
Board: Projects
Hi redhot! Who is next? Servbot?
Im sorry but Im not very happy with this new change.... specially for Creator that make mugen stages and screen packs
I mean why did you guys removed the Position Guide Arrow ?
Im talking about this here
Looks like all his additional sprites are in your sff, they're just not utilized in the air file for some reason. For example, group 11 has several additional crouching frames not being used.Blackheart plays well!
Did you remove some sprites from him? I remember Sunboy ripping sprites from MSH so his anims should've been full.
Nope, and I don´t know if Beximus did.
I had to add more sprites into him because in MvC2 seems that Blackheart has more sprites.
Also, it looks like he has sprites for his other variations of Inferno (lightning 1300-1305 and fire in group 1100-1114). Perhaps you can make use of those?
Blackheart plays well!
Did you remove some sprites from him? I remember Sunboy ripping sprites from MSH so his anims should've been full.
Yeah I only have 1.0 until 1.1 becomes officially stable. Also tron throw happen with certain characters like most of warusaki characters. I suggest maybe you should create a seperate def between for 1.0 and 1.1 or cns files. I don't know much about coding. So don't mind me on that part lol. I am just glad to help. Keep up the excellent work
I'm probably gonna say Eternal slumber (as well as hitsugi no utage just to be safe). Atm I'm just sulking there's no portrait template for the character select..
OK! So I managed to find some errors when venom and anakaris are versing, as well as 1 from all cast.
(Venom vs Anakaris) when venom does web throw on anakaris, "Hyper combo finish" noise appears afterwards.
(A vs Everyone) one of Anakaris's supers, when hit, causes a copy of anakaris to appear.
EDIT: Dr.Doom vs all (kick grab glitch)
Defeating enemy with a forward or backwards grab with Kick will not make enemy fall down to ground but stand.
oooooooooooooooooooooh Blackhearts a comin!!
I'll be using only your character on a separate mugen folder, the 1st problem wont' matter anymore.
I edit [State 250, hit1] and changed yaccel = .92 to yaccel = .48 , I can now easily air combo with other characters since P2 now goes a little higher to reach wolverine.
I tried editing ExShadow´s MvC2 training stage and some other with your code but sadly it's not working,
boundhigh = -390
boundlow = 0
verticalfollow = 1.1
floortension = 65
tension = 70
I downloaded wolverine last night and have 2 problem, Are all your characters coded to play with your mvc2 characters only?
Every other characters I tried against on my roster has this problem, P2 Disappear temporary.
The 2nd problem, I can't do any air combo. Wolverine jump way too high and really fast from pressing UP right after high kick launcher.
I also tried wolverine vs wolverine and still can't air combo, looks perfectly fine in your demo video. Not sure what's happening here, I am using Mugen 1.0
[State 9001, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 5062
[Begin Action 5062]
Clsn2: 1
Clsn2[0] = -53, -82, 40, -50
5030,30, 0,0, 9
Clsn2: 2
Clsn2[0] = -49, -63, -3, -22
Clsn2[1] = -30, -85, 36, -47
5030,40, 0,0, 3,
Clsn2: 1
Clsn2[0] = -30, -87, 18, -10
5030,50, 0,0, -1,
boundhigh = -695
boundlow = 0
verticalfollow = 1.1
floortension = 99
tension = 80
I see so your replaces the bone claw version of wolverine with Norimaro whelp its your project haha but its wont be the same but I loved to see your improved version of Norimaro heheexcellent redhot, just around 10 more characters left until you're done
12excellent redhot, just around 10 more characters left until you're done
Speaking of 10, who will be the last char? Other than another Wolverine with claws.
Norimaro!
There will be only one Wolverine, the one that I released.
@REDHOT:
First off, allow me the opportunity to congratulate you on having gotten this far with such an ambitious undertaking.
Secondly, I discovered an issue that surprisingly pertains to both Mouser's version of Ruby Heart as well as your own. Oddly enough, I've yet to replicate the bug in question in any background beyond the MvC2 training stage by ExShadow. To continue, if you corner the adversary and perform "Mille Fantomes", the ghosts reach the wall and either remain there, or create an infinite by dragging the opponent well above super jump height. The latter is what always occurs with Mouser's incarnation of the character.
boundleft = -750
boundright = 750
war machine's proton cannon gains power after it used one power barI fix this bug today, thanks, I will upload War Machine when I´ll release the next character.
excellent redhot, just around 10 more characters left until you're done
excellent redhot, just around 10 more characters left until you're done
Speaking of 10, who will be the last char? Other than another Wolverine with claws.
war machine's proton cannon gains power after it used one power barThanks, let me check it out.