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Messages by kiLabee

    

Re: Want to start spriting ;)

 July 20, 2017, 02:38:20 am View in topic context
avatar  Posted by kiLabee  in Want to start spriting ;) (Started by HyDe July 20, 2017, 01:22:00 am
 Board: Off-Topic Help

https://www.gimp.org/


^^
me personally i use this program, i know a lot of people use this as well
but TBH it all boils down to a few things.

1 practice, self explanatory here.
2.patience because spriiting is HARD! you will get frustrated and also it will challenge yourself to get good.
3 and finally you just have to love drawing. not many people will keep at it because it takes a long time to even get good.
and finally you gotta learn how to listen and take critique well its a good way for as an artist to learn what works and what doesn't for you.

good luck happy spriting!


    

Re: Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016)

 July 19, 2017, 11:24:41 pm View in topic context
avatar  Posted by kiLabee  in Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016) (Started by Uno April 19, 2015, 06:58:17 pm
 Board: Your Releases, 1.0+

is there a way to use this tag patcher with the ADD004 lifebars?

i have been searching all over and no one could answer my question.
basically i want to use the ADD004 lifebars by themselves and this tag system for my setup.


BTW unoshe i have been messing around with this system and its so much fun!
thank you
    

how to ADD004 x unotag?

 July 19, 2017, 10:12:53 am View in topic context
avatar  Posted by kiLabee  in how to ADD004 x unotag? (Started by kiLabee July 19, 2017, 10:12:53 am
 Board: M.U.G.E.N Configuration Help

sup guys and gals.

first off, is there a way to use the uno tag system with the ADD004 lifebars?
i have been searching this forum for a thread about it and i guess im late to the party because i cant find anything relating to it.

i have already downloaded the add004 and uno tag sytem already. but i have yet to patch my characters because IDK if it will work or break something.
basically, i would like help setting up the ADD004 lifebars ( only the lifebars) with my mugen screenpack ( duracellulars X mugen )
with the uno tag system ( type K)  to build a full game for myself.
can anyone help me with this?

thanks in advance.


    

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition

 June 25, 2017, 10:41:01 am View in topic context
avatar  Posted by kiLabee  in The big "What does MUGEN need fixed or lack" thread 2017 edition (Started by JustNoPoint May 27, 2017, 01:27:52 am
 Board: M.U.G.E.N Discussion

the ability to play a video cutscene during arcade mode/story mode.


For example before you fight ( insert char name here ) vs(  char on the 9th order of character list . blah, blah, blah. ) it plays a cutscene of (insert quick video here)....then you get to the intro on a specific stage that you set normally in mugen.

you would be able to easily enhance story/ arcade mode with that.
im not sure if mugen currently supports video cutscenes in arcade/ story mode. (if there is a way please enlighten me.)

^^
i hope that unreal engine supports mugen workfiles!
probably hell no but how hard would it be to code for unreal engine anyway?
    

Re: HiRes VS style hitsparks

 June 23, 2017, 02:28:37 pm View in topic context
avatar  Posted by kiLabee  in HiRes VS style hitsparks (Started by Memo August 31, 2016, 08:40:44 pm
 Board: Resource Releases

are the links to the SFF and air down?
    

Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...

 June 20, 2017, 11:58:27 pm View in topic context

thanks guys! i managed to get guard pushing to work.  :sugoi:
as i now understand there is move for guard pushing defined in the air, ground, and crouching states. 
I was only able to get it to work on the ground  because i didn't understand that you had to define these in the air and crouched states as well.
now i know thanks!

this site as much as anyone bashes it has a lot of talented people actually helping understand this mu.g.e.n. engine better.
really appreciate the help.
thanks again.





    

Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...

 June 19, 2017, 09:06:10 am View in topic context

thanks but the link you gave me is down for now.

but can you clarify this bit of code i found?
Code:
=====================
Guard Push
=====================
by MystikBlaze


In Capcom's Vs series, your character is able to push the opponent away while guarding
an attack. This isn't really that difficult to implement in a character. All it basically
requires is an invisible helper that pushes the opponent away.


In the CMD file, add this code:
;---------------------------------------------------------------------------
;Guard Push
[State -1, Guard Push]
type = ChangeState
value = 900
triggerall = command = "guardpush"
triggerall = statetype = S
trigger1 = stateno = [150,153] ;The guard state numbers


Now in the CNS:
;---------------------------------------------------------------------------
;Guard Push

[Statedef 900]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 900, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 900, Width]
type = Width
trigger1 = 1
value = 10,0

;Change the amount of time you want the player to not be able to get hit
[State 900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 900, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 900, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 901]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 901
sprpriority = -4

[State 901, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 901, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 901, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 901, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 901, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 901, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18


Make sure you specify the helper in the AIR file as well:
;---------------------------------------------------------------------------
; Guard Push Helper
[Begin Action 901]
Clsn2: 1
 Clsn2[0] = -30,-200,30,50
-1,0, 0,0, -1
    

A new challenger appears!! help me code that thing...... part 1, guardpushing...

