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Jesuszilla

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Messages by Jesuszilla

    

Re: PotS Style Felicia for Child's Play Charity released! UPDATED 2018/06/14

 June 30, 2018, 11:47:13 pm View in topic context
 Posted by Jesuszilla  in PotS Style Felicia for Child's Play Charity released! UPDATED 2018/06/14 (Started by Jesuszilla May 29, 2018, 07:09:15 am
 Board: Your Releases, 1.0+

I'll try to look into the VSelect issue, though it's odd since I use FFS to save SFF's.

Yes, her dash is supposed to go through opponents. Toy Touch can only be done on downed opponents or while they're just about to hit the ground.


I found the problem with the super jump; turns out, for a command like $D for example, it doesn't just detect DF, DB, and D. It also detects DU, which is quite possible on a hitbox or keyboard setup. I'll let you guys know when the update is out.
    

Re: Is P.O.T.S. style hate justified?

 June 28, 2018, 11:20:16 pm View in topic context
 Posted by Jesuszilla  in Is P.O.T.S. style hate justified? (Started by SolWarrior June 27, 2018, 09:13:04 am
 Board: M.U.G.E.N Discussion

Precisely. Pretty funny how those who are saying "you shouldn't hate on this" in this thread are the exact same ones that contributed to the problem in the first place.
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 28, 2018, 07:27:50 pm View in topic context

I don't think Fighter Factory Classic can open SFFv2. You should download FF3.

Okay, I got the character to open, how do I get the blood hitsparks out of the sprites?

Open her in FF3 as well as your destination project. In your destination project, go to Sprites > Import from another project, and this window should pop up:
https://i.imgur.com/DoFnfzX.png

Select everything on the left from 8700,0 to 8790,12 and click "Add from source" on the right. Leave everything else the same and click OK.

Finally, paste this .AIR code into your .AIR file (open your .AIR in notepad) to use the animations:
Code:
; Angle 1 light
[Begin Action 8700]
8700,0, 0,0, 2
8700,1, 0,0, 2
8700,2, 0,0, 2
8700,3, 0,0, 2
8700,4, 0,0, 2
8700,5, 0,0, 2
8700,6, 0,0, 2


; Angle 1 sub
[Begin Action 8701]
8700,7, 0,0, 2
8700,8, 10,2, 2
8700,9, 34,4, -1


; Angle 1 heavy
[Begin Action 8710]
8701,0, 0,0, 2
8701,1, 0,0, 2
8701,2, 0,0, 2
8701,3, 0,0, 2
8701,4, 0,0, 2
8701,5, 0,0, 2
8701,6, 0,0, 2


;
[Begin Action 8711]
8701,7, 0,0, 2
8701,8, 14,4, 2
8701,9, 34,4, -1


; Angle 2 light
[Begin Action 8720]
8702,0, 0,0, 2
8702,1, 0,0, 2
8702,2, 0,0, 2
8702,3, 0,0, 2
8702,4, 0,0, 2
8702,5, 0,0, 2
8702,6, 0,0, 2


;
[Begin Action 8721]
8702,7, 0,0, 2
8702,8, 30,30, 2
8702,9, 47,42, -1


; Angle 2 heavy
[Begin Action 8730]
8703,0, 0,0, 2
8703,1, 0,0, 2
8703,2, 0,0, 2
8703,3, 0,0, 2
8703,4, 0,0, 2
8703,5, 0,0, 2
8703,6, 0,0, 2


;
[Begin Action 8731]
8703,7, 0,0, 2
8703,8, 12,10, 2
8703,9, 12,11, -1


; Angle 3 light
[Begin Action 8740]
8700,0, 0,0, 2, V
8700,1, 0,0, 2, V
8700,2, 0,0, 2, V
8700,3, 0,0, 2, V
8700,4, 0,0, 2, V
8700,5, 0,0, 2, V
8700,6, 0,0, 2, V


;
[Begin Action 8741]
8700,7, 0,0, 2, V
8700,8, 10,-2, 2, V
8700,9, 34,-4, -1, V


; Angle 3 heavy
[Begin Action 8750]
8701,0, 0,0, 2, V
8701,1, 0,0, 2, V
8701,2, 0,0, 2, V
8701,3, 0,0, 2, V
8701,4, 0,0, 2, V
8701,5, 0,0, 2, V
8701,6, 0,0, 2, V


