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PlasmoidThunder

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Messages by PlasmoidThunder

    

Re: MUGEN Video thread

 January 16, 2019, 06:27:13 pm 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

Naughty noodle.
    

Re: Hitbox Discussion I guess

 January 16, 2019, 01:48:36 am View in topic context
 Posted by PlasmoidThunder  in Hitbox Discussion I guess (Started by TheFclass97 May 23, 2017, 04:43:13 am
 Board: Fighting Games

Wow cool. Wasn't expecting this many replies.

If an attack is going to be long-ranged but slow and punishable, you'd want it to have pretty decent priority during its active frames so it doesn't get beaten out by a jab or a quick poke, and then extend the hurtboxes out for a few of the recovery frames that follow so it can be punished if blocked.

I forgot to mention this, but the above is Gordeau's 5C (standing heavy) in Under-Night, which is active from frames 29-34, though the attack's hitboxes shrink a little vertically on frame 32. His hurtboxes are not static leading up to frame 29, as the further into the attack he gets, the more his hurtboxes extend outwards. For 12 frames, he looks like this:
    

Re: is possible to play mugen doing combos with xbox360(original) controller ?

 January 15, 2019, 07:28:03 pm View in topic context
 Posted by PlasmoidThunder  in is possible to play mugen doing combos with xbox360(original) controller ? (Started by kamuiness January 07, 2019, 12:20:17 pm
 Board: M.U.G.E.N Discussion

The d-pad on the 360 controller is crap, so while it's not impossible to do combos on it (I've somehow managed), it's just unnecessarily difficult.
    

Re: Character of the Month: December 2018 Nominations

 January 15, 2019, 03:00:16 am View in topic context
 Posted by PlasmoidThunder  in Character of the Month: December 2018 Nominations (Started by Bizarro Santamorphman January 04, 2019, 03:38:41 am
 Board: M.U.G.E.N Discussion

It do be like that sometimes.
    

Re: MUGEN Video thread

 January 14, 2019, 07:39:50 pm 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

    

Re: Hitbox Discussion I guess

 January 14, 2019, 07:06:31 pm View in topic context
 Posted by PlasmoidThunder  in Hitbox Discussion I guess (Started by TheFclass97 May 23, 2017, 04:43:13 am
 Board: Fighting Games

Time to bump this with something I think is quite interesting. We've talked about weapons before in this thread, but what about something a little bigger?

Reading through Umezono's reviews of the October CotM nominees, specifically the review of Gordeau by OHMSBY, he mentions how some of Gordeau's hitboxes are 'absolutely enormous', and that's a fair point, so what would you do differently?

OHMSBY's version:


UNIST version:


Template:


Animation reference:


You'll notice the hitboxes are active on a later frame in the UNI version, but since that's the original, that's what I decided to use for the template (plus it's easier to see the weapon's range).

Have fun if you want to attempt it (let's get at least a couple of serious ones, hah).
    

Re: RicePigeon Collection

 January 14, 2019, 12:29:37 pm View in topic context
 Posted by PlasmoidThunder  in RicePigeon Collection (Started by Memes never die/Manby September 29, 2018, 03:54:08 am
 Board: Creator's Vault

    

Re: RicePigeon Collection

 January 14, 2019, 04:32:29 am View in topic context
 Posted by PlasmoidThunder  in RicePigeon Collection (Started by Memes never die/Manby September 29, 2018, 03:54:08 am
 Board: Creator's Vault

    

Re: RicePigeon Collection

 January 14, 2019, 04:18:08 am View in topic context
 Posted by PlasmoidThunder  in RicePigeon Collection (Started by Memes never die/Manby September 29, 2018, 03:54:08 am
 Board: Creator's Vault

    

Re: Character Themes like in MVC

 December 30, 2018, 07:50:02 pm View in topic context
 Posted by PlasmoidThunder  in Character Themes like in MVC (Started by PIZZAHIGHFIVE December 10, 2018, 11:24:29 pm
 Board: M.U.G.E.N Development Help

A Helper needs to be called in State -3 that contains all the necessary BGM stuff you want, as they can persist through SuperPauses as I said; if you put the AssertSpecial in State -3, the stage music would cut back in during such.

