YesNoOk

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Re: MUGEN Video thread

 March 25, 2024, 12:42:40 am View in topic context
#81
 Posted by D2TD  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Ulquiorra Cifer VS Zagred (Bleach vs Black Clover)

    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 24, 2024, 11:55:18 pm View in topic context
#82
 Posted by SwordmasterZack  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Neat, More OHMSBY chars, also please remove Neco-Pan from planned characters if your gonna not make it
    

Re: Blazblue Central Fiction Update (14/01/20)

 March 24, 2024, 10:59:38 pm View in topic context
#83
 Posted by PhoenixPhantom  in Blazblue Central Fiction Update (14/01/20) (Started by GaziraAgain March 24, 2018, 10:03:04 am
 Board: Your Releases, 1.0+

Hello, I've tried this out and alongside ways to get the portraits to show up, They strangely still don't appear on-screen for me, They still don't show up, How do I fix that (I did use 9000,10 to get it to work but won't show up regardless)

EDIT: Nvm, Just update it to 9000,6 and it works perfectly
    

Re: FeLo & Co

 March 24, 2024, 10:48:22 pm View in topic context
#84
 Posted by S. Jetstream  in FeLo & Co (Started by FeLo_Llop April 04, 2010, 03:30:29 pm
 Board: Sprite Projects

Is there any other platform we can find you? I'm really keen on your stuff but I don't come to this site that often.
    

Re: 3D Stages are Here! a fairly comprehensive guide

 March 24, 2024, 10:27:20 pm View in topic context
#85
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

    

Re: Arcade Accurate MK Chars

 March 24, 2024, 09:31:08 pm View in topic context
#86
 Posted by Two-Tone Dearly  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

ah cool, a mix of MK2 and MK3/UMK3 Jax sounds cool.
    

Re: DBS Vegeta SSJ Blue!(New Transformation!)

 March 24, 2024, 09:30:27 pm View in topic context
#87
 Posted by DarkZemX  in DBS Vegeta SSJ Blue!(New Transformation!)1.1 (Started by DarkZemX March 24, 2024, 01:22:17 pm
 Board: Your Releases, 1.0+

Yes this is a Big update to the vegeta released previously. I'm not the best with this forum stuff but i will try lol thanks man

Update: Honestly im not sure how to merge threads lol hopefully a mod can do it for me.
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 24, 2024, 09:01:52 pm View in topic context
#88
 Posted by TornilloOxidado  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Quote
Bang Shishigami
-During his Astral Finish winpose, the lifebars now will be disabled.
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Movelist.dat added (IKEMEN ONLY, thanks to dreadedpotato).

Terry Bogard
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Fixed common.cns
-Movelist.dat added

Yamaneko Arthur
-5A is now 7 frames active instead of 9,  and longer recovery.
-Did some fixes.
-Movelist.dat added

- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler

Would you believe me if i told you that was one of the hardest things to "fix"?, because depending on the timing and the character 5AAAA can hit or miss entirely, her A chain is just exactly like original the Arcana Blood game (except of her 5A that i switched with 5B in this case), i just can't get the correct hit velocities because what i said earlier, i doubt if a custom state can work here too.

- When getting hit, she falls back first but lands on her face

That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)

- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?



And no update for Nero yet, i will dedicate an entire day just for her.
    

Re: AXX screenpack IKEMEN edit

 March 24, 2024, 08:46:07 pm View in topic context
#89
 Posted by bass30655  in AXX screenpack IKEMEN edit (Started by xcheatdeath March 18, 2024, 10:33:53 pm
 Board: IKEMEN Releases

neat, so we replace the files then?
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 24, 2024, 08:30:19 pm View in topic context
#90
 Posted by Walruso  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

    

Re: Characters introduction

 March 24, 2024, 07:01:02 pm View in topic context
#91
 Posted by CCIronmugen  in Characters introduction (Started by CCIronmugen January 07, 2024, 08:07:55 pm
 Board: Art of Fury 2

cool to see your thread about Art of Fury 2 here, I was watching your facebook account from time to time and to be honest, I thought you were using Ikemen Go  :P but anyway, I only knew the last two characters, the jin brothers ;D When I thought you were using Ikemen Go, I was actually about to think of suggesting the inclusion of having Nightmare Krauser to fight against all the past Art of Fury casts who appeared in the sequel as the hidden boss which means you have to make use of the lua to set up custom arcade mode for these characters :P I am hyped to see most of the Ultimate Garou casts here :8):

Hey! Sorry I forgot to reply haha, well I've been pretty busy in fact.

