YesNoOk

Recent Posts

    

Re: Dolores O'Riodan is DEAD!

 January 16, 2018, 11:58:18 am View in topic context
#1
avatar  Posted by 地獄の花  in Dolores O'Riodan is DEAD! (Started by ShinZankuro January 15, 2018, 07:02:12 pm
 Board: All That's Left

wow she's just 46? she's still young.
    

Re: Fate/Grand Order

 January 16, 2018, 11:57:05 am View in topic context
#2
avatar  Posted by 地獄の花  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

that's good to hear i gave up on MHX and probably try my luck on lusamine.
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 January 16, 2018, 11:54:10 am View in topic context
#3
avatar  Posted by 地獄の花  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 pm
 Board: Fighting Games

meh they'll remove it after a week or so they just need to secure the 1st week sale and buy them some time against pirates. after 3 or 7 days i'm sure someone will crack it. then they'll remove it.
    

Re: ShinZankuro's Artworks:

 January 16, 2018, 11:40:46 am View in topic context
#4
avatar  Posted by Nexus Games  in ShinZankuro's Artworks: (Started by ShinZankuro March 21, 2014, 11:18:50 pm
 Board: Graphics

If there were to be another 2D street fighter alpha game you would be a very good artist for the game I love these portraits even Hitomi she looks like she would fit in the series.
    

Re: M206's Supreme Project Thread of Supremacy

 January 16, 2018, 11:38:33 am View in topic context
#5
avatar  Posted by M206  in M206's Supreme Project Thread of Supremacy (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

uhmmm...

    

Re: Tien Z2 [Project]

 January 16, 2018, 11:31:54 am View in topic context
#6
 Posted by AugustAPC  in Tien Z2 [Project] (Started by Balthazar November 20, 2016, 09:36:34 pm
 Board: Official Z2 Char Dev

Looks f*ckin' bad ass.
My only thoughts are, perhaps you could make the sleeves around his new arms frayed, so they look like they ripped through his shirt. Also, Chiaotzu looks slightly off, to me. Did a small tweak, for what it's worth. Just shortened his head and eyes slightly and moved his mouth forward a little.


 
    

Re: Does this thing exist?/who is the author?/etc. thread.

 January 16, 2018, 11:17:11 am View in topic context
#7
 Posted by adriano gt  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Ex☆Cham, thank you... much appreciated
    

Re: GOTENKS Z2 RELEASED!

 January 16, 2018, 11:11:06 am View in topic context
#8
 Posted by Balthazar  in GOTENKS Z2 RELEASED! (Started by Balthazar January 12, 2018, 06:31:57 pm
 Board: Your Releases, 1.0+

    

Re: Tien Z2 [Project]

 January 16, 2018, 11:08:36 am View in topic context
#9
 Posted by Balthazar  in Tien Z2 [Project] (Started by Balthazar November 20, 2016, 09:36:34 pm
 Board: Official Z2 Char Dev

    

Re: Hunter Workshop : Jojo Bizarre Adventure 22

 January 16, 2018, 11:00:47 am View in topic context
#10
 Posted by KaijuNakamura  in Hunter Workshop : Jojo Bizarre Adventure 22 (Started by GTOAkira July 23, 2014, 01:10:31 am
 Board: Projects

Looks amazing!!! i wish i could help dont know much about fonts
    

Re: Fire Emblem Heroes [iOS/Android]

 January 16, 2018, 10:33:44 am View in topic context
#11
 Posted by Byakko  in Fire Emblem Heroes [iOS/Android] (Started by Moon Girard January 18, 2017, 11:28:47 pm
 Board: Gaming

I can't believe they found a way to make the Tempest even worse, the final map has zero wiggle room for any reposition or other movement that would prevent your first unit from getting killed after killing the one on the top left.
Def ploy and quick riposte, nice.
    

