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Messages by PineappleProducer

    

Re: The Nintendo News Thread

 September 17, 2017, 03:10:59 am View in topic context
 Posted by PineappleProducer  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

putting a compilation of the best mario party minigames on the fucking 3ds instead of the switch has to be one of the stupidest decisions they've made in a while

I thought about all the fun I would have with the siblings playing this game until I realized what system it was coming out for. -_-
    

Re: Super Smash Bros. for Nintendo 3DS / Wii U

 July 20, 2017, 12:20:31 am View in topic context
 Posted by PineappleProducer  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Darn, I got excited there for a minute.
    

Re: The Nintendo News Thread

 July 02, 2017, 03:15:30 pm View in topic context
 Posted by PineappleProducer  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

    

Re: MUGEN Video thread

 April 22, 2017, 03:48:34 pm View in topic context
 Posted by PineappleProducer  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: The Nintendo News Thread

 April 13, 2017, 01:24:37 am View in topic context
 Posted by PineappleProducer  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

Hopes this means we can get alternate Versions of the original cast characters like Female Robin and Villager, Hoodie Mac, Male WFT and the koopalings. 

I'm really hoping this happens. Gonna try to scoop up them new Zelda amiibos ASAP cuz the others are really friggin expensive online.
    

Death Egg Robot Released *4/1/2017*

 April 01, 2017, 06:07:04 am View in topic context
 Posted by PineappleProducer  in Death Egg Robot Released *4/1/2017* (Started by PineappleProducer April 01, 2017, 06:07:04 am
 Board: Your Releases, older Mugen

    

Re: The Nintendo News Thread

 March 10, 2017, 11:12:29 pm View in topic context
 Posted by PineappleProducer  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

Never being able to play Metroid Fusion on the 3DS is still frustrating to this day. Yes, that's one game, and there were about 20 games or so total listed in that Ambassador thing, but something like that sticks with you. >:C

I'll think of you every time I play it on mine. :P
    

Re: Mecha-Barney Updated *Version 5.0* 3/1/2017

 March 06, 2017, 04:41:58 pm View in topic context
 Posted by PineappleProducer  in Mecha-Barney Updated *Version 5.0* 3/1/2017 (Started by PineappleProducer March 01, 2017, 11:49:19 pm
 Board: Your Releases, older Mugen

Now that I'm looking at it, I see why I put the PalFX in there in the first place -  Using invertall turns the white to black so when I add the transparency, it gets rid of the whole background, even though it wasn't ever set as the transparent color. Probably just laziness on my part. I could probably re-insert the sprites with an updated palette and see if that helps any. Still weird that the PalFX is the culprit, though.
    

Re: Mecha-Barney Updated *Version 5.0* 3/1/2017

 March 05, 2017, 11:10:17 pm View in topic context
 Posted by PineappleProducer  in Mecha-Barney Updated *Version 5.0* 3/1/2017 (Started by PineappleProducer March 01, 2017, 11:49:19 pm
 Board: Your Releases, older Mugen

Thanks for the kind words fellas. :P

Since this is intended for older releases, I'm not too sure if you're concerned about bugs that occur in the other versions.
The reflector effect shows up as a giant black rectangle instead of the intended appearance in 1.1, this does not occur in 1.0.

Is that the only bug you found? I've just been using 1.0, so I'm completely ignorant when it comes to 1.1. I may check into it at some point in time.

Due to MB's tall nature, I feel that a few of his attacks (primarily his Optic Beam moves) will miss when fighting normal sized opponents.  Right now, they work as anti-air moves/can be combo'd from a launcher.  Were these moves intended to only be used in these situations?

Optic Beam was kind of a last minute, throw it in there for the lulz addition. I typically just use it after I've knocked the opponent up into the air and they're at my mercy. Really, now that I think about it, that's probably this character's bread and butter, since a lot of his standing attacks do indeed go right over most opponent's heads.  That, and spamming his arsenal of projectiles.     

Was MB's lack of a reversal intentional? (Or am I a dummy who can't tell which of his moves are supposed to be reversals?)  I found it hard to get rushdown opponents off me while playing MB.

No, I never intended to give him a reversal. When I use him, and a character is wailing on me, I turtle until there's an opening, then I'll use either his crouching B or X to set them up for a combo.
 
Any plans to give MB a grab or armor break move?  Would help against guard happy opponents.

No, not no plans. I've pretty much given him everything I'd like to give him. His level 4 super has an unblockable explosion at the end that does a good amount of damage, so I figure that'll compensate for the time being.
    

Mecha-Barney Updated *Version 5.0* 3/1/2017

 March 01, 2017, 11:49:19 pm View in topic context
 Posted by PineappleProducer  in Mecha-Barney Updated *Version 5.0* 3/1/2017 (Started by PineappleProducer March 01, 2017, 11:49:19 pm
 Board: Your Releases, older Mugen

So after deciding to dedicate one grueling day to making a couple of tweaks here and there, I'm ready to roll out a new update for Mecha-Barney.



