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Messages by mrgamer123

    

Force P1 to turn even in corner

 March 07, 2020, 09:16:23 pm View in topic context
avatar  Posted by mrgamer123  in Force P1 to turn even in corner (Started by mrgamer123 March 07, 2020, 09:16:23 pm
 Board: M.U.G.E.N Development Help

I'm having a small problem making a mugen character. Basically, P1 uses a boomerang type move that drags P2 closer to them. In theory, P2 should cause P1 to turn around and prevent infinites. But the problem is P1 can leave no space for P2 to cause a turn, which can lead to infinites. Anyone have a solution to this?
    

Powerpuff Girls 2016 Release

 February 03, 2020, 12:55:26 am View in topic context
avatar  Posted by mrgamer123  in Powerpuff Girls 2016 Release (Started by mrgamer123 February 03, 2020, 12:55:26 am
 Board: Your Releases, 1.0+

Hello Everyone! Today, I would like to release my Powerpuff girls(2016) characters. I recently finished Buttercup and wanted to share them with you.

This is the Basic lineup for each of the characters:

Normal Attacks: 6 buttons, Crouch Heavy launches opponent up for an Air Combo, Combo ability varies based on the Powerpuff. Bubbles has the highest combo ability, Blossom is in the middle, and Buttercup has the lowest

Special Attacks: Each Girl has laser eyes and a unique power of their own

Blossom: Ice Breath

Bubbles: Sonic Scream

Buttercup: Ground Pound

Each Girl also has three different Energy Projection attacks varying by the girl:

Blossom: Latex Glove, Fan, and Vacuum

Bubbles: Ferret, Bird, and Bear

Buttercup, Bow and arrow, Helicopter, and Tank

Every energy projection has a light, medium, and heavy version. They are all different from each other and do different things.


Super Attacks: Each girl has two supers taken from the show and 1 super called "Ultimate Combo", Which does a lot of damage and uses a unique finisher for each girl.

Blossom: Ice Breath Finisher, Can be used for combo's

Bubbles: Sonic Scream, Performs a wall bounce that can be used for combos

Buttercup: Ground Pound, Slams enemy into the ground, Cannot be used for combo's

Blossom and Bubbles have 2 and 1(respectively) extra supers to use. With Buttercup getting extra supers in the near future.

Heartstone Transformation:
Based on the TV Movie, Blossom and Bubbles both have a transformation called the Heartsone Transformation. The transformation grants them a health boost, and two extra effects

Blossom: Automatic power gain by 5 and extra defense

Bubbles: Automatic power gain by 2 and extra attack

*Buttercup: Automatic power gain by 2 and slow health recovery by 2

If you attempt to activate the Heartstone transformation while it is already active, it switches to another very powerful attack based on the Heartstone TV movie

Blossom: Octopus, Electrocutes Opponent, Untrue OHKO, but has long wind up time to compensate.

Bubbles: Cobra, Squeezes Opponent and puts them in a dazed state, can be used for combo's

*Buttercup: Wolf, Slashes Opponent with claws, True OHKO.

Buttercup will be getting a Heartstone Transformation at a later date

A.I

Blossom and Bubbles both have an A.I that utilizes their combo's and special moves, but can still be beaten if you know what you're doing. If you would like to disable A.I, Find this line in the CMD and delete it

Code:
; AI switch -> ON
[State -1, Activate AI]
type = Varset
triggerall = var(59) != 1
trigger1  = command = "AI1"
trigger2  = command = "AI2"
trigger3  = command = "AI3"
trigger4  = command = "AI4"
trigger5  = command = "AI5"
trigger6  = command = "AI6"
trigger7  = command = "AI7"
trigger8  = command = "AI8"
trigger9  = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
v = 59
value = 1

Be sure to give me feedback on how to improve the A.I :)

Download Link:

Blossom(2016):http://www.mediafire.com/file/nc7dk5cnp7r0cvd/Blossom%25282016%2529UPDATED.rar/file

Bubbles(2016):http://www.mediafire.com/file/4wun1hx6qppbvkj/Bubbles%25282016%25291.1_Update.rar/file

Buttercup(2016):http://www.mediafire.com/file/w4o7he7nyh9bn5q/Buttercup%25282016%2529.rar/file

Screenshots:

Blossom:









Buttercup:










Bubbles:









Video Demonstration:

Blossom:

 

Bubbles:



Buttercup:



*Means the idea is a WIP and is subject to change.

