YesNoOk

Recent Posts

    

Re: RETROVERSUS 2.0 || AceMillion

 February 18, 2018, 04:06:26 am View in topic context
#1
 Posted by Domodantekun  in RETROVERSUS 2.0 || AceMillion  (Started by Ace-Million February 17, 2018, 01:20:01 am
 Board: Your Releases, 1.0+

Whaat? so soon?? man Ive been having so  much fun with the previous version testing asap! thanks man keep up the great work
    

Re: Byakuren Hijiri (02/17/18), Yuuka Kazami updated (02/13/18)

 February 18, 2018, 04:00:31 am View in topic context
#2
 Posted by Ricepigeon  in Byakuren Hijiri (02/17/18), Yuuka Kazami updated (02/13/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Byakuren Hijiri

Quote
=====================================
02/17/18 - Version 2018.02.17
=====================================

- Adjusted appearance of skill orbs.
- Adjusted Dash timings.
- Adjustments to several sounds.
- Adjustments to some hit velocities on specials.
- j2y: Startup decreased by 4f.
- Chant: Charge speed increased by 10%.
- Durga's Soul: Fixed bugs involving armor state.
- Durga's Soul: Startup time decreased by 7f.
- "Master of Buddhist Cosmology": Hitbox size increased, projectile velocity increased.
- Superhuman "Byakuren Hijiri":
--  Renamed Relic "Sorcerer's Sutra Scroll".
--  Command changed to D,D,D + x/y/z (222x/y/z)
--  Now costs 1000 Power, is no longer a selectable Last Word.
--  No longer provides 50% Walk speed increase.
--  Damage increase on affected Specials decreased (125%->110%).
--  Duration is now dependent on number of Skill Orbs when used (min 2 sec, max 10 sec).
--  Now has 7f recovery after superpause.
--  Fixed graphical bug in IKEMEN.
- New Last Word: "Sakra Devanam Indra's Thunderstorm".
    

Re: MUGEN Video thread

 February 18, 2018, 04:00:14 am View in topic context
#3
 Posted by Nep Heart  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: coding

 February 18, 2018, 03:59:53 am View in topic context
#4
 Posted by Prime SC  in coding (Started by javonlouis February 18, 2018, 03:55:33 am
 Board: M.U.G.E.N Development Help

whats the problem, u cant just post a code and not tell us what happened
    

Re: Death Battle/One Minute Melee

 February 18, 2018, 03:58:40 am View in topic context
#5
 Posted by Darkflare  in Death Battle/One Minute Melee (Started by Long John Killer April 09, 2015, 03:59:16 am
 Board: Entertainment

The white border because DBX doesn't care about power level mismatches.
    

Re: Post Fan Art Thread

 February 18, 2018, 03:56:52 am View in topic context
#6
 Posted by RoySquadRocks  in Post Fan Art Thread (Started by 1Ultima December 12, 2011, 08:22:44 pm
 Board: All That's Left

Here comes PAC-MAN again!!!

    

coding

 February 18, 2018, 03:55:33 am View in topic context
#7
avatar  Posted by javonlouis  in coding (Started by javonlouis February 18, 2018, 03:55:33 am
 Board: M.U.G.E.N Development Help

[Statedef 2211]
type = s
movetype = a
physics = s
juggle = 0
anim = 2211
velset = 0,0
poweradd = 60
sprpriority = 2
ctrl = 0

[state 1000, width]
type = width
trigger1 = 1
edge = 30,0

[state 1000, hitdef]
type = HitDef
trigger1 = time = 0
attr = s,sa
hitflag = maf                     
animtype = hard         
air.animtype = hard
priority = 3,Hit
damage = 15,0
pausetime = 3,3
sparkno = -1
sparkxy = -15,-55
hitsound = S13,0
guardsound = S8,11
ground.type = low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p1stateno = 2212
p2stateno = 2213
p2facing = 1

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 9

[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2213
persistent = 0

[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2212

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 2212]
type = s
movetype = a
physics = n
velset = 0,0
juggle = 0
poweradd = 50
anim = 2212
ctrl = 0
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = movehit = 1
trigger2 = animelem = 1,>=0
anim = 4080
ID = 4080
pos = 15,-10
postype = p1 
bindtime = 1
sprpriority = 20
under = 0
ontop = 0
scale = 0.5,0.5
ignorehitpause = 1
supermove = 999
pausemove = 999

