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misterr07

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Messages by misterr07

    

Saint seiya stages (with help of AI)

 December 10, 2023, 03:23:27 pm View in topic context
 Posted by misterr07  in Saint seiya stages (with help of AI) (Started by misterr07 December 10, 2023, 03:23:27 pm
 Board: Your Releases, 1.0+

Here are 4 stages inspired by the universe of saint-seiya, created with the help of AI. (a version for mugen 1.0 and a zoom version for mugen 1.1)

                        Greek Ruins                                            Ravens Rock


                    Sagitarius Temple                                                 Siberia


Download on my website.

    

Re: Mugen Web Sites (advertise here)

 August 22, 2023, 09:54:13 am View in topic context
 Posted by misterr07  in Mugen Web Sites (advertise here) (Started by JustNoPoint March 29, 2006, 03:00:27 pm
 Board: Introductions and Guides

    

Re: Kid Goku

 June 15, 2023, 07:06:08 pm View in topic context
 Posted by misterr07  in Kid Goku (Started by misterr07 June 11, 2023, 08:43:22 pm
 Board: Your Releases, 1.0+

Just now seeing this!  Huge fan of the work you do!  Absolutely love your sabretooth, and your Roshi!  Can't wait to test him out!

Thanks Ness !
    

Kid Goku

 June 11, 2023, 08:43:22 pm View in topic context
 Posted by misterr07  in Kid Goku (Started by misterr07 June 11, 2023, 08:43:22 pm
 Board: Your Releases, 1.0+

My new character : Kid Goku with 4 buttons, + 2 specials buttons, like my Roshi.

Take a look at the ReadMe for more informations.

Specials Thanks:
   AlexSin (G.o.D) for the Kid Goku Shin Butouden Sprites Rip
   Jmorphman and Just no Point for the buffering system
   Jmorphman and Pots for somes pieces of code (parry, hitsparks, juggle...) and FX
   
Images :




Short Video :


Donwload on my website.


As usual, all feedback are welcome, and thanks to report any bugs...

I update Roshi too: just some minors fixs on fireball helper. You can download him on my website too.
    

Re: Kenshiro (Hokuto No Ken)

 October 30, 2022, 09:38:56 pm View in topic context
 Posted by misterr07  in Kenshiro (Hokuto No Ken) (Started by misterr07 September 01, 2022, 03:04:35 pm
 Board: Your Releases, 1.0+

Finally, 2nd update of Kenshiro.

- New Gameplay, with more air combo
- Two new supers :
               - Hokuto Renkan Kumite, a rush attack
               - Hokuto to Nanto no Konbi, a combination attack between Kenshiro, Rei and Toki
- AI improved

New short video :


New link on my website
    

Re: Kenshiro (Hokuto No Ken)

 September 11, 2022, 10:51:54 pm View in topic context
 Posted by misterr07  in Kenshiro (Hokuto No Ken) (Started by misterr07 September 01, 2022, 03:04:35 pm
 Board: Your Releases, 1.0+

first, thanks for all feedbacks
I finally found time to update Kenshiro. i have to think a litlle bit more to improve his gameplay
New link on my website.

