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Messages by Creamy_Goodness

    

Re: Stuck in quick punch infinite loop

 September 29, 2021, 10:35:43 AM View in topic context
 Posted by Creamy_Goodness  in Stuck in quick punch infinite loop (Started by Creamy_Goodness September 28, 2021, 07:00:48 AM
 Board: M.U.G.E.N Development Help


> OK, It looks like I fixed the problem. When taking another look at Monokuma's cmd file just now, I was surprised to see not one but two ChangeState state controllers that pointed to State 42. After I commented out one of the state controllers, the quick punch infinite loop stopped happening. Just for the record, this was the state controller I disabled...

[State -1,ƒWƒƒƒ“ƒvƒLƒƒƒ“ƒZƒ‹]
type = ChangeState
value = 42
triggerall = var(59) > 0 && RoundState = 2 && life > 0
;triggerall = 0 ;ƒfƒoƒbƒN
triggerall = statetype != A
trigger1 = (stateno = 200) && (time > 5)
trigger1 = p2bodydist X = [-5,50]
trigger1 = moveguarded
trigger1 = random < 200

> Thanks Cyanide for helping me out. I can now mark this topic as "Solved".
    

Stuck in quick punch infinite loop

 September 28, 2021, 07:00:48 AM View in topic context
 Posted by Creamy_Goodness  in Stuck in quick punch infinite loop (Started by Creamy_Goodness September 28, 2021, 07:00:48 AM
 Board: M.U.G.E.N Development Help


> I recently finished editing the Monokuma character by Roadside. After commenting out the triggers that cause the AI to combo quick punch (200) into itself, the AI would, on occasion, keep using the quick punch continuously even if there was no target. So I ran the character in WinMugen's debug mode, and surprisingly, Monokuma was not in the quick punch (200) state, but in jump forward (up) (42). I have included a link to the character in question...

http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Monokuma(CGX01).zip

    

Creamy Goodness - Version 1.1 (WIP)

 September 01, 2021, 01:58:45 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


> Over the past year or so, I’ve been working on a MUGEN character of myself with candy based attacks. I regularly posted progress on that character’s development on this thread...

https://mugenguild.com/forum/topics/creamy-goodness-version-0-1-beta-164728.0.html

----------

> Right now, I’m drawing the sprites for Creamy’s casual outfit, which will be the first of four. So far, I’ve only replaced three of Creamy’s temporary stickman animations with their proper versions...

> Stance


> Walk forward


> Walk backward


> As for palettes, I only have two so far…

> Default


> Khaki


----------

> Right now, I’ve put the Creamy Goodness MUGEN character on a short hiatus so that I can work on other projects. I will post new animations and palettes as I complete them. And as always, I welcome any constructive feedback. :)
    

Re: Monokuma by Roadside

 February 20, 2021, 10:55:24 AM View in topic context
 Posted by Creamy_Goodness  in Monokuma by Roadside (Started by Creamy_Goodness February 18, 2021, 06:38:57 AM
 Board: Requests


> Thanks, Rowser. BTW, nice June avatar. I didn't realize anyone here watched Kablam!.
    

Monokuma by Roadside

 February 18, 2021, 06:38:57 AM View in topic context
 Posted by Creamy_Goodness  in Monokuma by Roadside (Started by Creamy_Goodness February 18, 2021, 06:38:57 AM
 Board: Requests


> I'm looking for the character Monokuma by Roadside, but all the links I've found for it are either offline or require a subscription to download. Can anyone here help me out?


    

Gumball Watterson (Cattigan619): Creamy edit

 November 28, 2020, 11:53:51 AM View in topic context
 Posted by Creamy_Goodness  in Gumball Watterson (Cattigan619): Creamy edit (Started by Creamy_Goodness November 28, 2020, 11:53:51 AM
 Board: Edits & Add-ons


> I have another character edit for you, this time it's Cattigan619's Gumball Watterson from The Amazing World Of Gumball. Cattigan's original character was MUGEN 1.x only, but I've edited it so that it can run in WinMugen as well. I didn't put nearly as much work into Gumball as I did for Arnold, but I'm still satisfied with the results.

