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Re: Obby's WIP CS Thread

 April 24, 2024, 07:30:39 pm View in topic context
#1
 Posted by Gêmeos dos Jogos  in Obby's WIP CS Thread (Started by Obby October 04, 2021, 05:15:36 am
 Board: Sprite Projects

You're almost done with Jon Talbain CS! That's quite nice! And we are already close to releasing his update. We will definitely use CS! Good job!
    

Re: Lasombra's Releases - all in one place

 April 24, 2024, 06:01:05 pm View in topic context
#2
 Posted by Lasombra Demon  in Lasombra's Releases - all in one place (Started by Lasombra Demon July 30, 2021, 09:27:39 pm
 Board: IKEMEN Releases

Just in case it's required to say it again: I didn't make any of the stages themselves.

But the interactivity systems are 100% original code.

So far, the reported bugs:
-Scaling & localcoord for SHINE shades and Ring Out exit Explods
-Ring Out Explod sometimes changes Vel X direction

Possible future fixes and ideas:
-NumColor and not just PalFX for SHINE shades
-Also: allowing for a character-side Map to be used to stop the SHINE BGPalFX
-A toggle to replace the BGPalFX/PalFX for an AllPalFX
    

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

 April 24, 2024, 05:19:19 pm View in topic context
#3
 Posted by Gêmeos dos Jogos  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





    

How to adjust space between mirrored sprites?

 April 24, 2024, 04:33:37 pm View in topic context
#4
avatar  Posted by daonlylonely  in How to adjust space between mirrored sprites? (Started by daonlylonely April 24, 2024, 04:33:37 pm
 Board: M.U.G.E.N Configuration Help

This portrait frame thingy here is one single sprite which mirrors itself on the VS screen and I'd like to know how I could adjust the space in between should I ever need to change the size of the sprite.

Using Mugen 1.1

Edit: Forgot to mention this is from the Darkstalkers/Vampire screenpack by Beserker989

    

Re: Fight Club Mugen 3.0 SP

 April 24, 2024, 01:45:17 pm View in topic context
#5
 Posted by Muttley Creations  in Fight Club Mugen 3.0 SP (Started by Muttley Creations April 21, 2024, 12:08:51 am
 Board: Your Releases, 1.0+

    

Re: Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 01:36:29 pm View in topic context
#6
avatar  Posted by Lucastyle  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

Thanks alot i was able to execute it perfectly, should have known to add roundstate instead.

[State 2100, Change State]
type=changestate
triggerall=roundstate = 3
trigger1=enemy,alive = 0
value=0
ctrl=1

[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive >= 1
value=2220
ctrl=1
    

Re: Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 01:06:14 pm View in topic context
#7
 Posted by Odb718  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

have you tried adding
target,life = 0
as an additional trigger?
You may also want to add a changestate where if the target has less health than the hitdef is going to cause it'll switch over.

You might be dealing with roundstate also. The match could be considered over by the time the changestates happen?
    

How do I remove super pauses?

 April 24, 2024, 12:53:04 pm View in topic context
#8
avatar  Posted by daonlylonely  in How do I remove super pauses? (Started by daonlylonely April 24, 2024, 12:53:04 pm
 Board: M.U.G.E.N Configuration Help

I'm trying to make a Darkstalkers game and some characters have that little pause/freeze frame that happens at the start of their supers. I'd like to know how to remove that.   :P
    

Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 09:12:16 am View in topic context
#9
avatar  Posted by Lucastyle  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

So This is my first post but i need help on how to do this part where if the attack is sucessful in defeating the enemy it must return to its idle state or 0 when animation is finished or if the enemy is still alive then it will change its state to the next attack that it will execute. This is the code:
Code:
[Statedef 2100, Final Attack]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4
anim=2100
hitdefpersist=1
movehitpersist=1


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
;ignorehitpause =
;persistent =

[state ]
type=playsnd
trigger1=animelem=2
value=7000,0

[state ]
type=playsnd
trigger1=animelem=6
value=7000,0

[state ]
type=playsnd
trigger1=animelem=9
value=7000,0

[state ]
type=playsnd
trigger1=animelem=9
value=7000,1

[state ]
type=playsnd
trigger1=animelem=16
value=7000,2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 16933
ID = 16933
pos = 0,-40
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 999
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 7070
ID = 7070
pos = 6,-40
postype = P1  ;P2, Front, Back, Left, Right
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
time = 160
freq =500
ampl=50
;ignorehitpause =
;persistent =


[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 2
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1




[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 4
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1



[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 6
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1

[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 9
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 16
priority = 999, Hit
projremove = 10
projremovetime = 425
projhits = 999999
projmisstime = 0
projanim = 88888
projhitanim = 88888
projid = 88888
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0,0         ;????????
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage   = 999999
animtype = Hard
sparkno = -1
hitflag = MAFDPLH
guardflag = HA
hitsound   = -1
pausetime = 0, 200            ;??????????????????(??,??)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 100
fall.damage = 99999999999
projpriority = 5
projshadow = 0,0,0
projremovetime = -1


[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive<0
value=0
ctrl=1

[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive>=1
value=2220
ctrl=1

The main problem is that it keeps repeating the animation if the enemy is dead or not and tried solving multiple times
Im hoping i would get an answer and see if i can figure it out or i have to change my plans otherwise thanks.
    

