Hey P.O.T.S how's it going man active tag is a game changer and so much fun but for some reason when using it on Infinite Legacy X it has a slight lag stutter and I can't figure out what is causing it. My laptop is pretty powerful and this only happens when I play a tag team. I tested all programs closed and still experienced the issue any help or suggestions is greatly appreciated
Movelists for Forla's Mika and Visaer have been added to their collection. Additionally, Na Yeon's movelist has been updated to fix some errors. More details about these fixes can be found in the first post.
First, I believe Forla can only be reached out on his youtube account so you could ask him there for the names of mika's moves. Also, he made another character https://youtu.be/_lpk73huKDk?si=-Tf3qDX_u-wrnuFS
Update: he said the translation of Mika's force breaks is in the cmd file. (Value 1200 and 1201)
Thanks for the assist on this! I'd considered reaching out via YouTube, but didn't have much confidence in them responding given that they never resumed posting here after returning from their hiatus.
I've been thinking about this off and on over the week and I feel like I kinda just chucked my first post out the door, just to get it out to people, and I don't really know if it actually stuck or not. I've been thinking about other characters to include than the ones I listed (especially with unrepresented genres such as RPGs and shmups), alongside assists and what their functions would be like. I also feel like I kinda want to change my mind on the whole "no nintendo/sony/microsoft" rule since it would be kinda limiting and I don't really know if people would be on board with such a game if it didn't have that sort of stuff in there. It's a 2D fighter with very similar ideas to stuff like KoF 2000 and DBFC and not a platform fighter like smash is, and I feel like the whole "two attack buttons that are autocombos but also actual normals sometimes" idea may already be a bit wack.
I also don't really know if I want to commit to it. It's a fun idea to think about, but I also feel like I could be doing better, fresher things with my time than a silly mugen asset dump. I think about a lot of other things I want to do in the current moment and sometimes I wonder if making this would be worth it or not. It's certainly not premier resume material even if I somehow find a loophole that allows me to frame mugen work as knowing how to work with state machines. Maybe I should just keep mugen stuff as a low priority and not get super ambitious with it? I don't really want to put too much on my plate, especially with how many other things I'm involved in...
KoF Maximum Impact 2 English Voice Patch for Jmorphman's Kim Kaphwan
First, I believe Forla can only be reached out on his youtube account so you could ask him there for the names of mika's moves. Also, he made another character https://youtu.be/_lpk73huKDk?si=-Tf3qDX_u-wrnuFS
Update: he said the translation of Mika's force breaks is in the cmd file. (Value 1200 and 1201)
Re: B-kun's thread: Calamix Power Fighters V3, 63 1/3 Blob & Old requests
When I tried to edit Inseph's Char Academy Ichigo's cns file and loaded up my mugen build, he starts glitching and it seems to just spam every special effect contain within the character on screen. Is there a way I can remove this?
Re: Can't Get any Holn's AI Patches on Onedrive...
Where Can I Download XD? (like I was thinking should i download from postimage site or here) which am i allow to download?
also can't wait too see you make some color pals dude (*add thumbs up*)
I assume downloading them from the host site would be fine, but I've added a Google Drive link to the original post just to be safe. Any palettes I make will be available there in the future. Speaking of, I plan on making a palette for OHMSBY's Aoko based on her casual outfit with the light blue sweater from Witch on the Holy Night. Not sure when I'll get around to doing it, but it's on the to-do list for sure.
Just in case it's required to say it again: I didn't make any of the stages themselves.
But the interactivity systems are 100% original code.
So far, the reported bugs: -Scaling & localcoord for SHINE shades and Ring Out exit Explods -Ring Out Explod sometimes changes Vel X direction
Possible future fixes and ideas: -NumColor and not just PalFX for SHINE shades -Also: allowing for a character-side Map to be used to stop the SHINE BGPalFX -A toggle to replace the BGPalFX/PalFX for an AllPalFX