#1Posted by 地獄の花 in TMNT Arcade Animated Fan Game Playthrough Part 1 (Started by shanri March 18, 2019, 11:34:37 pm
projhitanim = anim_no (int)
Specifies the animation action number to play when the projectile hits the opponent. Defaults to -1 (no change in animation) if omitted.
So I downloaded the studio version and its very odd. Adding more than one sprite at a time causes they to get mysteriously out of order which doesnt help for doing my laser but I guess since its saving my work I can survive. Is projhitanim what you use to put your animation ID number for when the projectile hits the opponent and blows up or sparks or whatever?Thats not working either. Whats peoples thoughts on fighter factory ultimate? I downloaded that and it looks like all ill have to add is ALL of my sprites but if it saves everything it might be worth it. My old version was the virtual tek version.
Don't let the name fool you. What you want is FF3 Studio.
Ignore FF Ultimate
OkWhat 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.
Yes you might also want to increase the LayeredSpriteMax, SpriteDecompressionBufferSize, ExplodMax , SysExplodMax, PlayerProjectileMax, the more powerful your PC is the more you can increase them. I always edit my mugen.cfg when I get a new mugen screenpack because it might limit the graphics depending on who put together the cfg file and what kind of machine they were using.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.
Edit: While I was playing, I found a bug:FixedSpoiler, click to toggle visibiltyThis 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.
Yeah, same here, it's beautiful what they showed until now
Ah, can't wait for FFVII Remake!
Spoiler, click to toggle visibilty