YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*****
GT is Offline
Contact GT:

GT

Contributor

Messages by GT

    

Re: In search of Ryu Hoshi

 December 05, 2014, 08:13:25 pm View in topic context
 Posted by GT  in In search of Ryu Hoshi (Started by guimaraf December 05, 2014, 08:02:23 pm
 Board: Requests

    

Re: CvS C. Viper 1.12!!

 November 03, 2014, 10:08:53 am View in topic context
 Posted by GT  in CvS C. Viper 1.12!! (Started by chuchoryu November 02, 2014, 11:29:15 pm
 Board: Your Releases, older Mugen

-Seismic Hammer's hitdef uses attr S, SA when it should be S, SP. Leaving it as S, SA enables her to be grabbed by counters that use reversaldef/p2stateno against physical attacks.
-Thunder Knuckle doesn't cover nearly as much area as it should. I suggest increasing the velocity by 3 and using Velmul when you want her to slow down.
-You've left a lot of blank/unused animations in the air. (Easy fix)
-Burst Time can be followed by Thunder Knuckle 3 once from midscreen and twice in the corner.
-If performed at a certain distance near the corner, the second portion of Burst Time will completely miss. I suggest putting p2 in a custom state that uses a widened clsn2.
-Burst Time should be exempt from cornerpush.
-The throw would look nicer if it had a targetbind.
-Your level 3 portrait is cutoff at the edges.
-The sprites used for anim 5300 would work for anim 5500 as well IMO
-I believe Burning Kick's attack frames linger for longer than they should. Also, I think it's inappropriate that the non-ex versions all use the same animation.
-The startup of Anim 3000 needs clsn2s (Instead of removing them to avoid being hit, use nothitby. Same goes for anim 3001)
-Some of your super attacks use attr S,SA when they should be using S, HA.
-I think if you use anim 3005 as the new Burn Kick fx with an Angleset sctrl, it would look much nicer than your current Burn Kick fx. :]
-Many of your attacking/idle clsns are very simplistic, dude. Many of your gethit clsns are overly complex and improper. For gethits, a common practice would be to use the clsns of your stance, jump, and crouch

Your first stance :


Examples of other clsn styles you could use :


    

Re: Gambit ft. FPS style throwing cards, Actual gambling, Acrobatic movement etc.

 October 30, 2014, 09:16:58 am View in topic context
 Posted by GT  in Gambit ft. FPS style throwing cards, Actual gambling, Acrobatic movement etc. (Started by Xasor October 22, 2014, 06:33:06 pm
 Board: Your Releases, Mugen 1.0 +

-The cards are embedded even if they don't connect. Huh?
-Gambit's wall cling needs a limiter of some sort. He can hold on to the wall for an indefinite amount of time.
-The hit attributes you're using for projectiles aren't correct. They should be S,SP and not S,SA. S,SA causes the move to be countered via reversaldef.

    

Re: The Kamen Rider/Super Sentai Thread

 January 24, 2014, 01:05:53 am View in topic context
 Posted by GT  in The Kamen Rider/Super Sentai Thread (Started by Hams Will Get You September 07, 2009, 10:26:18 am
 Board: Entertainment

I think Gaim is progressing quite well. I'm especially happy that the break dance theme has become a much smaller part of the show. Oh and they decided to give us a series that has 3+ original riders (since Kiva ended. White mage didn't do much, so I don't really count him). Amazing.

Spoiler, click to toggle visibilty
    

Re: M.U.G.E.N Screenshots V2

 May 11, 2013, 05:06:33 am View in topic context
 Posted by GT  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

    

Re: Editing basic attacks

 February 14, 2013, 07:52:39 am View in topic context
 Posted by GT  in Editing basic attacks (Started by DizzyTheConquer February 14, 2013, 07:29:15 am
 Board: M.U.G.E.N Configuration Help

Code:
[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

This is the problem. The character is going into an idle movetype before the attack starts, so its attack is being nulled. Change the animelemtime(4) trigger to animelem = 5 (or an animelem that doesn't have any activate frames).
    

