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Messages by RedDragonCats17

    

Re: glad MFG is still around!

 October 21, 2019, 11:38:39 am View in topic context
 Posted by RedDragonCats17  in glad MFG is still around! (Started by Joulz October 21, 2019, 05:49:52 am
 Board: M.U.G.E.N Discussion

Nice to meet you.
    

Re: Wanted: Capcom Fighting Evolution resources

 September 10, 2019, 03:38:28 am View in topic context
 Posted by RedDragonCats17  in Wanted: Capcom Fighting Evolution resources (Started by T. Vinceson September 10, 2019, 01:58:06 am
 Board: Development Resources

This should be moved to Development Resources. Requests is primarily used to request characters and stages that are made.
    

Re: SOUND HELP, how to make CvS2 style KO echo?

 September 06, 2019, 12:45:15 pm View in topic context
 Posted by RedDragonCats17  in SOUND HELP, how to make CvS2 style KO echo? (Started by extravagant September 06, 2019, 11:32:06 am
 Board: M.U.G.E.N Development Help

If you have audacity, there’s an echo effect in the effects option. There are 2 frequencies for the echo. I think I used 0.05 for the top frequency and 0.06 for the bottom. Try that.

I’m trying to recite from memory on how I did this, so I could be wrong.
    

Re: Omega Help: Gold form's movement and death.

 September 02, 2019, 07:17:34 am View in topic context
 Posted by RedDragonCats17  in Omega Help: Gold form's movement and death. (Started by RedDragonCats17 September 02, 2019, 03:20:15 am
 Board: M.U.G.E.N Development Help

Okay. I did that as soon as I saw your first reply. Here's what it looks like:

Spoiler, click to toggle visibilty

There's one problem. I can't get Omega to move. I tried to move him while I had a changestate that triggers when I hold forward or back, but it gives me a changestate loop error and crashes the game. I tried to make a command with everything I could think of, whether it's putting the command into a triggerall or a trigger 1, 2, or 3 but Omega won't move.

How do I make Omega move?
    

Re: Omega Help: Gold form's movement and death.

 September 02, 2019, 06:00:59 am View in topic context
 Posted by RedDragonCats17  in Omega Help: Gold form's movement and death. (Started by RedDragonCats17 September 02, 2019, 03:20:15 am
 Board: M.U.G.E.N Development Help

Do I have to make a separate state for moving like in the common1?
    

Omega Help: Gold form's movement and death.

 September 02, 2019, 03:20:15 am View in topic context
 Posted by RedDragonCats17  in Omega Help: Gold form's movement and death. (Started by RedDragonCats17 September 02, 2019, 03:20:15 am
 Board: M.U.G.E.N Development Help

I decided to work on MegaMan Zero again and (hopefully) finish him up. Right now I need help with the movement of Omega Zero's gold form and the death of said form.

Starting with Omega's movement, I want the gold form to have a sort of "slippery" type of movement. While in the gold form, when pressing forward or backward, Omega will build up speed. I made veladds for that and velsets to keep the speed at a constant number, in this case it's x = 1. When you let go, I want the speed to go down to 0 in a similar fashion to the veladd. I've tried to do this with the veladd but it's not working as I intended.

How can I give Omega's gold form the slippery movement that I want?
    

Move ideas for Daisy.

 August 21, 2019, 11:29:31 pm View in topic context
 Posted by RedDragonCats17  in Move ideas for Daisy. (Started by RedDragonCats17 August 21, 2019, 11:29:31 pm
 Board: Idea Engineering

Okay, I've asked this on the Discord server, but I decided to ask here since it's possible that this has a much bigger audience than the Discord.

Inktrebuchet gave me the suggestion of adding a tennis racket move, so I'm curious on what your suggestions are. Currently I have the Super Ball from Mario Land, a Shoryuken-like uppercut, and a butt attack like Peach in Smash Bros for special moves. For supers I have a dash punch, and the Crystal Smash from the Strikers. I am considering to add the Torpedo Strike and something related to Daisy's crystal form. I want to go for moves that fit Daisy's personality and are related to the games she is in.

