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Miriam's Wolf

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Messages by Miriam's Wolf

    

Re: Yamazaki Grab Problem

 July 14, 2019, 08:08:36 pm View in topic context
 Posted by Miriam's Wolf  in Yamazaki Grab Problem (Started by Knuckles8864 July 13, 2019, 01:57:28 pm
 Board: M.U.G.E.N Development Help

I hate when I start tearing down code, only to realize what the real problem is... Solutions/Ideas always come to me when I'm sleep/napping lol. At any rate, the problem is your superpause triggers/timings:

[State 3200, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 49, -82
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, Super Pause]
type = SuperPause
trigger1 = Time = 3
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 0
anim = -1
sound = s8500,0
darken = 0

These triggers are wrong, because you want the superpause to last for as long as his start up for the move is. Which is 43 ticks. Though you're having the superpause trigger 3 ticks in, so it's technically lasting longer than his startup ticks. Change them to this:

[State 3200, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 49, -82
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, Super Pause]
type = SuperPause
trigger1 = !Time
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 0
anim = -1
sound = s8500,0
darken = 0

This will fix it:



Well, the sprpriority is wrong, but I trust you can adjust that. It's still good that you fixed the binding times. This is something you'll want to keep in mind with the superpause stuff, moving forward.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 14, 2019, 07:55:35 pm View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I don't even know how to make videos in all honesty man.
    

Re: How do I turn Kung Fu Man's backwards hop into a run?

 July 14, 2019, 12:54:08 am View in topic context
 Posted by Miriam's Wolf  in How do I turn Kung Fu Man's backwards hop into a run? (Started by Mimikyutest77 July 14, 2019, 12:50:20 am
 Board: M.U.G.E.N Development Help

You have to change the coding as well. Changing the anim is just half the battle. Look over his running forward code, then change accordingly in another new statedef for it to be BB instead of FF, uses the new anim you made for it, and you're required to hold Back to maintain it. Basically, you got to invert the coding for it as well.
    

Re: Yamazaki Grab Problem

 July 14, 2019, 12:39:15 am View in topic context
 Posted by Miriam's Wolf  in Yamazaki Grab Problem (Started by Knuckles8864 July 13, 2019, 01:57:28 pm
 Board: M.U.G.E.N Development Help

I was gonna suggest that as well. Maybe you are not using the right required sprite for it. Looks like you should be using 5012, 0? And align it with his hand.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 14, 2019, 12:28:02 am View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Whether positive or negative, I listen to feedback regardless. I've been in kind, nothing but cordial to you. Me saying "bruh" is hardly an excuse for you to tell me not to say it, and curse at me. Imagine if when you said that, I responded in a tone reflecting yours. We wouldn't even be having this conversation right now. I never said you did know that his sprites look similar, or made any assumptions.

It's why I even took the time to respond to your concern. You should be more offended if I out right ignore you. There's nothing for me to watch, cause even now, I'm still being cordial. Like I said, if I were trying to disrespect you, I'd get straight to the point. At any rate, it's water under the bridge now. No, your not at fault for not checking his SFF. You're not obligated to do so. That's why I explained to you that they look similar. Don't worry bout it.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 13, 2019, 08:54:08 pm View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Watch your tone "my guy". He doesn't lack the sprites. I just said his crouching block sprites look as in resemble him still standing. It's all well and I'm just being playful about it. Stay on that route, because if I were trying to get at you, you'd know it.
    

Re: Yamazaki Grab Problem

 July 13, 2019, 06:29:17 pm View in topic context
 Posted by Miriam's Wolf  in Yamazaki Grab Problem (Started by Knuckles8864 July 13, 2019, 01:57:28 pm
 Board: M.U.G.E.N Development Help

You still need to specify how long p2 should be binded. That's happening because you're not specifying. So, you'll need to keep track of the ticks and bind accordingly using the time parameter for binding. So, instead it should be something like this:

[State 3210, TargetBind 3]
type = TargetBind
trigger1 = NumTarget && AnimElem = 3
pos = 44,-126
time = # ;<---The amount of ticks you want p2 bound for
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 13, 2019, 06:25:01 pm View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Bruh... No he can't. That's something that's hard coded into Mugen. His crouching block sprites just look like he's still standing.
    

Re: Yamazaki Grab Problem

 July 13, 2019, 03:01:07 pm View in topic context
 Posted by Miriam's Wolf  in Yamazaki Grab Problem (Started by Knuckles8864 July 13, 2019, 01:57:28 pm
 Board: M.U.G.E.N Development Help

Your bindings, except for the second one, are only binding p2 for a single tick. You should do this:

[State 3210, TargetBind 1]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(2) < 0
pos = 44,-93

From frames 3 to 9 should be set up the same way you did it for the 2nd coding of binding. Since he's releasing them on the 10th frame, that's fine. That's the only thing I see off. Along with something more inconsequential, though I'll speak on it anyway:

[State 3210, Hit Spark]
type = Helper
helperType = Normal
trigger1 = AnimElem = 10
stateNo = 8014
pos = 42,-60
posType = P1
size.xScale = 1
size.yScale = 1
sprPriority = 10
ignoreHitPause = 1
persistent = 3

Persistent equals 3...? I don't even think that's a valid parameter value for this. It's either yes(1) or no(0).
 
