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Re: All Chars Update(2018-19) Careful what you wish for...

 June 18, 2019, 03:48:12 pm View in topic context
#1
 Posted by DW  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I do that combo often myself and am currently having no problems. However, I do admit that for some reason, Hiryu does feel a bit different compared to everyone else. I don't know why, looking over everything, it's all the same as anyone else. I suppose I may just start from scratch with the buffer and try to pay closer attention when doing it. Murakumo doesn't have more time than Gram. It has the same time now, but before it didn't. Gram had more, though I decreased it because it was being "stored" for some reason. IDK. Like I said, I'll probably just make a new one and see if that helps.
    

Re: Blanka and Genjuro Kibagami updated

 June 18, 2019, 02:15:13 pm View in topic context
#2
avatar  Posted by RagingRowen  in Blanka and Genjuro Kibagami updated (Started by KarmaCharmeleon June 14, 2019, 12:46:05 am
 Board: Your Releases, 1.0+

The Delta command is still difficult. I've only gotten it about 2-3 times over the course of around 5 minutes of constantly trying it.
DB -> tap F, U doesn't work the way I hoped. It's like the Easy Command given to Jmm's chars but super-strict.
Also, consistency because it's weird not having an easy command on one char.
EDIT: Getting the hang of it when comparing it to Jmm's Guile but still tough, some times I somehow do his LVL1/2 Supers.
And I think the Electric Hitsound problem comes out of it being too quiet, it's quite muffled and it's barely noticable during his supers.

Finally, is the 3P Shout of Earth supposed to do tiny damage? I checked USF4 for reference and it did good damage when it hit.
    

Re: Blanka and Genjuro Kibagami updated

 June 18, 2019, 01:41:08 pm View in topic context
#3
 Posted by kenmasters2812  in Blanka and Genjuro Kibagami updated (Started by KarmaCharmeleon June 14, 2019, 12:46:05 am
 Board: Your Releases, 1.0+

You could just add those effects yourself as per your personal preference
    

Violent Voyage (Streets of Rage 2)

 June 18, 2019, 01:24:54 pm View in topic context
#4
 Posted by ELECTR0  in Violent Voyage (Streets of Rage 2) (Started by ELECTR0 June 18, 2019, 01:24:54 pm
 Board: Your Releases, 1.0+

    

Re: Reversaldef against own helpers..?

 June 18, 2019, 12:52:31 pm View in topic context
#5
 Posted by FobiaZz  in Reversaldef against own helpers..? (Started by FobiaZz June 15, 2019, 07:15:46 pm
 Board: M.U.G.E.N Development Help

I understood that, during second bounce, the helper reacts to the added hitoverride instead in the reversal move, that's why is destroyed!

Since I cannot use changestate to a specific animelem or time in order to avoid system errors or bugs (f.e. player is hit during anim 1090 but the fireball is reflected the same), I decided to make it end fast: if the original helper spawner get to use the reversal against his already-reversed helper (it's hard to do 'cause the reversed helper is faster than original), simply he destroys it.

Code:
; Energy bolt (helper)
[Statedef 1161]
type = A
movetype = A
physics = N
juggle = 2
velset = 0,0
ctrl = 0
anim = 10091
sprpriority = 2

[State 1161]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1161]
type = Turn
trigger1 = prevstateno = 1999
trigger1 = time = 0

[State 1161]
type = VelSet
trigger1 = prevstateno != 1999
trigger1 = time > 0
x = 6

[State 1161]
type = VelSet
trigger1 = prevstateno = 1999
trigger1 = time > 0
x = 12

[State 1161]
type = HitDef
triggerall = prevstateno != 1999
trigger1 = time = 0
attr = S, SP
animtype = Light
damage = 90, 9
guardflag = MA
pausetime = 0,2
sparkno = s10092
guard.sparkno = s10092
hitsound = s8, 92
guardsound = s8, 92
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,0
air.velocity = -3,-3
airguard.velocity = -2,-2
palfx.time = 24
palfx.mul = 256,256,256
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.invertall = 1
palfx.color = 0