--------

I guess I'll just show you her reference sheets just because.

Spoiler, click to toggle visibilty
    

Re: RedDragonCats17 W.I.P.... thing. Idk.

 August 19, 2019, 05:39:20 am View in topic context
 Posted by RedDragonCats17  in RedDragonCats17 W.I.P.... thing. Idk. (Started by RedDragonCats17 August 05, 2016, 05:16:45 am
 Board: Projects

To the mods, PlasmoidThunder insisted that I can post a WIP in this thread as long as it's relevant, and this is my thread. Also, could you put this back to Projects? I'm starting off fresh and I'm just going to post WIPs, nothing more.

On to the update, I've added the remaining normal attacks for Bardock, which are 1 jump kick and 1 jump punch, while I also did another special for him, did the Justice move, and added 2 assists.

https://streamable.com/0bvwf

https://streamable.com/nle2b

https://streamable.com/vafqx

Also, here's a palette showcase.


Default


Super Saiyan God (while Super Saiyan Blue has red eyes)


Turles


Vegeta


Extreme Butoden Alternate

I think I can put Bardock on hold for now while I work on 2 other characters. I don't think there's anything else to be done until I come up with a move that's doable with his current sprites.

Here are the 2 characters I'm talking about:





Honestly, I like K' and Iori for both their play style, design, and character, so I thought why not make them.

All of K's punches are finished, while Iori can move and jump around. I'll have to adjust his jump height values so that they match with other characters.

K' will have Another K' from 2000 as his first striker. I'll get into strikers as soon as most of K's stuff is done.

-------

Oh, there is one thing I forgot to mention. I'm making a reference sprite sheet for a commission once I have the money. I don't have a lot of knowledge with fighting games, so I'm gonna be needing your help in making this reference sheet.

-------

Update: I didn't know that I could move this by myself. However, it's not appearing in the board. Strange.

Update 2: Never mind, this post was made almost a month ago.
    

Re: Bardock help: My first infinite that's possible easy to execute.

 August 19, 2019, 12:45:16 am View in topic context
 Posted by RedDragonCats17  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
 Board: M.U.G.E.N Development Help

Alright, that one is solved, now there is one last problem. I realized that I made my first infinite with the twirl move (1020, 1025, and 1030, different strengths of the same move), and the spinning elbow, and it's possibly very easy to execute.

You've already seen the spinning elbow, so here's the twirl using the light one as a example.

Spoiler, click to toggle visibilty

How could I prevent this infinite from happening?
    

Re: Bardock help: Nulling a helper's variable and the changestate controller.

 August 18, 2019, 12:06:30 pm View in topic context
 Posted by RedDragonCats17  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
 Board: M.U.G.E.N Development Help

Huh, interesting.

Changing the subject because I neglected one other problem, and it's regarding Bardock's Justice Move. When I first do the move from a distance without hitting any opponents, nothing happens. When I hit the opponent, Bardock transforms into a Super Saiyan and does the Spirit Cannon like he should. However, after I do the move when it hits the opponent, if I do it again, Bardock will transform into a Super Saiyan, even if he didn't hit the opponent.

Deathscythe suggested that I put a parent variable in the helper and make the trigger in the change that involves the variable, and that I null the variable for the next set of states. I did put null state controllers in said states, and they did nothing. I even put a null in -2 and in the helper itself, and it didn't do anything.

How do I disable the helper's variable and the changestate using that variable?

Here's the changestate in question it's on top of the change state that forces Bardock back to state 0 if the helper doesn't connect:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 6 && var(30)
value = 2051
ctrl = 0

And here's the parent variable:

Code:
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
var(30) = 1
    

Re: Bardock help: I'm stumped.

 August 18, 2019, 11:37:29 am View in topic context
 Posted by RedDragonCats17  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
 Board: M.U.G.E.N Development Help

It works now. That was strange, why did they not work before? They're basically different strengths of the same attack.
    

Re: Bardock help: I'm stumped.

 August 18, 2019, 10:50:55 am View in topic context
 Posted by RedDragonCats17  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
 Board: M.U.G.E.N Development Help

I've tried that and it didn't do much. Before I made the post, I realized that the numbers in the changestates were wrong, but even if I did change them, the other 2 spinning elbow states won't trigger.
    