Re: DEVIL TRIGGER LIKE EFFECT, super state

 January 16, 2018, 10:03:38 am View in topic context
#12
 Posted by XGargoyle  in DEVIL TRIGGER LIKE EFFECT, super state  (Started by germanvasquez January 16, 2018, 12:29:40 am
 Board: M.U.G.E.N Development Help

1. PalFX, AfterImage or Helper with AngleDraw are some of your options.

2. Use variables or an explod/helper with a defined removal time
    

Reflecting a reflected projectile help

 January 16, 2018, 09:09:42 am View in topic context
#13
 Posted by krudelu  in Reflecting a reflected projectile help (Started by krudelu January 16, 2018, 09:09:42 am
 Board: M.U.G.E.N Development Help

Hello,

Recently, I've been giving the vans projectile reflection system and I'm able to get the projectile reflection just fine.

But here's now where I'm having trouble. For some reason, I can't get the projectile reflection to work on the reflected projectile. What I'm trying to do is to be able to reflect back the projectile that's reflected back at me (like ping pong)

Here's how the codes look like

State for player popping out the projectile
Code:
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 5
value = 1000,0
channel = 3

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1000,1

[State 1000: Helper]
type = helper
trigger1 = animelemtime(6) = 1
id = 1005
pos = 32, 0 ;50
postype = p1
facing = 1
stateno = 1005
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

code for the projectile itself
Code:
[Statedef 1005]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0, 0
sprpriority = 3
juggle = 10
anim   = 1005

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1007
;=======================================;

[State 1402, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 1006
time = -1
slot = 2
ignorehitpause = 1

[State 1005, TargetDrop]
type = TargetDrop
trigger1 = root,numtarget

[State 00];
type = hitdef
trigger1 = time = 0
attr = S, SP
getpower = 25,25
givepower = 16,16
damage = ceil(65*(root,fvar(10))),10
animtype = Hard
guardflag = M
pausetime = 4,11
sparkno = -1
guard.sparkno = S7012
sparkxy = 0,-63
hitsound = S410,0
guardsound = S122,0
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
air.juggle = 8
ID = 1005
persistent = 0

[State 1000, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 1005, Next]
type=changeState
trigger1 = movecontact
value= 1006
ignorehitpause = 1

code when projectile hits
Code:
[Statedef 1006]
type = S
physics = N
movetype = I
ctrl = 0
sprpriority = 3
velset = 0,0
anim = 1006

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2002, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1;8
movetype = I        ;I,A,H
ignorehitpause = 1

[State 1106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1005, End]
type = destroyself
trigger1 = !animtime ;&& !numtarget

Code for reflected projectile
Code:
[Statedef 1007]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0, 0
sprpriority = 4
juggle = 0

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1005
;=======================================;

[State 1007, Turn]
type = Turn
trigger1 = !time

[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time
Value = 1005
ignorehitpause = 1

[State 1402, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 1006
time = -1
slot = 2
ignorehitpause = 1

[State 00];
type = hitdef
trigger1 = time = 0
attr = S, SP
getpower = 25,25
givepower = 16,16
damage = ceil(65*(root,fvar(10))),10
animtype = Hard
guardflag = M
pausetime = 4,11
sparkno = -1
guard.sparkno = S7012
sparkxy = 0,-63
hitsound = S410,0
guardsound = S122,0
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
air.juggle = 8
ID = 1005
persistent = 0
affectteam = F
;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
id = sysvar(0)
;=======================================;



;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;FOR REFLECTOR / 飛び道具を跳ね返するHELPERで ;
;sysvar(0) = 262144                     ;
;=======================================;
[State 1007, Turn]
type = Turn
trigger1 = movecontact
trigger1 = root,NumProjID(262144)
persistent = 0
ignorehitpause = 1
[State 1206, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger1 = root,NumProjID(262144)
value = sysvar(1)
ctrl = 0
ignorehitpause = 1
;=======================================;

