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Re: Damage dampener for individual moves help

 November 17, 2018, 01:35:20 pm View in topic context
#81
 Posted by krudelu  in Damage dampener for individual moves help (Started by krudelu November 17, 2018, 02:25:39 am
 Board: M.U.G.E.N Development Help

Anyway, you're trying to make it always do 90% of the original damage per each attack no matter what order an attack hits, right? Couldn't you just make it so that the dampener keeps track of how many times a specific attack occurs in a combo as opposed for each hit in a combo?

For the first question, yeah. I'm trying to make it always do 90% of the original damage of the next move that got cancelled from multi hitting move regardless of how many hits of that particular move that does the multi hit no matter at which part of the multi hit cancels into.

For the second question, I'm not sure what you may meant by it but would you mind giving me an example of what you may meant by it? Also, I'm not trying to apply a dampener that would get affected based on how many times I have the attack used in a combo just in case I may have guessed it right.
    

Re: NoZ's Legacy Custom Portrait Thread

 November 17, 2018, 01:02:31 pm View in topic context
#82
avatar  Posted by xiryu  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Edits & Addons 1.0+

legacy is still alive

Takehaya Susano'o (スサノオ)

Spoiler, click to toggle visibilty

Mr. Ansatsuken's Ryu/Evil

Spoiler, click to toggle visibilty

Mr. Ansatsuken's Akuma
Spoiler, click to toggle visibilty
    

Re: RicePigeon Collection

 November 17, 2018, 01:01:25 pm View in topic context
#83
 Posted by PlasmoidThunder  in RicePigeon Collection (Started by Memes never die/Manby September 29, 2018, 03:54:08 am
 Board: Creator's Vault

Reposting it here for visibility.

Currently missing:
  • SSB Hong Meiling
  • Cyber Naraku
  • SSB Komachi
Pre-Gensokyo Reloaded
  • Yukari
  • Komachi
  • Kanako
  • Yuyuko
  • Hong Meiling
  • Sanae
  • Flandre
  • Lie Meiling
    

Re: HEROES MUGEN PROJECT (NBC Tv Series) POLL UPDATED

 November 17, 2018, 12:23:45 pm View in topic context
#84
 Posted by FobiaZz  in HEROES MUGEN PROJECT (NBC Tv Series) Claire & screenpack updates (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

Hi everyone! Here we go with few updates on the screenpack and a first view of the third character in development, who won the last poll: Claire Bennet, aka the Cheerleader!








    

Re: Fate/Grand Order

 November 17, 2018, 12:06:09 pm View in topic context
#85
 Posted by Magical Amber  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

We're getting a Thanksgiving banner starting on the 18th with Iskander, Illya, Saber Shiki, Scathach, Gilgamesh, Raikou, and Shuten. One of them will be on rate up per day which it changing everyday afterwards until the 26th where all of them will be on rate up on the last day. Shiki and Illya's rate ups will also include the KnK and Prisma CEs as well.

This is basically the New Years banner from JP with Ishtar, Kintoki, and Musashi being replaced with Raikou and Shuten. This isn't the guaranteed SSR banner which won't happen until probably New Years so they won't skip the servants that appear in Babylon.
    

Re: RicePigeon Collection

 November 17, 2018, 12:05:26 pm View in topic context
#86
 Posted by Mr.Giang  in RicePigeon Collection (Started by Memes never die/Manby September 29, 2018, 03:54:08 am
 Board: Creator's Vault

    

Re: MvC3 Lilith from Vanguard Princess

 November 17, 2018, 09:55:48 am View in topic context
#87
 Posted by Baby Bonnie Hood  in MvC3 Lilith from Vanguard Princess (Started by Baby Bonnie Hood November 15, 2018, 03:01:20 pm
 Board: Your Releases, 1.0+

if we're taking elements from MvC3/UMvC3, I am also sure push blocking drastically reduced guard damage from multi-hits iirc playing the game from back in the day.

