#81
Posted by D2TD
in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 amBoard: M.U.G.E.N Discussion
How come the Moderators are not set a Ping on this very wonderful Guide. for STICKY WE NEED IT :O
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
- When getting hit, she falls back first but lands on her face
- Some Magic Cannon variations miss KFM at point blankI think i will need your help here, should i increase the hitboxes of the bullets?
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 but anyway, I only knew the last two characters, the jin brothers 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 I am hyped to see most of the Ultimate Garou casts here
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..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.
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 ... 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!so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis 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.
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..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.
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 ... 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!
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?
so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
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".
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.