Mr. Fael said:
One of his damaged sprites doesn't have clsn
fixed
Mr. Fael said:
Only tested this with Vans Shingo, but if I stun Kenshiro with him, this happens. (Debug message)
fixed (change state in state -2 and conflicts with van's code)
PotS said:
- Tenha Kassatsu is a fast full screen unblockable
Mr. Fael said:
Tehna Kassatsu it's an unblockable (It's not an unblockable in source, plus, the superpause ends around the time where he fires the beam.)
fixed (reduce superpause time)
PotS said:
- Why is there a "Sound" folder with only one file?
I like when things are well organized, and for some of my other characters there may be a second file for an other language (like roshi)
PotS said:
- The kids in the intro could use some sound(s)
for the moment i have no sound for them
PotS said:
- Having envshakes when landing from jumps doesn't quite fit his body type. You'd expect that from Hulk and such
fixed, i reduced envshake
PotS said:
- Jumping Clsn2 should typically cover less of the char's legs
fixed
PotS said:
- Hitdef yaccel feels very floaty in some places. Particularly standing light punch
fixed
PotS said:
- Guard cancel is too good to cost only 250 power
fixed, increase to 500 power  and i reduced a little bit the damages
PotS said:
- Banishing Strike should be activated by pressing B+Y rather than holding them. It also doesn't feel strong enough to cost meter
I forgot to mention that the more you charge the more damage you do, and now in full charge it is unguardable
PotS said:
- Overhead can be blocked low
fixed
PotS said:
- You can combo Hikou Seieikou into Heavy Strike over and over. I think there should be a mechanic where you can only stun P2 once per combo. Or at least stun once with each move
fixed, limite timer added
PotS said:
- Hokuto Ryu Geki Ko counters high, mid, low, fireballs and is immune to throws. You kinda have to pick one there
now  it's not immune to throw
PotS said:
- It's weird that Hokuto Jaraikou and Hokuto Hieiken have some startup invulnerability since Kenshiro does nothing to warrant it
fixed
PotS said:
- On the other hand, it's cliché but strong Ujoumoushouha looks like it should have invulnerability. Otherwise it seems useless
fixed
PotS said:
- Light Hokuto Ujoumoushouha feels underwhelming. Does it have any special utility?
i changed a littel bit this move, but clearly not the best move of Kenshiro
PotS said:
- Hokuto Zankai Ken instant kill effects could be cancellable by hitting Kenshiro.
not for the moment, the only solution is to kill kenshiro before the end of the timer
PotS said:
That said it doesn't feel overpowered because you need to make two hard reads to land the move twice
intended
PotS said:
- Muso Tensei could use a different command for the followup as the directions get in the way of doing other inputs
maybe, I have to think about it
PotS said:
- Getting 4 Muso Tensei "teleports" for 1000 power seems like a lot
correct, reduce to 3 uses
PotS said:
- Feels like the air chain combos should juggle
for the moment i just remove the air.fall, like others things  I have to think about it
PotS said:
- Hokuto Shichishi Kiheizan is punishable on hit
intended, but i changed some velocity
PotS said:
- Touki has no hit sparks
fixed
PotS said:
- Connecting Grave Shoot allows you to perform super jumps even after P2 falls back to the ground
fixed
PotS said:
- The special meters are hidden by stage foreground. They need the "ontop" parameter
fixed
PotS said:
- Related to the above, but the stun gauge should refill when the char is stunned by something else. My chars can stun him twice in a row for instance
not sure to understand this

    

Re: Kenshiro (Hokuto No Ken)

 September 03, 2022, 10:56:19 am View in topic context
 Posted by misterr07  in Kenshiro (Hokuto No Ken) (Started by misterr07 September 01, 2022, 03:04:35 pm
 Board: Your Releases, 1.0+

    

Kenshiro (Hokuto No Ken)

 September 01, 2022, 03:04:35 pm View in topic context
 Posted by misterr07  in Kenshiro (Hokuto No Ken) (Started by misterr07 September 01, 2022, 03:04:35 pm
 Board: Your Releases, 1.0+

Been a while since my last release, it's time for Hokuto.

Kenshiro with 4 buttons, + 2 specials buttons (Power Charge and Throw), take a look at the ReadMe for more informations about his gameplay.

Config :
You can change the version of the super and hyper finish names (latin or japanese version, see config file)

Specials Thanks:
   wuwo for Hokuto No Ken Fist of the north star Sprites Rip
   Jmorphman and Just no Point for the buffering system
   Jmorphman and Pots for somes pieces of code (parry, hitsparks, juggle...) and FX





Dowload on my website.

As usual, all feedback are welcome, and thanks to report any bugs...
    