Bardock help: I'm stumped.

 August 18, 2019, 09:57:44 am View in topic context
 Posted by RedDragonCats17  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
 Board: M.U.G.E.N Development Help

There is a reason why I'm naming the title of this thread like this, because I'm literally stumped.

I'm making a auto combo move that's supposed to trigger when Bardock is twirling and you press one of the punch buttons. I have 3 of these auto combo moves, and only one of the commands for those moves, which is the light version, works. The others don't. I don't understand it because they're literal copy-pastes of the light.

Here they are:

Spoiler, click to toggle visibilty

And here are the moves themselves.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

I do not understand, they all look the same, but the other 2 moves will not work. What on earth is going on?
    

Re: Bardock help: Hitdef for laser beam.

 August 18, 2019, 07:04:21 am View in topic context
 Posted by RedDragonCats17  in Bardock help: Hitdef for laser beam. (Started by RedDragonCats17 August 18, 2019, 01:03:59 am
 Board: M.U.G.E.N Development Help

No need for the target velocity, the target bind is good enough. Thanks.
    

Bardock help: Hitdef for laser beam.

 August 18, 2019, 01:03:59 am View in topic context
 Posted by RedDragonCats17  in Bardock help: Hitdef for laser beam. (Started by RedDragonCats17 August 18, 2019, 01:03:59 am
 Board: M.U.G.E.N Development Help

I found a laser for Bardock a week ago, and now when Bardock fires his laser beam, I want to code the hitdef to make the opponent stay at a certain spot, which is on the side of the laser:



On the last hit, I want the opponent to be launched to either the right or the left depending on which direction they're facing. How can I do that?
    

Re: A laser for Super Saiyan Bardock

 August 10, 2019, 03:59:24 pm View in topic context
 Posted by RedDragonCats17  in A laser for Super Saiyan Bardock (Started by RedDragonCats17 August 07, 2019, 05:57:07 am
 Board: Development Resources

I could actually do that, but the 2 lasers that are Dragon Ball worthy are Cyclops' Optic Blast, and the laser from Abyss' 2nd form. I didn't like the optic blast laser much, and there aren't enough frames from Abyss' laser.
    

Original stages for SNES music I downloaded.

 August 10, 2019, 05:51:25 am View in topic context
 Posted by RedDragonCats17  in Original stages for SNES music I downloaded. (Started by RedDragonCats17 August 10, 2019, 05:51:25 am
 Board: Requests

I recently got some SNES music for my personal MUGEN, and I want original stages for these tracks.

Here are the songs in question:







What suggestions do you have?
    

PAC/animation files for Samus from Super Smash Bros 4 and Melee

 August 09, 2019, 05:09:23 am View in topic context
 Posted by RedDragonCats17  in PAC/animation files for Samus from Super Smash Bros 4 and Melee (Started by RedDragonCats17 August 09, 2019, 05:09:23 am
 Board: Development Resources

After seeing OHSMBY's video of Samus' Zero Laser, that kinda inspired me to work on the reference sheet for my own Samus. I might download OHSMBY's version when it's released, who knows.

I want to use Samus' taunt from Melee and her running animation from 4. Do you guys have the animation files for that? I'm using BrawlBox to rip the animations as sprites by the way.
    

Re: A laser for Super Saiyan Bardock

 August 07, 2019, 11:49:10 pm View in topic context
 Posted by RedDragonCats17  in A laser for Super Saiyan Bardock (Started by RedDragonCats17 August 07, 2019, 05:57:07 am
 Board: Development Resources

I'm actually looking for CPS2 esque graphics.
    

A laser for Super Saiyan Bardock

 August 07, 2019, 05:57:07 am View in topic context
 Posted by RedDragonCats17  in A laser for Super Saiyan Bardock (Started by RedDragonCats17 August 07, 2019, 05:57:07 am
 Board: Development Resources

As far as my knowledge goes, idk a laser that's good for this:



Does anyone have laser sprites that are suitable?

(The animation's quick, I know)