From my experience, it's not drastic; in fact, I barely notice any damage reduction when push blocking a multi-hit attack.  So I just simply decided not to implement it and leave all the healing to X-factor.  And regarding that, I know X-factor nullifies chip damage while it's active but I decided not to implement that either and just let the healing make up for it.

I don't think Lilith's headbutt set-up and follow-up combos should allow recovery at all, it's an already unsafe move as it is and it already has a bounce limiter anyway. Her other aerial moves should have more recovery time window, too, since I have a lot of characters in my roster with 7 frame recover time (including my own creations).

Maybe the default fall.recovertime of 4 isn't cutting it anymore, especially since some characters leave out the "vel > -1" part of the default recovery state and are able to recover while they're still flying upwards.  What would you suggest I use for fall.recovertime for all attacks?
    

Re: Happy Birthday to...

 November 17, 2018, 09:38:27 am View in topic context
#88
 Posted by GTAguy  in Happy Birthday to... (Started by TempesT January 11, 2010, 04:27:19 am
 Board: All That's Left

Heya, I'm 30 years old.
    

Re: dbz stage fighter z namek animated

 November 17, 2018, 08:00:33 am View in topic context
#89
 Posted by argyone  in dbz stage fighter z namek animated (Started by oscar123 November 16, 2018, 12:44:12 am
 Board: Your Releases, 1.0+

no go for me sry... 4 shared asks to log in with my social media account.. pls use another upload. thx :)
    

Re: Dr.Strange (edited by Mr.Giang)

 November 17, 2018, 07:56:41 am View in topic context
#90
avatar  Posted by Mushypepito123  in Dr.Strange (edited by Mr.Giang) (Started by Mr.Giang August 22, 2018, 05:21:29 am
 Board: Edits & Addons 1.0+

AWESOME CHARS HOMIEEE!
    

MOVED: Shiki Misaki released and Neku Sakuraba edited by me

 November 17, 2018, 07:32:28 am View in topic context
#91
 Posted by GTAguy  in MOVED: Shiki Misaki released and Neku Sakuraba edited by me (Started by GTAguy November 17, 2018, 07:32:28 am
 Board: Found Releases 1.0+

This topic has been moved to Edits & Addons 1.0+.

[iurl]http://mugenguild.com/forum/topics/shiki-misaki-released-and-neku-sakuraba-edited-me-185332.0[/iurl].html
    

Re: All Chars Update(2018): Roberto

 November 17, 2018, 06:29:42 am View in topic context
#92
 Posted by DW  in All Chars Update(2018): Roberto (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I considered that. The first hit of EX Hard Edge will still be able to super cancel from. Same as with heavy Hard Edge. So performing EX Hard Edge > NDR will still be possible, albeit a bit tighter now, as you won't have the extra hits for hit confirming easier. Making p2 reset to the ground for the initial hit of NDR is easy enough.... But I can't help but feel this may be too much of a buff for it...?

IDK... I may, though I can already envision in my head, that I'd really be able to go crazy with that. Still, if you got the meter and spend it all right, I'm a firm believer that you should be rewarded for such. We'll see. I'll mess around with it for a bit and see just how good it is.
    

Re: MegaMan Zero (MUGEN ver.) Help: Palettes

 November 17, 2018, 06:09:41 am View in topic context
#93
 Posted by RedDragonCats17  in MegaMan Zero (MUGEN ver.) Help: Palettes (Started by RedDragonCats17 October 31, 2018, 10:06:33 am
 Board: M.U.G.E.N Development Help

Now, I'm 99% sure I know how you can write this palette change to work for you. But I need to know,
How separated are the two characters?
Meaning, do they only have separate Def files, or do they have different CNS files? Do they have different CMD files?

How do you keep the different sets of moves from working in the other character?
Is it a variable or do you use different files or what? I need to know as many specifics on this as you can think of. Tell me about each file. If you're just using the name, tell me all the specific names you're using. All of it.

I use a variable. I originally used 2 variables: var(15) for normal Zero, and var(10) for Omega Zero, but I got rid of the other variable (var(15)) because I found out that the reason why Omega is still in the MegaManZeroNormal.def is the name of the character itself. I changed the name from "MegaMan Zero" to "MegaMan Zero (normal)" in the MegaManZeroNormal.def, and that solved the problem.