> Commented out VictoryQuote state (-3) in common.cns in order to prevent Gumball from crashing WinMugen.
> Commented out both VictoryQuote state controllers in Win Pose state (180) in states.cns in order to prevent Gumball from crashing WinMugen.
> Commented out both Explod state controllers that include gamewidth variable in Win Pose state (186) in states.cns in order to prevent Gumball from crashing WinMugen.
> Commented out both Explod state controllers that include gamewidth variable in Taunt state (195) in states.cns in order to prevent Gumball from crashing WinMugen.
> Commented out PosAdd state controller in Hyper Hadouken: Hyper BG Effect state (3005) in states-h.cns in order to prevent Gumball from crashing WinMugen.
> Commented out Explod state controller in Final Portrait state (3049) in states-h.cns in order to prevent Gumball from crashing WinMugen.
> Decreased xscale and yscale from 0.7 to 0.6 in order to slightly decrease Gumball's size.
> Recropped portrait to the proper 120 x 140 pixels.
> Disabled mustache win pose (182).
> Ground throw (800) now does 60 points of damage instead of 40.
> Air throw (810) now does 100 points of damage instead of 140.
> Hadouken special (1000) now does 25 points of damage instead of 72.
> Charging Headbutt special (1003) now does 60, 80, or 100 points of damage depending on duration of charge.
> Charging Headbutt special (1003) now hits only once.
> Clayzooka special (1011) now does 50 points of damage instead of 80.
> Added 20 ticks to the first frame of Clayzooka animation (1012).
> Disabled Carrie Possession super (3030).
> Gumball no longer rushes towards opponent at the start of Lightning Shoryuken! super (3002).
> Subtracted 14 ticks from the 16th frame of Karate Barrage super (3000).
> Subtracted 15 ticks from the 17th frame of Karate Barrage super (3000).
> Karate Barrage super (3000) now does up to 220 points of damage instead of 350.
> Rapid Paintball Shots super (3001) now does 16 damage per hit instead of 20, totaling up to 160 damage instead of 200.
> Reduced ground.velocity of Rapid Paintball Shots super (3001) from -8 to -1.
> Lightning Shoryuken! super (3002) now does 80 damage per hit instead of 70, totaling up to 400 damage instead of 350.
> Hyper Hadouken super (3003) now does 16 damage per hit instead of 20, totaling up to 256 damage instead of 320.
> Renamed Lightning Shoryuken super (3014) to Bicycle Kick.
> Bicycle Kick super (3014) now does 30 damage per hit instead of 10, totaling up to 270 damage instead of 90.
> Recoded Darwin Assist super (3015) to exclude gamewidth variable in order to prevent Gumball from crashing WinMugen.
> Darwin Assist super (3015) now does 35 damage per hit instead of 50, totaling up to 280 damage instead of 400.
> It's the Anaihilator! super (3020) now does a total of 160 points of damage instead of 225.
> Disabled Bobert intro (193).
> Gumball's AI now has a 5% chance of using Karate Barrage super (3000) when between 30 and 50 pixels away from the opponent, and opponent is on the ground.
> Gumball's AI now has a 5% chance of using Rapid Paintball Shots super (3001) when between 150 and 200 pixels away from the opponent.
> Gumball's AI now has a 2% chance of using Gumball Code super (3010).
> Gumball's AI now has a 5% chance of using Bicycle Kick super (3014) when between 50 and 70 pixels away from the opponent, and opponent is on the ground.
> Gumball's AI now has a 5% chance of using It's the Anaihilator! super (3020) when between 70 and 150 pixels away from the opponent, and opponent is on the ground.
> Gumball's AI now has a 50% chance of using Hyper Hadouken super (3014) when 150 pixels away from the opponent or further, and opponent is on the ground.
> Gumball's AI now has a 60% chance of using Lightning Shoryuken! super (3002) when 30 pixels away from the opponent or closer, and opponent is airborne.
> Gumball's AI now has a 5% chance of using Darwin Assist super (3015).
> Gumball's AI now has a 20% chance of using Hadouken special (1000) when between 80 and 150 pixels away from the opponent, and opponent is on the ground.
> Gumball's AI now has a 20% chance of using Charging Headbutt special (1003) when between 60 and 120 pixels away from the opponent, and opponent is on the ground.
> Gumball's AI now has a 20% chance of using Clayzooka special (1011) when 150 pixels away from the opponent or further, and opponent is on the ground.
> Gumball's AI now has a 90% chance of using Ground throw (800) when 15 pixels away from the opponent or closer, and opponent is on the ground.
> Gumball's AI now has a 90% chance of using Shoryuken special (1017) when 30 pixels away from the opponent or closer, and opponent is airborne.



http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Gumball(CGX01).zip
    

Arnold Shortman (ToonAlexSora007): Creamy edit

 August 03, 2020, 12:56:37 PM View in topic context
 Posted by Creamy_Goodness  in Arnold Shortman (ToonAlexSora007): Creamy edit (Started by Creamy_Goodness August 03, 2020, 12:56:37 PM
 Board: Edits & Add-ons


> After about three months of work, I'm finally ready to release my very own edit of ToonAlexSora007's Arnold Shortman character. Arnold is the main protagonist of the Nickelodeon series Hey Arnold that aired back in the 1990s. This is a near complete overhaul of Alex's character, and features improved collision boxes, an updated move set, and a brutal AI amongst other things.