[State 1161]
type = HitDef
triggerall = prevstateno = 1999
trigger1 = time = 0
affectteam = F
attr = S, SP
animtype = Light
damage = 90, 9
guardflag = MA
pausetime = 0,2
sparkno = s10092
guard.sparkno = s10092
hitsound = s8, 92
guardsound = s8, 92
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,0
air.velocity = -3,-3
airguard.velocity = -2,-2
palfx.time = 24
palfx.mul = 256,256,256
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.invertall = 1
palfx.color = 0

[State 1161]
type = DestroySelf
trigger1 = frontedgedist < -100
trigger2 = movecontact

If I'll find a way to solve this thing (f.e. add a condition to the hitoverride to recognize helper, like Cyanide suggested), I'll write it in this topic someday...now I have to go forward with other things.

Thanks for your tips guys! :)
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 12:18:28 pm View in topic context
#6
avatar  Posted by RagingRowen  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

Wait didn't you say you'd help get BahamianKing his Goenitz FX?
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 11:58:55 am View in topic context
#7
avatar  Posted by Mushypepito123  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

Alright, great news!
I just finished Broly's last intro! (At least the last one I wanted to make before release).
This means the only things left are the Team-Lv3-Supers and the Dramatic Finishes!
And I'm not even sure about the Dramatic Finishes anymore.
Honestly I've been through a lot of bs recently... I got fired from my job (after 2 years and a half) yesterday.
So I'm not feeling as... motivated as usual.
I mean I MIGHT still add the Dramatic Finishes (and a proper Movie 20 intro. Perhaps even a Movie 11 intro!), but it's not likely.
(Especially 'cause I just want to release him already, haha)

Hey Ansatsuken my bro, i usually talk with Ohgaki in Twitter and yeah, i always talk in Japanese. Ohgaki doesn't understand English very often. Also Ohgaki is eventually coming around here. http://mugenguild.com/forum/profile/ohgaki-90258. Maybe i can contact Ohgaki about Chi Chi and explain the situation.

Oh and i voted Raditz. I really want to see one of my favorite DBZ villains coming from your hands.
Haha, thank you!
And yeah, explaining the situation to him would be extremely appreciated.

If youre doing raditz be sure to use the .sff thats in whiplash's raditz. It has enough new sprites for a 6 button format :)
Alllrighty! I'll keep it in mind.
Thank you!

I voted Android18 because I didn't see Trunks. Who better to fight Broly than that man.
Yeah, but don't worry. Future Trunks is coming eventually ;)

awesome! i can't wait!! however, i'm still stuck with the palette issue.. lol
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 10:05:06 am View in topic context
#8
 Posted by YugaCurry  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 09:21:20 am View in topic context
#9
 Posted by Mr. Ansatsuken  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

Alright, great news!
I just finished Broly's last intro! (At least the last one I wanted to make before release).
This means the only things left are the Team-Lv3-Supers and the Dramatic Finishes!
And I'm not even sure about the Dramatic Finishes anymore.
Honestly I've been through a lot of bs recently... I got fired from my job (after 2 years and a half) yesterday.
So I'm not feeling as... motivated as usual.
I mean I MIGHT still add the Dramatic Finishes (and a proper Movie 20 intro. Perhaps even a Movie 11 intro!), but it's not likely.
(Especially 'cause I just want to release him already, haha)

Hey Ansatsuken my bro, i usually talk with Ohgaki in Twitter and yeah, i always talk in Japanese. Ohgaki doesn't understand English very often. Also Ohgaki is eventually coming around here. http://mugenguild.com/forum/profile/ohgaki-90258. Maybe i can contact Ohgaki about Chi Chi and explain the situation.

Oh and i voted Raditz. I really want to see one of my favorite DBZ villains coming from your hands.
Haha, thank you!
And yeah, explaining the situation to him would be extremely appreciated.

If youre doing raditz be sure to use the .sff thats in whiplash's raditz. It has enough new sprites for a 6 button format :)
Alllrighty! I'll keep it in mind.
Thank you!

