead or Alive 6 revealed

 February 19, 2019, 07:41:10 am View in topic context
#9
avatar  Posted by The Street Fighter  in Dead or Alive 6 revealed (Started by GTOAkira June 08, 2018, 04:29:45 pm
 Board: Fighting Games

We are talking Japan here. And no, Mortal Kombat is not ok, since ... you know, they skip MK 11 all together in Japan ...
    

Re: M.U.G.E.N Screenshots V3

 February 19, 2019, 07:33:47 am View in topic context
#10
 Posted by sethzel  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Unknown Soldier - Marvel vs Capcom Assist helper W.I.P

 February 19, 2019, 06:53:16 am View in topic context
#11
 Posted by Flowrellik  in Unknown Soldier - Marvel vs Capcom Assist helper W.I.P (Started by Mazemerald. February 05, 2019, 04:12:42 am
 Board: Projects

Second stance for my end. Gives it that aggressive outlook to him.
    

Re: Ruby Rose v1.06 + Yang Xiao Long v1.11

 February 19, 2019, 06:53:12 am View in topic context
#12
avatar  Posted by Cerazor01  in Ruby Rose v1.06 + Yang Xiao Long v1.11 (Started by OHMSBY August 30, 2018, 08:15:21 pm
 Board: Your Releases, 1.0+

Atleast one of the small group of decent characters to come from RWBY got a MUGEN character, shame it had to be from BBCTB though. Looks good so far.

But how do I install the AI patch?
    

Re: Unknown Soldier - Marvel vs Capcom Assist helper W.I.P

 February 19, 2019, 06:45:06 am View in topic context
#13
 Posted by Mazemerald.  in Unknown Soldier - Marvel vs Capcom Assist helper W.I.P (Started by Mazemerald. February 05, 2019, 04:12:42 am
 Board: Projects



which stance looks better and cool to him?

first or second......give your feedback please.
    

Re: let's talk about the aftermath of the sockpuppet war

 February 19, 2019, 06:45:03 am View in topic context
#14
 Posted by Gennos  in let's talk about the aftermath of the sockpuppet war (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

It's been a while this site has become irrelevant to MUGEN (I don't even think you are relevant to anything at this point)
clearly we are relevant enough for you to go through the trouble of posing as "one of us" just to tell us how much "we" lost. you're trying so hard to make this look like a war but the fact of the matter is we've completely forgotten about your site and moved on. why can't you do the same? just cool it down with those jason bourne novels and stop projecting.
    

Re: Invalid Combo detection

 February 19, 2019, 06:17:07 am View in topic context
#15
 Posted by Nep Heart  in Invalid Combo detection (Started by Ricepigeon December 10, 2018, 09:42:20 pm
 Board: Tips, Tricks, Tutorials

 Going to bump this to address a few problems I've ran into while attempting to adopt this invalid combo detector over 9's version. There seems to be a massive delay for certain attacks to which I have a feeling may have to do with hitpause timings. Here are a few examples testing my own character for this purpose.

 Works just fine with specials, grabs and attack based helpers... but her non-grab normals fail completely fail to set off the FX even though these chains can be teched out in spite of their somewhat lenient recovertime (even though they incur longer hitpauses than her specials and helpers).



 Note that I keep relaunching and the invalid display fails to show up even though this move can be recovered out of as long as it hits.

 Edit: For the record, I checked the variables on displayclipboard and they register just fine. It's just the explod fail to show up with her normals for some reason.

 Edit2: Deeper investigation through messing around with the triggers has revealed to me that it may have to do with something about the hitshake trigger for the timer setter.

Quote
[State 27944, Varset]
type = varset
triggerall = var(0)=0 && var(59)=1
trigger1 = root,movehit = 1
trigger1 = numenemy
trigger1 = p2statetype=A
trigger1 = enemynear(0),hitshakeover
trigger2 = var(2)!=0
var(0) = 1
    

Re: Making helper projectile "explode" if hit by another projectile?

 February 19, 2019, 06:00:18 am View in topic context
#16
avatar  Posted by junkerde  in Making helper projectile "explode" if hit by another projectile? (Started by junkerde February 13, 2019, 07:14:24 pm
 Board: M.U.G.E.N Development Help

Thanks for the replies!!! Got it to work after some tweaking! Cheers!!!
    

