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MARVEL: Onslaught with Infinity Gems (Abbrev to ISO - Infinity Stones Onslaught)

 May 07, 2023, 06:23:47 am View in topic context
avatar  Posted by Redash  in MARVEL: Onslaught with Infinity Gems (Abbrev to ISO - Infinity Stones Onslaught) (Started by Redash May 07, 2023, 06:23:47 am
 Board: Idea Engineering

WIP. However, I am starting to see the HUGE amount of time required to realize this ISO character... wonder if this is worth my time?
Hence I wonder what would the MUGEN community view on this character? If ISO is worth any development effort?

Onslaught with Infinity Gems (Abbreviated as 'ISO' = "Infinity Stones Onslaught")
NOTE: only Form1 Onslaught, no Form2 Onslaught.
Key Theme: using Mathematic formulas to move and animate the Infinity Gems around Onslaught (no gaunlets)
e.g. simulate all the gems flying movement patterns found in Marvel Super Heroes.
THEME: Each gem boost certain attributes of Infinity Stones Onslaught, upon Gem usage will cease such benefits to Onslaught.

ISO NORMAL Attack List: (Some normal had 2 versions: less powerful after Reality Stone was used in match)
a = [Reality Stone] fireball (rotate around Onslaught like Dr.Doom Molecular Shield then ejects as 1 by 1 horizontally), 3/6 at once; Random Pos Y.
b = Dr.Doom's Sphere Flame, THEN with 5 projectile(s) raining down after travelled up off-screen (Sphere Flame projectile sprites)
c = Onslaught's forward Crushing Energy Dash ( Headcrush )
x = [Reality Stone] 1 or 5 static-direction Electric Orbs splitshot
y = [Reality Stone] Abyss: 1 or 3 homing Electric Orbs (Release one by one)
z = Dr.Doom: Electric Cage
Throw = Thanos's Electric-whip Throw style

ISO's SPECIAL MOVE List:
1 = Teleport
2 = Magneto's Hyper Gravitation (Blockable)
3 = Onslaught's Magnetic Shockwave
4 = Onslaught's Hyper Mind Blast
5 = Form2 Onslaught's Mega Beam (single pillar)
6 = EDIT: Energy Tempest (but uses Onslaught's energy orbs sprite instead of original Magnetic Tempest particle sprite)
7 = Sentinel Force: Carpet Bomb
8 = Sentinel Force: Dive
9 = Sentinel (Assist)
SUPER 1 = Thanos's Power Gem SUPER Mega Fireball
SUPER 2 = Thanos's Soul Gem SUPER Life-Draining energy whip
SUPER 3 = Onslaught Form2 3x or 5x Mega Beams.
SUPER 4 = Psionic Puppet: Sentinel
Disclaimer: Base off "XsLaught" Onslaught Sentinel concept (COTA + MVC2)

UNIQUE "Infinity Stone enhanced Psionic Puppet" (No Power Bar required, consumed Infinity Gem)
There are 'Once Per Match' Summons = full health per summon
Each Gem are SINGLE-USE per match.

-----------------------------------------------------
"Mind": IF "Mind" Gem used,
THEN fills Onslaught Power Bar to full immediately (9 bars max, AI cast SUPERs for 5 seconds)
AND ceases auto-generation of Power Bar
ELSE slowly refill non-full Power Bar.

-----------------------------------------------------
"Reality": IF "Reality" Gem used, Summon Storm enhanced with Iceman powers and sprites,
~ Upon defeat of Storm, ISO will return to combat.
e.g. Storm's Hail Storm to use Iceman's Arctic Attack ice projectile sprites, gains Ice Avalanche, Freeze Grab (Air throw) etc

-----------------------------------------------------
"Space": Summon "Colossus Juggernaut"; (grants SUPER ARMOR - infinite)
"Power": Boost Juggy ATK (Stacks with Cyttorak Power-Up)
= with both COTA and MVC2 moveset of Juggernaut and Colossus
~ Upon defeat of  "Colossus Juggernaut", ISO will return to combat.
NOTE: "Space" and "Power" Gems are used together, ALWAYS.
IF "Space" and "Power" Gems used,
THEN reduce ISO 's default SUPER ARMOR breakpoint to 2 hits from 4 hits, reduce defense, damage by 20%