;
[Begin Action 8751]
8701,7, 0,0, 2, V
8701,8, 14,-4, 2, V
8701,9, 34,-4, -1, V


; Angle 4 light
[Begin Action 8760]
8702,0, 0,0, 2, V
8702,1, 0,0, 2, V
8702,2, 0,0, 2, V
8702,3, 0,0, 2, V
8702,4, 0,0, 2, V
8702,5, 0,0, 2, V
8702,6, 0,0, 2, V


;
[Begin Action 8761]
8702,7, 0,0, 2, V
8702,8, 30,-30, 2, V
8702,9, 47,-42, -1, V


; Angle 4 heavy
[Begin Action 8770]
8703,0, 0,0, 2, V
8703,1, 0,0, 2, V
8703,2, 0,0, 2, V
8703,3, 0,0, 2, V
8703,4, 0,0, 2, V
8703,5, 0,0, 2, V
8703,6, 0,0, 2, V


;
[Begin Action 8771]
8703,7, 0,0, 2, V
8703,8, 12,-10, 2, V
8703,9, 12,-11, -1, V


; Puddle
[Begin Action 8790]
8790,0, 0,0, 2
8790,1, 0,0, 2
8790,2, 0,0, 2
8790,3, 0,0, 2
8790,4, 0,0, 2
8790,5, 0,0, 2
8790,6, 0,0, 2
8790,7, 0,0, 2
8790,8, 0,0, 2
8790,9, 0,0, 2
8790,10, 0,0, 2
8790,11, 0,0, 2
8790,12, 0,0, 2

And you'll also need the helper code:
Code:
;----------------------------------------------------------------------------------
; BLOOD SPARK 1 (light)
[Statedef 8700]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = -2.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= 14
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 1 (heavy)
[Statedef 8710]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = -4
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= 14
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 2 (light)
[Statedef 8720]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -4
y = -6.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= 0
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 2 (heavy)
[Statedef 8730]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = -6.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= 14
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 3 (light)
[Statedef 8740]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -6
y = 2.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= -30
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 3 (heavy)
[Statedef 8750]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = 4
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= -30
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 4 (light)
[Statedef 8760]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = 6.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= -30
value = 8790

;----------------------------------------------------------------------------------
; BLOOD SPARK 4 (heavy)
[Statedef 8770]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod]
type = Explod
trigger1 = !Time
anim = stateNo
ID = 8700
pos = 0,0
postype = p1
removetime = -2
scale = const(Size.Xscale),const(Size.Xscale)
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 8700, Anim]
type = ChangeAnim
trigger1 = !Time
value = stateNo+1

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = -5
y = 6.5
[State 0, VelSet]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1150, ChangeState]
type = ChangeState
triggerall = Time
trigger1 = Vel Y >= 0 && Pos Y >= -50
value = 8790

;----------------------------------------------------------------------------------
; PUDDLE
[Statedef 8790]
type    = A
movetype= I
physics = N
anim = 8790
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, PosSet]
type = PosAdd
triggerall = !Time
trigger1 = PrevStateNo=8700
trigger2 = PrevStateNo=8740
x = -50
[State 0, PosSet]
type = PosAdd
triggerall = !Time
trigger1 = PrevStateNo=8750
x = -62
[State 0, PosSet]
type = PosAdd
triggerall = !Time
trigger1 = PrevStateNo=8710
x = -78
[State 0, PosSet]
type = PosAdd
triggerall = !Time
trigger1 = PrevStateNo=8720
trigger2 = PrevStateNo=8760
trigger3 = PrevStateNo=8770
x = -28
[State 0, PosSet]
type = PosAdd
trigger1 = !Time && PrevStateNo=8730
x = -42

[State 0, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noShadow
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1150, ChangeState]
type = DestroySelf
trigger1 = !AnimTime

To spawn a blood spark, check Felicia_Y.cns, State -2; the helper's name is called "BLOOD". It looks like a lot but there really isn't much; you just need 4 free variables (one for sparkno (var(5) in my system), one for spark X position (var(26) in my system), one for spark Y position (var(27) in my system), and another for a "one-tick" detection so multiple copies aren't spawned (this one is var(6) in my system).
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 28, 2018, 01:55:48 am View in topic context

I don't think Fighter Factory Classic can open SFFv2. You should download FF3.
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 28, 2018, 01:40:08 am View in topic context

I just downloaded her and she opens just fine in Fighter Factory 3.5.3 (the latest). Are you opening her by loading the .def?
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 28, 2018, 01:29:18 am View in topic context

In Fighter Factory? That's weird because she opens fine for me all the time.
    