> Rebuilt snd file from scratch and resaved faulty 4011, 0 wav file in Audacity.
> Raised coming down from hit up sprite (5062, 10) by 60 pixels.
> Raised air fall (coming down) animation (5060) by up to 30 pixels.
> Raised air fall (diagup-type, coming down) animation (5062) by up to 30 pixels.
> Standing medium jab (210) now does 20 points of damage instead of 27.
> Standing hard jab (220) now hits only once instead of twice.
> Standing hard jab (220) now does 35 points of damage instead of 41.
> Standing quick rising kick (230) now does 15 points of damage instead of 14.
> Standing hard rising kick (250) now does 40 points of damage instead of 36.
> Crouching quick jab (400) now does 10 points of damage instead of 23.
> Crouching medium jab (410) now does 20 points of damage instead of 45.
> Crouching hard jab (420) now does 30 points of damage instead of 69.
> Crouching quick rising kick (430) now does 10 points of damage instead of 35.
> Medium power slide (450) now does 35 points of damage instead of 65.
> Aerial quick jab (600) now does 15 points of damage instead of 16.
> Aerial double jab (610) now does 25 points of damage instead of 35.
> Aerial convergent punch (620) now does 45 points of damage instead of 55.
> Switched stand light punch animation (200) with 2nd stand light punch animation (202) and renamed 2SLP to quick elbow smash.
> 2nd stand light punch (202) is now performed by QP during quick elbow smash (200) instead of releasing QP after holding it down for QES.
> Control is no longer needed to perform 2nd stand light punch (202).
> Quick elbow smash (200) now does 10 points of damage instead of 15.
> 2nd stand light punch (202) now does 10 points of damage instead of 23.
> Standing medium kick (240) has been replaced with flying knee smash.
> Standing hard rising kick (250) no longer moves Arnold forward.
> Crouching medium kick (440) has been replaced with short power slide.
> ground.velocity of medium power slide (450) is now -2, -3 instead of -3.8, -9.
> air.velocity of aerial medium power slide (450) is now -2, -3 instead of -3.3, -4.
> Throw attempt (800) no longer trips opponent.
> Added pausetime of 15, 15 to throw attempt (800).
> Changed grab sound of throw attempt (800) from S200, 0 to S2, 0
> Throw - Da Kick! (810) has been replaced with throw - baseball bat.
> Jump strong kick (650) now does 50 points of damage instead of 59.
> Jump light kick (630) now uses the diagonal side drop kick animation from jump medium kick (640).
> The second sprite of jump medium kick (640) has been replaced with the second sprite from the original crouching medium kick animation (440).
> Disabled light shoulder assault (1020) and Medium Shoulder Assault (1021).
> Strong shoulder assault (1022) is now performed by entering Running[HP] instead of QCF + QK.
> Strong shoulder assault (1022) now does 60 points of damage instead of 49.
> Flying knee smash (240) is now performed by entering Running[QK] as well as MK.
> Added flying kick running attack (940), which does 40 damage.
> Added long power slide running attack (950), which does 50 damage.
> Disabled most combo attacks.
> Added quick elbow smash (200) five hit combo (QP, QP, MP, MP, HP).
> Light shoulder assault (1020) is now performed by entering HP during stand medium punch (210) instead of QCF + HK.
> Light shoulder assault (1020) now does 30 points of damage instead of 45.
> Added flying knee smash (240) four hit combo (MK or Running[QK], MK, HP, HP).
> Disabled Football Throw specials (1005, 1006, 1007).
> Disabled Camera Shot specials (9993 and 9994).
> Disabled Yo-Yo Fail special (458).
> Water Gun specials (1018, 1030, 1031, 1032) are now performed by entering QCF + P instead of QCB + K.
> Added NumProjID trigger to Water Gun specials (1018, 1030, 1031, 1032), so that Arnold can't use specials while a Water Gun projectile is already present.
> Air Water Gun special (1018) now produces one projectile instead of four.
> Light Water Gun special (1030) now produces one projectile instead of four.
> Medium Water Gun special (1031) now produces three projectiles instead of four.
> Strong Water Gun special (1032) now produces five projectiles instead of four.
> velocity of Air Water Gun special (1018) is now 10, 10 instead of 7, 6.
> velocity of Light Water Gun special (1030) is now 10, 0 instead of 6.
> velocity of Medium Water Gun special (1031) is now 10, 0 instead of 7.
> velocity of Strong Water Gun special (1032) is now 10, 0 instead of 8.
> Air Water Gun special (1018) now does 15 points of damage instead of 29.
> Light Water Gun special (1030) now does 15 points of damage instead of 26.
> Medium Water Gun special (1031) now does 15 points of damage instead of 28.
> Strong Water Gun special (1032) now does 15 points of damage instead of 30.
> Tomato Throw specials (1002, 1003, 1004) are now performed by entering QCB + P instead of F, B, K.
> Disabled air version of Light Tomato Throw special (1002).
> Added NumProjID trigger to Tomato Throw specials (1002, 1003, 1004), so that Arnold can't use specials while a tomato projectile is already present.
> velocity of Light Tomato Throw special (1002) is now 2, -11 instead of 4, -8.1.
> velocity of Medium Tomato Throw special (1003) is now 4.5, -8 instead of 5, -8.1.
> velocity of Strong Tomato Throw special (1004) is now 9, -5 instead of 6, -8.1.
> Medium Tomato Throw special (1003) now does 30 points of damage instead of 32.
> Strong Tomato Throw special (1004) now does 30 points of damage instead of 34.
> Gum Throw special (997) is now performed by entering F, B, QP instead of QCF + QP.
> Added NumHelper trigger to Gum Throw special (997), so that Arnold can't use special while a gum projectile is already present.
> Added P2MoveType trigger to Gum Throw special (997), so that Arnold can't use special while opponent is in gethit-type state.
> Assist Gerald special (6000) now does 50 points of damage instead of 27.
> Disabled Cyrnold super (6015).
> Disabled Bus Summon super (2000).
> Added Around The World super (3600) (Forward, HCF + HP).
> Arnold Kart super (1015) is now performed by entering QCF, QCF + HK instead of QCB + QP + MP.
> Arnold Kart super (1015) now only hits once.
> Arnold Kart super (1015) now costs one power stock instead of two and a half.
> Removed CLSN1 boxes from third and fourth frames of Arnold Kart super (1015).
> Swapped second and third frames of Arnold Kart super (1015).
> Arnold now starts moving forward on the fourth frame of Arnold Kart super (1015) instead of the first frame.
> Removed three out of seven repetitions from animation of Arnold Kart super (1015), reducing the number of frames from 34 to 22.
> Arnold Kart super (1015) now does 150 points of damage instead of 384.
> Motor sound effect (6, 1) will now stop if Arnold Kart super (1015) is interrupted.
> Added Water Machine Gun supers (3700 and 3800) (QCF, QCF + P).
> Hyper Combo super (3500) is now a Level 2 super instead of Level 1.
> Arnold no longer needs to land the initial hit of Hyper Combo super (3500) in order to continue the rest of the attack.
> Hyper Combo super (3500) is now performed by entering HCB, F + HK instead of QCF + QP + MP.
> Hyper Combo super (3500) now does 450 points of damage instead of 261.
> Added Home Run Smash super (4000) (QCB, QCB + HP).
> Forward dodge (720) is now performed by entering  F + QK instead of F + HK.
> Backward dodge (721) is now performed by entering  B + QK instead of B + HK.
> Significantly increased distance of hop backwards (105).
> Quick elbow smash (200) now costs 2 juggle points instead of 1.
> Standing medium jab (210) now costs 3 juggle points instead of 4.
> Standing hard jab (220) now costs 4 juggle points instead of 1.
> Standing quick rising kick (230) now costs 3 juggle points instead of 1.
> Flying knee smash (240) now costs 3 juggle points instead of 4.
> Standing hard rising kick (250) now costs 4 juggle points instead of 5.
> Crouching quick jab (400) now costs 2 juggle points instead of 1.
> Aerial double jab (610) now costs 3 juggle points instead of 1.
> Aerial convergent punch (620) now costs 4 juggle points instead of 1.
> Jump light kick (630) now costs 2 juggle points instead of 3.
> Jump medium kick (640) now costs 3 juggle points instead of 1.
> Gum Throw special (997) now costs 4 juggle points instead of 1.
> Light Tomato Throw special (1002) now costs 3 juggle points instead of 1.
> Medium Tomato Throw special (1003) now costs 4 juggle points instead of 1.
> Strong Tomato Throw special (1004) now costs 5 juggle points instead of 1.
> Light Water Gun special (1030) now costs 3 juggle points instead of 1.
> Medium Water Gun special (1031) now costs 4 juggle points instead of 1.
> Strong Water Gun special (1032) now costs 5 juggle points instead of 1.
> Air Water Gun special (1018) now costs 4 juggle points instead of 1.
> Overhauled collision boxes throughout air file.
> Added Hover Inhibitor, which prevents Arnold from standing in mid-air.
> Arnold's AI now has a 5% chance of using Around The World super (3600) when between 20 and 60 pixels away from the opponent.
> Arnold's AI now has a 5% chance of using Arnold Kart super (1015) when 120 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 5% chance of using Level 1 Water Machine Gun super (3700) when 150 pixels away from the opponent or further.
> Arnold's AI now has a 50% chance of using Level 2 Water Machine Gun super (3800) when 200 pixels away from the opponent or further.
> Arnold's AI now has a 50% chance of using Hyper Combo super (3500) when between 20 and 50 pixels away from the opponent, and opponent is on the ground.
> Arnold's AI now has a 50% chance of using Home Run Smash super (4000) when between 20 and 40 pixels away from the opponent, and opponent is on the ground.
> Arnold's AI now has a 90% chance of canceling Around The World super (3600) into Home Run Smash super (4000).
> Arnold's AI now has a 20% chance of using Light Water Gun special (1030) when 80 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 20% chance of using Medium Water Gun special (1031) when 100 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 20% chance of using Strong Water Gun special (1032) when 120 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using Air Water Gun special (1018) when between 70 and 90 pixels away from the opponent while airborne, and between 70 and 90 pixels above the opponent.
> Arnold's AI now has a 60% chance of using Light Tomato Throw special (1002) when 50 pixels away from the opponent or closer, and opponent is airborne.
> Arnold's AI now has a 20% chance of using Medium Tomato Throw special (1003) when between 100 and 200 pixels away from the opponent.
> Arnold's AI now has a 20% chance of using Strong Tomato Throw special (1004) when 200 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 10% chance of using Gum Throw special (997) when 100 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 10% chance of using Assist Gerald special (6000) when 100 pixels away from the opponent or further.
> Arnold's AI now has a 30% chance of using quick elbow smash (200) when 15 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into 2nd standing light punch (202) after quick elbow smash (200).
> Arnold's AI now has a 90% chance of comboing into back hand medium jab (203) after 2nd standing light punch (202).
> Arnold's AI now has a 30% chance of using standing medium jab (210) when 25 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into standing medium jab (210) after back hand medium jab (203).
> Arnold's AI now has a 90% chance of comboing into light shoulder assault (1020) after standing medium jab (210).
> Arnold's AI now has a 30% chance of using standing hard jab (220) when 40 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 30% chance of using standing quick rising kick (230) when 20 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 30% chance of using flying knee smash (240) when 50 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using using flying knee smash (240) when 70 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into combo only flying kick (241) after flying knee smash (240).
> Arnold's AI now has a 90% chance of comboing into Blanka Roll (242) after combo only flying kick (241).
> Arnold's AI now has a 90% chance of comboing into splash (243) after Blanka Roll (242)
> Arnold's AI now has a 30% chance of using standing hard rising kick (250) when 25 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching quick jab (400) when 20 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching medium jab (410) when 25 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching hard jab (420) when 25 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching quick rising kick (430) when 20 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using short power slide (440) when 40 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using medium power slide (450) when 50 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 30% chance of crouching (11) when 50 pixels away from the opponent or closer.
> Arnold's AI now has a 90% chance of using throw attempt (800) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using aerial quick jab (600) when 20 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using aerial double jab (610) when 15 pixels away from the opponent or closer while airborne, and between 0 and 20 pixels above the opponent.
> Arnold's AI now has a 60% chance of using aerial convergent punch (620) when 15 pixels away from the opponent or closer while airborne, and between 0 and 20 pixels above the opponent.
> Arnold's AI now has a 60% chance of using jump light kick (630) when 25 pixels away from the opponent or closer while airborne, and between 60 and 90 pixels above the opponent.
> Arnold's AI now has a 60% chance of using jump medium kick (640) when 40 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using jump strong kick (650) when 25 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using strong shoulder assault (1022) when 50 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using flying kick running attack (940) when 60 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using long power slide running attack (950) when 70 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold Kart super (1015) must now be blocked while crouching or airborne.
> Added custom projhitanim to all Water Gun attacks.