Re: POTS Kotaro custom (Ned trying...)

 August 21, 2021, 02:33:14 pm View in topic context
 Posted by misterr07  in POTS Kotaro custom, Ryu's Shimo... (Started by Momotaro March 06, 2021, 02:43:57 pm
 Board: Projects

The only element I'm not sure of is the guard damage "7"
I don't understand thsi stuff : If I want guard damage to be 10, should I change all "7" of this line of code, or just the one refering to the actual guard damage ?

just the one refering to the actual guard damage

In a hitdef, damage is like this :
damage = "Hit Damage", "Guard Damage"
    

Re: POTS Kotaro custom (Ned trying...)

 August 20, 2021, 07:17:51 pm View in topic context
 Posted by misterr07  in POTS Kotaro custom, Ryu's Shimo... (Started by Momotaro March 06, 2021, 02:43:57 pm
 Board: Projects

But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...

it's not var(11), it's fvar(11). it's a fvar for the Damage Dampener in JMorphman's Chars. (based on hit count, look at it in state -2)

The explanation of damage code is :
if fvar(11) * 21 < 7 then the damage is 7 else the damage is fvar(11) * 21

This is to ensure that the damage is never less than 7.
Knowing that fvar(11) is between 0 and 1.2 , the damages are between 7 and 21*1.2 = 25.2

Again, i hope i was clear in my explanations.
    

Re: Muten Roshi By Misterr07 (New Update 03/21/21)

 May 16, 2021, 11:29:02 am View in topic context
 Posted by misterr07  in Muten Roshi By Misterr07 (Third Update 05/16/21) (Started by misterr07 February 19, 2021, 04:54:19 pm
 Board: Your Releases, 1.0+

Third update of Roshi :
    - Change Master Roshi sounds to use DB FighterZ sounds (voices and somes FX by Demahu),
    - Add a new English sound file from DB Fighter Z too (Just uncomment and comment the line you want to choose between English or Japanese.)
    - Improve the throw (add some damages...)

New link on my website, and as usual, all feedback are welcome, and thanks to report any bugs...
    

Re: (POTS) activate juggle after a throw

 May 07, 2021, 07:53:26 pm View in topic context
 Posted by misterr07  in (POTS) activate juggle after a throw (Started by Momotaro May 06, 2021, 09:19:28 pm
 Board: M.U.G.E.N Development Help

In the Pots system, in all hitdefs, you have a line like this:

Code:
trigger1 = !var(16) && (var(15) < 1 || var(20))

This is the juggling system, you can only hit if this condition is true.

Code:
var(15) => Juggling points
var(16) => Juggling flag
var(20) => Custom combo time

Basically (very basically), in the Pots system, you can't juggle unless Custom Combo is enabled.
But you can allow some moves to "reset juggling" under certain conditions.
In some supers you can see this:

Code:
[State 3000, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

For this particular code, it's about allowing one super move (or special move) to combo with another super move.
In your case, in the move that you want to allow it to juggle after your special throw, add something like this:
Code:
[State X, Undo Juggling]
type = VarSet
trigger1 = !Time
trigger1 = "your conditions"
var(15) = 0
ignoreHitPause = 1

"your conditions" will be: if P2 is in your custom state, or whatever you want,
but beware of the infinities this code can produce, super moves use power so it limits the combo, not in special moves.

I hope I was clear (and correct) in my explanations.
    

Re: Muten Roshi By Misterr07 (Fisrt Update 02/23/21)

 March 21, 2021, 10:00:33 am View in topic context
 Posted by misterr07  in Muten Roshi By Misterr07 (Third Update 05/16/21) (Started by misterr07 February 19, 2021, 04:54:19 pm
 Board: Your Releases, 1.0+

Thanks for your comment and the great video !

【MFG】gui0007  said:
Little feedback
- Don't know if this is intentional but when i cancel EX Fireball to Kamehameha. doesn't hit the enemy.
Not intentional. I update Roshi, now you can cancel EX Fireball to Kamehameha, the timing is just very short...