I voted Android18 because I didn't see Trunks. Who better to fight Broly than that man.
Yeah, but don't worry. Future Trunks is coming eventually ;)
    

Re: Kof 2003 Portrait project

 June 18, 2019, 09:08:48 am View in topic context
#10
 Posted by 2Dee4ever  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 am
 Board: Sprite Projects

Definitely a great start! She is a tomboy so she doesn’t need to look too feminine. Looks like you tried to squish everything into a small space.
    

Re: Taskmaster

 June 18, 2019, 08:24:27 am View in topic context
#11
 Posted by SolidZone 26  in Taskmaster (Started by Infinite Intel. June 15, 2019, 03:12:49 pm
 Board: Your Releases, 1.0+

What are the problems that you mentioned earlier, I looked and didn't see anything?
No, no, the voice and the sword swings sounds were it. I mentioned it before on this topic and was missed when I was quoting Project.13 regarding the counter super. That's all, nothing else.

I tested in 1.0 didn't have lag on my end, you might want to check your 1.0 cfg file and edit numhelpers allowed or explods or increase the buffer time because I checked in my 1.0 and 1.1 and didn't see lag on my laptop.
I kept mine on the default settings on whatever Akito and OldGamer's Capcom vs. SNK Mugen screenpack was set on and didn't want to mess with it if something goes wrong. I had a similar issue like that where sound effects cuts off until OHMSBY asked me to change the wavchannels to a higher number than what it's supposed to be. Which now works fine and no longer have sound issues. Should I do the same with the numhelpers and explods? I just find it weird when a simple basic attack causes lag when some characters doesn't and some of their moves have rapid hits and don't lag at all. Even tried it on 1.1 and doesn't have that issue at all. That's why it's either a 1.0 thing or could be my computer.

Those last two combos are sick. This is why I'm glad Infinite accepted my commission for this character. Taskmaster be dirty with the combos. If only the A.I can implement something like those.
And thank you for asking that commission from him. PotS style Taskmaster wouldn't have happened if it wasn't for you. I'm grateful for that. :)

Edit: While I was playing, I found a bug:

This happened when I used his crouching HP during Custom Combo and he's frozen like this until the opponent hits him. Also, I should mention that his 3rd slash swing during his 1st intro and the one with Marvel characters still sounds low. I didn't find these bugs until now.
    

Re: gui0007's POTS/POTS-ish Edits: Ich bin nummer ein! (Hugo released!)

 June 18, 2019, 08:05:17 am View in topic context

Here's some feedback on ReddBrink's edit of Hugo:

-There's still some leftover sound effects from GM's version (Can be heard on certain moves such as the Giant Palm Bomber, Megaton Press and the Gigas Breaker).
-The Giant Palm Bomber plays the stomp sound twice during the EX version.
-The grab animations for Moonsault Press and Meat Squasher when they miss have no swing sound.
-The last hit of Hammer Frenzy has no envshake like the Giant Palm Bomber and can be hit if the opponent stops blocking too early.
-The Meat Squasher still uses the SF3 running sounds instead of the CvS2 ones and doesn't have the wall slam effect.
-The Megaton Press doesn't have the slam effect like the throw and the Moonsault Press.
-His charge animation has no swing sound when Hugo thrusts his arms like the intro.
-The landing effect is still the wrong one.
-Counter word is missing.

Overall, this edit is great and a definite keeper. Really like the added envshake and the heavy landing sound effect like Victorys's Juggernaut had for the landing which the original edit was lacking and feels like the character is heavy. This feedback is so anyone can get an idea what else to fix. If not, maybe I can try and do it.

Edit: I did some more testing and I noticed the taunt looks unfinished. Since RagingRowen mentioned another edit of Hugo with a different lifebar portrait and a much polished taunt, maybe I would like to incorporate some of those things into this Hugo (Unless he wants to do it instead).
    

