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Sean Altly

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Messages by Sean Altly

    

Re: Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 23, 2008, 11:29:46 pm View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

I'm sorry, but I've put this off long enough - aside from making the "poweradd" setting zero, how do you keep super moves from giving back power?
    

Re: Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 22, 2008, 08:37:58 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

Well, I appreciate the support. I really don't want to come off as unappreciative of the help I have gotten, it just seems pointless sometimes to try to make original characters. Oh well, ever since I was in elementary school I've wanted to make my own 2-D fighting game, and Mugen has let me do that, so I should be thankful.

All hail Mugen and Elecbyte!
    

Re: Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 22, 2008, 08:20:31 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

You know, I've gotten a lot of good advice from the people here and what not, and not to sound bitter, but apparently the only way I'll ever get more than 10 replies in my release threads is to make the 78th version of Ultimate Heavenly God Level 9-and-a-Half Super Devil Shin Akuma. Oh well.
    

Re: Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 21, 2008, 03:30:52 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

Well, I don't really know HTML, so that's why I don't have a website. I have some stuff hosted on Ascended Mugen, but I haven't uploaded my last couple of characters there yet.
    

Re: Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 21, 2008, 03:18:19 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

So, nothing? Not much interest in him, I guess...
    

Release: Updated Snow (w/new outfit and sprites, other improvements)

 March 20, 2008, 02:54:16 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

So I have made some pretty big improvements to Snow. He now has a new outfit, the one originally intended for him, several new sprites for slightly improved animations, gameplay tweaks such as more combos and juggle fixes, better clsn2 boxes, and I have replaced his Rolling Leg Lariat with a new move, called the Psy-Kick.His "Push Back," which I'm told was rather useless, has been turned into a Level 1 Super Move and does more damage, making it useful. Here are some screens, including not only Snow, but a small peak of my newest WIP, Vesper:













He can be found on my ESnips site. Any one who downloads him, let me know what you think!
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 19, 2008, 10:16:58 pm View in topic context
 Posted by Sean Altly  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Has anyone ever made that awesome New York stage from Street Fighter 3: Second Impact? I believe it was Alex's, the one with the American flag painted on a building in the background? I was just wondering, and if someone has, who was it and where can I find it? Thanks.
    

Re: Daemon Kage Character *Released*

 March 17, 2008, 06:34:48 am View in topic context
 Posted by Sean Altly  in BETA: Daemon Kage Character *Released* (Started by Matachi2 March 17, 2008, 03:15:00 am
 Board: Edits & Add-ons

Quote
-no screenshot cause I'm lazy  Tongue

No download cause you're lazy  :P
    

Re: Temporary Attack/defense Increases (Updated with new question in last post)

 March 15, 2008, 02:23:55 am View in topic context

That worked great! Thanks!
    

Re: Temporary Attack/defense Increases (Updated with new question in last post)

 March 14, 2008, 11:52:57 pm View in topic context

So would I just add another trigger to each one? Like this for example:

[State -3, AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) > 0)
trigger2 = (var(15) > 0)
value = 1.7

Or something else? I can get it to work if I just have the previously mentioned Super activate all three variables, but each one (attack up, defense up, and life up) have certain pallette effects, and all three get activated, so she's green for a second, and then blue for the rest of the time, ya know? I want her to be a fourth color whenever she has all three. I try putting a PalFX within the move's statedef, but it's overwritten by the other ones.
    

Re: Temporary Attack/defense Increases

 March 14, 2008, 11:33:24 pm View in topic context

Alright, so the previous stuff worked great, however, now I have a new problem. Here is my statedef -3 section for the character:

[Statedef -3]

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
v = 0
value = -1
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(5) > 0)
v = 5
value = -1
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(10) > 0)
v = 10
value = -1
ignorehitpause = 1

[State -3, AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) > 0)
value = 1.7

[State -3, AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) = 0)
value = 1.0

[State -3, PalFX]
type = PalFX
trigger1 = (Var(0) = [1,365])
time = 1
add = 60,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

[State -3, AttackMulSet]
type = DefenceMulSet
trigger1 = (Var(5) > 0)
value = 0.5

[State -3, AttackMulSet]
type = DefenceMulSet
trigger1 = (Var(5) = 0)
value = 1

[State -3, PalFX]
type = PalFX
trigger1 = (Var(5) = [1,565])
time = 1
add = 0,0,60
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

[State -3, LifeAdd]
type = LifeAdd
trigger1 = (Var(10) = [1,100])
value = 1

[State -3, LifeAdd]
type = LifeAdd
trigger1 = (Var(10) = 0)
value = 0

[State -3, PalFX]
type = PalFX
trigger1 = (Var(10) = [1,100])
time = 1
add = 0,60,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

Variable 0 is for adding strength, Variable 5 is for adding Defense, and Variable 10 is for adding life. When the move that uses these is performed, the variable that's used is triggered randomly. This all works like a charm. However, I made a new variable, 15, that adds to attack power, defense, AND life, meant to be used as a super move. This worked as well, however, whenever the code for variable 15 is in there, the other three cease to work. Is there a reason for this? The code for all of variable 15's effects were at the bottom of what I have listed above. Is there a rule to how these should be grouped or ordered within the statedef -3? Thanks for any help.
    