Re: Particle FX

 April 24, 2024, 08:32:28 am View in topic context
#10
 Posted by oscar123  in Particle FX  (Started by All-Star Platinum February 28, 2024, 09:52:33 pm
 Board: Development Resources

    

Garfieldfan's WIP Factory

 April 24, 2024, 04:13:58 am View in topic context
#11
 Posted by GarfieldfanMUGEN  in Garfieldfan's WIP Factory (Started by GarfieldfanMUGEN April 24, 2024, 04:13:58 am
 Board: Projects

I present to you...
Garfieldfan's Factory!

This, obviously, is where I show off what I'm working on, be it a solo effort or a collab with one or more authors. Only characters will be shown off here (either via images or through Streamable showcases, which you can always find through the characters' Recent Showcase section), not stages or the like... at least not normally, as I might drop a small peak of those here and there.

Current WIPs:

Spoiler, click to toggle visibilty
    

Re: MUGEN Video thread

 April 24, 2024, 02:48:58 am View in topic context
#12
 Posted by Ralaco  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

(Ichida's) Orie Ballardiae VS (OHMSBY's) Hyde Kido


    

Re: Sailor Venus Sprites

 April 23, 2024, 11:48:36 pm View in topic context
#13
 Posted by rgveda99  in Sailor Venus Sprites (Started by rgveda99 November 30, 2022, 01:07:15 am
 Board: Sailor Stars Beyond







    

Re: Blazblue Battle Coliseum (Arcade Mode)

 April 23, 2024, 08:38:45 pm View in topic context
#14
 Posted by GaziraAgain  in Blazblue Battle Coliseum (Arcade Mode) (Started by GaziraAgain April 08, 2024, 11:05:58 pm
 Board: IKEMEN Releases

Hello everyone, here I leave you the new version of the lifebars with important updates.

-First of all I fixed the Tag mode, as it was not working correctly.

-Also in this mode I have added the Winner screen and adjusted the KO icons for players 3 and 4.

-Simul mode works correctly.

-Finally I have animated the powerbar bars up to level 3.

Well now you can play the lifebars at 100%, here I give you a short video and you can see how Turns mode works now.


You can download the lifebars in the first post. Tomorrow I return with the portraits for the screenpack, see you!
    

Re: 2XKO (League of Legends fighting game) (PS5, Xbox Series S/X, PC) (coming 2025)

 April 23, 2024, 08:32:07 pm View in topic context
#15
avatar  Posted by senorfro  in 2XKO (League of Legends fighting game) (PS5, Xbox Series S/X, PC) (coming 2025) (Started by Macaulyn97 August 11, 2019, 09:46:14 pm
 Board: Fighting Games

She looks fun.
    

Re: Can't Get any Holn's AI Patches on Onedrive...

 April 23, 2024, 08:17:07 pm View in topic context
#16
avatar  Posted by Dude01  in Can't Get any Holn's AI Patches on Onedrive... (Started by Dude01 April 18, 2024, 01:20:12 pm
 Board: Requests

Idk what happened to the author holn?

like he/she made update of the ai patches, but never rlly show online nowadays...
    

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

 April 23, 2024, 05:38:50 pm View in topic context
#17
 Posted by TurnPile  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+

Here is a update for Bang Shishigami.

Quote
-His cinematic during The Ultimate Bang now scales with GameHeight and GameWidth.
-Fixed common.cns
-Increased the time before going to the default state after Astral Heat
-Lifepoints reduced from 1100 to 1085

I'm not sure if this could fix your issue sir, but i hope it does.

Spoiler, click to toggle visibilty

Now it properly works, thank you. I believe the issue was due to the boundleft and boundright parameters being set *really* high on the stage I was testing this as a way to circumvent the issues of certain OHMSBY Astral Heats, so it possibly interfered with the timing of his Astral Heat.
    

Re: How to make a JUS/2D character in PC?

 April 23, 2024, 04:54:02 pm View in topic context
#18
avatar  Posted by wolly  in How to make a JUS/2D character in PC? (Started by wolly April 20, 2024, 11:57:36 am
 Board: M.U.G.E.N Discussion

@FeLo_Llop Yes spriting it
    

Re: Street Fighter 5 & 6 WIP by Mr. I and Violin Ken

 April 23, 2024, 04:51:32 pm View in topic context
#19
 Posted by PotS  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Looking great, both of you. It's nice to see people still pushing the envelope after all these years.
    

Re: Active Tag system

 April 23, 2024, 04:27:31 pm View in topic context
#20
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.
I'll try this char in a bit. I doubt the tag can be made more compatible, but maybe I'll learn something.

What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...
It's possible but I'm not currently planning to do it. The plug and play aspect was one of the things I was interested in when I chose a MvC:I-ish tag. Doing assists has all the drawbacks you mentioned.

I don't mean to discourage you but doing a tag code requires some experience with ZSS/CNS (preferably ZSS) and the inner workings of chars so it's not something you should try from the start. It'd probably be easier and more reasonable to adapt an existing system like OrochiKyoCR's to your liking.

Quote
You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.
I thought about having it locked behind meter at first, but being able to do it at any time is part of what makes it fun. Besides, a power requirement of say 1000 can be a completely different cost from one char to another. Would need its own meter like how counter tagging currently works.

Regardless, I'm glad you're having fun with it.