Argh, this would be so much easier if Fighter Factory itself could detect duplicate sprites in the first place. Dealing with all of this by trying to use ancient tools and external programs, and trying to figure out how this SFFv2 format works... always, without fail, sprite work remains the hardest part of MUGEN creation.
Maybe I should just take that risk and do everything manually after all.
Character in Fighter Factory Classic is not transparent when I test him out.
... Well damn, I completely forgot about that. I was mad at them doing the bare minimum for the Wii U and jumping to 3DS and I didn't get that DLC pack and just forgot it happened (actually I didn't even remember they were in the 3DS version, I only remembered Marin, Medli, Linkle, Skull Kid, Tetra and the King). Okay, never mind.
Glad they're really adding new characters too (Toon Zelda spirit form, Ravio, Yuga), but the news articles I see about the various trailers that have come out seem to barely notice that they're new, somehow. I still haven't seen any comment on the new character switch system they ported from FEW either. Seriously, reporters.
Wait, weren't they dlc characters for the original Hyrule Warriors?
New custom characters for EF-12 (Plus, stage and camera mod!)
The user "Project EF-12 Mods" put Nier 2B (From "Nier: Automata", PS2) versus a super busty and scarcely dressed character named "Thick Thing Babe" (I dunno what game she's from) in a stage from the Game "Smashing the Battle", available on Steam.
Unlike some ragequitters, he left links for download, together a camera mod (According to him, necessary to the characters not to go off from the screen)
MUGEN would close randomly with certain characters with no error message.
But I think I know what causes it.
I read a long time ago on some MUGEN forum (don't remember which one) that if an animation has CLSN1 and CLSN1Default (or CLSN2 and CLSN2Default) boxes mixed together in a certain way, it can cause MUGEN to close with no error message. Something like this:
Notice how the CLSN2Default is in the middle of the animation.
What makes this issue strange is that for me, the 'crash' wouldn't always happen; I could finish some matches just fine. Plus, the character didn't even have to even use the 'corrupted' animation for the crash to occur. Or the opposite happened; the character used the 'corrupted' animation, but no crash happened (Maybe there is only a chance the 'corrupted' animation will cause the crash).
I actually managed to fix the problem by changing every single animation so that they never used a combination of CLSN1 & CLSN1Default or CLSN2 & CLSN2Default boxes. It seems to be okay to mix different types together (CLSN1 with CLSN2Default or CLSN2 with CLSN1Default), but mix together the same type too much and the weird crash happens.
I'm still not entirely sure if the weird animation code is what caused the problem, but I'm very sure that the 'fix' above is what stopped the crashes.
Fixed characters include
Cable by Infinite
Deadpool by Infinite
Cloud by Infinite
Dr.Doom by infinite Also i fixed hand fx not showing during Max Photon Array
Charles Lazarus was the founder and former CEO for Toys R Us, he started the company shortly after WW2 to sell cribs and other baby furniture, he moved into toys shortly after that. As most people know by now, Toys R Us announced last week that all US and UK stores will be closing, Canada stores will not affected for the time being.
-QCF, x (wait until the 4th hit connect) -> a+z > repeat as many times as you want for an infinite. - WILL FIX -If P1 Frieza and P2 Frieza press z the rock helpers can be hit and turn into clones. - DEFINATELY WILL FIX! -x,x,x,x -> before he makes the enemy explode press a+z. There's a bug. - WILL FIX -Why doesn't he turn if the enemy is behind him while he does the dash attack (a+z)? This happens to all of your new characters. - I tried to fix this many times, the problem is I used using a turn code and the turn code freaks out and causes the character to constantly flip left and right. I can try again but It failed when i tired before. -The aura has shadow. - Will kill it. -Pressing a+z in itself is an infinite. - That I know........not saying it was intentional... buutttt... in Extreme Butoden... its a infinite as well, I'll fix. -y -> a+z -> repeat as many times as you want for an infinite. - Is Y nessesary? or any button for that matter??? -Why can he "transform" while he's already transformed? Since he's already in Golden form, it just seems like a waste of meter. - I wanted to add a palette for Pure Gold Freeza, So once to turn Golden, Twice to turn Pure Gold. No status affects. http://moe-cos.jp/?p=24089
Re: Project EF-12 (a free customizable 3D fighting game engine)
Project was ruined as soon as QUAD ARROW began selling in steam.
I don't think so, the price was not much costy to me (And I am so poor that I leech internet from a friend! xD). But, if EF-12 not to come with some worthy news, like more formats to export from, walls, ring-out pitfalls, solid obstacles, more compatible softwares than JUST 3DS, Maya and Blender, some interesting plug-ins or, at least, free rigging to clothes and hairs (Like in Unity and MMD), things gonna get difficult for us.
Re: Re-Upload All Pocket Star [Goku, Ryu, Terry, Link]