    

Re: KOFHERO77's Workshop: Extended Balrog CS (Arms & Legs)

 July 10, 2019, 02:45:52 pm View in topic context
 Posted by Miriam's Wolf  in KOFHERO77's Workshop: Extended Balrog CS (Arms & Legs) (Started by KOFHERO77 July 05, 2019, 10:56:28 pm
 Board: Projects


Adonis Creed

I'll more than likely make a Apollo Creed one later. Good job.

EDIT:


Adonis Creed V2
    

Re: Character of the Month: June 2019 Nominations

 July 10, 2019, 02:25:51 pm View in topic context
 Posted by Miriam's Wolf  in Character of the Month: June 2019 Nominations (Started by Jmorphman July 10, 2019, 06:18:49 am
 Board: M.U.G.E.N Discussion

Blanka by CharmaKarmeleon - 3
Taskmaster by Infinite - 1
Broly by Mr. Ansatsuken - 2
Moriya Suwako by RicePigeon - 3
    

Re: Male characters that wield a pair of SAI.

 July 09, 2019, 09:44:21 pm View in topic context
 Posted by Miriam's Wolf  in Male characters that wield a pair of SAI. (Started by VGCtm July 09, 2019, 09:37:38 pm
 Board: Requests

The only char I can think of is Sodom from SFA. Though they're not exactly sais... Close enough though. :P
    

Re: Contributor Suggestion Thread

 July 09, 2019, 09:34:54 pm View in topic context
 Posted by Miriam's Wolf  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

I'm pretty sure that's not how it works. You don't need yellow stars to get a purple star. You have to contribute to get a purple star.
    

Re: Contributor Suggestion Thread

 July 09, 2019, 09:14:05 pm View in topic context
 Posted by Miriam's Wolf  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

Since when has post count been relevant towards someone creating something and receiving creator status?
    

Re: [Theme Thread] CVS Sprite thread

 July 07, 2019, 07:33:03 pm View in topic context
 Posted by Miriam's Wolf  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

    

Re: Progress

 July 07, 2019, 02:40:31 am View in topic context
 Posted by Miriam's Wolf  in Progress (Started by Neocide January 23, 2011, 06:31:53 pm
 Board: Dragon Ball Allstars

Indeed, video is nice. I like the new FX you're using. Like for the hitsparks and the kamehameha. Gonna test and get back with you.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 07, 2019, 01:05:07 am View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

You're good man. Don't worry bout it.
    

Re: Shaq-Fu: The Silver Edition!

 July 07, 2019, 12:56:27 am View in topic context
 Posted by Miriam's Wolf  in Shaq-Fu: The Silver Edition! (Started by NDSilva July 06, 2019, 09:03:24 pm
 Board: M.U.G.E.N Discussion

Ah ok. I'm not trying to be all super technical or anything lol. I was really trying to confirm.
    

Re: Shaq-Fu: The Silver Edition!

 July 07, 2019, 12:41:44 am View in topic context
 Posted by Miriam's Wolf  in Shaq-Fu: The Silver Edition! (Started by NDSilva July 06, 2019, 09:03:24 pm
 Board: M.U.G.E.N Discussion

Was it lag? It's been a really long time since I've played Shaq-Fu, though I remember one of the main issues was the animation style they went with in general. It was overly animated for a FG. Especially for such an early installment in the genre. It was developed by the same guys who made the early Prince of Persia games right? Giving it that same type of animation style like Nosferatu, the aforementioned PoP, and the one other game... Out of this World...? Can't remember the name...
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 06, 2019, 07:33:50 pm View in topic context
 Posted by Miriam's Wolf  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Not every char is going to have the same range on their attacks... Robert's close HP is a close range cross body blow. You'd have to be very close to someone to do that. Mai and Sagat's close HPs are different types of punches, that have more range. Don't play him like he's Sagat or Mai. Use a different follow up attack. His close MK has better range, or cr.MK would be best.



At any rate; Akuma, Athena, Blair, Eliza, Hiryu, Jill, Juli, KFG, KFM, Mai, Morrigan, Robert, Rock, and Skullo have all been updated. There was a bug that I fixed with Blair's Max Spin Side Shoot that I mistakenly added due to following FF's detect error stuff. Thanks to Fclass for telling me. Addressed Akuma's ground tatsus, adding a bit more width and nerfing the reverse kick hitbox a bit. Buffed Robert's DP hitbox a bit, along with changing the hit anim for p2 to "high" for the 1st hit of HP/EX versions. Cuz some people like to use different hurtboxes for gethit low standing... Instead of just using the same hurtboxes for all the gethit standing anims... :-\

Made adjustments to Hiryu's time allowances and buffer/cmd priority. Zzyzzyxx updated KFG, KFM, and Skullo's AI and fixed the Skullo Dive bug. Finally, I also reduced the time allowance for HCB/360 commands for everyone who needed it/had it. e.g. Akuma, Athena, Eliza, Jill, Juli, Mai, Morrigan, Robert, and Rock.