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Re: [IZ style] Reimu, Marisa, Sakuya, & Reisen updated (01/20/19)

 January 21, 2019, 05:18:07 am View in topic context
#1
 Posted by Ricepigeon  in [IZ style] Reimu, Marisa, Sakuya, & Reisen updated (01/20/19) (Started by Ricepigeon November 13, 2018, 02:20:47 am
 Board: Your Releases, 1.0+

IZ Reimu, IZ Marisa, IZ Sakuya, & IZ Reisen updated

Quote
=======================================
01/20/2019 - Version 2019.01.20
=======================================

- Adjusted & Corrected throw & throw tech behaviors.
    

Re: Show us cool stuff you just bought!

 January 21, 2019, 04:44:19 am View in topic context
#2
 Posted by The Sudden Rarity  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left

Huh, Billy Crystal's in this?

Yep ^..^ since it was made for TV the animation can be spotty here and thers, but the audio is pretty good for something so small. It's a nice, albeit obscure, piece of history that I thought would never see the light of day again. It also seems that only four voice actors were in this, though I could be wrong.
    

Re: Affectteam and Lifeadd Questions

 January 21, 2019, 02:43:11 am View in topic context
#3
 Posted by Nep Heart  in Affectteam and Lifeadd Questions (Started by Nep Heart January 18, 2019, 06:32:27 pm
 Board: M.U.G.E.N Development Help

@ink

 I tried both guard.dist in the hitdef and the attackdist sctrl, none of those two actually worked. It's likely because the helper projectile still belongs to P2, it's just simply in P1's custom state. So, I went with a projectile sctrl with guard.dist to allow p2 to have guard reactions in statedef -2 because of that problem.

@Cyanide

 Yeah, I do have the custom state in as movetype A. The custom state has the hitdef as well as mimic the visuals and velocities of p2's helper projectile. It's why I also had to resort to "affectteam = F" since the helper is still in p2's ownership.
    

Re: Weiss Schneee (W.I.P)

 January 21, 2019, 02:38:35 am View in topic context
#4
 Posted by k6666orochi  in  Weiss Schneee (W.I.P) (Started by k6666orochi October 31, 2018, 11:42:25 pm
 Board: Projects

more advances
    

Re: Death Battle (And sprite fight animations)

 January 21, 2019, 02:34:27 am View in topic context
#5
 Posted by Lichtbringer  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 am
 Board: Entertainment

They have similar Powers and weaknesses and even have similar weapons, Namor has some mental Problems and is realy arrogant if I remeber it right that is something that Aquaman could exploit, on the other hand Namor can fly and his superstrength fluctuates so much that it is hard to say how strong he realy is.

Googled a little bit and found out that Aquamen has two Tridents, one of Neptune and one of Poseidon, and the Trident of Poseidon is the more Powerfull one, would be interessting to see if he will use one of them and if Namor will use his own Trident.
    

Re: Black Manta (Remastered) (MUGEN 1.0/1.1)

 January 21, 2019, 02:07:12 am View in topic context
#6
 Posted by Mr.Giang  in Black Manta (Update 1/21/2019) (Started by Mr.Giang December 18, 2018, 03:04:31 pm
 Board: Your Releases, 1.0+

Update:
- Added Taunt.
- Deep Sea Harpoon's Laser is no longer destroyable.
- Torpedo Cannon's blocked damage reduced from 25 to 15.
- Walking forward's speed increased by 0.5.
- Jumping forward's vel increased by 0.5.
- Increased s.Light's air hit vel.
- Increased s.Medium's air hit vel.
- Increased j.Hard Lazer's range a little bit.
- Increased j.Medium's hit vel.
- Fixed a glitch that makes Manta being invincible while opponents use Tag Hyper.
- Now can perform delayed hyper during Tag Mode.
    

