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la;MISS~FairY-!

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Messages by la;MISS~FairY-!

    

Re: Requesting Shimon's Kabku Klash characters

 March 05, 2012, 05:45:51 am View in topic context
 Posted by la;MISS~FairY-!  in Miss Fairy's Requests (Started by la;MISS~FairY-! March 04, 2012, 11:23:41 pm
 Board: Requests

    

Miss Fairy's Requests

 March 04, 2012, 11:23:41 pm View in topic context
 Posted by la;MISS~FairY-!  in Miss Fairy's Requests (Started by la;MISS~FairY-! March 04, 2012, 11:23:41 pm
 Board: Requests

    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 04, 2012, 11:02:08 pm View in topic context
 Posted by la;MISS~FairY-!  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Is anyone aware of screenpacks for medieval style games being in existence?

Some examples being,
War Gods
Mace the Dark Ages
Golden Axe
King of Dragons

ect

Also, does anyone know if a complete version of Jyashinsai got made? (the semi final boss of kabuki klash, he turns into Lucifeller)
    

Re: KOFE v0.9 Feedback

 March 04, 2012, 04:25:31 am View in topic context
 Posted by la;MISS~FairY-!  in KOFE v0.9 Feedback (Started by swipergod December 17, 2010, 02:25:57 am
 Board: King of Fighters E

Oh it's so nice to see this project is still going! My life has finally settled down so I really I need to download the new version and check things out!
    

Re: Hauzer 1.00 from Warzard + patch for other chars

 February 11, 2010, 11:46:22 pm View in topic context
 Posted by la;MISS~FairY-!  in Hauzer 1.00 from Warzard + patch for other chars (Started by Doggiedoo January 23, 2010, 04:18:17 pm
 Board: Your Releases, older Mugen

Really unbelievable character. It's nice to see see Hauzer in his true form at long last! I couldn't really notice anything that was off when I tested him. ~ I'll get back to you if I find something.

I wonder, though. Are you going to make the final two bosses from the game? If so, I wonder who would be next ^^


REALLY glad to see you're still around :D
    

Re: MORTAL KOMBAT 4 2D

 November 20, 2009, 10:58:07 pm View in topic context
 Posted by la;MISS~FairY-!  in MORTAL KOMBAT 4 2D (Started by ThaRealest November 12, 2009, 01:44:45 pm
 Board: Projects

I hope this project actually turns into something of value.

So far about every MK project I've seen except my own has become nothing more then a custom character infested heap of shit and a total disappointment.
    

Re: Shang Tsung MK2 v1.0 & Updates in my other chars

 November 18, 2009, 07:17:21 pm View in topic context
 Posted by la;MISS~FairY-!  in Shang Tsung MK2 v1.0 & Updates in my other chars (Started by Juano16 November 17, 2009, 12:33:00 am
 Board: Your Releases, older Mugen

later im gonna update the char with some bug fixes, run system, and the separate DEF system to have the morphs separately and no auto unmorph

just wait 2 or 4 hours  :)
Lovely!

One bug I noticed was Scorpion's spear sound effects (get over here! & Come here!) Both cut off before they're allowed to complete. It seems to be linked to the fact he stops talking once the opponent is pulled to him, which happens extremely fast sooo...
    

Re: Shang Tsung MK2 v1.0 & Updates in my other chars

 November 18, 2009, 05:57:20 am View in topic context
 Posted by la;MISS~FairY-!  in Shang Tsung MK2 v1.0 & Updates in my other chars (Started by Juano16 November 17, 2009, 12:33:00 am
 Board: Your Releases, older Mugen

Probably the best character I've played in a really long time. It's so nice to see mk creations that actually don't suck. Seriously!
Also I'm just curious, but are you gonna release the character morphs separately?
It would be amazing if you released the morphs separately. We'd practically have a full mk2 game over that! Heh
    

Re: How to make a combo related announcer sound

 November 18, 2009, 03:31:33 am View in topic context
 Posted by la;MISS~FairY-!  in How to make a combo related announcer sound (Started by la;MISS~FairY-! November 16, 2009, 11:08:43 pm
 Board: Development

Thanks so much!
    

Re: How to make a combo related announcer sound

 November 17, 2009, 12:04:34 am View in topic context
 Posted by la;MISS~FairY-!  in How to make a combo related announcer sound (Started by la;MISS~FairY-! November 16, 2009, 11:08:43 pm
 Board: Development

Create a helper when you hit the target (make sure it doesn't trigger if a helper with the same ID already exists)
That helper just stays quiet as long as the target is still getting hit
The helper simply keeps recording what the current hitcount is
Immediately when the target recovers (when you don't have a target anymore), the helper checks what the last recorded hitcount was
And plays the appropriate sound from system.snd.
Oh, also the helper destroys itself as soon as it has triggered the sound.