[State 1000, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 1005, fade]
type=changeState
trigger1 = movecontact
value= 1006
ignorehitpause = 1

code for the player doing the reflector
Code:
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 3
value = 1200,0
channel = 3

[state a]
type = playsnd
trigger1 = animelem = 4
value = 1200,1

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = movetype = A
trigger1 = animelemtime(4) >= 0
trigger1 = movecontact
value = 1201
persistent = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 19
trigger2 = anim = 1201
movetype = I

[State 1000: Helper]
type = helper
trigger1 = animelemtime(3) = 1
id = 1205
pos = 0,0 ;50
postype = p1
facing = 1
stateno = 1205
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000: Helper]
type = helper
triggerall = !numhelper(1206)
triggerall = Numhelper(1205) = 1
trigger1 = helper(1205),stateno = 1206
trigger1 = helper(1205),time = 2
id = 1206
pos = 60, 0 ;50
postype = p1
facing = 1
stateno = 1209
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 60,10
priority = 3, Hit
getpower = 25,25
givepower = 16,16
hitflag = MAF
guardflag = M
pausetime = 0,14
sparkno = 3
sparkxy = -15,-73
hitsound   = s410,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4,-5
guard.slidetime = 13
guard.hittime  = 13
guard.velocity = -4
air.velocity = -4,-5
yaccel = 0.42
fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, Damage Dampen]
type = varset
trigger1 = movehit
fvar(10) = fvar(10)*0.95
ignorehitpause = 1
persistent = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

code for reflector
Code:
[Statedef 1205]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0, 0
anim = 1205
sprpriority = 4

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR REFLECTOR / 飛び道具を跳ね返するHELPERで ;
;sysvar(0) = 262144                  ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time && !prevstateno
sysvar(0) = 262144
;=======================================;

[State 1301, REFLECTOR]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SCA,NP,SP,HP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
p1stateno = 1206
p2stateno = 1207
id = 1201
numhits = 0

[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 1206
time = -1
ignorehitpause = 1

[State 10005]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, DestroySelf]
type = ChangeState
trigger1 = !animtime
trigger2 = root,stateno = 1200
trigger2 = root,movecontact
trigger3 = root,stateno != 1200
value = 1208

code for successful reflection
Code:
[Statedef 1206]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1
sprpriority = 4

[State 1000: Helper]
type = helper
trigger1 = 1
id = 1208
pos = 0,0 ;50
postype = p1;p1
facing = 1
stateno = 1208
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1205, VarSet]
type = VarSet
trigger1 = numtarget
var(0) = target,ID
persistent = 0
ignorehitpause = 1

[State -2, DEBUG]
type = DisplayToClipboard
trigger1 = 1
text = "var(0) = %d proj = %d ID = %d";Buff = %d GNDTYPE = %d"
params = var(0),numprojid(262144),gethitvar(chainid)
ignorehitpause = 1

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;FOR REFLECTOR / 飛び道具を跳ね返するHELPERで ;
;sysvar(0) = 262144                     ;
;sysvar(1) = SPECIAL                    ;
;=======================================;
[State 106, VarSet]
type = VarSet
;RETURNING YOUR OWN PROJECTILE
;自分の飛び道具を跳ね返す。
trigger1 = Gethitvar(chainid)&2**17
sysvar(1) = sysvar(0)
[State 1206, ChangeState]
type = ChangeState
trigger1 = PlayerIDExist(var(0))
trigger1 = (PlayerID(var(0)),sysvar(0)=131072)
;RETURNING YOUR OWN PROJECTILE
;自分の飛び道具を跳ね返す。
trigger2 = Gethitvar(chainid)&2**17
value = 1211
ctrl = 0
;=======================================;

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 30

code for reflecting the projectile
Code:
[Statedef 1207]
physics = N
movetype = I
ctrl = 0

[State -2, DEBUG]
type = DisplayToClipboard
trigger1 = 1
text = "sysvar(0) = %d pao pao cafe = %d";Buff = %d GNDTYPE = %d"
params = sysvar(0),sysvar(0)&2**17
ignorehitpause = 1

[State 1580]
type = SelfState
trigger1 = sysvar(0)&2**17
value = sysvar(1)
ctrl = 0

[State 1580]
type = DestroySelf
trigger1 = IsHelper
trigger1 = time = 5
ignorehitpause = 1

[State 1580]
type = SelfState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !Time
Value = 1

I'm trying to code it by trying to follow the updated kfm's sample while also looking at Vans' robo athena's code at the same time.