http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Arnold(CGX01).zip
    

Re: Shimmering Brony's Arnold - Faulty snd file

 May 03, 2020, 07:41:10 AM View in topic context
 Posted by Creamy_Goodness  in Shimmering Brony's Arnold - Faulty snd file (Started by Creamy_Goodness April 23, 2020, 07:22:57 AM
 Board: M.U.G.E.N Configuration Help


> OK, I just figured out why Arnold's snd file wasn't working. It turns out that one of the sound samples was somehow faulty, and causing the game to crash. It was 4011, 0 to be precise. All I had to do was extract the sample to a wav in Fighter Factory, open and export the wav in Audacity, then replace the old wav with the new in Fighter Factory. After I did this, the snd file worked just fine.
    

Re: Shimmering Brony's Arnold - Faulty snd file

 April 26, 2020, 09:54:29 PM View in topic context
 Posted by Creamy_Goodness  in Shimmering Brony's Arnold - Faulty snd file (Started by Creamy_Goodness April 23, 2020, 07:22:57 AM
 Board: M.U.G.E.N Configuration Help


> Hey thanks SB. I didn't realize that Arnold was Mugen 1.0 until I checked the def recently, but that would explain the incompatibility issue with the sound. When I have the time, I'm going to rebuild the snd file from scratch with the same sounds and state numbers. Who knows, I might even write my own brutal AI so that Arnold can compete with the other fighters in the next tournament I'm preparing for.
    

Shimmering Brony's Arnold - Faulty snd file

 April 23, 2020, 07:22:57 AM View in topic context
 Posted by Creamy_Goodness  in Shimmering Brony's Arnold - Faulty snd file (Started by Creamy_Goodness April 23, 2020, 07:22:57 AM
 Board: M.U.G.E.N Configuration Help


> I downloaded Shimmering Brony's Arnold Shortman character a few years ago, but when I installed it, I found that the snd file was causing WinMugen to crash. However, when I commented out the snd file in the def file, the character worked, but without any sound. Oddly enough, when I opened the snd file by itself in Fighter Factory, it loaded properly and I could sample the sounds just fine. Anybody got any tips on how I can get the snd file to work with Arnold?

Link - https://mugen.fandom.com/wiki/User_blog:Shimmering_Brony/Arnold_beta_released!
    

Re: Creamy Goodness - Version 0.2 (beta)

 October 27, 2019, 04:44:06 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.2 (beta) (Started by Creamy_Goodness July 21, 2019, 05:55:17 AM
 Board: Your Releases, older Mugen


> Alright, I'm ready to release what is possibly the final beta version of my Creamy Goodness MUGEN character; Version 0.2.2. Keep in mind that the sprites are temporary and will be replaced be the real ones in the first official release. After the new sprites are applied to Creamy, he will have a longer reach, and will be able to hit his opponents more easily.