Yeah, I stick to MUGEN and maybe someone will make an Ikemen version like Orochi_Kyo did for AOFF1. I'll be trying few tricks with cutscenes and AI activation with MUGEN.

I'll leave my favorite boss out of this game. But if I get to do a third game someday, he'll probably be here. =)
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 24, 2024, 06:56:39 pm View in topic context
#92
avatar  Posted by Duos.act  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

This is some of the most impressive work I've ever seen for the engine.  It's right up there with what Mr. I has done to bring the modern SF characters into Mugen. 
    

Re: Active Tag system

 March 24, 2024, 06:53:40 pm View in topic context
#93
 Posted by Shadic12  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..

This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"


  Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)

when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine  ;D  ;D ... I don't know if you like this idea

As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.

Greetings!  :)  :goi:
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.
What's the version date in your readme file? And does it happen with any character or specific ones?

I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.

It was mainly OHMSBY style characters and I just downloaded the latest update of your tag code but didn't test it out yet.
    

Re: Active Tag system

 March 24, 2024, 06:44:28 pm View in topic context
#94
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..

This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"


  Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)

when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine  ;D  ;D ... I don't know if you like this idea

As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.

Greetings!  :)  :goi:
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.
What's the version date in your readme file? And does it happen with any character or specific ones?

I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
    

Re: Active Tag system

 March 24, 2024, 06:11:59 pm View in topic context
#95
 Posted by Shadic12  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

    

Re: Active Tag system

 March 24, 2024, 06:09:58 pm View in topic context
#96
 Posted by CaioGamesMUGEN  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
    

Re: (IKEMEN Only) Command Lists for OHMSBY-styled characters

 March 24, 2024, 05:38:18 pm View in topic context
#97
 Posted by dreadedpotato  in (IKEMEN Only) Command Lists for OHMSBY-styled characters (Started by dreadedpotato February 17, 2024, 07:00:26 am
 Board: Resource Releases

thanks, Also funny Resentone just updated his characters and added Botan, Tao, Yuzuriha
https://mugenguild.com/forum/topics/resentone-thread-botan-tao-yuzuriha-released-24032024-195179.0.html

 Major ones
Rentaro:
- Icon change for Terminal Horizon.
- Changed Exceed Accel move into "Initiator's Ability: Bunny Hop".
Yukina:
- Added a second intro.
- Changed Exceed Accel move into "4th Primogenitor: Familiar Summoning".

Movelists for the new releases have been added, and the movelists for Rentaro and Yukina have been updated. Funny how this is already the second time a set of new releases goes live right after the thread is updated, which [insert two nickels joke].
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 March 24, 2024, 05:17:41 pm View in topic context
#98
avatar  Posted by Miru962  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

4. Embrace the grit and go in a direction more akin to Mortal Kombat. It’s pretty rare to see Capcom characters, especially non-SF ones, in a more MK-ish style.

This is absolutely not happening, no matter what. Just because a game has finishing moves and a slightly grittier tone, doesn't mean you have to go the MK route in any way, shape or form. I'm not having Ryu uppercut Batsu's head off or anything like that, because that is one hundred per cent not what Capcom characters do. And anyone who asks me for this again can go suck on a lemon.

Unless you happen to like lemons, in which case the whole thing falls apart, I guess.

I was thinking about taking influence more in terms of gameplay elements like the Agression meter, one-use supers, block button, Meter Burn, etc. rather than the actual blood and guts of MK. But if you really dislike those games, so be it. So I vote for Option 2: KoF-inspired gameplay.
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 24, 2024, 05:12:24 pm View in topic context
#99
 Posted by PotS  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

Fantastic job so far. I'm not that familiar with GG but found some stuff:

- Super misses mosts hits when close to KFM
- Uses invalid sound 2,0
- Uses invalid anim F888
- 5S has no counter hit announcer
- 5S (close and far) and 2S have no slash sounds like 5HS does
- State 235 goes under the floor for one frame while having statetype S
- He can combo after 623k (both). Not sure if intentional
- Throw attempt gives him one invincibility frame?
    

Re: DBS Vegeta SSJ Blue!(New Transformation!)

 March 24, 2024, 04:07:36 pm View in topic context
#100
 Posted by xcheatdeath  in DBS Vegeta SSJ Blue!(New Transformation!)1.1 (Started by DarkZemX March 24, 2024, 01:22:17 pm
 Board: Your Releases, 1.0+

is this an update of the vegeta you released a few weeks ago?

if so i think you should merge the threads so people dont get confused on which one is which