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Just No Point

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Messages by Just No Point

    

Re: Z2 style Neko Majin Z & Arale Norimaki

 June 14, 2018, 04:22:31 am View in topic context
 Posted by Just No Point  in Z2 style Neko Majin Z & Arale Norimaki (Started by Alpha Proto June 12, 2017, 04:25:41 am
 Board: Sprite Projects

I was imagining him spinning in place going in circles chasing his tail. Not really going far enough left or right to differentiate his clsn boxes
    

Re: Z2 style Neko Majin Z & Arale Norimaki

 June 14, 2018, 01:55:43 am View in topic context
 Posted by Just No Point  in Z2 style Neko Majin Z & Arale Norimaki (Started by Alpha Proto June 12, 2017, 04:25:41 am
 Board: Sprite Projects

Have him confused, dazed, and chasing his tail!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)

 June 08, 2018, 04:51:41 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I just meant I'd like to be able to choose the onionskin in the air editor.

I do have a question though. When I have more than 1 char open in FFS and I am on a certain sprite/anim in the sff or air and I go to another char tab. Then I go back to the previous char tab. It is rarely where I left it. I don't understand the logic it's using to save the location I was last looking at. So I have to find the sprite/anim again. Multiply that by 100 and it gets exasperating. Can you make it keep my location?
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)

 June 07, 2018, 05:12:23 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I just noticed that too. Was just coming to note it. Though if simple I'd prefer to have an onionskin option directly in the .air that's not used alongside the one in the sff. And with it being able to account for the offsets
    

Re: Random Topic V10

 June 06, 2018, 05:11:04 am View in topic context
 Posted by Just No Point  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

I think that’s a flawed outlook. Under that assumption the next version can be stick figures that only burp. That’d be those kid’s version. That doesn’t make it a good version.
    

Re: “Useless” constants we could make better use of?

 June 02, 2018, 12:47:41 am View in topic context
 Posted by Just No Point  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

Can be used as a pause detector and a var could be used to store the x and y scaling of a char so the opponent could see it
    

Re: “Useless” constants we could make better use of?

 May 31, 2018, 05:32:31 pm View in topic context
 Posted by Just No Point  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

    

Re: Discord Chatroom

 May 31, 2018, 04:39:25 pm View in topic context
 Posted by Just No Point  in Discord Chatroom (Started by Iced June 05, 2017, 07:51:20 pm
 Board: All That's Left

    

Re: “Useless” constants we could make better use of?

 May 31, 2018, 04:36:28 pm View in topic context
 Posted by Just No Point  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

I think it'd be pretty cool. I'm not sure how we'd use the double jump one though. Is there a way to read what it's set for in the opponent that I'm forgetting?

But yeah, pitch the ideas and let's roll it out!
    

Re: Random Topic V10

 May 30, 2018, 10:54:55 pm View in topic context
 Posted by Just No Point  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

Most of the activity seems to have moved to discord. But yeah forum’s in general are dying. Too many more interactive environments.
    

Re: Pal Select/Mode change

 May 29, 2018, 05:03:01 am View in topic context
 Posted by Just No Point  in Pal Select/Mode change (Started by ;x May 29, 2018, 04:16:19 am
 Board: M.U.G.E.N Development Help

I forgot to note. You will need to duplicate all pals. So normal Ryu would be 1,x and ERyu would be 2,x

Even if you didn't intend for the pal to change colors you need to place a pal there.
    

Re: Pal Select/Mode change

 May 29, 2018, 04:46:01 am View in topic context
 Posted by Just No Point  in Pal Select/Mode change (Started by ;x May 29, 2018, 04:16:19 am
 Board: M.U.G.E.N Development Help

I use it in my Gotenks. You'd have to adjust it abit for your purposes as I don't use any graphics to indicate you can change pals at round start. Since it's an option you have to allow in the config file anyway.