Re: Is this even possible??? (AI workaround idea for 4 gamepads)

 February 19, 2019, 05:59:45 am View in topic context
#17
avatar  Posted by junkerde  in Is this even possible??? (AI workaround idea for 4 gamepads) (Started by junkerde February 11, 2019, 10:08:10 pm
 Board: M.U.G.E.N Development Help

EDIT: Solved. Literally Ikemen GO Plus/Ikemen Plus already does this and all my characters work on it. No need for the sophisticated stuff.

    

Re: Roster Showcase

 February 19, 2019, 05:50:15 am View in topic context
#18
avatar  Posted by Cerazor01  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion



So far this is all I have.
    

Re: Capcom X Snk

 February 19, 2019, 05:40:30 am View in topic context
#19
avatar  Posted by junkerde  in Capcom X Snk  (Started by ;x September 09, 2014, 06:08:18 am
 Board: IKEMEN Releases

Ok after going through the different versions, which Ikemen is more complete? Im reading the faq but people have so many forks, Im using at the moment the Official Ikeman GO Plus K4THOS build, also the Ikemen GO Plus Gacel build, and the recent Ikemen Plus 0.3 build. Im not sure which one is more stable, I don't want to be limited on my game if so (because im reading stuff about missing victory screen implementation etc with the GO Plus fork, dont know if that has changed. Might be a deal breaker if certain things arent supported)
    

Re: Evil Dan by Mr. Ansatsuken! ;D (+Ryu/Akuma/Oni update!)

 February 19, 2019, 05:30:11 am View in topic context
#20
 Posted by Mr. Ansatsuken  in Evil Dan by Mr. Ansatsuken! ;D (+Ryu/Akuma/Oni update!) (Started by Mr. Ansatsuken February 17, 2019, 05:39:33 pm
 Board: Your Releases, 1.0+

thank you very much for this wonderful work I will test it in my tournament!  :yuno: great! he has an artificial intelligence
Oh! Thank you! :' ) I'm glad ya like it...

We missed you, man! Welcome back! And your Dan is more awesome than ever!
Thanks my dude. I really appreciate it, haha!

so i will be waiting for your Ken update in future. i love your projects and stay safe ;) and keep good work with Broly
Thank you, although it is not 100% certain that I'll ever make that Ken char, haha.

I did this:
[youtube]https://youtu.be/QfSe0I_es8w[/youtube]

I know it's not as high quality as it should be but I kinda rushed it tbh.

Also is there any plans on updating your God Rugal edit?
Ohhh!! Thank you, that's just what I needed! xD

Daaamn, man. This Dan is GOOD. But have to say, I don't exactly understand the reason behind you changing vels of his Dankyaku. HK and EX Versions just fly over KFM.
Very good!!
I enjoy your characters.

But I think HK and EX Versions Dankukyaku too high just fly over KFM.
Evil Dan's (and Master Dan's) Dankuu Kyaku are based on USFIV's Omega Mode.
Dan's Dankuu Kyaku is just like that in Omega Mode, haha.

I select a different pallete for Dan, but in second fight, the pallete always changes to default pallete. It's a bug?
Yes, it IS a bug. Thank you so much for pointing that out! xD

Glad to see you back dude.

 About Dan he has a fair bit of debug flood.
Glad to see you back. :)

As for the debug flood issue pointed out above, I did some digging through Dan's code and found a couple of the causes...

In the standing state, there's an AssertSpecial sctrl which should be using cond instead of ifelse. You should also be redirecting to p2 and p4 using enemy(0) and enemy(1) respectively.
Spoiler, click to toggle visibilty

Another major cause is your palette selection code. Various RemapPal sctrls are being passed float variables for the dest when they should just be using regular (int) vars instead.

Thanks for the release/updates. I appreciate the effort and detail you always put into your characters.
Honestly though, this is like, the 5th time someone ever mentions me the whole "debug flood" thing.
Too bad no one has ever told me what it does, the causes behind it, or how to fix it.

But thank you for that specific code, GK. I've already applied it to Dan! xD

In fact, I have now updated Dan and fixed some of the stuff that you guys mentioned.

<19.02.2019>
- Fixed a glitch that made the Palette Selector pretty much
  useless in Arcade Mode.
- Evil/Master Dan can now cancel the Danshura Senkuu into Shun Goku Satsu
  while controlled by the A.I.
- Minor changes/bug fixes.


- Download...
https://ansatsukenmugen.webs.com/


The next update shall include

- 1~3 more Intros / Win Poses for Evil Dan.
- Maybe the (MAX) Messatsu Gou Dankuu Super move for Evil Dan.
- PERHAPS a new Lv3 Super for Evil Dan. A counter-based one! Haha.

Thank you and good night everybody, haha.