That means the sound will play only when the opponent recovers, but that's pretty much required, since as long as the enemy is still in a gethit state, you never know if another attack won't connect, and you don't want the sounds to overlap or even stop each other one after the other. Though that could be fun. "Grea- Excell- MARVELO- FABULOUS !"
Also, this might fuck up in team mode, requiring for the helper to also keep track of the target's playerID, and possibly..... Or in fact maybe not since Mugen's hit counter doesn't differenciate which target is getting hit.
Thanks a bunch! :D

I don't suppose anyone could throw me a template code I could modify to suit the details of my game, - This is rather unfamiliar ground for me so it would be easier to learn how to expand on it with visual references I'd imagine. ^^;
    

How to make a combo related announcer sound

 November 16, 2009, 11:08:43 pm View in topic context
 Posted by la;MISS~FairY-!  in How to make a combo related announcer sound (Started by la;MISS~FairY-! November 16, 2009, 11:08:43 pm
 Board: Development

Basically I was wondering if there's any easy way to make a quote play from my screenpack whenever a certain number is obtained in a combo. Basically like this,

3 hits quote A plays
4 hits quote B plays
5 hits quote C plays

and so fourth. I'd assume it would be a state -2 or -3 trigger but beyond that I'm not sure how one would go about it. (assuming it's possible)
    

Re: Character teleporting backward after throw?

 October 21, 2009, 02:23:41 am View in topic context
 Posted by la;MISS~FairY-!  in  Character teleporting backward after throw?  (Started by la;MISS~FairY-! October 20, 2009, 09:43:12 pm
 Board: Development

What version is it? Sander's or someone elses.  Sounds like a Posadd issue or possibly an screen edge issue if it's not the Sff or Air, but it's tough to tell without the character itself to see what the problem is.  Did you check the Air to see if the animation has a pos adjustment?
It's from the mortal kombat full game, - I'm not sure who the author is. =S

I can post the AIR info if that would help?

    

Character teleporting backward after throw?

 October 20, 2009, 09:43:12 pm View in topic context
 Posted by la;MISS~FairY-!  in  Character teleporting backward after throw?  (Started by la;MISS~FairY-! October 20, 2009, 09:43:12 pm
 Board: Development

Ok, the gist of my problem is I'm attempting to fix a version of Goro. Currently after his beat the shit out of you throw Goro is teleported backward about 3 pixels and then properly goes into his standing animation. Initially I thought this was probably due to misaligned sprites but after going over his SSF about 10 something times I can honestly say I don't think it is. (all the sprites for the animations used in the throw are aligned properly) So I can only assume it was some sort of coding fuckup. Unfortunately since I've never seen this problem I'm completely lost as to how I'd resolve it, here's the code for the throw (as best as I can tell this is all of it) so if someone could tell me what to fix I'd be really grateful.

Just to be clear, after Goro releases the player he's supposed to stay exactly where he is and go back to his standing animation, NOT teleport backward. (I'm guessing this was done to give some sort of "pushback" Type effect, shudders)

Anyway, thanks a bunch in advance!

;--------------------
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
;sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = animelem = 2
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = CM          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
damage = 0
hitsound = S1,0
sparkno = -1          ;No spark
sprpriority = -1      ;Draw in front of p2
p2facing = -1       ;Force p2 to face KFM
p1stateno = 1401       ;On success, KFM changes to state 810
p2stateno = 1402       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------


[Statedef 1401]
type    = S
movetype= A
physics = N
anim = 1401

[State 50001, varset]
type = Varset
trigger1 = Time = 0
v = 46
value = 0

[State 50000, 1]
type = HitDef
;envshake.time = 40
;envshake.freq = 10
;envshake.ampl = 15
Trigger1 = animelem = 6
Trigger2 = animelem = 10
Trigger3 = animelem = 14
Trigger4 = animelem = 18
Trigger5 = animelem = 22
Trigger6 = animelem = 26
Trigger7 = animelem = 30
Trigger8 = animelem = 34
Trigger9 = animelem = 38
Trigger10 = animelem = 42
Trigger11 = animelem = 46
Trigger12 = animelem = 50
attr = S, NA
damage = 50
hitflag = HAF
hitsound = F5,21
sparkno = 1
sparkxy = -25,-105
p2stateno = 1000000; Falso state, para arreglar el puto bug
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

;** Movemos al enemigo a diferentes posiciones
[State 50001, Bind 2-4]
type = TargetBind
trigger1 = time = 0
trigger1 = animelem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = animelem = 1, = 5
trigger5 = animelem = 1, = 10
trigger6 = animelem = 1, = 15
trigger7 = animelem = 1, = 20
trigger8 = animelem = 1, = 25
trigger9 = animelem = 1, = 30
trigger10 = animelem = 1, = 35
trigger11 = animelem = 1, = 40
trigger12 = animelem = 1, = 45
trigger13 = animelem = 1, = 50
pos = 5, 0

[State 820, 1]
type = Sprpriority
Trigger1 = Time = 0
value = 5

[State 50001, varset]
type = Varset
trigger1 = command = "a"
trigger1 = Time = [155, 167]
v = 46
value = 1

