YesNoOk

Recent Posts

    

Re: Dormammu released by Gladiacloud & Shinzankuro

 February 23, 2018, 03:28:57 pm View in topic context
#1
 Posted by Diablo Delta  in Dormammu released by Gladiacloud & Shinzankuro (Started by Gladiacloud February 11, 2018, 10:43:30 pm
 Board: Your Releases, 1.0+

Please char CVS ,
I'm interested in bringing CVS char whoever has an interest in teaching we are there, we can increase this database
    

Re: Vulcano Rosso by armin_iuf

 February 23, 2018, 03:28:09 pm View in topic context
#2
 Posted by adriano gt  in Vulcano Rosso by armin_iuf (Started by Nexus Games February 23, 2018, 07:22:37 am
 Board: Found Releases 1.0+

looks good, really
    

Re: QN: Target, movetype = H

 February 23, 2018, 03:19:41 pm View in topic context
#3
 Posted by XGargoyle  in QN: Target, movetype = H (Started by Redash February 23, 2018, 01:19:03 pm
 Board: M.U.G.E.N Development Help

if the enemy blocks the hit, it is also counted as movetype=H
    

Re: for creators of char dbz

 February 23, 2018, 03:17:23 pm View in topic context
#4
 Posted by XGargoyle  in for creators of char dbz (Started by oscar123 February 23, 2018, 03:06:38 pm
 Board: Resource Releases

Yes
    

Re: CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool

 February 23, 2018, 03:08:56 pm View in topic context
#5
 Posted by yudhiyou  in CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool (Started by yudhiyou April 13, 2017, 03:29:39 pm
 Board: Edits & Addons 1.0+

    

Re: Color Separated Database

 February 23, 2018, 03:07:32 pm View in topic context
#6
avatar  Posted by The4ury  in Color Separated Database (Started by MaxBeta June 29, 2013, 04:56:31 pm
 Board: Resource Releases

Guys, I believe this Hanzo (Neo Geo) has his hair color separated. I remembered Snake from years ago.

If anyone can confirm would be helpful.

If it isn't separated i'll keep looking for his one.
    

for creators of char dbz

 February 23, 2018, 03:06:38 pm View in topic context
#7
 Posted by oscar123  in for creators of char dbz (Started by oscar123 February 23, 2018, 03:06:38 pm
 Board: Resource Releases

in this video can see the attack of dbz fighter z,but no have cinematics(type mugen)
can créate chars this type attack?
posdate: you can get this type stages(now are in zoom 1.1 and have animations
    

Re: KOF Anthology All Characters Pack (Updated 18.02.23)

 February 23, 2018, 03:00:29 pm View in topic context
#8
 Posted by duracelleur  in KOF Anthology All Characters Pack (Updated 18.02.23) (Started by duracelleur September 13, 2015, 01:14:18 am
 Board: Edits & Addons 1.0+

I don't know where to post this since I don't want to necrobump your old release topic, but are you still planning to update your Star Platinum? He has a nasty bug where the opponents won't freeze temporary when his hypers are executed. This makes the character unplayable as his hypers can easily be disrupted as he can be hit while his hyper portrait is active. In the MvC games, it's not possible to move until the hyper portrait disappears when performing a hyper. But with your Star Platinum, my hypers are useless as I'm vulnerable to the opponent. If I fought against him, I can simply move out of the way or hit him before he has a chance to attack. That's how bad the bug is. I hope you still consider fixing him even though it's been nearly 5 years since his character got updated.

Why didn't you just PM me...
I will check that bug.

Update 18.02.23 : New bonus characters added : Geese Kai (by Kotori) and Ivan (by Kagemusha).


Spoiler, click to toggle visibilty

Check first post.
++
    

Re: CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool

 February 23, 2018, 02:51:12 pm View in topic context
#9
 Posted by OldGamer  in CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool (Started by yudhiyou April 13, 2017, 03:29:39 pm
 Board: Edits & Addons 1.0+

Re-uploaded...

