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Re: Johnny Joestar by Salami Released

 October 15, 2018, 05:34:44 pm View in topic context
#1
 Posted by Mister Fael Chan  in Johnny Joestar by Salami Released (Started by Memes never die/Manby March 06, 2018, 04:55:34 pm
 Board: Found Releases 1.0+

When I was trying to use his parry, I found out that there's a slight frame of his "walking" foward animation where he's invincible

    

Re: Johnny Joestar by Salami Released

 October 15, 2018, 05:09:54 pm View in topic context
#2
 Posted by Memes never die/Manby  in Johnny Joestar by Salami Released (Started by Memes never die/Manby March 06, 2018, 04:55:34 pm
 Board: Found Releases 1.0+

He got updated again yesterday 10/14/2018 besides some balance stuff he got a new super to use to enter Act 2 if you use the QCF+B or two attack buttons for the super. He can still do the old super by using QCB instead.
    

Re: TMNT Tournament Fighter based Sprites!!

 October 15, 2018, 04:49:55 pm View in topic context
#3
 Posted by A-D-EightT  in TMNT Tournament Fighter based Sprites!! (Started by A-D-EightT May 02, 2016, 01:21:04 am
 Board: Sprite Projects

Chrome Krang

I want to make it look more realistic and not look like a kids toy
    

MUGEN Tatewaki Kuno (Ranma 1/2)

 October 15, 2018, 04:42:00 pm View in topic context
#4
 Posted by COLOSSE  in MUGEN Tatewaki Kuno (Ranma 1/2) (Started by COLOSSE October 15, 2018, 04:42:00 pm
 Board: Your Releases, older Mugen

From the SNES game Ranma 1/2 Chonai Gekitosen



Quick Moveset:

Dust Demon
command = D,DF,F, a

Kokuu Zan
command = D,DF,F, x

Asherazuki
command = D,DF,F, x

AI is optional, just put "KunohAI.cmd" instead of "Kunoh.cmd" in the def file.



Link in video's description.
    

Re: MUGEN Genma (Ranma 1/2)

 October 15, 2018, 04:34:38 pm View in topic context
#5
 Posted by COLOSSE  in MUGEN Genma (Ranma 1/2) (Started by COLOSSE October 07, 2018, 01:41:19 pm
 Board: Your Releases, older Mugen

    

Re: lemme host a MUGEN ai tournament

 October 15, 2018, 04:02:56 pm View in topic context
#6
avatar  Posted by drewski90  in lemme host a MUGEN ai tournament (Started by Umezono October 15, 2018, 01:49:15 pm
 Board: M.U.G.E.N Discussion

well this should be interesting here's my team:

team drewski

cs-x-tbm greninja by cs x tbm: http://www.mediafire.com/file/obfucqccurs9vnv/CS-x-TBM-Greninja+BETA+2.zip

heidern by falcon rapper: http://www.mediafire.com/file/p3fuwii8cqjirim/Heidern_FDR_Update18_02_2017.rar

terry bogard by vs style debuts: http://www.mediafire.com/file/4b11msbbj3qywoc/Terry.zip/file

goro daimon by falcon rapper: http://www.mediafire.com/file/apdcmt3gwj94tls/DaimonCVS_FDR.rar

if team order's allowed then here's mine:

terry bogard

heidern

cs-x-tbm greninja

goro daimon
    

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

 October 15, 2018, 02:20:04 pm View in topic context
#7
 Posted by Memes never die/Manby  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


    

lemme host a MUGEN ai tournament

 October 15, 2018, 01:49:15 pm View in topic context
#8
 Posted by Umezono  in lemme host a MUGEN ai tournament (Started by Umezono October 15, 2018, 01:49:15 pm
 Board: M.U.G.E.N Discussion

16 teams of 4 characters, 1 team per user unless nobodys interested lol
110% life (subject to change)
99s timer
level 8 ai
i'm not entering myself

no infinites
no touch of death combos (at least from full to half health maybe)
no autoheal, ressurection (a la Gill)
no one hit KOs (so no HNK characters who have them intact obviously)
no helper spam/filling the screen
no parrying fucking everything (good example of acceptable parrying would be GM's characters imo)
no boss type characters
no "cheap"/god/intentionally broken characters
no super small characters

sign up here with a team name and ur four chars
if they have an ai patch ill need to download please direct me to it
characters should have ai
im gonna suspect test things before hand to make sure nothings too one sided
    

Re: Asami Konno + SCWU Sakura Street Day/Night

 October 15, 2018, 01:44:34 pm View in topic context
#9
 Posted by MR. IBZS II  in Asami Konno + SCWU Sakura Street Day/Night (Started by valgallah77 October 15, 2018, 12:45:44 pm
 Board: Your Releases, older Mugen

Thank you for Sakura Street Day. Music there is too funny.
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 15, 2018, 01:13:16 pm View in topic context
#10
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Is it me or did you upload an unfinished version of the character? Compared to the older SHADEs of Manhattan characters, he's missing a lot of sounds, no lifebar portrait, uses fightfx sounds and not his own. Also, his regular portrait is reversed so he's looking at the wrong direction.