 June 17, 2017, 10:01:08 am View in topic context

hey guys, sorry to bug you but i need help coding 3 things. i didn't know exactly what to search for.

but i would need information into damage dampeners.
more specifically i want each hit of a combo decreases as you continue the hits with the same button.
as far as i know mvc3 is kinda like that? but if someone was to enlighten me as to how it all works would be greatly appreciated.
also, i would like to know how mid air recovery is coded in mugen?

and finally guarpushing.
how would i implement that?
    

Re: Dragon BallZ vs One Piece Project Official Post

 June 09, 2017, 06:11:30 am View in topic context
avatar  Posted by kiLabee  in Dragon BallZ vs One Piece Project Official Post (Started by kenshiro99 January 11, 2017, 07:44:38 pm
 Board: Projects

i second the recovery timing as well. its almost there but it just needs to be adjusted a tad bit more.
i just also wanted to ask if these characters are open source??
    

Re: Captain Ginyu By Misterr07

 June 06, 2017, 08:35:00 am View in topic context
avatar  Posted by kiLabee  in Captain Ginyu By Misterr07 (Started by misterr07 June 05, 2017, 11:24:22 am
 Board: Your Releases, 1.0+

wow that body change super is really awesome man!
i like the stipulations on it as well. so you cant use supers.
    

Re: Basketball

 May 17, 2017, 09:45:12 am View in topic context
avatar  Posted by kiLabee  in Basketball (Started by idiotorange May 11, 2017, 09:07:40 am
 Board: Your Releases, older Mugen

dude this would be a very fun mini game with NBA JAM sprites!!!
    

Re: Best mvc2 template?

 May 09, 2017, 02:34:55 am View in topic context
avatar  Posted by kiLabee  in Best mvc2 template? (Started by kiLabee May 04, 2017, 12:01:37 am
 Board: Requests

Where would you find that?
I started something from scratch using fighter factory
    

Best mvc2 template?

 May 04, 2017, 12:01:37 am View in topic context
avatar  Posted by kiLabee  in Best mvc2 template? (Started by kiLabee May 04, 2017, 12:01:37 am
 Board: Requests

Hello I'm fairly new to mugen.
I was wondering where can I find a good template for a mvc2 style character? Thanks

I hear the eoh. Template was trash.

And infinite template was good.
    

Re: Magic series combos

 April 29, 2017, 08:48:44 am View in topic context
avatar  Posted by kiLabee  in Magic series combos (Started by kiLabee April 29, 2017, 04:32:03 am
 Board: M.U.G.E.N Development Help

I saw that link you posted.
I'm having a little trouble understanding it.

Can you clarify what is happening with the changestate?


---------------------------------------------------------------------------
;Stand Strong Kick
[State -1: SSK]
type = ChangeState
value = 250
triggerall (command = "c") && (command != "holddown")
trigger1 = (statetype = S && ctrl)
trigger2 = (stateno = 200 && movecontact) || (stateno = 210 && movecontact) || (stateno = 220 && movecontact) || (stateno = 230 && movecontact)
trigger3 = (stateno = 240 && movecontact) || (stateno = 400 && movecontact) || (stateno = 410 && movecontact) || (stateno = 430 && movecontact)
trigger4 = (stateno = 440 && movecontact)
 
;Stand Strong Kick: Alternate Command
[State -1: SSK]
type = ChangeState
value = 250
triggerall (command = "b") && (command != "holddown")
trigger1 = (stateno = 200 && movecontact) || (stateno = 210 && movecontact) || (stateno = 220 && movecontact) || (stateno = 230 && movecontact)
trigger2 = (stateno = 240 && movecontact) || (stateno = 400 && movecontact) || (stateno = 410 && movecontact) || (stateno = 430 && movecontact)
trigger3 = (stateno = 440 && movecontact)
    

Magic series combos

 April 29, 2017, 04:32:03 am View in topic context
avatar  Posted by kiLabee  in Magic series combos (Started by kiLabee April 29, 2017, 04:32:03 am
 Board: M.U.G.E.N Development Help

Can someone explain to me how to code a magic series combo style in mugen?
I'm currently working on a mvc style trunks.

And I was hoping someone here can point me to the right direction as to explain how to code it and why it works??
I know it's somehow related to changestates but I need an explanation as to how it works.