Re: Blanka and Genjuro Kibagami updated

 June 18, 2019, 07:35:24 am View in topic context
#13
 Posted by SolidZone 26  in Blanka and Genjuro Kibagami updated (Started by KarmaCharmeleon June 14, 2019, 12:46:05 am
 Board: Your Releases, 1.0+

- You're actually wrong about this. You can pause this animations frame by frame in CvS2 and they do not have landing effects.
Actually, that was on purpose. I do not consider any detail or aesthetics for accuracy to the source game. It's a personal preference to make the character nice and clean as possible. I'm not using CvS2 as a source as I already know that the aesthetics in there are really bad. I do think you should make the gameplay accurate to it, but not the effects as it's one of the worst looking games Capcom has ever done. This is supposed to be a PotS style character, not a CvS2 style one.
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 07:22:51 am View in topic context
#14
 Posted by sethzel  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

android 18
    

Re: Mikoto Misaka v1.016

 June 18, 2019, 07:06:59 am View in topic context
#15
 Posted by Solid Snivy  in Mikoto Misaka v1.016 (Started by OHMSBY June 09, 2019, 11:27:24 pm
 Board: Your Releases, 1.0+


I would like to work on Touma and Accelerator as well, however they were only made to be strikers in DBFC, so unfortunately, there are just not enough sprites to work with in order to make actual characters out of them.

Hopefully, they will receive the same treatment as Kuroneko, Izaya, and Kojou in Crossing Void so they can get more sprites.


Hopefully, though at the same time I’m unsure if that would be enough, since they’d probably be missing a ton of important sprites due to them getting the crosing void treatment. Probably at most you’d have to rely on the sprites of Otika’s Touma and Accelerator (which are really just heavily edited Melty Blood sprites but still)  if you wanted to try and make them.
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 18, 2019, 07:05:00 am View in topic context
#16
 Posted by ReduxMercenaryT  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

I voted Android18 because I didn't see Trunks. Who better to fight Broly than that man.
    

Re: Blanka and Genjuro Kibagami updated

 June 18, 2019, 06:51:34 am View in topic context
#17
 Posted by DeathScythe  in Blanka and Genjuro Kibagami updated (Started by KarmaCharmeleon June 14, 2019, 12:46:05 am
 Board: Your Releases, 1.0+

Nice, dowloading both rn. Thank you!
    

Re: Taskmaster

 June 18, 2019, 06:49:05 am View in topic context
#18
 Posted by ReduxMercenaryT  in Taskmaster (Started by Infinite Intel. June 15, 2019, 03:12:49 pm
 Board: Your Releases, 1.0+

Not bad, I must say. A little more on the fun side... Had some cool ideas with him (may or may not work, lmao) but here's some stuff. Hope you like it I suppose :/

Combos n stuff:
https://streamable.com/rb37b
https://streamable.com/ljb9b
https://streamable.com/lppbo
https://streamable.com/r74zs

Those last two combos are sick. This is why I'm glad Infinite accepted my commission for this character. Taskmaster be dirty with the combos. If only the A.I can implement something like those.
    

Re: Fate/Grand Order

 June 18, 2019, 06:28:46 am View in topic context
#19
 Posted by Darkflare  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 18, 2019, 06:16:31 am View in topic context
#20
 Posted by Project.13  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

So this is something that just hit me and I felt like I should bring it up. Remember how I was talking about how I couldn't get certain moves to work properly, like how in one of my usual combos with Hiryu, I was getting EX Ame no Murakumo instead of EX Gram? Sometimes I still do, but it feels like there's more input time for Ame no Murakumo than there is for Gram. In addition to that, tying it into the combo part of it, I think there are just times where something is making it so the inputs aren't being read until a certain point.

I know I keep bringing this up and harping on it, but this is not an issue I've had before the update and like I said before, this is a combo I've been doing with Hiryu since I got him and I've always pulled it off flawlessly prior to the update. If you want to test it out, the combo itself is Formation A: Drone > EX Gram > Air Grab after the wall bounce > OTG Ame no Murakumo > Zantetsuken/Nagrarok. I know you must be exhausted of this topic even now, but I implore that you check this out again, please.