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 50
trigger1 = Var(46) = 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HAF
damage = 330
hitsound = S1,0
sparkno = -1          ;No spark
p2facing = -1       ;Force p2 to face KFM
p1stateno = 25       ;On success, KFM changes to state 810
p2stateno = 26       ;If hit, p2 changes to state 820 in KFM's cns
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 50000, 1]
type = HitDef
trigger1 = AnimElem = 50
trigger1 = Var(46) = 0
attr = S, NA
damage = 80
hitflag = HAF
hitsound = F5,21
sparkno = 1
sparkxy = -25,-105
p2facing = 1
animtype  = Back
air.velocity = -3.5,-4.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 810, State End]
type = ChangeState
trigger1 = Animtime =  0
value = 0
ctrl = 1
;-------------

[Statedef 1402]
type    = A
movetype= H
physics = N
velset = 0,0
;sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1402

[State 0]
type = posadd
trigger1 = time = 3
trigger2 = time = 10
trigger3 = time = 17
trigger4 = time = 24
trigger5 = time = 30
x = -3

[State 0]
type = posadd
trigger1 = time = 7
trigger2 = time = 14
trigger3 = time = 23
trigger4 = time = 30
x = 3
    

Re: Mugen: King of Fighters Edition

 October 16, 2009, 08:23:09 pm View in topic context
 Posted by la;MISS~FairY-!  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

    

Re: Vergil DMC3 update completed

 October 15, 2009, 10:18:55 pm View in topic context
 Posted by la;MISS~FairY-!  in Vergil DMC3 update 120321 (Started by bugya February 16, 2009, 03:09:33 pm
 Board: Your Releases, older Mugen

- His crouching light kick and punch are still grossly misaligned. Also some of his sword/no sword sprites have inconsistent alignments, too. (kind of disturbing this didn't get fixed in the first update)
- Alot of his damages feel weird. (Namely his rappid kick super that deals virtually no damage)
- His level three super does far too little damage considering it's lengthy activation. The orbs should also hit downed opponents to prevent them from falling and avoiding 80% of the attack.
- He really needs his helm breaker bombard as a super, IMO. That was one of his coolest moves.
+ On a positive note he does seem much more friendly to doing some actual combos now.

Otherwise he's a pretty good character. I can actually tell it's Vergil and am able to identify most of his moves right away, so that's a big plus. Although I'm still going to probably have to patch him myself to resolve all these sprite alignment issues since they bother me to the point I don't want to test him much. =X
    

Re: Hokuto No Ken [screenpack]

 October 15, 2009, 10:11:16 pm View in topic context
 Posted by la;MISS~FairY-!  in Hokuto No Ken [screenpack] (Started by jaffer-X October 15, 2009, 05:35:07 pm
 Board: Your Releases, older Mugen

A HNK screenpack that uses primarily guilty gear sprites and layout with horrible quality first of the north star artwork pasted in?

Hmmm, no thanks!
    

Re: Oda Nobunaga by 五右衛門 (beta) released 10/11/09

 October 13, 2009, 09:13:41 pm View in topic context
 Posted by la;MISS~FairY-!  in Oda Nobunaga by 五右衛門 updated to beta3 11/22/09 (Started by ☠Guardian Angel★☃ October 12, 2009, 12:36:21 am
 Board: Found Releases

I wonder if he'll actually get finished or go the same route Oichi did.

I really hope he does, he's one of only like three characters from that game I actually cared about being made.
    

Re: Lavia/Luan from Red Earth/Warzard 1.00a

 July 09, 2009, 07:05:23 pm View in topic context
 Posted by la;MISS~FairY-!  in Lavia/Luan from Red Earth/Warzard 1.00a (Started by Doggiedoo July 05, 2009, 09:58:54 am
 Board: Your Releases, older Mugen

She seems really great from what I can tell.

I do suggest adding her special lose pose for round two (where she turns into her regular form again), though. I didn't see that.
    

Re: Lavia/Luan from Red Earth/Warzard 1.00a

 July 05, 2009, 07:06:56 pm View in topic context
 Posted by la;MISS~FairY-!  in Lavia/Luan from Red Earth/Warzard 1.00a (Started by Doggiedoo July 05, 2009, 09:58:54 am
 Board: Your Releases, older Mugen

This is amazing. I'm so glad to see you around again!

I'm going to test her out later and get back to you with some feedback. <3
    

Re: Shermie Updated April 29'th.

 June 09, 2009, 11:27:14 pm View in topic context
 Posted by la;MISS~FairY-!  in Shermie Updated April 29'th. (Started by Van's April 01, 2009, 12:18:07 pm
 Board: Your Releases, older Mugen

I just downloaded the hosted version. It have the same CLSN1 box.
Are you sure it isn't just because of the character you are facing is shitty? Because she uses the opponents own run animation (100).
Possible.

Although it happened with KOD and ironmugen's creations, too. Which are both highly regarded KOF works so -shrugs-

At any rate tt's easy enough to fix by just making her hitbox on the jump portion of the move abnormally large to make up for any shortcomings the opposing character might have. (Least I stopped having problems after I did that, anyway)