Any help would be appreciated. Thanks
    

Re: wavedashing and 8way dashing

 March 19, 2013, 06:52:17 am View in topic context
avatar  Posted by kiLabee  in wavedashing and 8way dashing (Started by kiLabee March 02, 2013, 10:40:13 am
 Board: M.U.G.E.N Development Help

cool thanks man.

to further explain your point i dug this up.
http://www.youtube.com/watch?v=MV8XwrlrpdE

so what im saying is how can i code the wave dash??
examples please?
this is my first steps to creating a character so im kinda dumb.
please explain how mugen reads the code and why and how it works?

or at least help me understand how to code movements
    

wavedashing and 8way dashing

 March 02, 2013, 10:40:13 am View in topic context
avatar  Posted by kiLabee  in wavedashing and 8way dashing (Started by kiLabee March 02, 2013, 10:40:13 am
 Board: M.U.G.E.N Development Help

ok i have two questions.

i am trying to add a wave dashing to the DCvsM's green lantern character.
using this tutorial...
http://www.infinitymugenteam.com/Forum_345/index.php?topic=38627.0

i am currently tweaking him and adding new gameplay elements to him to make him feel like a more complete character at least.
and first off i felt like the character needed a proper wave dash.

and i am trying also to add an 8 way dash if that is possible in mugen???

i have an error whenever i launch the character though i need help figuring this out.


here is the error...
Error message:
Error parsing trigger1, 1
Error parsing [State -1, Run Fwd]
Error in [Statedef -1]
Error in HalJordan.cmd
Error loading chars/ff3_0/ff3_0.def
Error loading p1

Library error message: Malformed expression encountered: command="FF"|

    

Re: SF3 Strider Hiryu

 August 11, 2012, 07:53:13 am View in topic context
avatar  Posted by kiLabee  in SF3 Strider (Started by inktrebuchet July 24, 2012, 09:41:20 pm
 Board: Projects

been out of MUGEN for a while and your project suddenly got my interest back into it.
I applaud what your doing with the animation and wish you much luck for the project it looks great!
http://www.zweifuss.ca/
that website can help TONS if you want to refer to animations and moves for him.

my only gripe is his feet on that stance anim looks weird just being static.
maybe you can add a little movement to his left foot? like a few pixels up and down.
and a little on his right toes. idk it looks kinda off somehow when all of his upper body is animated but his feet.

now lets play theory fighter and discuss how his sf3 gameplay would be like.
if you are going for SF3 third strike as a base for him i have a few suggestions when you finally start coding and making moves for him.

universal overheads
sf3 has these for all the characters.
his standing overhead can be standing close HP from ibuki (if he has one)
and ibukis F+MK animation can be edited to make striders MK+MP animation.

vajra and teleports
In UMVC vajra tracks his opponent that may work instead of following MVC2.
the reason i suggest it is because sf3 is more ground based than that of MVC games.
like for example.
421 LK= above in front of opp
421 MK= above behind of OPP
421 HK= behind of OP
421 KK (EX)= would be vajra with no recovery so you can combo after it on hit.
and maybe this will also be a good way to pressure and be on the offense. like if someone playing keep away you can use vajra to either punish a fireball and go into his mixup game or just get in.
making it an overhead may be overkill but its maybe a good suggestion??

his super arts.
as far as his super arts go there are 3.
and here are my suggestions on how to change their properties from MVC to sf3.

Ouroboros
2 stocks.
orbs can work only if it works like rose SF4 ultra 2 and orbs dont do chipp damage.
but the machines up close do.
duration might be shortened.
during the active stages strider cant gain meter. ( it would just be fair otherwise he can just pressure you all day and chipp you to death a la MVC2 strider doom only worse because there isnt pushblock or assists. (in sf3 anyways)

LEGION
3 stocks
animals come out and cover the screen much like it does now.
but works like remys SA 1?? it has to be fast though in order to combo after it or into it.
exaple.
LK,LP,MK,HK,623+LP,(supercancel)236+HK ??
the 623+LP would be a hard knockdown that would let legion be a OTG?

RAGNAROK
1 stock
unbreakable grab deals a ton of damage.
but kinda like a raging demon.
have invicibility during startup and during the running anims to punish fireballs BUT slow as hell recovery on block or whiff.
idk this would only be used as a threatening super art i suppose which would scare your OP to throw fireballs when your in range.
and can also be used as an anti air in unsafe jump ins i guess.
thoughts??

other than that please keep up the amazing work!








    

Re: [Tutorial] Ripping from (3d) ps2 games: budokai 3

 June 17, 2007, 09:37:27 am View in topic context
avatar  Posted by kiLabee  in [Tutorial] Ripping from (3d) ps2 games: budokai 3 (Started by Maj' May 31, 2007, 09:42:02 pm
 Board: Tips, Tricks, Tutorials

ooh damn, a lil spit n shine and you've got yourself a high res DBZ character in the works!!
maybe ill give it a try, too bad my pc is too old for the emulator tho....wait 2 weeks till i get my laptop!