Re: Affectteam and Lifeadd Questions

 January 21, 2019, 01:54:13 am View in topic context
#7
 Posted by Cyanide  in Affectteam and Lifeadd Questions (Started by Nep Heart January 18, 2019, 06:32:27 pm
 Board: M.U.G.E.N Development Help

Custom state is set to movetype = A i trust? You dont need A for hitdefs to work iirc but A does trigger blocking as well. I think, im out of practice
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 January 21, 2019, 01:46:24 am View in topic context
#8
 Posted by 7O9  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Moi chuis inactif et je viens pas souvent ahaha tout le contraire d'il y a dix ans.
Il se passe quoi dans le monde merveilleux de MUGEN ?
    

Re: Death Battle (And sprite fight animations)

 January 21, 2019, 01:14:02 am View in topic context
#9
 Posted by Jmorphman  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 am
 Board: Entertainment

I don't know a ton about Aquaman because I find him dreadfully boring (and none of the many, many attempts DC has made at trying to make him interesting/popular have worked on me), but from I can recall, his power set has been steadily amped up more and more since the days of the Super Friends; for instance, he's got some very impressive super strength (not like, Superman or Wonder Woman level, but nearabouts).

Namor, meanwhile, generally matches up in the Thing's neighborhood of super strength—which is certainly a very high weight class, one that is among the strongest of the non-cosmic Marvel characters—but is nonetheless not on the same level a Hulk or a Thor. One thing to note, however, is that Namor's strength very frequently flucates, sometimes he's portrayed as being a lot weaker, and other times he's shown as being stronger. This power disparity has actually been made explicit in comics: the explanation they came up with (which is pretty dumb IMO) is that his strength level depends on how... wet or dry he is. Yeah. So, if he's in water, he's at the absolute peak of his strength potential, but if he's on land and it's been a long time since he got hydrated, he starts to taper off. Comics are weird!
    

Re: Affectteam and Lifeadd Questions

 January 21, 2019, 12:34:56 am View in topic context
#10
 Posted by ink  in Affectteam and Lifeadd Questions (Started by Nep Heart January 18, 2019, 06:32:27 pm
 Board: M.U.G.E.N Development Help

You shouldn’t have to do that with the projectile. I have been looking through all the reflector stuff lately but don’t see where your problem would be.

Maybe it’s in the hitdefs guarddist. In the examples (that work) they are set to 0, how is yours set?
    

Re: Affectteam and Lifeadd Questions

 January 21, 2019, 12:28:49 am View in topic context
#11
 Posted by Nep Heart  in Affectteam and Lifeadd Questions (Started by Nep Heart January 18, 2019, 06:32:27 pm
 Board: M.U.G.E.N Development Help

 Okay, so, I found a mostly working solution for the first one.

 I just have an invisible projectile come out whenever the reflected helper projectile comes out, matching the same exact speed the helper goes while having a large guard.dist in order to trigger the opponent's guard state reactions. It works on player and AI from my tests, although it sometimes messes up if the projectile's velocity goes even slightly out of sync from the reflected helper (it's kinda not entirely possible since projectile SCTRLs have far more limits with velocities compared to a helper projectile... but I think I'll settle with what I have since the out-of-sync occurrences isn't very frequent to begin with.

 As for the p2lifeadd, I tried the multi-variable suggestion I found here, but it doesn't seem very consistent when I try it on lifeadds that occur multiple times in the same instance.
    

Re: Video Thread

 January 21, 2019, 12:21:32 am View in topic context
#12
 Posted by Nep Heart  in Video Thread (Started by Valodim December 23, 2006, 04:12:41 pm
 Board: Entertainment



 Wubba dubba dubba is that true?
    

Re: Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 January 20, 2019, 11:51:46 pm View in topic context
#13
 Posted by Darkflare  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Not everyone is is going to like someone no matter how they are, regardless of whether they're the chillest person or the most obnoxious one. Even someone as charismatic as Max is going to have some haters.

Don't think too hard on it.
    

weiss schnee by bumble_vin

 January 20, 2019, 10:56:09 pm View in topic context
#14
avatar  Posted by ComboAssassin20  in weiss schnee by bumble_vin (Started by ComboAssassin20 January 20, 2019, 10:56:09 pm
 Board: Requests

do you think you have a working link to weiss schnee by bumble_vin?
    