> From Creamy's readme...

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Story
> Jason "Creamy Goodness" Tenn is the lead fighter in the Independent Circuit of Netizen Rage. Because of his love for a large variety of sweets, he uses candy-based weaponry to battle his opponents in the arena.

Button Layout
- a - Quick Kick (QK)
- b - Hard Kick (HK)
- c - Power Charge (C)
- x - Quick Punch (QP)
- y - Hard Punch (HP)
- z - Evade (E)

Movelist
- Special Techniques
-   - Hop backward - Back, Back
-   - Hop forward - Forward,  Forward
-   - Dodge - E
-   - Power Charge (Burst) - C
-   - Alternate state: Skittles Rush - HCB + BQ

- Special Attacks
-   - Pez Machine-Gun (QP) - QCF + QP
-   - Pez Machine-Gun (HP) - QCF + HP
-   - Pez Machine-Gun (EX) - QCF + BP
-   - Lemon Warhead (QP) - QCB + QP
-   - Lemon Warhead (HP) - QCB + HP
-   - Sure You Cane (QP) - Forward, Down, DF + QP
-   - Sure You Cane (HP) - Forward, Down, DF + HP
-   - Sure You Cane (EX) - Forward, Down, DF + BP
-   - Pixie Stick Stunner -  HCF + QK

- Super Attacks
-   - Hypercane 3-Pack (Level 1) - Forward, HCF + QP
-   - Atomic Fireball (Level 1) - QCF, QCF + QP
-   - Atomic Fireball (Level 2) - QCF, QCF + HP
-   - Twizzler Downpour (Level 2) - QCB, QCB + HK

- Ultimate Attack
-   - Jawbreaker Jamboree (Level 3) - QCB, HCF + BP

Version 0.1.2 updates
- Added HitDefs to both versions of the Atomic Fireball (3200) and (3300) to push point blank opponents backward so that the projectile no longer misses them. (3/21/2015)
- Sped up quick Atomic Fireball (3200) animation by reducing the number of ticks in the fifth frame from 50 to 10, so that Creamy takes only 55 ticks to charge the attack instead of 95. (3/21/2015)
- Sped up hard Atomic Fireball (3300) animation by reducing the number of ticks in the seventh frame from 80 to 20, so that Creamy takes only 125 ticks to charge the attack instead of 185. (3/21/2015)
- Decreased wind up time of hop backward (start & air) (105) so that it only takes 6 ticks to start moving backward instead of 11. (3/21/2015)
- Decreased recovery time of hop backward (land) (106) so that it only takes 6 ticks to return to the Stance instead of 11. (3/21/2015)
- Decreased wind up time of jump (start & air) (40) so that it only takes 6 ticks to start rising instead of 11. (3/21/2015)
- Decreased recovery time of jump (land) (47) so that it only takes 6 ticks to return to the Stance instead of 11. (3/21/2015)
- Decreased wind up time of back spin kick (224) so that it only takes 13 ticks to start rising instead of 17, and decreased post-attack time from 11 ticks to 7. (3/22/2015)

Version 0.1.3 updates
- Added QP short combo. (3 hit combo: QP, QP, HP) (4/3/2015)
- Added QP medium combo. (6 hit combo: QP, HP, HP, QP, HP,  Forward, Down, DF + QP) (7/27/2015)

Version 0.1.4 updates
- Added QK short combo. (5 hit combo: QK, QP, QP, QP, HP) (2/20/2017)
- Added blue hit boxes to attacking hands of some previously completed combo attacks. (2/20/2017)
- Deleted hit boxes around attacking hand of first frame of standing quick jab (200), so that it takes 4 ticks to hit instead of 1. (2/20/2017)
- Changed PauseTime of standing quick jab (200), from 10, 5 to 10, 7. (2/20/2017)

Version 0.1.5 updates
- Replaced and added blue hit boxes to first frame of Sure You Cane - QP - CT from 256 (358). (6/19/2018)
- Replaced missing second frame of Sure You Cane - QP - CT from 256 (358). (6/19/2018)
- Replaced missing third frame of Sure You Cane - EX - CT from 256 (428). (6/19/2018)
- Reduced ground.velocity of high straight end candy cane thrust (241) from -10 to -6 to make it easier to combo into standing candy cane backswing (261). (6/25/2018)
- Reduced ground.slidetime of high straight end candy cane thrust (241) from 10 to 6 to make it easier to combo into standing candy cane backswing (261). (6/25/2018)
- Deleted hit boxes around attacking foot of first frame of quick ground kick (215), so that it takes 4 ticks to hit instead of 1. (6/25/2017)
- Hypercane 3-Pack (3100) is now performed by entering F, HCF + QP instead of F, HCF + HP. (6/26/2017)
- Removed diagonal joystick motions of Hypercane 3-Pack (3100) in order to make it easier to perform. (6/26/2017)
- Removed diagonal joystick motions of Pixie Stick Stunner (370) in order to make it easier to perform. (6/26/2017)
- Added Running[QP] long combo. (11 hit combo: Running[QP], QP, HP, QP, HP, HP, QK, HP, Forward, HCF + QP) (6/26/2018)

Version 0.1.6 updates
- Increased y value of VelSet state of flying knee smash (243) from -3.2 to -4 so that Creamy jumps slightly higher, giving him slightly more time to combo into aerial quick high kick 1 (268). (1/29/2019)
- Changed PauseTime of flying knee smash (243) from 20, 15 to 10, 10. (1/30/2019)
- Reduced ground.hittime of flying knee smash (243) from 20 to 10. (1/30/2019)
- Added Running[QK] short combo. (4 hit combo: Running[QK], QK, QK, HK) (1/30/2019)

Version 0.2.1 updates
- Added Jawbreaker Jamboree ultimate attack. (5/24/2019)
- Added Skittles Rush alternate state. (6/3/2019)