Re: coordinate space question

 June 28, 2018, 01:05:47 am View in topic context
 Posted by Jesuszilla  in coordinate space question (Started by inktrebuchet June 25, 2018, 08:43:11 pm
 Board: M.U.G.E.N Development Help

Why even use localcoord if you're just going to convert it to your coordinate space anyway which MUGEN does for you?

Besides, localcoord is busted, doesn't even use the Y component.
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 28, 2018, 12:45:19 am View in topic context

    

Re: What's your Personal favorite font?

 June 28, 2018, 12:20:20 am View in topic context
 Posted by Jesuszilla  in What's your Personal favorite font? (Started by GDPenguin June 25, 2018, 04:59:11 pm
 Board: All That's Left

no

    

Re: What's your Personal favorite font?

 June 28, 2018, 12:08:11 am View in topic context
 Posted by Jesuszilla  in What's your Personal favorite font? (Started by GDPenguin June 25, 2018, 04:59:11 pm
 Board: All That's Left

no items, fox only, final term paper
    

Re: Does Anyone Have a Blood Effects file that i could borrow or use for my char?

 June 27, 2018, 11:52:18 pm View in topic context

My Felicia has all of VSav's blood effects. You can use Fighter Factory's import function. Groups are in the 8700's.

Should you use them, give credit to Rednavi as well since he ripped them for me.
    

Re: M.U.G.E.N Screenshots V3

 June 27, 2018, 07:40:17 pm View in topic context
 Posted by Jesuszilla  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Is P.O.T.S. style hate justified?

 June 27, 2018, 05:41:44 pm View in topic context
 Posted by Jesuszilla  in Is P.O.T.S. style hate justified? (Started by SolWarrior June 27, 2018, 09:13:04 am
 Board: M.U.G.E.N Discussion

    

Re: Is P.O.T.S. style hate justified?

 June 27, 2018, 05:19:17 pm View in topic context
 Posted by Jesuszilla  in Is P.O.T.S. style hate justified? (Started by SolWarrior June 27, 2018, 09:13:04 am
 Board: M.U.G.E.N Discussion

Oh my god, people, SPLIT YOUR SHIT INTO PARAGRAPHS.
    

Re: Is P.O.T.S. style hate justified?

 June 27, 2018, 01:48:32 pm View in topic context
 Posted by Jesuszilla  in Is P.O.T.S. style hate justified? (Started by SolWarrior June 27, 2018, 09:13:04 am
 Board: M.U.G.E.N Discussion

The main problem with it is that most who attempt the style do so thinking they can pull velocities, damages, frame data etc. out of their ass. This is not correct. Phantom.of.the.Server did get actual data from the games using tools like ArtMoney (CheatEngine has since become a much more viable alternative), and frame data with Kawaks. I guarantee if hitbox viewing was possible at the time he was active, he would've done that too.
    

Re: coordinate space question

 June 26, 2018, 03:45:43 pm View in topic context
 Posted by Jesuszilla  in coordinate space question (Started by inktrebuchet June 25, 2018, 08:43:11 pm
 Board: M.U.G.E.N Development Help

P2Dist and P2BodyDist already keep the stage coordinate space in mind so there's no need for special calculations.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 June 26, 2018, 03:44:20 pm View in topic context
 Posted by Jesuszilla  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Never heard of it in my entire life.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 June 25, 2018, 03:21:26 pm View in topic context
 Posted by Jesuszilla  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I sometimes get a crash when adding a new animation.
    

Re: Random Topic V10

 June 24, 2018, 11:49:41 pm View in topic context
 Posted by Jesuszilla  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

Like a fuckboy.
    

Re: JoJo's Bizarre Adventure

 June 24, 2018, 06:15:42 pm View in topic context
 Posted by Jesuszilla  in JoJo's Bizarre Adventure (Started by Jesuszilla September 29, 2011, 10:17:18 pm
 Board: Entertainment

He's a gangsta, he doesn't follow the rules.