[State -2, Explods]
type = Explod
trigger1 = movehit = 1
trigger1 = random < 100
anim = 4130
pos = 0,-50
postype = p2
bindtime = 1
random = 100,100
sprpriority = 9
ignorehitpause = 1
supermove = 1

[State -2,explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4140
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1

[State -2, explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4145
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1

[State 1000, grab sound]
type = PlaySnd
trigger1 = animelem = 1
value = s8,11

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s5,100

[state 1000, targetbind]
type = targetbind
trigger1 = animelemtime(1) = 0
pos = 77,-5

[state 1000, hitdef1]
type = hitdef
trigger1 = animelem = 1
attr = s,sa
getpower = 0
damage = 120,0
animtype = Hard
hitflag = mafd
priority = 3, Hit
pausetime = 5,0
sparkno = -1
sparkxy = -25,-65
hitsound = s13,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 60
palfx.add = 50,0,100
palfx.sinadd = -80,-80,-80,15
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2520
ID = 2520
pos = 0,0
postype = p1
sprpriority = 45
bindtime = 1
under = 0
ontop = 0
supermove = 999
pausemove = 999
scale = 0.5,0.5

[state 1000, width]
type = width
trigger1 = time = 0
edge = 70,0

[State 1000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 2213]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [4000,4100)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2213

[State 4020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State a]
type = palfx
trigger1 = animelem = 4
time = 65
mul = 256,128,256
sinadd = 80,0,80,65
add = 50,0,50
color = 50
ignorehitpause = 1

[State 4020, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -5
y = -5

[State 4020, VelMul]
type = VelMul
trigger1 = AnimElem = 5, >= 0
x = 0.97

[State 4020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = 0.6

[State 4020, SelfState]
type = SelfState
triggerall = AnimElem = 5, >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
    

coding

 February 18, 2018, 03:32:02 am View in topic context
#8
avatar  Posted by javonlouis  in coding (Started by javonlouis February 18, 2018, 03:32:02 am
 Board: M.U.G.E.N Development Help

i'm very sorry for making a topic called sprites few times,odb718 is right i can import a sprite or make it from scratch,can someone help me i don't know what's missing i'm trying to get iori to hit the opponent while he's on the ground,i don't what's wrong or what's missing from my coding,the hitflag has mafd on it but something else is still missing,it's like ex iori's ex shiki kototsuki in kof 13,i have nothing else to do but to make this move?
    

Re: Sennou-Room's WIP

 February 18, 2018, 03:22:18 am View in topic context
#9
 Posted by Sennou-Room  in Sennou-Room's WIP (Started by Sennou-Room April 08, 2017, 05:00:56 am
 Board: Projects

    

Re: Pyron stage - Concept

 February 18, 2018, 02:01:54 am View in topic context
#10
 Posted by Sir Lord Alpyne  in Pyron stage - Concept (Started by Master Yoda May 05, 2010, 12:36:57 am
 Board: Projects

    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 February 18, 2018, 01:45:49 am View in topic context
#11
 Posted by REDHOT  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion

@REDHOT:
First off, allow me the opportunity to congratulate you on having gotten this far with such an ambitious undertaking. ^_^

Secondly, I discovered an issue that surprisingly pertains to both Mouser's version of Ruby Heart as well as your own.  Oddly enough, I've yet to replicate the bug in question in any background beyond the MvC2 training stage by ExShadow.  To continue, if you corner the adversary and perform "Mille Fantomes", the ghosts reach the wall and either remain there, or create an infinite by dragging the opponent well above super jump height.  The latter is what always occurs with Mouser's incarnation of the character.

Hi, thanks!.
That bug seems to belong to ExShadow´s MvC2 Training stage, because I played with another stage and no problem.
Not only with Mille Fantomes, with any projectyle that you drop with any character.
MvC2 Training stage have so much boundleft or boundright that the projectyle stays when reach the wall.
I change this parameters and works fine now:
Code:
boundleft = -750
boundright = 750

This bug happens to you in that stage or any?
    