- Fix Decapre special moves AI
- Fix Iori, Mai, and Cody projectile AI
this is really nice fan base edit project. but would be best to make your own Screen Pack with the characters your editing ?

    

Re: KoF XIV

 February 23, 2018, 02:35:28 pm View in topic context
#10
 Posted by Magma MK-II  in KoF XIV (Started by NiO ErZeBeTh September 15, 2015, 09:35:20 am
 Board: Fighting Games



Only two characters left. The big dress is from the Arabian girl, and I'm pretty sure the sillouette behind Heidern is making a gun-finger pointing at the screen, thus being very likely to be Blue Mary.
    

Re: The Donald Trump Political MAGAthread: "Solution to the gun problem? More guns!"

 February 23, 2018, 02:34:07 pm View in topic context
#11
 Posted by VGames  in The Donald Trump Political MAGAthread: "Solution to the gun problem? More guns!" (Started by Ricepigeon March 22, 2017, 08:42:19 pm
 Board: All That's Left

Well this guy killed more people back in 1927 then any other school massacre since in the US and he didn't have an AR. He used good ol' fashion dynamite and incendiary pyrotol to take care of most of his victims. The only gun he had was a Winchester 54 Rifle and he didn't even shoot anybody with it. He used it to detonate the explosives in his truck killing himself and more people than an AR could ever kill in a blink of an eye. Banning guns will be just as effective as banning illegal narcotics, murder, rape, or sex trafficking has been. Not effective at all. Gun free zones are the prime target of any mass killing.

https://en.wikipedia.org/wiki/Bath_School_disaster

And also the next biggest death toll at a school massacre was done in 2007 and only got 32 kills. 6 less then the dynamite attack. And guess what? No AR's were used. Only 2 pistols.

https://en.wikipedia.org/wiki/Virginia_Tech_shooting
    

Re: CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool

 February 23, 2018, 02:34:06 pm View in topic context
#12
 Posted by yudhiyou  in CVS Mugen Fighting Jam - Updated 2/23/2018 and Asking Gameplay System Pool (Started by yudhiyou April 13, 2017, 03:29:39 pm
 Board: Edits & Addons 1.0+

Re-uploaded...

- Fix Decapre special moves AI
- Fix Iori, Mai, and Cody projectile AI
    

Re: QN: Target, movetype = H

 February 23, 2018, 02:28:50 pm View in topic context
#13
 Posted by Niitris  in QN: Target, movetype = H (Started by Redash February 23, 2018, 01:19:03 pm
 Board: M.U.G.E.N Development Help

Because P1 isn't the one who hit the target, that's why he doesn't do anything. The helper is the one that makes contact, so target redirection will only work with that helper.

Use enemy,MoveType=H instead.
    

Re: Cruz's Projects: Heart Aino + Saki Update [3-Button/Divinewolf] - Saki Beta

 February 23, 2018, 02:17:09 pm View in topic context
#14
 Posted by WumpaFruit96  in Cruz's Projects: Heart Aino + Saki Update [3-Button/Divinewolf] - Saki Beta (Started by Cruz December 02, 2015, 12:21:32 am
 Board: Projects

    

Re: Vulcano Rosso by armin_iuf

 February 23, 2018, 02:01:24 pm View in topic context
#15
 Posted by 9mb  in Vulcano Rosso by armin_iuf (Started by Nexus Games February 23, 2018, 07:22:37 am
 Board: Found Releases 1.0+

Vulcano Rosso from street fighter ex made by armin_iuf.

download:
http://www.mediafire.com/file/1csbnjwa29576o5/vulcano-rosso.rar





_________________________________________________ ______________________
MOVE LIST:

Vesuvio >> D,F,P (after that P >> after that K)
Vulcan >> D,B,P
Aeolus >> D,F,K (after that K)
Canassa >> D,B,K
Throw >> F,P

HYPER MOVES:
Ponte-Dei-Sospiri >> D,F,D,F,P
Torre-Pendente >> D,B,D,B,P
Accelerando >> D,F,D,F,K

ULTRA COMBO:
Quattro-Panorami >> D,F,D,F,PP

_________________________________________________ ______________________
cool man  :mthumbs:
    

Re: CVS Mature POTS/Infinite by Falcon Rapper

 February 23, 2018, 01:41:12 pm View in topic context
#16
 Posted by fenzi4224615  in CVS Mature POTS/Infinite by Falcon Rapper (Started by Falcon Rapper February 23, 2018, 03:16:04 am
 Board: Your Releases, 1.0+

NICE!GJ!!!!
    