Re: How can I make this move un spammable

 January 28, 2013, 05:57:47 am View in topic context
 Posted by GT  in How can I make this move un spammable (Started by Nitroshock6 January 28, 2013, 05:33:24 am
 Board: M.U.G.E.N Development Help

Increase the startup/cooldown on the character's animation.
    

Re: UMvC 3 Voice Rips

 January 11, 2013, 03:45:25 am View in topic context
 Posted by GT  in UMvC 3 Voice Rips (Started by MGMURROW January 02, 2012, 08:31:05 am
 Board: Resource Releases

Sounds like you're trying to record during matches/in training mode. Use the sound test, sir. You'll have to hear the cursor noise, but that will be easily removable. FUCK MAN

I think that's the method most people use. The volume of the sounds isn't really a problem. Audacity and Wavepad can easily take care of that.
    

Re: UMvC 3 Voice Rips

 January 11, 2013, 03:34:51 am View in topic context
 Posted by GT  in UMvC 3 Voice Rips (Started by MGMURROW January 02, 2012, 08:31:05 am
 Board: Resource Releases

They're not. MGMURROW never uploaded JP sets. However, Hoshi ripped JP voices for the entire Capcom roster, but those links are dead.
    

Re: Cyber Akuma by Scar on 01/06/13

 January 08, 2013, 04:57:20 pm View in topic context
 Posted by GT  in Cyber Akuma by Scar on 01/06/13 (Started by dakidbanks January 08, 2013, 09:38:31 am
 Board: Found Releases 1.0+

-You can cancel C. Rocket Punch into super jump before the move even connects. lol
-Clsn style is inconsistent. Minimal in some places (Actions 210 and 450) and excessive in others (Action 240)
-Buggy SFA3 hitsounds (Clipping)
-Pressing F2 during intro state 192 causes Akuma to increase his pos to p2's position during roundstate 2.
-Most normals share the same pausetime (Hop Kick's pausetime is 5,10).


-Isn't his edge width supposed to be increased so he isn't able to go inside the corner or through cornered opponents?


-The Rocket Punch is locked on to p2's dist. Even if it doesn't actually hit p2, the explosion will be bound to them.



-No hurtbox?



Rocket punch projectile has the wrong attr.
    

Re: GIMP Plugin -> Save each layer as a separate file

 January 07, 2013, 02:08:13 am View in topic context
 Posted by GT  in GIMP Plugin -> Save each layer as a separate file (Started by RobotMonkeyHead January 06, 2013, 10:14:18 am
 Board: Development

If you're willing to use Irfanview, you can accomplish what you're looking for without plugins.

After indexing, save your file as a gif. You can then use Irfanview's extract all frames option to acquire your layers in a still image format. Your palette will remain unchanged.
    

Re: M.U.G.E.N Screenshots V2

 January 03, 2013, 06:13:31 am View in topic context
 Posted by GT  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



There can be only one! :grrr:
    

Re: Jump with command = "a"?

 December 25, 2012, 04:40:16 am View in topic context
 Posted by GT  in Jump with command = "a"? (Started by Drue December 25, 2012, 01:55:04 am
 Board: M.U.G.E.N Development Help

woodpecker effect:

I should have mentioned this to you. You can probably go ahead and remove anim = 0 from the stateno = 40. For safety purposes, you could use-

Code:
[State Jumping]
type = changeanim
trigger1 = anim !=0
anim = 0
persistent = 0

Just in case your character can cancel into a jump from states that aren't 0.
    

Re: Jump with command = "a"?

 December 25, 2012, 03:27:43 am View in topic context
 Posted by GT  in Jump with command = "a"? (Started by Drue December 25, 2012, 01:55:04 am
 Board: M.U.G.E.N Development Help

Jump is hardcoded, sir. You can't override its command. You can, however, force the character back to their stand state when they press up, so the jump behavior is disabled.

Code:
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

Changing 50 to 0 will cause your character to return to their stand state when their animation for state 40 (starting to jump) has ended.

You can edit your commands to map "a" to jump (state 40 or a state you've coded as jump) in the CMD.
 
Code:
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

Changing 230 to 40 will cause your character to jump when a is pressed.
    

