Well due to unfortunate circumstances, I am releasing this package with 1 nearly completed Minigame, Alien MotherShip V2. This is a standalone screenpack modified to the future minigames I planned on making. Due to the recent loss of my materials, I dont have any other minigames packaged with this release, I have to make them over again. This is an older version of the updated Alien Mothership that debuted on Youtube some years ago. The coding is stable, but not my very best and it will work with properly coded characters. I dont expect all character to work flawlessly with this but again, it will work. And no this is not team mode compatible, Sorry.Click here to DownloadOnly use the characters that seem to work best with this package. Installation: 1.Important!Add characters in the PLAYERS FOLDER ONLY!!!!! 2. Run lash.exe 3. -go to data/Cs-X-Minigame/select.def -replace kfm slots with the character you want to add in this format: Players/YourChar/Yourchar.def4. Winmugen chars are compatible but in the characters def file, 1.0 and winmugen, you need to add localcoord = 640x480. that line works in winmugen chars also.Final:to use an Item, press start or whatever you have your taunt buttons as. Can be activated in the air.to jump down, press down down. Thats it. I hope you like, Enjoy!!!Troubleshooting:If you get this error:Error message: Undefined command label: "down".If not misspelling in CNS, check CMDError parsing trigger1, 1Error parsing [State -1, Jump down from Missile]Error in [Statedef -1]add this to your chars cmd file:[Command]name = "down" ;Required (do not remove)command = $Dtime = 1orError message: Undefined command label: "s".If not misspelling in CNS, check CMDError parsing triggerallError parsing [State -1, Item Selected]Error in [Statedef -1]add this to your chars cmd[Command]name = "s"command = stime = 1
Oh hell yes. I've been wanting to go for another go on this mini game since I played the first version and then lost it.A shame the other mini games were lost, I've been looking forward to Neon Night Riders as well.
Well it will take some time with my schedule but I do have a winmugen beta stashed on the net. Ill just rebuild from that.
Thanks for the awesome share and I'm sure many will enjoy it. Your works are very well liked and solid upon completion.
Time to re-download. Sucks about the loss of the TMNT stuff...I'm pretty sure I'll be getting a PM from you soon that sounds something like...."Hey man...you still have those sprites???" ...All in good fun bro and this kinda shit happens to me all the time as well.You know where to reach me.
- Is there a difference if I add characters into '/chars' directory, and the supposed 'chars/Players' directory?- When I added a few of my characters, when the game starts, they start standing at the middle bottom of the screen, and I can't play the game.- Do I need to add anything into a characters AIR file to make them work correctly? I did this with one character (copying extra minigame data from KFM into one of my characters), and I didn't see any difference.- Should P2's attack buttons match P1's attack buttons when I re-configure? It doesn't seem right when P1 selects a character, and P2 has to confirm it.EDIT: Okay I ran lash.exe, it seemed to fix the characters errors I said above. Although it seems wrong to have to add the two missing commands ("down", and "s") in a character to be compatible with the game.Despite some errors (like random stand attacks on air at times), it's kind of difficult to play.
N-Mario said, May 08, 2013, 10:12:43 pm- Should P2's attack buttons match P1's attack buttons when I re-configure? It doesn't seem right when P1 selects a character, and P2 has to confirm it.Mugen limitation. If you notice carefully, P2 is supposed to pick the minigame you want to play. It's actually on Vs. Mode.
Mario, I made it clear that there was a reason why I structured the package in such a way you know. Not to mention the instructions were clear as day. As far as adding the extra commands, If all creators coded there characters in a similar fashion then we wouldn't have this problem, but we don't and there for I posted a quick fix, not to mention I made the roster small. Also the game isn't hard, lmao. Don't sound like a quitter....
I'm not really "quitting" per-se. It's that Mugen's engine makes it difficult to make real action platforming games. Because of this, there's going to be more errors in any game than necessary.
-SyN- said, May 09, 2013, 02:38:56 amAlso the game isn't hard, lmao. Don't sound like a quitter....Well, the missile positions tend to distance themselves that you require an air dash or a double jump to safely land on another missile. The missiles the mothership fires while the barrier is up come pretty fast, take a good chunk of your life if they hit and quite possibly take another chunk by making you fall. The final phase makes it hard to approach the mothership since it will take out your platform missiles pretty quickly enough that it's possible to be far back enough to not even be able to see the mothership thus making it particularly hell for characters with no ranged options and those that do have one would quickly have to prepare to jump off to another missile.But you have unlimited continues, so it's all moot.Tails Prower said, May 09, 2013, 07:25:38 amI tried to fight this thing, but my character just fell through the missiles.Did you run the lash program in the players folder?
Wow... I'm surprised you decided to release this.Anyway, I still have your TMNT Night Riders build. I'm sure it's up to date cuz I doubt there was any other work done to it as far as I know.
This mini game is crazy impressive! Really good attention to detail. Been wanting to check this out since the first video.It is a lot more obvious to me now that most fighting game characters (as is) don't feel that awesome in a action game.Thanks for the release.
I love you SyN and your strider, but he has some bugs that are game breaking and i might have to replace him soon
Darkflare said, May 09, 2013, 07:55:03 am-SyN- said, May 09, 2013, 02:38:56 amAlso the game isn't hard, lmao. Don't sound like a quitter....Well, the missile positions tend to distance themselves that you require an air dash or a double jump to safely land on another missile. The missiles the mothership fires while the barrier is up come pretty fast, take a good chunk of your life if they hit and quite possibly take another chunk by making you fall. The final phase makes it hard to approach the mothership since it will take out your platform missiles pretty quickly enough that it's possible to be far back enough to not even be able to see the mothership thus making it particularly hell for characters with no ranged options and those that do have one would quickly have to prepare to jump off to another missile.But you have unlimited continues, so it's all mootWell I had no intentions on making this easy because it would be boring. Also I didn't add the gradius style item system and life points for nothing you know... Mario just sound like he was just complaining without having no proper understanding. Seriously, installation was simple, I made it clear that certain things are structured for a reason....Need I go further?