Re: Darkseid

 February 18, 2018, 01:38:46 am View in topic context
#12
avatar  Posted by Kamekaze  in Darkseid (Started by Kamekaze February 13, 2018, 02:53:04 pm
 Board: TMNT x Justice League: Untold Prophecy.

    

Re: MUGEN Video thread

 February 18, 2018, 01:36:24 am View in topic context
#13
 Posted by Nep Heart  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Darkseid

 February 18, 2018, 01:18:31 am View in topic context
#14
avatar  Posted by Mitewing  in Darkseid (Started by Kamekaze February 13, 2018, 02:53:04 pm
 Board: TMNT x Justice League: Untold Prophecy.

It sounds like the final boss is an Omega version of Darkseid.
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 February 18, 2018, 01:10:39 am View in topic context
#15
 Posted by Long John Killer  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 pm
 Board: Fighting Games

Not that I'm particularly against Mr. Satan as a joke appearance, but just his very slow human-speed character type I can't see working very well with how fast paced things go.  Unless he's a surprise turtle, throwing out bombs in place of Flash Kicks and such.  Like, it worked in Budokai on a semi-2D plane because everyone moved slowly, with the option to get vertical very fast, and the 3D games he could just jetpack around so it was fine, but this one I'd have to see a showcase to be convinced.
    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 February 18, 2018, 01:03:37 am View in topic context
#16
 Posted by Mature4evr  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion

@REDHOT:
First off, allow me the opportunity to congratulate you on having gotten this far with such an ambitious undertaking. ^_^

Secondly, I discovered an issue that surprisingly pertains to both Mouser's version of Ruby Heart as well as your own.  Oddly enough, I've yet to replicate the bug in question in any background beyond the MvC2 training stage by ExShadow.  To continue, if you corner the adversary and perform "Mille Fantomes", the ghosts reach the wall and either remain there, or create an infinite by dragging the opponent well above super jump height.  The latter is what always occurs with Mouser's incarnation of the character.
    

Enter DJJarianLogan...

 February 18, 2018, 01:01:25 am View in topic context
#17
avatar  Posted by DJJarianLogan  in Enter DJJarianLogan... (Started by DJJarianLogan February 18, 2018, 01:01:25 am
 Board: Introductions and Guides

Hello Everyone, ok for those of you who dont know me, im Jarian Logan, and i am a DJ who makes Videogame Music. Im not NEW to Mugen by any means, i mean to be honest ive been here before awhile back and i was really into mugen BIG TIME! LOL, but that was a few Years ago when i wasn't a novice to mugen. Anyway im a DJ now and i was wondering if any of you would mind if i Posted some of my Music on here from time to time. Alot of my music could be used for First Person Shooters or Racing Games, but most of it would Definitely Fit in Fighting Games! :) Id Like to do some Collaborations with some of you who are Creators of Full Mugen games sometime, i may not know how to create Fighting Characters, but i DO know how to make music! :P Anyway thats my introduction, take care my friends, take care. ;)
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 February 18, 2018, 12:55:09 am View in topic context
#18
 Posted by Magma MK-II  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 pm
 Board: Fighting Games

Good thing they took the most predictable choices out of the way already, now to wait for the unevitable inclusion of Mr. Satan.

I still wish they include characters from classic Dragon Ball.
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 February 18, 2018, 12:46:44 am View in topic context
#19
 Posted by Long John Killer  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 pm
 Board: Fighting Games

I was rather hoping that if Broly were to show, they would stick more to his first movie appearance than his second one, where they washed out a lot of the green tint and he was much more blond in his Legendary form.  Maybe it'll be an alt color option, though I've noticed they tend to not mess with the hair with additional colors already in game for transformed characters.
    

Re: Strides 2 Glory VS

 February 18, 2018, 12:43:36 am View in topic context
#20
 Posted by Noside  in Strides 2 Glory VS (Started by Noside March 31, 2016, 05:48:09 pm
 Board: Projects

There's no updates since then, I think he's totally focused on a side project called Glitz and Glam Brawl for now.