-----------------------------------------------------
"Soul": Summon Carbonadium Synthesized Omega Red enhanced with perm "Life Drain"
= any normal hits that involves Omega Red's tenacles will deal chip damage, heals Omega Red, regenerates ISO lost health.
= with COTA tenacle double slam/throw.
~ Upon defeat of Omega Red, ISO will return to combat.
IF "Soul" Gem used,
THEN ceases auto-regeneration of ISO's Health Bar

-----------------------------------------------------
"Time": Transform into Magneto (with COTA powers and MSH moveset) - only when ISO is under 15% health
IF "Time" Gem used,
THEN ISO return to the first good arcade Marvel 2D End-Boss as a nostalgia easter for all 2D Marvel fighting games fans
= COTA Magneto i.e. unblockable Magnetic Spheres
~ Unable to summon other characters anymore, but can still summon MVC1 style Assist (Sentinel) - infinite summon but with recharge timer.
= Upon defeat of Magneto = defeat of ISO
.
    

Fatal Fury 3 Andy Bogard Projectile MISSING SPRITE!!!

 December 12, 2021, 01:18:47 pm View in topic context
avatar  Posted by Redash  in Fatal Fury 3 Andy Bogard Projectile MISSING SPRITE!!! (Started by Redash December 12, 2021, 01:18:47 pm
 Board: Development Resources

Hi I noticed that all MUGEN downloadable Andy Bogard Projectile for Fatal Fury 3 has missing sprites after all these years!!!

Any one please advice if can find the COMPLETE sprite sheet for FF3 Andy projectile where it will spin (like a drill) then dissipate before hitting anything.

That sprite effect is SO COOL!!!

Any one has such sprite please do share!!! R reference to where to download such sprite sheet.

Please help!
(Sorry my family and country too poor to buy such game systems, having a rental laptop is already the greatest thing in my life.)

    

M.U.G.E.N Bitwise operator malfunction?

 January 18, 2021, 07:16:00 am View in topic context
avatar  Posted by Redash  in M.U.G.E.N Bitwise operator malfunction? (Started by Redash January 18, 2021, 07:16:00 am
 Board: Tips, Tricks, Tutorials

Hi,

I want to set ONLY the FIRST bit from 1 to 0, how do you do that in MUGEN?

 '~' operator seems not working >_<



      Posted: January 18, 2021, 07:31:54 am
Sorry, some sad workaround discovered is Var(n) & 2147483646) but this is horrible...

Wonder if anyone can share a better solution? Or this is the ONLY solution in MUGEN?

      Posted: January 18, 2021, 07:35:59 am
The end result is unstable...

(Var(n) := Cond((Random % 2), (Var(n) | 2**0), Var(n) & 2147483646))

Sometimes it will be 1 even if Random % 2 returns 0... really need help on what is going on ?

     Posted: January 18, 2021, 07:47:36 am
Can someone help me if what would be a good BIT FLAG expression replacement in a Null SCTRL on below VarSet SCTRL ?

[State 10001, Var(1)Set]
type      = VarSet
trigger1   = (Time = 0)
v      = 1
value   = Random % 2
ignorehitpause   = 1
persistent   = 0

    

How to read and create .PP files for Mugen?

 October 12, 2020, 04:18:15 am View in topic context
avatar  Posted by Redash  in How to read and create .PP files for Mugen? (Started by Redash October 12, 2020, 04:18:15 am
 Board: M.U.G.E.N Discussion

Hi, I downloaded and played Mugen KOF WING 2019 and learn that unlike most Mugen, the creator uses some .PP files for KOF WING 2019 characters.
KoF Wing Menu look something like https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.gogofreegames.com%2Fwp-content%2Fuploads%2F2019%2F09%2FThe-King-of-Fighters-Wing-2019.jpg&imgrefurl=https%3A%2F%2Fwww.gogofreegames.com%2Fthe-king-of-fighters-wing-2019-mugen-download%2F&tbnid=j0jIjcLO9y1zJM&vet=12ahUKEwijpMzl9a3sAhWGXn0KHV4yAyUQMygAegQIARB-..i&docid=gXOJujuzd2NFGM&w=696&h=394&q=mugen%20wing%202019%20download&client=avg&ved=2ahUKEwijpMzl9a3sAhWGXn0KHV4yAyUQMygAegQIARB-.