Both characters use these 2 states, Zero.cns and Helpers.cns, and both use the same CMD. However, I put their constants in their DEFs so that I can make a MUGEN sized version of them without making another state for them, since some people don't like chibi characters. I also gave them their individual state files for their palettes, using state 5900 from common1, as Deathscythe suggested. So for the Zero that has both modes, I use MegaManZero.cns, for normal Zero, I use NormalZero.cns, and for Omega Zero, I use Omega.cns.

If you got rid of var(15), how are you separating his modes? And I said earlier that if you're using sff 1.0, the act files (pal1 = Zero.act) won't work, they are for winmugen sff. 1.0 will read palettes directly from sff.

The first paragraph will explain.

Also, I've discovered something interesting the other day. I messed with the remappal in MegaManZero.cns, and I changed it to 12+1, and normal Zero used Omega Zero's palette. But when I tried it in Omega.cns, it had little to no effect on Omega Zero himself.

So here's my question: Why doesn't it work on the Omega.cns state? That makes little to no sense at all.
    

Re: Damage dampener for individual moves help

 November 17, 2018, 06:06:35 am View in topic context
#94
 Posted by Nep Heart  in Damage dampener for individual moves help (Started by krudelu November 17, 2018, 02:25:39 am
 Board: M.U.G.E.N Development Help

 The code actually looks very much like my damage scaling system. Seeing as I use a similar code for scaling hitdef directly, the variable will constantly stack the division after every attack landed. Anyway, you're trying to make it always do 90% of the original damage per each attack no matter what order an attack hits, right? Couldn't you just make it so that the dampener keeps track of how many times a specific attack occurs in a combo as opposed for each hit in a combo?

 Granted, I've never really tried this type before myself, so, I'd still need to look up the method of going about it.
    

Re: All Chars Update(2018): Roberto

 November 17, 2018, 06:02:56 am View in topic context
#95
 Posted by Project.13  in All Chars Update(2018): Roberto (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

That is true and fair, I never considered the cancel options. Yeah, it would be better to go without it auto-comboing, but maybe have it sort of "bound" the opponent to Rock after the first hit, since the multi-hit EX Hard Edge is going away?
    

Re: Mugen Combo Comp X

 November 17, 2018, 06:00:38 am View in topic context
#96
 Posted by Amidweiz  in Mugen Combo Comp X (Started by Amidweiz May 29, 2018, 05:36:33 am
 Board: M.U.G.E.N Discussion

I was fiddling around with the normalize function and found a setting I like for the audio so i don't have to manually adjust the audio on every clip
    

Re: MvC3 Lilith from Vanguard Princess

 November 17, 2018, 05:48:07 am View in topic context
#97
 Posted by Nep Heart  in MvC3 Lilith from Vanguard Princess (Started by Baby Bonnie Hood November 15, 2018, 03:01:20 pm
 Board: Your Releases, 1.0+

A majority of supers in Marvel games don't have invincibility due to their large coverage and/or comboability.  That said, Lilith does have two supers with start-up invincibility since they work perfectly as reversals: Lilith Stunner and Final Meteor Buster.  I'm fine with the remaining supers having no invincibility... except maybe LKO.  That might need invincibility, but I'll need to look up first whether other similar air throw supers like the ones She-Hulk and Frank West have are invincible.

 I suppose fair enough, but if we're taking elements from MvC3/UMvC3, I am also sure push blocking drastically reduced guard damage from multi-hits iirc playing the game from back in the day.

Y'know, I forgot that Vanguard Princess has a guts system.  So Lilith's effective total life is actually around 1100 despite 1000 being the actual amount.  But that might be too much considering this Lilith is more mobile than the original (and also, that headbutt kara cancel...).  How about 1050?

 I think 1100 seems reasonable to me honestly given grapplers are traditionally not very strong in many fighting games without something absurd anyway. I mean, in comparison to Alice and Reika, it seems a pretty fair boon for someone who needs to block a lot of approach.

