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Messages by CoffeeFlavoredMilk

    

Re: Wallbounce early on command grab?

 September 12, 2021, 08:30:57 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

I tried that and it worked great. Thank you!

Just need to adjust the Velset right now.
    

Re: Wallbounce early on command grab?

 September 12, 2021, 05:59:37 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

Perhaps I could get up a video clip showcasing this for clarification:
https://streamable.com/8v2e55

Maybe the p2dist is the solution I desire? I tried this but it just bugs up the whole thing. Also a code dump of the current state of the hyper.

;---------------------------------------------------------------------------
; Example - 1
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = S8889, 0
poweradd = -2000
movetime = 35
time = 35

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 4090
ID = 4090
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 3000, 0]
type = Explod
trigger1 = time = 0
anim = 4100
ID = 4100
pos = 0,0
postype = back
bindtime = -1
removetime = 50
scale = 1,1
sprpriority = -1
supermove = 1

[State Super BG]
type = Explod
trigger1 = time = 0
anim = 4060
ID = 4060
pos = 0,0
postype = left
bindtime = -1
removetime = 320
pausemovetime = 0
supermovetime = 9999
scale = .666667,.75
sprpriority = -9
ownpal = 1
removeongethit = 1

[State 3100, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3100, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,0
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S3100,1
channel = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 15
id = 4060

[State 3100, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA, ST
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p1stateno = 3101
p2stateno = 3102
givepower = 0
getpower = 0

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3100, 7]
type = ChangeState
trigger1 = MoveHit
value = 3101

;---------------------------------------------------------------------------
; Example - 2
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(17) < 0
value2 = C, NA
time = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4060

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3100,3
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,4
channel = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(3102)
value = 3102
ID = 3102
ignorehitpause = 1
persistent = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46.333333333333, -32.666666666667

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -12.333333333333, -78.666666666667

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 43.666666666667, -73.333333333333

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 52.333333333333, -74

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -360

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Example - 3
[Statedef 3102]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -20

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= -10
value = 1025

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
    

Re: Wallbounce early on command grab?

 September 11, 2021, 08:11:56 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

The coding did work nice, problem is now when its directly AT a corner, there's no wallbounce. The hitspark for wallbouncing shows up, but the character gets sucked up at the corner cancelling the potential wallbounce and thus making the character plop on the ground.

Setting BackEdgeBodyDist to -10 fixed the issue at the corner, but that bugs when the move is used from afar. I've tried combining both, basically trying to make it say 'if at a corner, make this the case, and if not make this the case' though the 0 out prioritizes the -10. Obviously this is because there are numbers that are BOTH less than -10 and less than 0 (-11 for example):

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = BackEdgeBodyDist <= -10
value = 1025

There's perhaps a script command that's really obvious that I'm missing here, so help me on that, please?

    

Re: Wallbounce early on command grab?

 September 10, 2021, 11:05:07 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

Sounds good. So far I did change what you said, no 'early' wallbounce though since still the foe is still stuck in air for a few minutes if by a corner. I changed 20 on the other values to 40, so far nothing, but perhaps maybe that's too little.

Though perhaps I should also show the move visually through video to better illustrate what its meant to do and what it does near a corner:

https://streamable.com/756w9w
    

Re: Wallbounce early on command grab?

 September 10, 2021, 09:20:47 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

The wallbounce code ATM is unchanged from KFM, mostly:

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
    

Wallbounce early on command grab?

 September 09, 2021, 08:08:22 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 pm
 Board: M.U.G.E.N Development Help

So basically in my current project, he has a hyper where he sucks up a character and spits them out, resulting in a wallbounce at the end. However, if this move is done near a corner, the character being thrown will just be stuck there motionless for a bit. I want the wallbounce to occur earlier, but don't know how to do this. For reference, this is my code:

;---------------------------------------------------------------------------
; Example
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(17) < 0
value2 = C, NA
time = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4060

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3100,3
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,4
channel = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(3102)
value = 3102
ID = 3102
ignorehitpause = 1
persistent = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46.333333333333, -32.666666666667

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -12.333333333333, -78.666666666667

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 43.666666666667, -73.333333333333

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 52.333333333333, -74

[State 10, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 100, -74

[State 10, Bind 8]
type = TargetBind
trigger1 = AnimElem = 7
pos = 180, -74

[State 10, Bind 9]
type = TargetBind
trigger1 = AnimElem = 8
pos = 220, -74

[State 10, Bind 10]
type = TargetBind
trigger1 = AnimElem = 9
pos = 260, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 10
pos = 300, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 340, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 420, -74

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -360

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Example2
[Statedef 3102]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 21, 4] ;Hit ground
type = ChangeState
trigger1 = AnimElem = 12
value = 1025 ;Hit ground

As you can tell I tried adding a wallbounce code that is meant to detect 'early' wall hitting, but this results in very funky physics and no wallbounce at all. Perhaps I might need to rewrite this whole code, but who knows.
    