-2
Spoiler, click to toggle visibilty

config.txt isn't super long so I'll post it for convenience
Spoiler, click to toggle visibilty

remappal in intro decider
Spoiler, click to toggle visibilty

remappal used in actual intro states
Spoiler, click to toggle visibilty

I don't think the actual transformation var and code is useful to you but feel free to check out Gotenks if you need to see it in action. He can transform from normal to SSJ
    

Re: Inktrebuchet's Sprite work

 April 28, 2018, 03:46:50 am View in topic context
 Posted by Just No Point  in Inktrebuchet's Sprite work  (Started by ink August 22, 2012, 08:52:57 pm
 Board: Graphics

Not too bad as long as it's not done that way for hit frames.
    

Re: Z2 style Neko Majin Z & Arale Norimaki

 April 27, 2018, 02:24:17 pm View in topic context
 Posted by Just No Point  in Z2 style Neko Majin Z & Arale Norimaki (Started by Alpha Proto June 12, 2017, 04:25:41 am
 Board: Sprite Projects

https://discord.gg/sANPJ2
Yo Alpha, have you joined the HDBZ discord yet? You should really get in there so the team can talk with you more. We really love what you're pumping out now ^_^
    

Re: Hit Override won't leave

 April 26, 2018, 09:30:22 pm View in topic context
 Posted by Just No Point  in Hit Override won't leave (Started by mrgamer123 April 26, 2018, 08:24:34 pm
 Board: M.U.G.E.N Development Help

Time =-1
    

Re: Inktrebuchet's Sprite work

 April 26, 2018, 04:53:49 pm View in topic context
 Posted by Just No Point  in Inktrebuchet's Sprite work  (Started by ink August 22, 2012, 08:52:57 pm
 Board: Graphics

Damn it's smooth though!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 18, 2018, 04:50:28 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Without the snark you make good responses. Responses I agree with. I never said it was "wrong" to uphold syntax. All I did was give a reason why some ppl may not want to do it. There was no need for the sarcasm and putting me in my place. And had this been a thing when you started creating years back you would have followed the syntax better and removed all errors. You guys are acting like I don't get it. I'm just saying that this is going against a 20 year precedence that even you had set in motion. That is a REASON why some may not want to change now. It doesn't have to be a reason you agree with but you can disagree in better fashion too.

Even though I said I wouldn't I'd already started cleaning up syntax issues. I can't help myself it's how I am. But just like with autoclsn maker ppl shouldn't react in snarky manners. 
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 18, 2018, 03:53:28 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I just took a look in one of your chars and you do it too. So your "ROFL it fucking should" comes off pretty hypocritical. We've even taught ppl in MUGEN Class that you can use whatever you want for some of these things. Being strict in MUGEN syntax seems 20 years too late in my opinion. I don't care that it shows the errors. I simply gave an answer to the question that was asked. If I'd known I'd get so much crap for my answer I wouldn't have said anything. Even VirtualTek acted like my answer was worthless so I won't waste anymore time giving answers.
We can all continue to use incorrect syntaxes and ignore the errors or we can fix said errors. In the end it's not a big deal.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 09:52:28 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

ctrl+f -> find: animtype = Hamburger -> replace: animtype = Hard

Yeah it's really hard to do it with so many chars *sarcasm*
That's not the only potential issue and you know it. This example is an easy replace all fix but not all would be. But at least you got hit to me with that sharp sarcasm
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 05:36:13 pm View in topic context
 Posted by Just No Point  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I can tell you I don't want to go back and change Hamburger to H in 100s of lines of code. If you have a ton of chars that FF3 didn't say had errors and this one is now telling you you have all kinds of errors you can't expect ppl to want to go back and fix all them when doing so is merely to appease the FFS. Now on future chars there is less excuse. You can fix them as you code (unless you use templates you'd already made like I do) but even then the NEW code can be more accurate.

You shouldn't be forcing such strict coding guidelines on a hobby engine. Most of us that use this to code will NEVER code in anything else, Anyone that goes into real coding will find out very quickly how coding in bad syntax can bite them later on. This hobby app shouldn't be so strict! MUGEN was made for ppl that have all ranges of coding knowledge.