Purgatory Flame already has a custom fall.recovertime of 30.  Are opponents still recovering out of it too early?  I could increase the time, or just make it unrecoverable altogether.  But it's also possible that the opponent has a custom recover state that's blatantly missing CanRecover and thus ignores the whole fall.recovertime thing.

 Personally, I would make it unrecoverable on the first use in a combo and make it recoverable if used a second time or more in a combo. That way, the first one sets up a guaranteed OTG extended combo with anything after that can be used to bait a recovery with a 50-50 LKO.

Alrighty then.  If I'm gonna do an update, I'll need help with something.  I suppose I could've asked for this while I was working on her, but I wanted to showcase the completed product first.  Anyway, does anyone know where I can find the full image of her current portrait?  I know it exists out there, one was used for that Kurumi with Big Bang Beat gameplay.  But my attempts to find them myself didn't yield anything, so I'm hoping someone else knows something I don't and can point me in the right direction.

 Not that I am entirely sure of, although I normally render images I find on Google if I like it enough and use that like I've been doing for my own stuff.

 Edit: Also, I don't think Lilith's headbutt set-up and follow-up combos should allow recovery at all, it's an already unsafe move as it is and it already has a bounce limiter anyway. Her other aerial moves should have more recovery time window, too, since I have a lot of characters in my roster with 7 frame recover time (including my own creations).
    

Re: All Chars Update(2018): Roberto

 November 17, 2018, 05:34:30 am View in topic context
#98
 Posted by DW  in All Chars Update(2018): Roberto (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Well, I can double check, but Max Shine Knuckle in KoF14 just looks different from pass iterations. It's functionality is the same. So, there's really no need(It'd also require edits to look like the Kof14 version). NDR is different though. They made it an auto combo in KoF14... :-\ I assume that was due to giving it a cinematic look akin to SF4-5 Ultras/Supers. Tbh, I don't like that, because it takes away cancel options from NDR.

If I made it like KoF14, you'd no longer be able to do things like: NDR > Cancel Final Burst > close HK > F + HK > Hard Edge > Lv1 Raising Storm; just for an example. NDR would finish no matter what, because you'd have no control over it. Opting out of the Final Burst of NDR, if you have the meter, is more beneficial to you.

So nah. Shine Knuckle and NDR are fine as is. I honestly don't even need to change EX Hard Edge/Rage Run, but, I do like how they extend combos in KoF14. So I caved in and want those combo extensions for my Rock as well. :P
    

Re: Super Smash Bros Ultimate

 November 17, 2018, 05:10:03 am View in topic context
#99
 Posted by Long John Killer  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

I can be hyper-critical about the things I like, going on pedantic with things like anything Metroid in this game, but there's always a majority of good surrounding any news with this game.  I find it hard to believe one can find absolutely nothing good about this game like that.  Yes, they missed out on the very clear obvious choice in making Shadow a character, but you still literally have the rest of the game to enjoy, and in the end it's just Shadow.  A secondary character who beyond simplicity in bringing to Smash by pasting over Sonic's pre-existing moves is probably third on the list of more appropriate Sonic characters to get in. (And way down the list on Sega as a whole)


Anyways, speaking of being pedantic about Metroid, it just occurred to me that with voiced cutscenes, including those typically previously in the "Do Not Voice" category of Nintendo characters like pre-BotW Zelda, that they might have Link throw out a line or two, but as bizarre as that is to consider on its own, more bothering to me is what are they gonna do with Samus?  This is still clearly Other M Samus, for god knows what reason they stick to it at this point.  I sincerely do not wish that we get all this great game and bog down her participation in it with more "The Baby"-esque dialogue.  I think Sakamoto got the message reluctantly over the years, but don't know Sakurai's stance on the matter of Samus' character?
    

Re: dbz stage fighter z namek animated

 November 17, 2018, 05:08:30 am View in topic context
#100
 Posted by TROJANMAN704  in dbz stage fighter z namek animated (Started by oscar123 November 16, 2018, 12:44:12 am
 Board: Your Releases, 1.0+

Is there a link other than 4shared?