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weiss schnee by bumble_vin

 January 20, 2019, 10:56:09 pm View in topic context
#1
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
#2
 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
#3
 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
#4
 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
#5
 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
#6
 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
#7
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

Update.

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

So here is where I am currently at progress wise. Everything concerning the "Dizzy" is working properly, except for one very weird problem. After the player has already been "Dizzied" once before, the "Hit counter" I made no longer counts down by 1 every second like it does if the player has never been "Dizzied" before. Instead it counts down by 2+ every second and/or every time the player moves forward or backward or punches, kicks, etc.

I know this thanks to my "DisplayToClipboard" code.

If all that was to confusing, here is a step by step of what is happening.
Spoiler, click to toggle visibilty

I want my "Hit Counter" to ALWAYS count down by 1 every second, no matter if the character has already been dizzied once before or not.

Here is the code I am currently using.
Spoiler, click to toggle visibilty

Does anyone have any clue why this is happening and how to stop it?

Update to the Update. :)

I just tried making a second Float Variable to keep track of how many times the character has been dizzied and modified my "[State -2, VarAdd] ;Takes 1 away from fvar(1) every second." code to only activate when the second Float Variable is Zero. I then added in a second VarAdd to take 1 away from fvar(1) under different conditions and only when fvar(2) >= 1 and discovered something.

By using "triggerall = var(!time)" the "Hit Counter" now goes down by one whenever the player presses or releases a button.

Here is the modified code.
Spoiler, click to toggle visibilty
    

Re: DragonBallZ vs One Piece New Version

 January 20, 2019, 08:29:51 pm View in topic context
#8
 Posted by AVPboy  in DragonBallZ vs One Piece New Version (Started by kenshiro99 December 16, 2018, 10:48:46 pm
 Board: Your Releases, 1.0+

Hello guys, here's something to spice up the Hype, one new stage and two future Updates, BTW... i'd like to enter into some discussions about the game too:



    

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

 January 20, 2019, 08:22:24 pm View in topic context
#9
 Posted by R565  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

You would be surprised, it's the same boat as other people. Even though he is a big voice for the FG community, some people just don't like him.
    

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

 January 20, 2019, 07:56:00 pm View in topic context
#10
 Posted by -Ash-  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

    

Re: Kage

 January 20, 2019, 07:50:57 pm View in topic context
#11
 Posted by Memo  in Kage  (Started by vyn January 14, 2019, 03:24:49 am
 Board: Projects

    

Re: Kage

 January 20, 2019, 07:37:47 pm View in topic context
#12
 Posted by Prime SC  in Kage  (Started by vyn January 14, 2019, 03:24:49 am
 Board: Projects

    

Re: Show us cool stuff you just bought!

 January 20, 2019, 07:13:49 pm View in topic context
#13
 Posted by Memo  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left

I picked up some gems at Game-x-Change and
got a nice package from amazon with some
PS2 goodies


    

Re: Kage

 January 20, 2019, 07:11:25 pm View in topic context
#14
 Posted by Memo  in Kage  (Started by vyn January 14, 2019, 03:24:49 am
 Board: Projects

opps im late, anim 771 is the animation for activating v trigger and theres
some others in there you might like, its my SFV ryu latest version but still
un-finished

https://www.sendspace.com/file/qgrj8c
    

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

 January 20, 2019, 07:05:58 pm View in topic context
#15
 Posted by Macaulyn97  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games


I know some people here don't really like Maximilian, but this is pretty good info, a compilation of hints for possible upcoming characters.
Spoiler: The possible characters are (click to see content)
    

Re: Domino Bertha by Domino (20190104 playable version)

 January 20, 2019, 06:58:26 pm View in topic context
#16
 Posted by Rayzo  in Domino Bertha by Domino (20190104 playable version) (Started by Fishbed January 20, 2019, 03:50:36 am
 Board: Found Releases 1.0+

the lost daughter of sparda :P

pd: thanks
    

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

 January 20, 2019, 06:50:19 pm View in topic context
#17
 Posted by Rayzo  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: Tested - Topaz A.I. Gigapixel 2.1.1 to resize in HD Sprites

 January 20, 2019, 06:49:27 pm View in topic context
#18
 Posted by Hephaistos31  in Tested - Topaz A.I. Gigapixel 2.1.1 to resize in HD Sprites (Started by oroqi January 20, 2019, 06:37:59 pm
 Board: Idea Engineering

It's ugly, but thanks for the share. Reminds me the days with all those edits with potato filter, I never understood why some people liked it
    

Tested - Topaz A.I. Gigapixel 2.1.1 to resize in HD Sprites

 January 20, 2019, 06:37:59 pm View in topic context
#19
 Posted by oroqi  in Tested - Topaz A.I. Gigapixel 2.1.1 to resize in HD Sprites (Started by oroqi January 20, 2019, 06:37:59 pm
 Board: Idea Engineering

I saw this video and wanted to test it on the mugen sprites.


Result i tested:

Resized from  72x120px  to  438x726px


600%


I expected more details mindblow, based on that video.Meh :neutral:
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 January 20, 2019, 05:50:06 pm View in topic context
#20
 Posted by Block  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

Looks great!