Credits:

Credit to DoomGuy II(Sounds and Sprites) and CaillouStrawberry(Sprites)

Credit to Misse The Cat(A few Sprite edits here and there).

Credit to SSonic, 007, and Omegapsycho(Making their own versions of the Powerpuff girls, essentially beginning this project)



Hope that everyone enjoys the characters!
    

Tag Team Super Attacks?

 June 05, 2018, 04:21:18 am View in topic context
avatar  Posted by mrgamer123  in Tag Team Super Attacks? (Started by mrgamer123 June 05, 2018, 04:21:18 am
 Board: M.U.G.E.N Development Help

Does anyone know how to code a tag team super? Basically, one where a specially programmed Fighter that is partnered with another specially programmed character enter's an input that causes a unique super in which a special animation where both characters do an attack in tandem with one another occurs.

here's a demonstration video:

Would really appreciate it  :)
    

Hit Override won't leave

 April 26, 2018, 08:24:34 pm View in topic context
avatar  Posted by mrgamer123  in Hit Override won't leave (Started by mrgamer123 April 26, 2018, 08:24:34 pm
 Board: M.U.G.E.N Development Help

I am trying to do a transformation And I'm using a hit override. But it won't go away even when the transformation is over.

Code

Code:
[State 2633, hit by an attack]
type = HitOverride
trigger1 = power != 0
attr = SCA, AA, AP
stateno = 4004
slot = 1
time = -1
ignorehitpause = 1

;hitstate

[StateDef 4004]
type = S
movetype = I
physics = S
ctrl = 0
poweradd = 0
anim = 4003
velset = 0,0
sprpriority = 3

[State 0, PowerAdd]
type = PowerAdd
trigger1 = stateno = 4004
value = -4
;ignorehitpause =
;persistent =



[State 0, Turn]
type = Turn
trigger1 = p2dist x< 0

[State 1020, 8]
type = ChangeState
triggerall = stateno = [4002,4999]
trigger1 = time = 0
value = 4003
ctrl = 0

[State 1020, 8]
type = ChangeState
triggerall = stateno != [4002,4999]
trigger1 = time = 0
value = 5000
ctrl = 0

    

Make AI Jump Foward

 April 01, 2018, 09:23:11 pm View in topic context
avatar  Posted by mrgamer123  in Make AI Jump Foward (Started by mrgamer123 April 01, 2018, 09:23:11 pm
 Board: M.U.G.E.N Development Help

Okay, so I've worked out my AI problems. But now I'm trying to make the AI jump forward to continue a combo. Any tips?
    

Re: Code bar of flight

 March 08, 2018, 03:23:11 pm View in topic context
avatar  Posted by mrgamer123  in Code bar of flight (Started by mrgamer123 March 07, 2018, 07:48:07 am
 Board: M.U.G.E.N Development Help

Could you possibly show me the code? I'm better at listening when people show me the code admmitedly.
    

Throw code not working

 March 07, 2018, 09:00:20 am View in topic context
avatar  Posted by mrgamer123  in Throw code not working (Started by mrgamer123 March 07, 2018, 09:00:20 am
 Board: M.U.G.E.N Development Help

I am trying to make a throw code for a character. But he/she just won't do the throw.

Code:

;
Code:
Throw 1
[State -1]
type = ChangeState
value = 800
triggerall = AILevel = 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
    

Code bar of flight

 March 07, 2018, 07:48:07 am View in topic context
avatar  Posted by mrgamer123  in Code bar of flight (Started by mrgamer123 March 07, 2018, 07:48:07 am
 Board: M.U.G.E.N Development Help

How do you code a bar of fly that will not allow the player to fly after it is depleted.

Like this one:

https://imgur.com/a/sWETN
    

Pinkie pie released

 January 21, 2018, 08:01:12 pm View in topic context
avatar  Posted by mrgamer123  in Pinkie pie released (Started by mrgamer123 January 21, 2018, 08:01:12 pm
 Board: Your Releases, 1.0+

    

how to only make a helper appear once

 January 05, 2018, 06:12:14 pm View in topic context
avatar  Posted by mrgamer123  in how to only make a helper appear once (Started by mrgamer123 January 05, 2018, 06:12:14 pm
 Board: M.U.G.E.N Development Help

I want a helper to only appear once and if I try to summon it again it won't work
    

Re: Dir + Button not working

 January 04, 2018, 04:15:43 am View in topic context
avatar  Posted by mrgamer123  in  Dir + Button not working (Started by mrgamer123 January 04, 2018, 01:40:48 am
 Board: M.U.G.E.N Development Help

oh my god, thanks so much it worked.
    