Re: Temporary Attack/defense Increases

 March 10, 2008, 02:32:40 pm View in topic context

Wow, that worked like a charm! Thanks a lot!
    

Temporary Attack/defense Increases (Updated with new question in last post)

 March 10, 2008, 01:34:07 pm View in topic context

Hi again. I was wondering what the trick is to making attack and defense increases temporary? I tried using attackmulset, and there is a parameter for "time," but no matter what I put there, the increase lasts the whole round. How would I go about making it last, say, 10 seconds? BTW, I know the time isn't measured in seconds, but I have forgotten what the approximate conversion is for ticks to seconds. I think it's like 30 ticks = 1 second, or something close. Anyway, any help would be appreciated!
    

Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!

 March 03, 2008, 08:37:39 pm View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

I'm sorry, but what's negative edge?
    

Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!

 March 03, 2008, 05:37:21 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

I reuploaded and now nothing...:(
    

Re: Release: Original Character - Moses Maddigan (Beta - 95%)

 March 02, 2008, 06:59:45 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

I'm going to upload the file as a .rar file now. Sorry about all that!
    

Re: Release: Original Character - Moses Maddigan (Beta - 95%)

 March 01, 2008, 09:31:23 pm View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

Really folks? Nothing? :(
    

Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!

 March 01, 2008, 09:55:24 am View in topic context
 Posted by Sean Altly  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

To tell you the truth, he feels pretty done. You can find him on my esnips site, link in my signature, and soon when he's finished, he will be on Ascended Mugen. I am releasing him for feedback and to see if there's anything wrong with him that I missed. Soon I will be releasing updates for Sabotage and Snow that include gameplay tweaks, better collision boxes, and special intros for when they are facing Moses Maddigan.

His file will be called "Mose," because my friends and I like to call him "The Mose."

Here's his bio, some gifs, and a video, all copied from his WIP topic:

Moses Maddigan is the son of affluent parents Joseph and Katherine Maddigan. His parents were born and raised in England and moved to the United States to escape the ruthless business world that they had embroiled themselves in and to raise their unborn son. Once there, Katherine died while giving birth to Moses. Due to his mother's death, his father badly spoiled Moses and raised him to be a cold, ruthless, womanizing businessman. Joseph passed away on Moses' 21st birthday, and because of his untimely (and mysterious) death, his company and assets were turned over to Moses. The company, Maddicorp, formerly specialized in small business ventures and minor pharmaceutical products. However, soon after Moses took control of the company, it branched out into high-grade (and highly dangerous) pharmaceuticals and eventually into secretive bio-weapons development and genetic engineering. After the massive failure that was the S.H.A.D.E.s experiment, Moses becomes obsessed with finding and eliminating all of the surviving subjects, through his own force, his manipulation of the Gray City Police Department, and his personal team of mercenaries called The Collection Agency. He carries with him his father's gold pocket watch at all times. He holds it in his right arm while fighting, both to time how long the fight takes and to prevent him from using his right arm due to his suspiciously super-human strength (since using his best arm would make him quite deadly, which would garner him unwanted attention). It is theorized that Moses was the first human test subject of the S.H.A.D.E.s experiment.

Here are some gifs and a gameplay vid (sadly with no sound):


Moses Maddigan's simple stance.


Checking his pocket watch and saying "Let's make this quick."


Mose performing a stomp that shakes the floor beneath his opponent.


Moses' Dodge Hook.



Let me know what you guys think.

BTW, he is the intended final boss for my game, so his damage is high. Also, I think I would like to learn how to make custom AIs, so that he will be ultra bad ass, and so I won't have to rely on high damage and what not to make him harder.
    

Re: Original W.I.P. - "Moses Maddigan" (with Video)

 February 29, 2008, 03:17:20 am View in topic context
 Posted by Sean Altly  in Original W.I.P. - "Moses Maddigan" (with Video) (Started by Sean Altly February 26, 2008, 05:06:46 am
 Board: Projects

I've now changed the Air Counter from a simple overhead toss to a Swinging Chokeslam. It looks swank. I might upload a video of it. When he catches them for the reversal, he says "Idiot!" I'm trying to make each counter unique and more brutal (like C-Cool suggested).
    

Special Win Poses

 February 27, 2008, 11:33:31 am View in topic context
 Posted by Sean Altly  in Special Win Poses (Started by Sean Altly February 27, 2008, 11:33:31 am
 Board: M.U.G.E.N Development Help

Hi everybody. I was wondering if there is a way to have a character use a special win pose whenever they end the match with a certain move. Thanks!

PS: Sorry I ask for so much help around here. I just want things to be right.