Also, I'm trying the reflect ping pong on the same character I'm coding this as well.

Is there something along the codes I put up I might be missing that reflecting a reflected projectile ended up not working somehow?

Sorry for a huge post since I'm trying to post how I tried to put the codes together so you guys may check up on it if there's something I may be missing on
    

Re: Kazuya Mishima

 January 16, 2018, 09:07:59 am View in topic context
#14
 Posted by ReddBrink  in Kazuya Mishima (Started by ReddBrink August 25, 2017, 03:30:15 am
 Board: Projects


Middle kick bonus at the end. yep re-coded it again. tweaked the velocities and activation timings to make it more accurate to tekken 5.
Next are the Ex variants and that will finish the special moves.

Also quick question, Can i use a pos trigger for playsnd? I'm trying to get the swing sound to play for middle kick right before kazuya lands.
    

Re: Ult Amazon (Marvel Super Heroes : War of the Gems)

 January 16, 2018, 08:57:27 am View in topic context
#15
 Posted by ELECTR0  in Ult Amazon (Marvel Super Heroes : War of the Gems) (Started by ELECTR0 January 14, 2018, 12:31:17 pm
 Board: Your Releases, 1.0+

A simple "This stage doesn't include splash effects for characters." would suffice.


I suppose LoL, but did you stop to question if the comment would be beneficial to other onlookers
:}

    

Re: wrestling

 January 16, 2018, 08:55:12 am View in topic context
#16
 Posted by Sean Altly  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

    

Re: Ethan The Human's Color Separations - Current project Golden Freeza Z2!

 January 16, 2018, 08:37:11 am View in topic context
#17
avatar  Posted by -NMY-  in Ethan The Human's Color Separations - Current project Golden Freeza Z2! (Started by Ethan The Human September 08, 2015, 10:09:33 pm
 Board: Resource Releases

Hey Ethan, could you maybe put up a tutorial of how you do this? I'd like to do the same/maybe help you out as well
    

Re: Fire Emblem Heroes [iOS/Android]

 January 16, 2018, 08:28:36 am View in topic context
#18
 Posted by Magical Amber  in Fire Emblem Heroes [iOS/Android] (Started by Moon Girard January 18, 2017, 11:28:47 pm
 Board: Gaming

Quick Riposte seal! Let's go!!!

...oh yeah there's New York Corrin, Def Ploy and Seal Atk seal too I guess...
    

Re: Hunter Workshop : Jojo Bizarre Adventure 22

 January 16, 2018, 07:33:58 am View in topic context
#19
 Posted by GTOAkira  in Hunter Workshop : Jojo Bizarre Adventure 22 (Started by GTOAkira July 23, 2014, 01:10:31 am
 Board: Projects

Made some final adjustement and I think it looks pretty good now.

Not really sure on how to make the fonts. Idea are greatly welcomed
    

Evil Ken's stage by Guile_n_Roll

 January 16, 2018, 06:56:03 am View in topic context
#20
 Posted by RedDragonCats17  in Evil Ken's stage by Guile_n_Roll (Started by RedDragonCats17 January 16, 2018, 06:56:03 am
 Board: Requests

I tried to find it, thinking it's still online, but Guile_n_Roll deleted everything on his skydrive and I can't find it. Even MUGEN Free for All doesn’t have it.

Do you guys have the stage?