Dir + Button not working

 January 04, 2018, 01:40:48 am View in topic context
avatar  Posted by mrgamer123  in  Dir + Button not working (Started by mrgamer123 January 04, 2018, 01:40:48 am
 Board: M.U.G.E.N Development Help

I have been trying to make it work but it never does

here is my code


[state -1, PP]
type = changestate
value = 625
TriggerAll = Command = "c"
TriggerAll = Command = "holddown"
TriggerAll = StateType = A
Trigger1 = Ctrl

    

Mugen: rainbow dash released

 January 02, 2018, 12:48:44 am View in topic context
avatar  Posted by mrgamer123  in Mugen: rainbow dash released (Started by mrgamer123 January 02, 2018, 12:48:44 am
 Board: Your Releases, 1.0+

    

use move a number of times

 December 30, 2017, 05:21:50 pm View in topic context
avatar  Posted by mrgamer123  in use move a number of times (Started by mrgamer123 December 30, 2017, 05:21:50 pm
 Board: M.U.G.E.N Development Help

how to make it so you can only use a move twice and then have to wait for a time before you can use it again?
    

Fluttershy From fighting is magic ported to mugen!

 December 28, 2017, 03:34:16 am View in topic context
avatar  Posted by mrgamer123  in Fluttershy From fighting is magic ported to mugen! (Started by mrgamer123 December 28, 2017, 03:34:16 am
 Board: Your Releases, 1.0+

This is my version of fighting is magic Fluttershy in mugen. don't like it, well whatever.



Link: http://www.mediafire.com/file/v2565256oo6ji64/Fluttershy.rar


Warning: this link is outdated. I will add a new one with updates tomorrow.

The update will include:

Level 3 super(Confidence) Will actually work as a slowdown move now

some missing animations will be gone

Level 1 super(Stampede) will work differently


and that's all for today. goodnight  :guitarist:



Oh and Btw. RD is next
    

Re: how to make character lose power for a time after using an attack

 December 27, 2017, 04:04:59 pm View in topic context
avatar  Posted by mrgamer123  in how to make character lose power for a time after using an attack (Started by mrgamer123 December 27, 2017, 02:23:43 am
 Board: M.U.G.E.N Development Help

thanks
    

how to make character lose power for a time after using an attack

 December 27, 2017, 02:23:43 am View in topic context
avatar  Posted by mrgamer123  in how to make character lose power for a time after using an attack (Started by mrgamer123 December 27, 2017, 02:23:43 am
 Board: M.U.G.E.N Development Help

I want to know how to make my character keep losing power (from the power meter that allows you to do supers).
    

ai 3 hit combo won't work.

 December 26, 2017, 10:04:31 pm View in topic context
avatar  Posted by mrgamer123  in ai 3 hit combo won't work. (Started by mrgamer123 December 26, 2017, 10:04:31 pm
 Board: M.U.G.E.N Development Help

I am trying to make a 3 hit combo for my ai but it just keeps spamming buttons.

here is my code:

[State -1, AI]
type = ChangeState
value = 200
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = random < 200
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,40]
trigger1 = p2statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 210 && movehit
trigger3 = stateno = 400 && animtime = 0


[State -1, AI]
type = ChangeState
value = 210
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = random < 200
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,40]
trigger1 = p2statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220 && movehit
trigger3 = stateno = 400 && animtime = 0

[State -1, AI]
type = ChangeState
value = 220
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = random < 500
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,40]
trigger1 = p2statetype != A
trigger1 = ctrl = 1
    

Change the status of an opponent

 December 25, 2017, 08:27:18 pm View in topic context
avatar  Posted by mrgamer123  in Change the status of an opponent (Started by mrgamer123 December 25, 2017, 08:27:18 pm
 Board: M.U.G.E.N Development Help

how do you change the state of the opponent using an attack? like if I do an attack and the opponent is in the air, they will automatically be hit on the ground.
    

Re: hitspark plays twice

 December 25, 2017, 06:41:41 pm View in topic context
avatar  Posted by mrgamer123  in hitspark plays twice (Started by mrgamer123 December 25, 2017, 06:19:59 pm
 Board: M.U.G.E.N Development Help

I actually sped up the move animations themselves and the problem was solved. so thanks!