Version 0.2.2 updates
- Centered both sprites of lie down - air - hit (5081) horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019)
- Centered Sprites 2 and 3 of knock down - air (5101) horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019)
- Centered lie down - air (5111) sprite horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019)
- Adjusted all four sprites of get up - air (5121) in sff file to feet of lie down - air (5111) sprite, and adjusted hit boxes in air file. (9/16/2019)
- Centered knock down - air bounce (air) (5161) sprite horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019)
- Adjusted hit boxes of both frames of knock down - air bounce (land) (5171) animation. (9/16/2019)
- Used PosAdd in State -2 to shift second frame of knock down - air (5101) backwards by 24 pixels. (9/16/2019)
- Used PosAdd in State -2 to shift third frame of knock down - air (5101) backwards by 14 pixels. (9/16/2019)
- Adjusted PosAdd in State -2 to shift Creamy backwards at the end of get up - air (5120) by 24 pixels instead of 65 pixels. (9/16/2019)
- Moved running attacks above close attacks in cmd file, so that close attacks will no longer override running attacks while running. (9/16/2019)
- Replaced back spin kick (224) with aerial hard kick. (9/23/2019)
- Aerial hard kick (224) can now be used immediately after aerial quick kick (223) is used. (9/24/2019)
- Changed PauseTime of aerial quick kick (223) from 10, 5 to 10, 15. (9/24/2019)
- Decreased wind up time of aerial quick kick (223) so that it takes 5 ticks to hit instead of 8. (9/24/2019)
- Decreased wind up time of pogo jump (221) so that it takes 4 ticks to hit instead of 6. (9/24/2019)
- Decreased wind up time of Sure You Cane - QP (350) so that it takes 6 ticks to hit instead of 11. (9/24/2019)
- Decreased wind up time of Sure You Cane - QP - CT from 256 (358) so that it takes 10 ticks to hit instead of 21. (9/24/2019)
- Decreased wind up time of Sure You Cane - HP (360) so that it takes 12 ticks to hit instead of 26. (9/24/2019)
- Decreased wind up time of Sure You Cane - EX (420) so that it takes 6 ticks to hit instead of 11. (9/24/2019)
- Decreased wind up time of Sure You Cane - EX - CT from 256 (428) so that it takes 11 ticks to hit instead of 16. (9/24/2019)
- Increased ground.velocity of hard elbow smash (202) from -3 to -6. (9/24/2019)
- Increased ground.slidetime of hard elbow smash (202) from 3 to 6. (9/24/2019)
- Both versions of the Lemon Warhead (330, 340) now do up to 45 points of damage instead of 35. (9/26/2019)
- Aerial candy cane backswing (222) now does 50 points of damage instead of 40. (9/26/2019)
- Created all three intros (191, 192, 193) with temporary animations. (9/26/2019)
- Removed Time trigger from second SelfState state controller of HP grab combo - Thrown (815) so that opponent will break free of Creamy's victim state if HP grab combo (811) is interrupted. (9/28/2019)

Known bugs/issues
- Some of Creamy's attacks have insufficient reach to hit his opponents. However, this issue will be fixed in Version 1.1 when Creamy's temporary stickman sprites are replaced with the actual, finalized sprites.
- Opponent can air recover from the HP grab combo (811) after the second hit, making it possible for them to avoid the super cancel into the Hypercane 3-Pack (3100).
- Candy cane jumpslash (242) is unable to hit opponents who are lying down.
- Some opponents can attack Creamy after getting hit by his power slide (244) before Creamy can recover. However, I plan to add an optional backwards roll while Creamy is lying down right after the slide, so that he can avoid such attacks.

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> The (possibly) final beta version of Creamy - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.2.2).zip
    

Re: Creamy Goodness - Version 0.2 (beta)

 September 08, 2019, 11:05:36 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.2 (beta) (Started by Creamy_Goodness July 21, 2019, 05:55:17 AM
 Board: Your Releases, older Mugen


@Mr. Giang

"Please don't bump your thread to look for attention. If your work doesn't receive replies, it probably means it isn't attractive enough to the audience and sometimes, you just have to accept it and move on. Not every release is a big hit."

> My character doesn't look attractive right now, because I used stickman sprites as a temporary substitute for the real ones which will be seen in the official release version (Version 1.1). I'm sorry I bumped the thread, but I need feedback on the character now more than ever, because this is my last chance to fix any remaining errors before Version 1.1 is released.

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@AlexSin

"Well, it's not visually appealing and after 4 years you just added two moves.       
Plus it plays like the other beta."

> This character is only a beta version of my Creamy Goodness character, and the stickman sprites are only temporary. They will be replaced by the real sprites in the character's official release version. And no, I did not just add two moves after four years of work. Over that period of time, I've been making several, incremental changes to the character, and making several minor tweaks as well. The additions of the Jawbreaker Jamboree and the Skittles Rush were only the latest in this long series of updates.

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@AlexSin

"- he's very slow in most (if not all) of his actions;"

> Haven't noticed that before. It could be because I'm used to keeping MUGEN on the Fast 3 speed, so that everything looks faster than normal to me.

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@AlexSin

"- many CLSNs are bad (both the blue ones and the red ones), for example if you're close enough to do the far light punch you won't hit the enemy. Were you afraid about making them too big? His attacks have almost no range;"

> I should have mentioned this in my original post, but when I replace the sprites with the finalized ones for Version 1.1, I will change Creamy's proportions in order to make him half a head taller. This will keep him the same height, but his head will be smaller in relation to the rest of his body. As a result, his legs will be longer, and I will also make his arms longer, and this will give him a longer reach with both his punches and his kicks. This is an issue I was already aware of since I started drawing Creamy's stickman sprites, and it will hopefully solve itself when the new sprites are implemented.

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@AlexSin

"- there's no pushback for many of his attacks;"

> There actually is some pushback, but not much. But after reading this point, I tried out at some other characters in my main roster, and noticed that their basic attacks pushed their opponents back a lot more than Creamy's attacks did. I'll see if I can change the ground.hittime and ground.velocity of Creamy's hard attacks to more closely match that of other characters.

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@AlexSin

"- his liedown animation has his body moving 50 pixels forward (also its width is too small); why? You could have animated it normally in the air, of course with some PosAdds (not 50 pixels though), with the body at the center, not using the head as the pivot.
This is also weird since all the sprites seem to be normally aligned (body always centered) but in the liedown and get up sprite groups they're all moved to the left.
So that if you get close to him lying down, your character will turn around a few times;"

> To tell you the truth, I never really saw a problem with my method of keeping the body from shifting out of place during the knock down and get up animations. But now that you've pointed this out, I'll see what I can do to change it.