New link on my website.
    

Re: Muten Roshi By Misterr07

 February 23, 2021, 11:05:42 am View in topic context
 Posted by misterr07  in Muten Roshi By Misterr07 (Third Update 05/16/21) (Started by misterr07 February 19, 2021, 04:54:19 pm
 Board: Your Releases, 1.0+

BurningSoul said:
İ meant that you might wanna mention the fact he has ex moves

Ok, i understand (i forgot to show them in video and pics). I added the movelist in first post.

At the same time, i update Muten Roshi : just some small adjustments and code cleaning.
    

Re: Muten Roshi By Misterr07

 February 22, 2021, 10:01:28 am View in topic context
 Posted by misterr07  in Muten Roshi By Misterr07 (Third Update 05/16/21) (Started by misterr07 February 19, 2021, 04:54:19 pm
 Board: Your Releases, 1.0+

BurningSoul said:
also he is great
Thanks.

BurningSoul said:
sad that we dont have better sprites
Dragon Ball Z: Shin Butouden's sprites are not the best but I like their style.

BurningSoul said:
would be nice to include ex moves at title
Not sure to understand what you mean...



    

Muten Roshi By Misterr07 (Third Update 05/16/21)

 February 19, 2021, 04:54:19 pm View in topic context
 Posted by misterr07  in Muten Roshi By Misterr07 (Third Update 05/16/21) (Started by misterr07 February 19, 2021, 04:54:19 pm
 Board: Your Releases, 1.0+

Muten Roshi with 4 buttons + 2 specials buttons, take a look at the ReadMe for more informations.

MoveList :
Spoiler, click to toggle visibilty

Specials Thanks:
   AlexSin (G.o.D) for the Muten Roshi Shin Butouden Sprites Rip
   Jmorphman and Just no Point for the buffering system
   Jmorphman and Pots for somes pieces of code (parry, hitsparks, juggle...) and FX

Donwload on my website.






As usual, all feedback are welcome, and thanks to report any bugs...
    

Re: Avoid massive hits on guard

 November 07, 2020, 09:39:19 am View in topic context
 Posted by misterr07  in Avoid massive hits on guard (Started by Momotaro November 06, 2020, 11:10:08 pm
 Board: M.U.G.E.N Development Help

I think something like that could be right :

Code:
[State 1050, StateTypeSet]
type = StateTypeSet
trigger1 = MoveGuarded
statetype = A
movetype = I
physics = N

with movetype = I the hitdef is inactive...
    

Re: Juggernaut By Misterr07

 March 28, 2020, 10:01:13 am View in topic context
 Posted by misterr07  in Juggernaut By Misterr07 (Started by misterr07 March 10, 2020, 11:52:33 am
 Board: Your Releases, 1.0+

Thanks man, and great video !  ;D
    

Juggernaut By Misterr07

 March 10, 2020, 11:52:33 am View in topic context
 Posted by misterr07  in Juggernaut By Misterr07 (Started by misterr07 March 10, 2020, 11:52:33 am
 Board: Your Releases, 1.0+

An other character started a while ago : a orginal version of Juggernaut (like my Sabretooth and Cyclops...)
Gameplay : 4 Buttons and 2 specials buttons (take a look at the movelist)
Just a word about the "Cyttorak Power Up", it has two modes :
- 1) Defence : Juggernaut suffers less damage and does less damage during some seconds
- 2) Attack: Juggernaut suffers more damage and does more damage during some seconds

Images:

        

Link : Here

As usual, all feedback are welcome, and thanks to report any bugs...
    

Re: Android 16 By Misterr07

 January 08, 2020, 10:49:09 am View in topic context
 Posted by misterr07  in Android 16 By Misterr07 (Started by misterr07 January 07, 2020, 02:09:43 pm
 Board: Your Releases, 1.0+