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Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 11:23:45 pm View in topic context

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.

If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.


But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.
    

Re: Weird AIR

 March 28, 2024, 10:01:49 pm View in topic context
#2
 Posted by AlexSin  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

65536-6359=59177

that's the number you're trying to find.

Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.
    

Re: Sonic Fighting Heroes

 March 28, 2024, 09:53:34 pm View in topic context
#3
 Posted by SonicSkills  in Sonic Fighting Heroes (Started by SonicSkills January 11, 2022, 06:47:25 am
 Board: Projects

FIRST LOOK AT SONIC FIGHTING HEROES V3.2.2 PREMIERES 6:30 PM CST TODAY!

This will showcase the new Character Select, Options, and WIP Versus Screen along with Sonic's new moves & animations. This will also showcase the new & improved Music Plant stage!
https://youtu.be/RistCzMoB4A?si=JhfvUMxdpw7a2MNv
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 09:12:08 pm View in topic context
#4
 Posted by Rabano  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

    

Re: Answer from Guilty Gear Xrd (Beta)

 March 28, 2024, 09:01:10 pm View in topic context
#5
 Posted by Yuko  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

    

Re: Weird AIR

 March 28, 2024, 08:53:59 pm View in topic context
#6
 Posted by Yuko  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).

But aside from this, the code sure looks weird. These negative values in sprite group make no sense.

What exactly are you trying to do? Or are you just curious about the weirdness of it? ;P
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 28, 2024, 08:35:14 pm View in topic context
#7
 Posted by drpepperfan  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

Truly amazing work.
    

Alou KOF Gameplay w/Max Mode and Ex Moves

 March 28, 2024, 08:33:14 pm View in topic context
#8
 Posted by AnimugenZ  in Alou KOF Gameplay w/Max Mode and Ex Moves (Started by AnimugenZ March 28, 2024, 08:33:14 pm
 Board: Edits & Addons 1.0+

    

Weird AIR

 March 28, 2024, 08:04:25 pm View in topic context
#9
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

This pertains to Varo Hades' Superman.

His heat vision codes look like this (For Light version)

;LP Laser Vision
[Begin Action 1005]
1011,0, 0,0, 0,, A
-6359,24, 60,-90, 2,, A
Clsn1: 2
  Clsn1[0] = 18, -110, 385, -79
  Clsn1[1] = 354, -85, 354, -80
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
Clsn1: 3
  Clsn1[0] = 18, -107, 533, -79
  Clsn1[1] = 381, -111, 383, -82
  Clsn1[2] = 236, -1, 236, -1
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
-6359,22, 100,-90, 2,, A
-1,0, 0,0, 1,, A
-6359,24, 150,-90, 2,, A
-6359,27, 180,-90, 2,, A
-6359,27, 210,-90, 3,, A

I cannot for the life of me find any sprite numbered 6359 and the - symbol is confusing as hell. What's weirder is that the actual sprite used for laser vision is group 59177 but that doesn't even show up in the AIR file or any other file and yet the sprite shows up fine in mugen so I'm totally lost as to how a sprite that hasn't been coded, get called out by the engine.

What's strange is that when i save the sff as 1.1(SFFv2) or even 1.0 the laser vision sprite won't show up. It only shows up in the beta sff pre 1.0 version
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 07:41:15 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.

None of that will make a difference.

It's likely a juggle issue and/or the opponent becoming invulnerable; you can check the latter by viewing collisions with Ctrl+C, which will be cyan if they're inv.

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 07:38:11 pm View in topic context
#11
 Posted by Momotaro  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

All of his Crouching normals are done:





All of them are great!
You progressed so well.

I'm so freaking proud!
Considering how your debuts were "simple"

Also
Are you still using the same method? (software etc.)
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 06:39:37 pm View in topic context
#12
 Posted by Rabano  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

All of his Crouching normals are done:



    

Re: DC vs MARVEL 8 bit

 March 28, 2024, 06:26:52 pm View in topic context
#13
avatar  Posted by isela  in DC vs MARVEL 8 bit (Started by isela May 16, 2021, 07:09:29 am
 Board: Projects

    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 28, 2024, 06:16:19 pm View in topic context
#14
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Thank you very much! I need this to finish the screenpack! I work hard with the lifebars too! I show you the progress during this days. I hope next month I can release the screenpack.
Thank again PhoenixPhantom for your interest in the project.
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 28, 2024, 04:25:37 pm View in topic context
#15
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 28, 2024, 04:16:59 pm View in topic context
#16
 Posted by PhoenixPhantom  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Hey! Here I record a video to show us submenus, selectable games and characters that I include since now. Finally I can solve the problem with the rank portraits and I finish (but it's not in the video...) the turns mode screen. Not lifebars...
When I release the screenpack I include the templates that I used if you want, and for alocate the sprites you need to use the .def file, you can find all the actions like portraits or stand animations there.
For high quality images I use ia, A really good one is this site:
https://waifu2x.booru.pics/
Now I would need a big favor. As you can see in the video there is a small explanation for each of the main modes, however there is none for the different modes of the submenus. Could you give me a short phrase to define each one? English is not my native language and I don't trust myself. Thanks a lot.
When I have this thing finished I release the screenpack because it's not 100% complete but it's really playable. Here you have the video, I hope you like it!