Other than creation of .PP files, can advise how to read .PP files?

I find the entire KOF WING 2019 uses much less disk space (ard 1GB only) and the game loads much more faster than most other Mugen games.

Please help.

Confused Mugen Content Developer-wannabe
    

Latest Castlevania Fighter HELP

 March 17, 2019, 03:34:01 pm View in topic context
avatar  Posted by Redash  in Latest Castlevania Fighter HELP (Started by Redash March 17, 2019, 03:34:01 pm
 Board: Requests

Hi,

I am trying to download this Castlevania Fighter (v0.6.21a) from the homesite but could not.

Can someone advise me what to do? Or if there are any alternative good site/link for me to download this awesome game.

Please help!
Castlevania Fan
    

[PRO ONLY] Black Hole

 March 09, 2019, 12:01:13 pm View in topic context
avatar  Posted by Redash  in [PRO ONLY] Black Hole (Started by Redash March 09, 2019, 12:01:13 pm
 Board: M.U.G.E.N Development Help

Hi I am coding a "Black Hole" special that can absorb everything from  enemy team.

I have copied KOF Bao / Kenshin magnetic field an edited it but I cannot figure how to absorb all the enemy "helpers" and projectiles to the black hole.

Please advise if such "Black Hole" coding is possible in Mugen 1.1?

If possible, how to code it?
    

"Helper" Projectile question

 March 09, 2019, 11:59:03 am View in topic context
avatar  Posted by Redash  in "Helper" Projectile question (Started by Redash March 09, 2019, 11:59:03 am
 Board: M.U.G.E.N Development Help

I have coded a "sticky bomb" Helper projectile that "Bind to Target"

I coded such that when the Target touches the "ground" (y = 0) the bomb will explode.

However, the problem is when it explode, the explosion sprite is also "bind to the Target" rather than on the spot where it explode and blew the Target to sky high.

I tried Time = 1 in new state for the "helper" projectile but it is not working, the explosion still "bind to Target"

Please help.
    

[Capcom vs. SNK 2019 Tag Team 3.0 ]

 January 31, 2019, 01:25:16 pm View in topic context
avatar  Posted by Redash  in [Capcom vs. SNK 2019 Tag Team 3.0 ] (Started by Redash January 31, 2019, 01:25:16 pm
 Board: Requests

Hi,

I tried to download Capcom vs. SNK 2019 Tag Team 3.0 but realised the links are no longer available.

Appreciate any aid to download this wonderful game.

Regards,
RedAsh
    

CONFUSED: Need Help!

 January 19, 2019, 07:27:00 pm View in topic context
avatar  Posted by Redash  in CONFUSED: Need Help!  (Started by Redash January 19, 2019, 07:27:00 pm
 Board: M.U.G.E.N Development Help

Hi,

After studied several Kensou characters,
I decided to use Pie, ShinRei, JFCT555's "ShinSie Kensou" Gravity Pulling projectile coding as base to edit for my new character:

However, unlike the VERY SMOOTH gravity effect of pushing characters towards the Projectile in both ground and air slowly like "ShinSie Kensou", the problems I encountered are 3:
(1) my character projectile Gravity effect is choppy (its like sudden chunky shifting of enemy), and
(2) many times, it will suddenly RANDOMLY push AWAY instead of towards... and
(3) usually only 1 enemy character is affected...

MY GOAL: I want to create a gravity hole projectile to pull ALL enemy targets into it in a team battle.

I am very confused... please help. Trialed and error for almost 4 days but no improvement.

The coding for the Gravity "Helper"
Spoiler, click to toggle visibilty

Anim Details of the "Gravity" Helper:
Spoiler, click to toggle visibilty
    

Re: Helper-Type Projectile > How to bounce off ceiling?

 June 18, 2018, 02:25:33 pm View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 am
 Board: M.U.G.E.N Development Help

Jesus Chris! It worked! Thanks you much Jesuszilla! Bless u!
    

Re: Helper-Type Projectile > How to bounce off ceiling?

 June 16, 2018, 02:06:31 pm View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 am
 Board: M.U.G.E.N Development Help

Thanks XGargoyle, now I finally knew why TopEdge isnt working, I am using 1.0 without realisation (>_<)
And thanks much to Jesuszilla, trigger1 = ScreenPos Y + Vel Y <= 0 solved my problem cleanly.

