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Re: Sneaky var() in Songoku

 June 20, 2019, 08:03:42 pm View in topic context
#1
 Posted by XGargoyle  in Sneaky var() in Songoku (Started by Disconcorde June 20, 2019, 07:42:24 pm
 Board: M.U.G.E.N Development Help

The variable will probably be defined in state 5900. Paste the full state here to see how it is managed. Not everybody has that character so we can't check it from our side.
    

Sneaky var() in Songoku

 June 20, 2019, 07:42:24 pm View in topic context
#2
avatar  Posted by Disconcorde  in Sneaky var() in Songoku (Started by Disconcorde June 20, 2019, 07:42:24 pm
 Board: M.U.G.E.N Development Help

I'm trying to edit Songoku_US version 2.

He has a palette for all types of Super Saiyan and Ultra Instinct, but not for Mastered Ultra Instinct.
I found out that this is controlled by var(52) in Songoku's CMD file. var(52) only goes up to 7 -  Ultra Instinct. If I make it go higher, goku will just be base form again, leaving me very confused. "What makes him go Mastered UI then?"

I tried to look around and see if this was a solved issue before; it's not. I can't find another article/post on it.

Since var(52) controls everything from super saiyan 1 to UI, I imagine that another var controls the setting for Mastered UI too, but I've had no luck finding what it is.

My question is -  What controls the setting for MUI? If I can find it, I should be able to fix the problem, the only issue is that I have absolutely no clues as to what it is...
    

Re: POTS/Infinite Kain Blade

 June 20, 2019, 07:41:28 pm View in topic context
#3
 Posted by YoRHa Unit A2  in POTS/Infinite Kain Blade (Started by YoRHa Unit A2 June 12, 2019, 03:14:53 am
 Board: Projects

So I responded to RagingRowen's feedback and removed the sword slashes. The process was tedious as fuck but it paid off. I used FF3's image editor to take them out.

https://streamable.com/hrxkq

And this is the first of many custom sprites for my Kain Blade. It was made from his guard and jumping frames in GIMP.

    

Re: Rowen's PotS Level 3 Ports

 June 20, 2019, 07:08:44 pm View in topic context
#4
avatar  Posted by RagingRowen  in Rowen's PotS Level 3 Ports (Started by RagingRowen May 17, 2019, 06:22:04 pm
 Board: Resource Releases


@sethzel gotcha
    

Re: Gknux19's W.I.PS Arina Released

 June 20, 2019, 06:53:59 pm View in topic context
#5
 Posted by G-knux19  in Gknux19's W.I.PS Arina Released (Started by G-knux19 October 15, 2016, 09:28:35 pm
 Board: Projects

Really hope you do Sonic, Mario & Boa Hancock someday. And about a "Something else".
How about Slash? Or another character from a obscure SNK Title?

you mean Slash from waku 7, That's not a bad idea.
    

Re: Gknux19's W.I.PS Arina Released

 June 20, 2019, 06:47:43 pm View in topic context
#6
 Posted by G-knux19  in Gknux19's W.I.PS Arina Released (Started by G-knux19 October 15, 2016, 09:28:35 pm
 Board: Projects

    

Re: Gknux19's W.I.PS Arina Released

 June 20, 2019, 06:47:09 pm View in topic context
#7
avatar  Posted by Kingxroyo  in Gknux19's W.I.PS Arina Released (Started by G-knux19 October 15, 2016, 09:28:35 pm
 Board: Projects

Really hope you do Sonic, Mario & Boa Hancock someday. And about a "Something else".
How about Slash? Or another character from a obscure SNK Title?
    

Increasing Time's Speed in add004 lifebars

 June 20, 2019, 06:35:40 pm View in topic context
#8
avatar  Posted by STANLEY69  in Increasing Time's Speed in add004 lifebars (Started by STANLEY69 June 20, 2019, 06:35:40 pm
 Board: M.U.G.E.N Configuration Help

Whenever I start up the match, the time is always been slow since it takes too long to make the time count down. Can somebody help me with this?
    

Re: New Samurai Spirits announced

 June 20, 2019, 06:35:26 pm View in topic context
#9
 Posted by Macaulyn97  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 pm
 Board: Fighting Games

Yah, genan is mai's ancestor. tho, when I google shizuka I also got as result amakusa's stge.
Actually, the Wiki says the exact opposite:
Genan Shiranui's SNK Wikia page said:
Genan Shiranui (不知火 幻庵, Shiranui Gen'an) is a character from the Samurai Shodown series, introduced in Samurai Shodown. Like Earthquake, he is a character that was dropped after Samurai Shodown II and only makes cameos in other characters' endings in other games. Both of his endings feature characters from other SNK games (Fatal Fury and Art of Fighting). Although they share the same family name, he is in no way related to Mai Shiranui.
    

Re: New Samurai Spirits announced

 June 20, 2019, 06:27:35 pm View in topic context
#10
 Posted by Bastard Mami  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 pm
 Board: Fighting Games

Yah, genan is mai's ancestor. tho, when I google shizuka I also got as result amakusa's stge.
    

Re: Gknux19's W.I.PS Arina Released

 June 20, 2019, 06:20:15 pm View in topic context
#11
avatar  Posted by RagingRowen  in Gknux19's W.I.PS Arina Released (Started by G-knux19 October 15, 2016, 09:28:35 pm
 Board: Projects

D'ya mean Haohmaru without an N?
    