Re: CPS2/VS Style Original/Edit Stage "AVPboy6754" - "Conquered Neo-Arcadia"

 January 20, 2019, 10:45:19 pm View in topic context
#15
 Posted by AVPboy  in CPS2/VS Style Original/Edit Stage "AVPboy6754" - "Conquered Neo-Arcadia"  (Started by AVPboy January 09, 2019, 10:04:57 pm
 Board: Your Releases, 1.0+

Showcase video added, for those who haven't downloaded the stage and want to see more than just pictures, suggested track as well.
    

Re: Simple remappal confusion

 January 20, 2019, 10:27:41 pm View in topic context
#16
 Posted by Bannana  in Simple remappal confusion (Started by Bannana January 18, 2019, 06:51:54 am
 Board: M.U.G.E.N Development Help

Rereading that, it would probably be easier to have both at once anyway (and I swear I remembered that debug was captured in snapshots!)

I've done a few more tests

both to 1,6
Code:
[State -2 rage active slash]
type = remapPal
triggerall = var(52) = 0
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,6

[State -2 rage active bust]
type = remapPal
triggerall = var(52) = 1
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,6
both to 1,7
Code:
[State -2 rage active slash]
type = remapPal
triggerall = var(52) = 0
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,7

[State -2 rage active bust]
type = remapPal
triggerall = var(52) = 1
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,7
both to opposite
Code:
[State -2 rage active slash]
type = remapPal
triggerall = var(52) = 0
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,2

[State -2 rage active bust]
type = remapPal
triggerall = var(52) = 1
triggerall = var(54) = 0
trigger1 = var(57) = 172
source = 1,palno
dest = 1,1

and then the image dump here


No flood and the palettes clear on load
    

Re: M.U.G.E.N Screenshots V3

 January 20, 2019, 10:15:32 pm View in topic context
#17
 Posted by GTOAkira  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

While Im not a big fan of the coding those Vile sprite are actually pretty good.
    

Re: M.U.G.E.N Screenshots V3

 January 20, 2019, 09:50:19 pm View in topic context
#18
 Posted by Block  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion


    

Re: CPS2/VS Style Original/Edit Stage "AVPboy6754" - "Waterfall in Assiniboine"

 January 20, 2019, 09:21:52 pm View in topic context
#19
 Posted by AVPboy  in CPS2/VS Style Original/Edit Stage "AVPboy6754" - "Waterfall in Assiniboine"  (Started by AVPboy January 14, 2019, 05:55:03 pm
 Board: Your Releases, 1.0+

Showcase video guys, for those who haven't downloaded the stage and want to see more than just pictures.
    

Re: Need Help With Dizzy/Stun Codeing

 January 20, 2019, 09:10:54 pm View in topic context
#20
avatar  Posted by MarioManX1983  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 am
 Board: M.U.G.E.N Development Help

I've done it! (sort of) FINNALY!

After seemingly trying everything under the sun and then some and getting no ware. I decided to scrap the opponent dizzy coding for now and instead focus on the self dizzy coding.

At first the only problem I was having was this weird issue where after the character had already been dizzied once before, the "Hit Counter" would count down by 2+ every second or whenever any buttons where pressed or released.

At first I was completely stumped, but, after A LOT of experimenting, a little creative thinking and a little dumb luck. :) I have FINNALY discovered and fixed the problem. For some unknown reason the issue was arising because the character was being placed into the "H - GetHit" state type when dizzied. In order to counteract this, I created a -2 state that resets the character to the "I - Idle" state type whenever the character is placed into the dizzy state. And now, everything seams to be working perfectly. :D

Here is all the code involved.
Spoiler, click to toggle visibilty

I would like to thank all who have offered there help and will now be marking this topic as solved. :D

I would also like to post a reply on the Mugen Class Dizzy Mechanics Post, containing my code along with detailed details for the sake of other newbs like me if I may.