Re: Helper-based projectile hitting multiple vs helpers, but once vs non-helpers?

 February 23, 2018, 01:26:38 pm View in topic context
#17
avatar  Posted by Redash  in Helper-based projectile hitting multiple vs helpers, but once vs non-helpers? (Started by Ricepigeon February 22, 2018, 04:16:48 pm
 Board: M.U.G.E.N Development Help

Have u tried: trigger = !Target, IsHelper
    

Re: QN: Target, movetype = H

 February 23, 2018, 01:24:05 pm View in topic context
#18
avatar  Posted by Redash  in QN: Target, movetype = H (Started by Redash February 23, 2018, 01:19:03 pm
 Board: M.U.G.E.N Development Help

I seem to see a double.post but it says i cannot delete.my.own posts :^p
    

QN: Target, movetype = H

 February 23, 2018, 01:19:03 pm View in topic context
#19
avatar  Posted by Redash  in QN: Target, movetype = H (Started by Redash February 23, 2018, 01:19:03 pm
 Board: M.U.G.E.N Development Help

Hi,

Wonder when is "target,movetype=H" used?

I thought it is used in triggers to tell if the target is "Hit" but it seems not working...

E.g: under the state controller of a Helper-type projectile CNS coding, (highly simplifed)

Type = changestate
Trigger1 = target,movetype=H ; NOT working...
Value = 0 (my goal here is to recover from firing position to standing pose after Helper-Type projectile hits)
Ctrl = 1

But if i used the below it works...
Type = changestate
Trigger1 = numhelper(####) = 0
Value = 0 ; my char returned to standing pose
Ctrl = 1

Then i tried below it failed again...
Type = changestate
Trigger1 = numhelper(####) = 0
Trigger1 = target,movetype=H ; NOT working...
Value = 0 ; my char STUCK in firing pose anim even AFTER the Helper-type projectile hits...
Ctrl = 1

I had tried p2movetype and it works to some extend but still not reliable in team fight modes.

Hence my qns... need help explaining how target,movetype = H works... cuz i may have misunderstood its intend... any docs will be helpful.

Or in other words, how do we detect a hit for Helper-type projectiles???
    

WARNING: Complex calculations, Veterans only

 February 23, 2018, 12:57:55 pm View in topic context
#20
avatar  Posted by Redash  in WARNING: Complex calculations, Veterans only (Started by Redash February 23, 2018, 12:57:55 pm
 Board: M.U.G.E.N Development Help

Hi.

I am currently trying to code an edited Chonshu hyper move that drains life.

I had manage to edit the hyper projectile to homes into the opponent (even midair :^D)

However i have issues calculating the trajectory of the returning projectile esp when the target is hit mid-air.

Assuming an right-angle triangle when target is hit in mid-air with Chonshu on ground, i am assuming:
Opposite = p2BodyDist Y
Adjacent = p2BodyDist X

I use the below expression formula to calculate my return trajectory of the returning projectile of Chonshu edited hypermove for my Scrtl:VelSet,
Code:
X = Cond(p2BodyDist X - Pos X > 0, p2BodyDist X % 2 + 1, Pos X % 2 + 1)
Y = Cond(Enemy, Pos Y >= Root, Pos Y, -1.2, tan(45) * p2BodyDist Y / p2BodyDist X)

The issue here is Y... -1.2 for Y works perfect when target is hit on ground, but problem arises when the target is Hit mid-air... the returning projectile sometimes go beyond below my character. Or simply way above my char. Can the veterans pls assist?

Do be warn this is rather complex and i had used a few googled calculations but seem nothing working (>_<)