Now in four new flavors!







Get him right here! ---> http://www.mediafire.com/file/nhtbdw5zob6z6jc/Mecha-Barney_v5.0.rar

Other than that, not too many differences, as far as cosmetics are concerned. As always, a full list of changes is listed in the readme. Any and all feedback is appreciated. Enjoy!  :hyo:
    

Re: How to properly implement height?

 March 01, 2017, 06:56:55 pm View in topic context
 Posted by PineappleProducer  in How to properly implement height? (Started by PineappleProducer March 01, 2017, 04:38:22 am
 Board: M.U.G.E.N Development Help

Thanks for the responses, guys. I think I'll just meet in the middle and set his height to about where his shoulders are.

@Odb718 if you wanna make those sounds, go for it. Haha.
    

How to properly implement height?

 March 01, 2017, 04:38:22 am View in topic context
 Posted by PineappleProducer  in How to properly implement height? (Started by PineappleProducer March 01, 2017, 04:38:22 am
 Board: M.U.G.E.N Development Help

Something I always seemed to overlook on my MUGEN characters was their height. As of this writing I'm wanting to update my characters to have a proper height. But I have come across something I wasn't quite sure how to go about.

One character in particular, Mecha-Barney, is quite the tall fellow.



He previously had his height set to 60, which isn't close to the top of his head. I remedied this by changing his height to 160, which is at the top of his head when he is in his idle animation. However, this presented a new problem, in that, without multiple jumps at their disposal, a lot of opponents have no way of jumping over him. Which leads me to this question. Should I stay with this new setting, or should I knock it down a little, and if so, by how much? I just wanted a general consensus so I could avoid making a problem that wasn't there in the first place. Any help would be appreciated. Thanks!   
    

Re: Projectile with speed dependent on opponent's x position

 February 16, 2017, 04:21:37 am View in topic context
 Posted by PineappleProducer  in Projectile with speed dependent on opponent's x position (Started by PineappleProducer February 16, 2017, 12:39:57 am
 Board: M.U.G.E.N Development Help

Thank ya! Thank ya! Thank ya! That worked quite nicely!  ;D
    

Projectile with speed dependent on opponent's x position

 February 16, 2017, 12:39:57 am View in topic context
 Posted by PineappleProducer  in Projectile with speed dependent on opponent's x position (Started by PineappleProducer February 16, 2017, 12:39:57 am
 Board: M.U.G.E.N Development Help

Okay, so currently I've got a projectile that flies up in an arc before coming back down. In addition to this, I want the projectile to target the opponents's x position the moment it is spawned, but not constantly like your typical homing projectile. So essentially, the closer the opponent is, the slower the x velocity, and faster if the opponent is further away.

This is what I have coded at this point:
Spoiler, click to toggle visibilty

Does anyone have any idea how to go about coding such a thing, cuz quite  frankly I'm stumped. Any help would be greatly appreciated. Thanks!
    

Helper with lower sprpriority appears in front of player briefly when it hits

 February 15, 2017, 02:23:57 am View in topic context

So I'm working on a character who uses  helpers for his arms and legs. I'm making an attack with involving his arm that is normally layered below the player. Everything works fine, except when the helper's hitbox makes contact with an opponent, the arm sprite flashes briefly above the player before disappearing again. Does anyone know any way to remedy this problem?

EDIT: I believe I have figured it out.. Nevermind. :P
    

Re: Primal Rage II - MAME

 February 13, 2017, 11:44:08 pm View in topic context
 Posted by PineappleProducer  in Primal Rage II - MAME (Started by adriano gt February 11, 2017, 04:45:39 pm
 Board: Fighting Games

Some of 'em are missing fatalities and arcade endings, but other than that, they're fully functional
    

Re: Primal Rage II - MAME

 February 13, 2017, 06:11:03 pm View in topic context
 Posted by PineappleProducer  in Primal Rage II - MAME (Started by adriano gt February 11, 2017, 04:45:39 pm
 Board: Fighting Games

Gruntzilla94 has the move lists on his website. They're accurate as far as I know. Haven't done one personally, though.
    

Re: Primal Rage II - MAME

 February 11, 2017, 06:13:29 pm View in topic context
 Posted by PineappleProducer  in Primal Rage II - MAME (Started by adriano gt February 11, 2017, 04:45:39 pm
 Board: Fighting Games

Gruntzilla94 is a saint. Haha.
    

Re: The Nintendo News Thread

 February 01, 2017, 07:21:46 pm View in topic context
 Posted by PineappleProducer  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

Well, can't really complain too much. Sounds reasonable.
    

Re: Pokémon Sun and Pokémon Moon [3DS]

 January 30, 2017, 03:19:14 pm View in topic context
 Posted by PineappleProducer  in Pokémon Ultra Sun and Pokémon Ultra Moon [3DS] (Started by Kirishima February 26, 2016, 04:22:04 pm
 Board: Gaming