Btw, dun mind me to ask here (Do let me know if a new thread is required.)  share how to detect bottom of screen as well?
I had tried the formulas below but none of them work
Pos Y >= Pos Y - ScreenPos Y + GameHeight
Pos Y >= ScreenPos Y
Pos Y > GameHeight - ScreenPos Y

Further Advice most appreciated.
    

Helper-Type Projectile > How to bounce off ceiling?

 June 15, 2018, 01:49:55 am View in topic context
avatar  Posted by Redash  in Helper-Type Projectile > How to bounce off ceiling? (Started by Redash June 15, 2018, 01:49:55 am
 Board: M.U.G.E.N Development Help

Hi,

I manage to learn how to code my Helper-Type projectile to bounce off ground and the 2 sides of walls but there seem to have no code to detect the ceiling?

Is there any special way to detect the "top of the screen"?
    

Re: [Coding] Explod facing

 May 30, 2018, 07:11:00 pm View in topic context
avatar  Posted by Redash  in [Coding] Explod facing (Started by Redash May 29, 2018, 05:32:20 pm
 Board: M.U.G.E.N Development Help

Thanks XGargoyle.

Its so straightforward with a P2Dist  < 0.

Appreciate the help. Saved me lots of agony.
    

[Coding] Explod facing

 May 29, 2018, 05:32:20 pm View in topic context
avatar  Posted by Redash  in [Coding] Explod facing (Started by Redash May 29, 2018, 05:32:20 pm
 Board: M.U.G.E.N Development Help

Hi,

I wonder if anyone has any idea what is the correct Condition code to determine if a projectile lands in front or behind of enemy char?
My goal is the a "horizontal turn" (aka change of facing) of the Explod anim depending it lands behind or in front of the enemy

I tried the below but the facing is NOT always right when the chars switch facing/side...

;(IMPT: This is a Helper-Type Projectile state, Pos X refers to the position of the Helper-Type Projectile, not player character)
[State 1000, Explod]
type   = Explod
trigger1   = (MoveContact = 1) || (MoveHit = 1) || (MoveGuarded = 1)
trigger2   = (Pos Y >= -20)
anim   = 1000
;id   = 2300
pos   = 0,0
postype   = p1
facing   = Cond(Enemy,Pos X > Pos X, -1, 1) <= this is the part I have trouble with
;vfacing   = 1
bindtime   = 0
;vel   = 0,0
;accel   = 0,0
;random   = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale   = 1,1
sprpriority = 3
;ontop   = 0
;under   = 0
shadow   = 0,0,0
ownpal   = 1
removeongethit = 1
ignorehitpause = 1
;trans   =
persistent = 0
;supermove =

I had also tried
facing = 1 && (Enemy,Pos X > Pos X)
(Enemy,Pos X > Pos X) * Cond((Pos X > Enemy, Pos X) && (Enemy, Pos X > Root, Pos X), -1, 1)
among many others...

But all not working properly when the characters are standing at certain distance or spots... Help please...
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 26, 2018, 09:34:56 am View in topic context

Thanks Cyanide. Adding other new conditions and var tracking solved it.
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 21, 2018, 07:39:23 am View in topic context

Thanks Cyanide. that MoveContact SCTR is intent for Enemy Character hits and the SCTR is meant for helper/projectiles hits.

Then are there any syntax function that allows tracking of both kind at once? I replaced (MoveContact =1) to (Time = 0) for VarAdd but still fails...
Any reference of other chars most appreciated.
    

Re: [Code] Need help with Helper-Type Projectile with acceleration attributes

 May 21, 2018, 07:24:10 am View in topic context
avatar  Posted by Redash  in [Code] Need help with Helper-Type Projectile with acceleration attributes  (Started by Redash May 13, 2018, 01:44:42 pm
 Board: M.U.G.E.N Development Help

Thanks much Baby Bonnie Hood :)

It works like a charm with the right trigger
    

Re: [Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 17, 2018, 02:28:59 pm View in topic context

Hi is it possible to implement?

IF not, are there other alternatives?
    

[Code] Need help with Helper-Type Projectile with acceleration attributes

 May 13, 2018, 01:44:42 pm View in topic context
avatar  Posted by Redash  in [Code] Need help with Helper-Type Projectile with acceleration attributes  (Started by Redash May 13, 2018, 01:44:42 pm
 Board: M.U.G.E.N Development Help

Hi,

Projectile-Type projectiles has accel for adjustment.
Where can I find and adjust parameters that act like "accel" on Helper-Type projectile?