[youtube]https://youtu.be/8_OZdY8GEQI[/youtube]

For that, I kind of do have some suggestions you could use for those (Some are placed just in case you're using them & do bare in mind that some might be fairly bad cause I clearly don't know how to give submenus an explanation but also, It's also my first time doing that)

Arcade:
Single Mode - Fight through a series of 10 stages
Team Arcade - Battle Opponents with a team of characters through a series of stages
Team Co-Op - Team Up with a friend to take on opponents together
Versus:
1P Vs 2P - Fight with your friend
Team Versus - Battle in teams together with your friend
Versus Co-Op - Fight with your friend against the COM
Quick Match - Jump straight into a match
Network:
Host Game: Start a game session for others to join.
Join Game: Enter an existing game session.
New Address: Connect to a specific IP address.
Versus 2P: Online versus mode against one other player.
Arcade Co-Op: Play arcade mode with a friend online.
Survival Co-Op: Survive waves of enemies online with a friend.
Practice:
Practice - Try out specific characters or improve your skills in a controlled environment
Mission:
Survival: Endure endless waves of opponents.
Survival Co-Op: Endure waves of opponents with a friend.
Time Attack: Complete challenges against the clock.
Bonus Games: Enjoy additional mini-games for fun.
Watch Mode:
COM Match: Observe computer-controlled characters battling.
Randomtest: View random matchups.
Replay: Watch recorded online matches.
    

Re: Tay's LVL 3 Portrait Thread

 March 28, 2024, 03:30:46 pm View in topic context
#17
 Posted by xcheatdeath  in Tay's LVL 3 Portrait Thread (Started by xcheatdeath August 24, 2021, 09:46:11 pm
 Board: Edits & Addons 1.0+

heard thank you both, I will make the hop later on today

update:
IMGBB Folder has been made and will be used from here forward. Thanks again guys!
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 28, 2024, 03:12:40 pm View in topic context
#18
 Posted by PotS  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Tried Taokaka. The char is good but has a couple fundamental flaws that hold it back (first two points):

- She has no mediums. Dancing Edge seems like it should be a special or the C button
- Her fastest ground normal is 11 frames?
- When you stop crouch walking she slides forward a bit
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
- 4B seems like it was meant to be invincible against air attacks rather than everything
- Her normal grab has like half screen range
- Sticky Kitty slides down too fast for you to use most normals
- Sticky Kitty is backwards when you do it in the front corner
- "I'mma beat the crap out of you" is completely invincible
- Uses sound 1100,3 which doesn't exist
- She can rapid cancel out of her throw jump followup even though she can also act freely


Edit for Botan:
- 5C startup is still statetype S during the first jump frames
- 5AAAA has the same problem but for the entire animation
- Uses invalid sounds 105,0 + 105,1 + 800,1 (I love this Ikemen feature)
- Her back dash seems too fast for the invincibility it has
- 5C misses against a crouching KFM. Only hits in a mirror match by a couple pixels
- 5C startup is movetype I (I see this a lot)
- 2B has deceptively long range. Like it's the spark that hurts P2 rather than the knife
- Dashing throw misses against crouching KFM
- Tactical Leap recovery frames can still be cancelled into the follow-ups
- Bullet Rain would be better if it kept her jumping direction I think
- Bullet Rain helper is type player
- 22C has the same statetype bug
- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be huge
- State 3050 also has the statetype thing but very briefly
- You could probably easily tile the stairs from the helicopter to make them reach the top of the screen
- Her KO scream is too quiet/short
    

Re: Fall.defence_up not working

 March 28, 2024, 02:39:47 pm View in topic context
#19
 Posted by XGargoyle  in Fall.defence_up not working (Started by TheMattyDev March 26, 2024, 08:50:13 am
 Board: M.U.G.E.N Development Help

It is also possible the character has the get hit states overridden, in a way that as soon as it gets to stste 5100, it changes to another state or has their defense modified
    

My Projects FNF MODS STAGES

 March 28, 2024, 02:24:38 pm View in topic context
#20
 Posted by JolarValenflower  in My Projects FNF MODS STAGES (Started by JolarValenflower March 28, 2024, 02:24:38 pm
 Board: Projects