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PlasmoidThunder

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Messages by PlasmoidThunder

    

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

 April 21, 2018, 11:10:40 pm View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I'm pretty confident VirtuallTek has said proper stage and screenpack support will be added eventually, while the option to open a new empty project will be added in the next version.
    

Re: MUGEN Video thread

 April 17, 2018, 12:36:33 am View in topic context
 Posted by PlasmoidThunder  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

I meme a little.
    

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

 April 16, 2018, 08:12:17 pm View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits

I swear FF3 did this already...? Seems odd that Studio doesn't.
    

Re: Built in lifebar problems.

 April 16, 2018, 07:53:49 pm View in topic context
 Posted by PlasmoidThunder  in Built in lifebar problems. (Started by jenngra505 April 16, 2018, 05:23:41 am
 Board: M.U.G.E.N Development Help

It's not that weird. 0,0 is basically the scale centre and pivot for the AngleDraw controller, so the sprite's position relative to that is how it gets scaled and rotated.
    

Re: Built in lifebar problems.

 April 16, 2018, 03:11:40 pm View in topic context
 Posted by PlasmoidThunder  in Built in lifebar problems. (Started by jenngra505 April 16, 2018, 05:23:41 am
 Board: M.U.G.E.N Development Help

The bar has to be positioned at axis 0,0 in the .sff.
    

Re: Hong Meiling & Lie Meiling updated (04/13/18)

 April 14, 2018, 10:36:57 pm View in topic context
 Posted by PlasmoidThunder  in Byakuren updated (04/21/18), Ichirin updated (04/18/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Can confirm it is fixed. On the MediaFire page, hit ctrl+F5 to clear the cache and then redownload.
    

Re: first character you had?

 April 13, 2018, 10:24:56 pm View in topic context
 Posted by PlasmoidThunder  in first character you had? (Started by bombermansuper April 13, 2018, 01:40:42 am
 Board: M.U.G.E.N Discussion

Probably Zeeky H. Bomb or whatever was included in that bundle of awful Pokémon characters I got off esnips.
    

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

 April 13, 2018, 01:23:22 pm View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

It's been mentioned many times in this thread already, but that's intentional.
By the looks of it, however, people would rather it wasn't a mandatory restriction.
    

Re: Character of the Month: March 2018 Nominations

 April 12, 2018, 05:49:19 pm View in topic context
 Posted by PlasmoidThunder  in Character of the Month: March 2018 Nominations (Started by Jmorphman April 11, 2018, 03:58:22 am
 Board: M.U.G.E.N Discussion

    

Re: Xscale/Yscale or localcoord?

 April 12, 2018, 04:49:28 pm View in topic context
 Posted by PlasmoidThunder  in Xscale/Yscale or localcoord? (Started by Baby Bonnie Hood March 30, 2018, 12:50:24 am
 Board: M.U.G.E.N Discussion

Localcoord is fine if you plan to keep the aspect ratio at 4:3, especially since it also scales velocities, and thus allows for more refined positioning and movement (for the default 320x240 localcoord in 640x480 res, telling a character or stage element to move 1 pixel actually moves it 2).
    

Re: Mugen Free For All Website: is down right now. Check this topic for the latest

 April 11, 2018, 08:26:28 pm View in topic context

And now it's back up, you melodramatic saps.
    

Re: floating on space on mugen!?

 April 11, 2018, 08:24:20 pm View in topic context
 Posted by PlasmoidThunder  in floating on space on mugen!? (Started by SlanDome April 11, 2018, 08:11:33 pm
 Board: M.U.G.E.N Development Help

You'd have to code it into the characters.
    

Re: Mugen Free For All Website: is down right now. Check this topic for the latest

 April 10, 2018, 10:09:30 pm View in topic context

For goodness' sake, you guys are overreacting. It's practically a running gag that MFFA goes down so sporadically.
    

Re: Problem with avatars

 April 08, 2018, 11:55:03 am View in topic context
 Posted by PlasmoidThunder  in Problem with avatars (Started by YochiThMaster333 April 08, 2018, 10:15:22 am
 Board: Feedback

Avatars don't support https://.
    

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

 April 08, 2018, 02:03:36 am View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Sound editor is much better, thank you.

Wouldn't be me if I wasn't posting about bugs I just found, so...
-Studio crashes if you attempt to close a project when nothing's open; the button is usually greyed out, but becomes available if you open the options menu and hit apply.
-M.U.G.E.N setups defined in the options menu don't appear to get written to a saved config file.
    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 11:08:20 pm View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

@OldGamer:
Options -> Interface -> Preset: Classic

Fighter Factory 3 uses the Classic interface by default, Studio does not. All you have to do is change it.
    

Re: MegaMan charge attacks, win poses against certain characters + more

 April 07, 2018, 02:24:57 am View in topic context

Wouldn't you want var(3) to reset regardless? I mean, you've placed that in the attack's state, so you'd want the charge to reset anyway. Besides, that'd only reset the var if it was less than or equal to 5, but what if it was higher than 5? You don't seem to have a limiter in place to prevent it from going above that value.
    

Re: SYSTEM DEBUG FONT: Which one is it and how to increase it? MUGEN 1.1b

 April 06, 2018, 09:17:34 pm View in topic context

Late response, but MUGEN seems to use f-4x6 and f-6x9 internally (as in, they're not defined inside system.def or any other file located within the data folder), so if you want to alter the size of the debug text, you'd have to modify each individual glyph inside their respective .sff files.
    

Re: Fighter Factory Studio + BIG FIX 2

 April 06, 2018, 04:25:44 pm View in topic context
 Posted by PlasmoidThunder  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.
    

Re: MegaMan charge attacks, win poses against certain characters + more

 April 06, 2018, 04:03:30 pm View in topic context

I feel like there's a misunderstanding here.

What you want is to have a variable increase while a button is held (which you have).
You then want that same variable to reset when that button is no longer being held.
If you have enough Power when you release the button, you want your character to go into the attack's state.

What you have now is the first part, but that same variable isn't being reset when the button isn't being held. In addition, your character is automatically going into the attack's state when he has exactly 1000 Power, since the Power trigger is trigger2 and all the other prerequisites are trigger1.