Re: How to make ex attacks?

 November 27, 2012, 11:11:23 pm View in topic context
 Posted by GT  in How to make ex attacks? (Started by gknux19 November 27, 2012, 10:11:18 pm
 Board: M.U.G.E.N Development Help

Could you be a bit more specific? Are you looking to emulate a certain kind of EX move (KOF, Melty Blood, Guilty Gear)?

Generally, it's done by adding an extra attack button in the commands portion of the cmd and the -1 states.

Code:
[Command]
name  = "Ex_Time"
command = ~D, DF, F, a+b
time = w/e

Then power is subtracted at the beginning of the EX state (Usually done using the poweradd parameter at the top of the statedef). I'd give you more details, but again, I'm not exactly sure what you're trying to accomplish.
    

Re: GAROU MOTW 2

 November 02, 2012, 10:40:47 pm View in topic context
 Posted by GT  in GAROU MOTW 2 (Started by L... February 15, 2012, 03:48:09 pm
 Board: Projects

    

Re: Stage specific noises

 October 27, 2012, 10:38:39 pm View in topic context
 Posted by GT  in Stage specific noises (Started by 【RTC】MelvanaInChains October 27, 2012, 10:23:18 pm
 Board: M.U.G.E.N Development Help

Use stagevar detection (It's only for 1.0 tho).

Code:
[State -3, Landing Sound]
type = PlaySnd
triggerall = time = 1
trigger1 = Stateno = 52
trigger2 = Stateno = 1105
value = ifelse(StageVar(info.displayname) = "Water Stage",(splash sound group),1),1

In addition, you could also use the info.name and info.author parameters along with the displayname parameter for strictness (But that may be unnecessary since this is a full game :/)
    

Re: Roronoa Zoro

 October 27, 2012, 06:37:20 pm View in topic context
 Posted by GT  in Roronoa Zoro (Update 1.2, AI) (Started by Ryon October 27, 2012, 04:35:32 am
 Board: Your Releases, Mugen 1.0 +

-Actions 181 and 5040 have missing frames
-Actions 311, 1500, 5052, 5210, 5200, have no clsns
-The Aura wave helper's all have the same ID. You could use a single helper statedef for all of them and alter each helper's behavior based on their ID.


Code:
Ifelse(facing=1,-.5,-.5)
. . .What?




attr = S, NA




Code:
[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 6
value = S7,2
volumescale = 200
channel = -1

[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 13
value = S7,2
volumescale = 200
channel = -1

[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 19
value = S7,2
volumescale = 200
channel = -1

[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 26
value = S7,2
volumescale = 200
channel = -1

[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 33
value = S7,2
volumescale = 200
channel = -1

Optimize

Code:
[State 0, Sword Effect]
type = PlaySnd
trigger1 = animelem = 6 || animelem = 13 || animelem = 19 || animelem = 26 || animelem = 33
value = S7,2
volumescale = 200
channel = -1

Code:
[State -3, AfterImageTime]
type = AfterImageTime
trigger1 = stateno = 5000
time = 1

This is doesn't work the way you want it to. There are several other gethit states that your character can enter that will cause afterimages to linger.
    

Re: Problem after getting Dizzy

 October 25, 2012, 10:02:49 pm View in topic context
 Posted by GT  in Problem after getting Dizzy (Started by jjmugen October 25, 2012, 09:54:54 pm
 Board: M.U.G.E.N Development Help

You're putting P2 into a custom state that has a changestate of Animtime = 0. When his Animtime is over, he's going to look into your characters state 0 instead of his own. Use selfstate.
    

Re: Ein Aomaru, violent ryu edit.

 October 21, 2012, 06:44:58 am View in topic context
 Posted by GT  in Ein Aomaru, violent ryu edit. (Started by barilanto October 21, 2012, 06:38:07 am
 Board: Projects

Based on the palette, I'm guessing this is an edit of Marancv's Violent Ryu from 2007.

You should add more information regarding what the character's attacks, gameplay system, etc. ATM, no one can comment on anything other than the 3 sprites you posted (Being that, aside from the background info, they're the only thing that's been posted here).