Cuz I want to do something like below so that the projectile will "arc/curve":
accel   = Cond(Vel X >= 0, -0.05, 0), 0.3

my Goal: to create a Bouncing energy ball that explode on 2nd bounce or when hit by enemy projectile.

Pls advise.

    

[Coding] How to make multi-hitting Helper-Type Projectile work with Hitoverride?

 May 13, 2018, 12:01:54 pm View in topic context

Hi all,

I am coding for event where a MULTI-HITTING helper-type projectile interacts with an enemy projectile.

PROBLEM: Multi-hit HELPER_Projectile "Goes thru enemy projectiles" and does not disappear or reduce hits...
GOAL: Multi-hit HELPER_Projectile to interact properly with enemy projectiles.

My code as below:

Code:
[Statedef 2200, Char_Stance]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 0
facep2 = 1

[State 2200, HELPER_Projectile]
type = Helper
trigger1 = (AnimElemTime(11) = 0)
name = "HELPER_Projectile" ; multihitting
id = 2200
stateno = 2203
pos = 60,-55
postype = p1
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
ignorehitpause = 0
persistent = 1

[State 2200, END_Char_Stance]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;========================================================================

[Statedef 2203, HELPER_Projectile_Part1]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 1,0
anim = 2210 ; HELPER_Projectile initiating anim
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2203, Var(25)Set] ;<= for tracking number of HITS total by this HELPER_Projectile
type = VarSet
trigger1 = (AnimElemTime(1) = 0)
v = 25
value = 0
;ignorehitpause =
;persistent =

[State 2203, END_HELPER_Projectile_Part1]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 2204
ctrl = 1

; ------------------------------------------------------------------------------------------
[Statedef 2204, HELPER_Projectile_Part2]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 2,0
anim = 2211 ; HELPER_Projectile
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2204, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2204, END1_HELPER_Projectile_Part2]
type = HitOverride
trigger1 = (Root,NumHelper(2200) != 0)
attr = SCA,NP,SP,HP
slot = 0
stateno = Cond(var(25) < 10, 2204, 2205)  ; <= NOTE: To MugenGuild Experts, I do not know what else to code
time = -1
forceair = 0
ignorehitpause = 1
persistent = 1

[State 2204, Var(25)Add] ; tracking total hits
type = VarAdd
trigger1 = (MoveContact = 1)
v = 25
value = 1
ignorehitpause = 1
persistent = 1

[State 2204, HitDef]
type = HitDef
trigger1 = (AnimElemTime(1) >= 0) && (var(25) <= 10) && (Time % 6 = 0) ; 90 ticks total in hit stun
attr = A,SP
hitflag = MAFP
guardflag = MA
;affectteam = E
animtype = Heavy
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 1,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s2005
;guard.sparkno =
;sparkxy = (Enemy,Pos X),(Enemy,Pos Y)
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
guard.hittime = 10
air.hittime = 20
guard.ctrltime = 10
guard.dist = 100
yaccel = 0.5
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -5,2
airguard.velocity = -5,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 10
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
;p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 30
;fall.damage = 0
air.fall = 1
;down.velocity =
;down.hittime =
;down.bounce = 0
;id =
;chainID = -1
;nochainID =
hitonce = 0 ; to attack enemy projectile + hit enemy character(s)
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1 ; for 1 hit only

[State 2204, END2_HELPER_Projectile_Part2]
type = ChangeState
trigger1 = (var(25) = 10)
value = 2205
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[State 2204, END3_HELPER_Projectile_Part2]
type = DestroySelf
trigger1 = (FrontEdgeDist <= -50) || (BackEdgeDist <= -50)
ignorehitpause = 1
;persistent =

; ------------------------------------------------------------------------------------------
[Statedef 2205, HELPER_Projectile_Part3]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 1,0
anim = 2212 ; Range_Style_5x_Special_Effect
ctrl = 0
sprpriority = 2 ; front of Character
;facep2 = 0

[State 2205, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1

[State 2205, END_HELPER_Projectile_Part3]
type = DestroySelf
trigger1 = (AnimTime = 0)

Pls help.