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@AlexSin

"- there's no readme;"

> Will be included for Version 0.2.2.

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@AlexSin

"- no intro (debug message);"

> Creamy is still in his beta versions, so there are no animations for his intros yet. However, I could set up some placeholders until the real sprites are introduced in the release version.

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@AlexSin

"- why can't I do the flying knee kick(s) while close to the enemy?

The order of the commands should always be: supers first, specials second, normals last.

Otherwise the commands go in conflict with each other.

The flying knee kick attack is an example (there might be other cases in your character where this happens). Try to put the command for the flying knee kick (state 243) over the quick knee smash one (219). You'll be able to do it much more easily than before."

> That's the order I generally list the moves in the cmd file. But now that you mention it, I'm going to adjust the order of commands to have the running attacks go between the combo attacks and standard attacks.

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@AlexSin

"- The Jawbreaker Jamboree supermove can easily be stopped with a projectile or whatever before he launches it, so all the wait and pause serve no purpose. It would be funnier if, after charging the move and him getting hit, he drops the ball of energy instead of it completely vanishing."

> The Jawbreaker Jamboree is supposed to leave Creamy open to attack for one second in order to give the opponent a chance to stop the projectile and to stun him. Under my damage system, attacks that leave a character vulnerable for 60 to 89 ticks will do half again base damage. Also, attacks that expose the character's major weakspot will also do half again base damage. In the Jawbreaker Jamboree, these two types of bonus damage stack, making the attack do double normal damage. As for the projectile disappearing all of a sudden, In Version 1.1 of Creamy Goodness, the ball will disappear into a puff of smoke or into a flash of light when Creamy is hit during his weakspot in order to add an interesting visual effect to the cancellation.

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@AlexSin

"There's a lot to improve on.
I don't like to be a downer, but this character isn't interesting to look or to play at/against so that may be the reason you don't get enough feedback."

> As I said at the beginning, this is only a beta character, and will be much more interesting once the official release version comes out. Thanks for taking the time to check out Creamy and to give me your feedback. The tips you gave in this thread will help me to improve on my character a lot. I will post again once I finish the last rounds of edits of Creamy's beta versions.

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@Prime SC

"you gotta understand man, dont just post your stuff on this forum. there are multiple others that can and will also give u feedback"

> I didn't just post the character's release here on MFG. I also posted it on Mugen Free For All, but got no response there. Maybe I'll have better luck once I post there again after I finish the final edits of the beta versions of Creamy, and release Version 0.2.2.
    

Re: Creamy Goodness - Version 0.2 (beta)

 August 27, 2019, 10:31:32 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.2 (beta) (Started by Creamy_Goodness July 21, 2019, 05:55:17 AM
 Board: Your Releases, older Mugen


> What, it's been over a month and not a single reply? Come on people, I need some feedback here. :(
    

Creamy Goodness - Version 0.2 (beta)

 July 21, 2019, 05:55:17 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.2 (beta) (Started by Creamy_Goodness July 21, 2019, 05:55:17 AM
 Board: Your Releases, older Mugen


> At long last, after four and a half years since the release of the very first beta version of my Creamy Goodness MUGEN character, I'm ready to release the second major beta version of the character, Version 0.2.1. This time around, I've added Creamy's ultimate attack, the Jawbreaker Jamboree, which is a gigantic multi-layered projectile that explodes every time it bounces and loses layers until it's reduced to its core. I've also added the Skittles Rush, which is Creamy's alternate state that increases his walking and running speed by half again, and gives him unlimitted access to his EX attacks and Level 1 supers when his health is below 250 hit points. If there is a Version 0.2.2, it will consist mainly of bug fixes, and will be the character's final release before Version 1.1, which will be the first official release.

Version 0.2.1 updates...
- Added Jawbreaker Jamboree ultimate attack (5/24/2019)
- Added Skittles Rush alternate state (6/3/2019)



> Link - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.2.1).zip
    

Re: How To Receive Triple Damage

 May 24, 2019, 11:52:47 AM View in topic context
 Posted by Creamy_Goodness  in How To Receive Triple Damage  (Started by Creamy_Goodness April 09, 2019, 07:55:23 AM
 Board: M.U.G.E.N Development Help


@altoiddealer

> First off, I DID need Var(3) in order to tell the CNS when to implement the double or triple damage, and when to disable it.

> Anyways, thanks for your reply, and I think it may have led me to the right answer; the line "value = -(GetHitVar(damage) * 2)" in particular. I went back to my original code, and all I had to do to fix the triple damage issue was make a minor change to one line. I simply changed "value = gethitvar(damage) * 3" to "value = gethitvar(damage) * -3", and that did the trick. As it turns out, my original code wasn't multiplying the damage taken from a hit by 3, but instead taking the original hit's damage, multiplying it by 3, and ADDING the product to the health. Changing 3 to -3 fixed that problem. I don't think that's the fix you had in mind, but it worked for me. I think I can now finally mark this thread as solved, and thanks again for your help.
    

Re: How To Receive Triple Damage

 May 21, 2019, 02:27:55 AM View in topic context
 Posted by Creamy_Goodness  in How To Receive Triple Damage  (Started by Creamy_Goodness April 09, 2019, 07:55:23 AM
 Board: M.U.G.E.N Development Help


> Alright, I've been doing some further work on the code for Creamy's weak spot after getting some help from the Mugen Free For All forums. A user named PlasmoidThunder pointed me to this thread from this very message board that went into detail about altering the amount of damage a character takes when hit...

"http://mugenguild.com/forum/topics/making-broken-defencemulset-sctrl-161617.0.html"

> When I did my initial search for help on how to get Creamy to receive triple damage when hit on certain frames of one of his attacks, I came across this thread but dismissed it as useless because it was too complicated for me to understand. However, since PlasmoidThunder linked to it in our thread at MFFA, I took a more thorough look at the coding, and going through the code line by line, and tried my best to understand what each line meant. From what I was able to understand, I came up with my own version of the coding and applied it to my character...