Re: Gknux19's W.I.PS

 June 20, 2019, 06:11:09 pm View in topic context
#12
 Posted by G-knux19  in Gknux19's W.I.PS Arina Released (Started by G-knux19 October 15, 2016, 09:28:35 pm
 Board: Projects

What's up guys, its been a while since I posted something on here, so I decided to put the last two characters I've been work on hold and make a poll, I'll just let you guys pick what character I should do. :)
    

Re: New Samurai Spirits announced

 June 20, 2019, 06:11:06 pm View in topic context
#13
 Posted by Macaulyn97  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 pm
 Board: Fighting Games

Kyo's mom is not THAT old.
Could be an ancestor. A character called Kim Hae-Ryong, from Samurai Shodown Sen seems to have part of his moveset inspired by Kim Kaphwan, which, along with the name, could imply ancestry. I wouldn't be surprised if other characters from SamSho appeared as ancestors of KoF characters.
    

Re: Pause in Intros Issue

 June 20, 2019, 05:24:58 pm View in topic context
#14
 Posted by Kolossoni  in Pause in Intros Issue (Started by Kolossoni June 14, 2019, 02:12:44 am
 Board: M.U.G.E.N Development Help

Oh, thanks.
I'll check it out!

Thanks for the considerate replies.
    

Re: Kof 2003 Portrait project

 June 20, 2019, 05:12:58 pm View in topic context
#15
avatar  Posted by RagingRowen  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 am
 Board: Sprite Projects

WIP of Leo (Red Earth):

My references:
Spoiler, click to toggle visibilty
To me, the main obstacle is the colors and consistent lighting.
And I think the face should be bigger tbh.
    

Re: Ikemen GO Plus

 June 20, 2019, 04:58:18 pm View in topic context
#16
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Hey mark85 I'll check the bug, but I have to ask. Did you delete config.json after the update? (This is done to the file be updated)

A new update to the build system by me, now it creates the binaries in a bin directory, if is compiled on mac or linux now creates the correct filename and copies Ikemen_GO.command and the data and script folders to the bin directory so the only thing the user has to do is extract the mugen files and is ready to run the engine and ends up with a folder with only the necessary files.

Also new update by neatunsou! It adds... Platforms?
The ability to change the angle of the projectiles and... groundangle?

Also adds:

Stagebackedge
Returns the distance to the end of the stage behind you.

Stagefrontedge
Returns the distance to the stage edge ahead of you.

Here is the commit code:
https://github.com/Windblade-GR01/Ikemen_GO/commit/b1035c8f68d3520955686d800cb18a7aa0282237
Not sure what it does by just code. I'll try to see what it does on the engine.

Been silent for a bit but idk where this is even going in the slightest now

I'm coding stuff to improve compatibility with mugen, kidcy is rewriting the png loading system and neatunsou is adding new features and fixing bugs.
Sorry for begin silent these 13 days I was doing personal affairs outside internet.

EDIT

Here is the commit comment translated:
Quote
Add Stagefrontedge, Stagebackedge.
Add projangle to Projectile.
When Destroyself is executed during the frame bound to target, the specification to return bind destination to 5050 is invalid.
Fix localcoord support for BindToTarget.
Add a platform function for creating a foothold in the Projectile, deprecated as it is still being made.

So yeah. They are real platforms!
Groundangle is the angle the platform is. (Slopes)
    

Re: Feedback on a Title Screen

 June 20, 2019, 04:57:13 pm View in topic context
#17
 Posted by GDPenguin  in Feedback on a Title Screen (Started by AJZ June 11, 2019, 12:31:08 am
 Board: M.U.G.E.N Discussion

Very simplistic stuff, it's got potential.

I'd say adding som lightning/ slightly flashing lights behind the "trees?" Would add a lot to it.
Or some rain in the front.

I'd go with some spikey font or some big uppercase 3D kinda font.

Good luck.
    

Re: New Samurai Spirits announced

 June 20, 2019, 04:56:58 pm View in topic context
#18
 Posted by Byakko  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 pm
 Board: Fighting Games

Wiki says it's a name that was given to Shizumaru (before Shizumaru).
I'm a little bit annoyed that there's zero info on the DLC. They're showing the trailers for each character one by one which is a fair strategy to drum up the hype, but it's really not working so well for some reason ? I don't see a lot of movement around the game. They could try talking about the DLC to correct course.
    

Re: New Samurai Spirits announced

 June 20, 2019, 04:43:13 pm View in topic context
#19
 Posted by Bastard Mami  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 pm
 Board: Fighting Games

Kyo's mom is not THAT old.
    

Re: Pause in Intros Issue

 June 20, 2019, 04:43:00 pm View in topic context
#20
 Posted by altoiddealer  in Pause in Intros Issue (Started by Kolossoni June 14, 2019, 02:12:44 am
 Board: M.U.G.E.N Development Help

So I don't 100% get what you're doing but maybe this thought process will help you get to the solution... at least for the "skipping intro" aspect.

How about, during this particular intro, you immediately capture the GameTime to a Var.
Then in State -2 or State 0 or wherever, have a Pause controller that is intended to override / cancel the Pause from your intro... with a parameter of TIme = 0.

Use these triggers for the Pause to check if the entire Intro played out - and will trigger if the intro was skipped:

triggerall = var(xx) != 9999999 ;If it has not yet be triggered.
trigger1 = var(XX) + (YOUR INTRO'S TOTAL LENGTH) > GameTime
trigger1 = var(xx) := 0 ;set the Var to 9999999 when triggered, since you can't use persistent in State -2