It's basically a case of calling a Helper in State -3 that has pausemovetime = 999999 and supermovetime = 999999 (or any large number, really) as parameters. In the Helper state, you'll want your NoMusic AssertSpecial and the PlaySnd that handles your BGM; make sure the Helper itself cannot be hit or interacted with, and give it a blank anim so it's not visible.
    

Re: How To......(May ask multiple questions)

 December 26, 2018, 12:47:03 am View in topic context
 Posted by PlasmoidThunder  in How To......(May ask multiple questions) (Started by Koopa901 August 12, 2018, 06:33:35 am
 Board: M.U.G.E.N Discussion

    

Re: Uncle Plas' BGM Loops

 December 24, 2018, 06:03:42 pm View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

    

Re: MUGEN Video thread

 December 24, 2018, 01:51:45 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


Getting the A.I. stuck in a loop can be quite entertaining.
    

Re: Uncle Plas' BGM Loops

 December 23, 2018, 02:21:50 pm View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

    

Re: Uncle Plas' BGM Loops

 December 22, 2018, 11:41:57 pm View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

Apologies, I've been a bit busy. Apparently it's nearly Christmas, hah.

@stephan1234:
#1
Yer music
bgmloopstart = 403563
bgmloopend = 5271100

#2
Yer music
bgmloopstart = 629116
bgmloopend = 2583187

@GarfieldfanMUGEN:
#1
The track seems randomised outside of the base tone, so I can't really loop it.

#2
While I know this loops because I've played this game, I'm unable to find a version that does. Any extended versions on YouTube I've listened to are simply attempts at getting it to loop and they all sound off.

@Adoru-san:
#1
Yer music
bgmloopstart = 349456
bgmloopend = 1870929

#2
Yer music
bgmloopstart = 748111
bgmloopend = 5724217

@SlanDome:
#1
Yer music
bgmloopstart = 140567
bgmloopend = 2077777

#2
Dunno whether it loops or not, but the audio file you've given me most certainly does not.

Bramble Blast
bgmloopstart = 310512
bgmloopend = 5073013

The Dispossessed Eidolons ~Minudes~
bgmloopstart = 426032
bgmloopend = 4205998

Last Battle (Arrange)
bgmloopstart = 816754
bgmloopend = 12618471
    

Re: MUGEN Video thread

 December 21, 2018, 03:03:34 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

On that subject...
    

Re: Death Battle (And sprite fight animations)

 December 19, 2018, 09:20:09 pm View in topic context
 Posted by PlasmoidThunder  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 am
 Board: Entertainment

Pretty obvious.
    

Re: Uncle Plas' BGM Loops

 December 19, 2018, 07:59:16 pm View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

    

Re: Uncle Plas' BGM Loops

 December 19, 2018, 01:40:39 am View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

@Bebbyte:
Yer music
bgmloopstart = 98433
bgmloopend = 2249228

@SlanDome:
#1
Yer music
bgmloopstart = 115922
bgmloopend = 2389713

#2
Standard start-to-end loop. Nothing I need to do here.

@Adoru-san:
#1
Yer music
bgmloopstart = 1022639
bgmloopend = 3722617

#2
Yer music
bgmloopstart = 569588
bgmloopend = 4674901

CPS2 Originals-Evil Kung Fu Man
bgmloopstart = 212429
bgmloopend = 3034796

Dynamite Plant ~ Try Again
bgmloopstart = 1193906
bgmloopend = 3310662

Pokey Means Business!
bgmloopstart = 2422678
bgmloopend = 5915004

Pokey Means Business! (No Intro)
bgmloopstart = 81303
bgmloopend = 3573629
    

Re: Uncle Plas' BGM Loops

 December 18, 2018, 03:44:42 pm View in topic context
 Posted by PlasmoidThunder  in Uncle Plas' BGM Loops (Started by PlasmoidThunder July 20, 2016, 02:27:02 pm
 Board: Resource Releases

Let's open this back up for a small while and see what happens.