> During the attack that bears the weak spot, I set Variable 4 to match Creamy's hit points on the first frame of the animation, in order to record how much health he has before he could get hit...

[State 3500, Variable Set]
type = VarSet
trigger1 = AnimElem = 1 ;kicks in when animation reaches its first frame
var(4) = life ;Sets Variable 4 to current number of hit points

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> In State -2, under the section that handles weak spots, I changed the LifeAdd state controller to the following...

[State -2, Triple Damage]
type = LifeAdd
trigger1 = var(3) = 3 ;Result of Variable 3 getting set to 3
trigger1 = MoveType = H ;Creamy must be in Get Hit move type
value = (var(4) - life) * -3 ;HP before hit, minus HP after hit, times -3
;^Creamy takes triple damage when hit.^

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> The changes I made to Creamy's code are not working because he now takes zero damage when the weak spot gets hit. After some testing of the code, I've concluded that for whatever reason, the health is not reducing since Variable 4 was set to the number of HP, meaning "var(4)" is still equal to "life" when the triple damage is triggered. This means that var(4) minus life equals zero, and zero multiplied by anything equals zero, which is why the health didn't budge. My question now is how do I make sure that life is lower than var(4) when LifeAdd is activated?
 
    

Re: Projectile Type Helper Hits Only Once

 May 01, 2019, 03:05:53 PM View in topic context
 Posted by Creamy_Goodness  in Projectile Type Helper Hits Only Once (Started by Creamy_Goodness April 21, 2019, 01:28:01 PM
 Board: M.U.G.E.N Development Help


> Hey guys, just a quick update. After a little bit of experimentation, I made two changes to the Jawbreaker Jamboree's code that may have fixed the problem. First, I added the following state controller between the Turn and ChangeAnim controllers. This prevented the projectile from disappearing prematurely when hitting the opponent...

[State 3560, MoveHitReset]
type = MoveHitReset ;type of state: Move Hit Reset
;^forces projectile to only hit for one frame per hit
trigger1 = MoveContact ;kicks in when projectile hits opponent

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> Second, I added the following trigger to the HitDef in order to make sure the projectile hits only once per bounce...

trigger1 = P2MoveType != H ;Player 2 is not being hit

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> I would like to thank all of you for taking the time to look into this issue and helping me fix it. As for now, I think it's time to mark this topic Solved.

    

Re: Projectile Type Helper Hits Only Once

 April 30, 2019, 01:21:33 PM View in topic context
 Posted by Creamy_Goodness  in Projectile Type Helper Hits Only Once (Started by Creamy_Goodness April 21, 2019, 01:28:01 PM
 Board: M.U.G.E.N Development Help


DNZRX768 - "Will it be possible to send over the character as is to me so I can diagnose the problem more effectively? I just want to see the error in action myself."

> Absolutely. Here's what I have so far...

http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.1.6_b01).zip

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Cyanide - "Edit: reread. Your destroyself has a trigger on movecontact. If you hit thats true. So the helper goes away. Take trigger4 off the destroyself."

> The DestroySelf only kicks in if the projectile is in it's eighth and final form, as stated by the line triggerall = Anim = 3568. The projectile begins using Animation 3561, and moves onto the next animation after every bounce until the last one at 3568. Until the projectile reaches Animation 3568, it should not self destruct. The ball only disappears early if it hits the opponent, and not the walls or the floor. Still, I can dick around with the coding some more and give you whatever results I come up with.
    

Projectile Type Helper Hits Only Once

 April 21, 2019, 01:28:01 PM View in topic context
 Posted by Creamy_Goodness  in Projectile Type Helper Hits Only Once (Started by Creamy_Goodness April 21, 2019, 01:28:01 PM
 Board: M.U.G.E.N Development Help

> I have been working on a projectile attack that bounces seven times before disappearing. However, the projectile disappears after hitting the opponent once when it should continue bouncing. This error only happens when it hits the opponent and not when it hits the walls or the floor. Here's the code that I have on it so far. The coding is long and complex, so please bear with me...
Spoiler, click to toggle visibilty

> Anyone have any pointers?
    

How To Receive Triple Damage

 April 09, 2019, 07:55:23 AM View in topic context
 Posted by Creamy_Goodness  in How To Receive Triple Damage  (Started by Creamy_Goodness April 09, 2019, 07:55:23 AM
 Board: M.U.G.E.N Development Help


> I'm trying to produce a weak spot on my Creamy Goodness character, where he will take triple damage if hit during certain frames. I set aside Variable 3 in order determine when the weak spot is activated; 1 meaning Creamy takes normal damage, 2 meaning he takes double damage, and 3 meaning he takes triple damage. During the intro, Variable 3 is set to 1 in order to ensure Creamy takes normal damage at the start of the round...

[State 190, Variable Set]
type = VarSet
trigger1 = Time = 0 ;kicks in immediately
v = 3 ;Variable 3 - Extra damage taken (for weak spots)
value = 1 ;Sets Extra damage taken variable to 1 (Normal damage taken)

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> During the attack that bears the weak spot, I set Variable 3 to 3 in order to activate the triple damage on the desired frames...

[State 3500, Variable Set]
type = VarSet
trigger1 = AnimElemNo(0) = [5, 7]
;^Animation must be between its fifth and seventh frames^
v = 3 ;Variable 3 - Extra damage taken (for weak spots)
value = 3 ;Sets Extra damage taken variable to 3 (Triple damage taken)

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> In State -2, I tried to use a LifeAdd state controller to get Creamy to take the multiplied damage. However, after several attempts, I just couldn't the syntax of the coding right. Here's what my LifeAdd currently looks like...

[State -2, Triple Damage]
type = LifeAdd
trigger1 = var(3) = 3 ;Result of Variable 3 getting set to 3
;trigger1 = MoveType = H ;Must be in Get Hit move type
value = gethitvar(damage) * 3
;^Creamy takes triple damage when hit.^

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> In order to determine that Variable 3 is triggering correctly, I added a bit of temporary code that turns Creamy grey so I can know when the weak spot is active...

[State -2, PalFX] ;temporary
type = PalFX
trigger1 = Var(3) = 3
Time = 1
color = 0

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> I've already been through a thorough Google search that included MFG threads on this very topic, and official Elecbyte documentation, but it wasn't enough to provide me with a sufficient answer. Any help would be appreciated.