Well he's unfinished in that regard yeah, I honestly didn't even think about the missing small port lol. He's not missing sounds either, just it relies on system sounds from any screenpack. The reason I did this was because I felt it wouldn't be a big deal for people if he used their screenpack's stuff. I see now that that is a problem so I'll add them all back. And nah it's not reversed, he just doesnt feel the opponent is worth looking at.

Its good to see you back doing your thing, Sean on sprites and Kaze on code
is a good team up too.

Are there any mechanics you guys cut out of this release that are full game only?

Btw I'm diggin the combo system maybe later I'll post a vid.

Well I only added the current system and AI, sean did 70% of the work lol. The only mechanic that we obviously couldn't use was the guard damage that the guardbreaker would normally use. In the full game you don't get the free combo state unless they were blocking.
    

Re: Jmorphman's Guile Color Seperation by ;X & RaZorbakk36

 October 15, 2018, 01:06:46 pm View in topic context
#11
 Posted by KofHero77  in Jmorphman's Guile Color Seperation by ;X & RaZorbakk36 (Started by KofHero77 October 14, 2018, 08:55:52 pm
 Board: Edits & Addons 1.0+

    

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

 October 15, 2018, 12:50:04 pm View in topic context
#12
 Posted by ArtistofLegacy  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Asami Konno + SCWU Sakura Street Day/Night

 October 15, 2018, 12:45:44 pm View in topic context
#13
 Posted by valgallah77  in Asami Konno + SCWU Sakura Street Day/Night (Started by valgallah77 October 15, 2018, 12:45:44 pm
 Board: Your Releases, older Mugen

    

Re: Who would win this fight?

 October 15, 2018, 12:45:38 pm View in topic context
#14
 Posted by Do not even ask  in Who would win this fight? (Started by Thagr8test October 14, 2018, 05:38:20 pm
 Board: All That's Left

who would win: 100 horses or 100 criminal horses?

trick question, all horses are criminals
    

Re: Who would win this fight?

 October 15, 2018, 11:41:50 am View in topic context
#15
 Posted by XGargoyle  in Who would win this fight? (Started by Thagr8test October 14, 2018, 05:38:20 pm
 Board: All That's Left

The obvious winner would be Superman
    

Re: Mugen 1.0; layers being 1 pixel off when x3 resolution

 October 15, 2018, 11:28:37 am View in topic context
#16
 Posted by XGargoyle  in Mugen 1.0; layers being 1 pixel off when x3 resolution (Started by Cobra Caddie October 14, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

    

Re: Velset/Veladd Resolution Compensation

 October 15, 2018, 11:25:32 am View in topic context
#17
 Posted by XGargoyle  in Velset/Veladd Resolution Compensation (Started by Nep Heart October 15, 2018, 03:41:46 am
 Board: M.U.G.E.N Development Help

The internal engine works at a resolution space of 320x240. All velocities are scaled based on that space.

That means, if you have vel X=3, the internal engine will use vel X=6 when using a coordinate space of 640x480.

Also, mugen has problems caluclating decimals. I think Bia tested it thoroughly and she found out that mugen failed on the third or 4th decimal, so it wouldn't surprise me that maths would fail when adding on top the zooming features of 1.1
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 15, 2018, 11:02:44 am View in topic context
#18
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

You dont have a second projectile.
I'm not telling you you dont need a changestate to get into the state or I'm not even sure what you're thinking.
In the state, in any state,
triggerall = command = "x"
is a valid command.
Change the "x" to be the command, probably "y", to what will fire the second shot. Use that as a trigger in the second projectile so it doesn't fire until you press y.
More than likely you're going to want a looping animation. Then you'll want a changeanim after a certain amount of time. You'll want a changestate to equal the ending animation and it's last frame to exit to state 0.
i'm not sure how the move works exactly. So if you dont press Y that's what will happen. It'll just end.
WHEN you press y and if fires the shot you may want to switch to a firing animation. Use that 3rd animation and it's ending frame to exit to state 0.
    

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

 October 15, 2018, 11:01:04 am View in topic context
#19
 Posted by DeathScythe  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Does anyone know what these 2 screenpacks are and who made em? And where i can get if possible?

Thanks~

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

The first one is Lightworks by Gun0:
http://mugenguild.com/forum/topics/lightworks-screenpack-1-0-640-x-480--133598.0.html

Edit: aaaaand looks like links are down... but you can find re-uploads on google, just search 'lightworks screenpack mugen', I won't post it here because of blacklist.

Edit 2: I found working links on mediafire.
1.0 (uploaded by GameMirage): http://www.mediafire.com/file/c013vgkmh3a3rv4/mugenLIGHTWORKS.7z
1.1 (uploaded by Shin Rarity): http://www.mediafire.com/file/04p9jnsc7cgy4pi/Mugen+Light+Works+1.1.rar

Edit 3 (:lol:) : After some research, I found the second screenpack here (links are working this time):
http://mugenguild.com/forum/topics/ummc-edit-164487.0.html
    

Re: Mugen 1.0; layers being 1 pixel off when x3 resolution

 October 15, 2018, 10:54:18 am View in topic context
#20
 Posted by PlasmoidThunder  in Mugen 1.0; layers being 1 pixel off when x3 resolution (Started by Cobra Caddie October 14, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

The only way I found to fix this was to apply a localcoord to the screenpack matching the resolution and scale everything up via the code.