Re: Is it possible to disable Damage Dampner during certain moves?

 September 08, 2021, 11:00:37 pm View in topic context

I'll try that and see what happens.

Edit: Yep it works. Thanks for the help!
    

Is it possible to disable Damage Dampner during certain moves?

 September 08, 2021, 09:29:32 pm View in topic context

For reference, this is the Dampener code I'm using:

;Damage Dampener ==================================================
;DO NOT EDIT BELOW!
;The damage dampener exists for public release of a character. In general
;since the MvC style characters can chain more attacks together it's
;easier to defeat other "normal" mugen characters. This damage dampener
;esists to help mitigate this issue. This dampener will be disabled for the
;1.0 full release of SMvC - EoH.

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=0

[State -2, Dampener]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)<9,ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .86**fvar(12))),.25)
ignorehitpause=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value= fvar(10)
ignorehitpause=1

I want this code to be disabled when utilizing one of my characters' hypers (state 3150), as with it makes the move way too weak, since its a move that requires multiple hits on the opponent to properly function. Is such a thing possible with this code? Or should I get a different damage dampener code?
    

Re: Symboli Rudolf by ZETA released 9/6/2021

 September 06, 2021, 10:31:46 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Symboli Rudolf by ZETA released 9/6/2021 (Started by Kazagami September 06, 2021, 07:58:50 am
 Board: Found Releases

First Uma Musume-anything for MUGEN?
    

Re: [IZ Style] Toyosatomimi no Miko released, Three characters updated (09/04/21)

 September 05, 2021, 01:41:45 am View in topic context
 Posted by CoffeeFlavoredMilk  in [IZ Style] Mononobe no Futo released (10/30/22) (Started by Ricepigeon March 28, 2020, 01:30:18 am
 Board: Your Releases, 1.0+

Ooh Futo is coming up next? Nice.
    

Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)

 August 23, 2021, 11:13:06 pm View in topic context
 Posted by CoffeeFlavoredMilk  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:


Does it look any better to you?

It is an improvement yes. The belt buckle(?) is where the colors pop out the most which is what I was mainly referring to, but if you don't want to change those colors that's fine by me.
    

Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)

 August 22, 2021, 10:37:47 pm View in topic context
 Posted by CoffeeFlavoredMilk  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Ooh, I can't wait for your next creation. Though I think the warm colors on his outfit are a bit too saturated in my eyes.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Knock Off Top Half claytalities are done!!)

 August 22, 2021, 10:25:31 pm View in topic context
 Posted by CoffeeFlavoredMilk  in ClayFighter comes to MUGEN!! (Slyck joins to the battle!!) (Started by Basara Lapis April 16, 2010, 04:25:09 pm
 Board: Projects

On an unrelated note the Kung Fu Man idea you had (converting non-CF characters to this style) would be a cool one. If you were to do a full-game some 'bonus' characters from other Claymation series/games would be neat. (Like Klaymen from the Neverhood, maybe even ask permission from Mulambo to use his sprites and to do Pingu or something?)

For Nanaman, most of what I can think of is just stuff already done with Ironcommando's old Dancing Banana. Other than obvious "create stronger versions of the specials like the 'FOOT IN THE AIR MAN'" stuff.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Knock Off Top Half claytalities are done!!)

 August 14, 2021, 04:25:16 am View in topic context
 Posted by CoffeeFlavoredMilk  in ClayFighter comes to MUGEN!! (Slyck joins to the battle!!) (Started by Basara Lapis April 16, 2010, 04:25:09 pm
 Board: Projects

That's quite good to know at least.

I'm looking forward to the future of these projects regardless of all that.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Knock Off Top Half claytalities are done!!)

 August 14, 2021, 02:09:56 am View in topic context
 Posted by CoffeeFlavoredMilk  in ClayFighter comes to MUGEN!! (Slyck joins to the battle!!) (Started by Basara Lapis April 16, 2010, 04:25:09 pm
 Board: Projects

I think the only major category left is the one that involve the "stretching" sprites (IE: Jim's Claytality where he lassos the opponent and squeezes their head). Closest to this in MUGEN is the Sangue Passure but of course not every character has that.
    

Re: Character of the Month: June 2021 Voting

 August 02, 2021, 07:15:18 am View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: June 2021 Voting (Started by 【MFG】gui0007 August 01, 2021, 11:02:58 pm
 Board: Contributions of the Month

Honestly Bad Mr. Frosty is the only character from this lot I tried out and I did quite like him so he's getting my vote. I guess if I have to vote 2 maybe Homura? I dunno.
    

Re: Dawn's Humble Workshop [7/28/2021 UPDATES]

 July 28, 2021, 11:21:58 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Dawn's Humble Workshop [12/18/2023 UPDATES] (Started by Dawn de Era May 17, 2021, 09:27:18 pm
 Board: Projects

Now that you mentioned the Source Explorer thing I tried doing that for Kyanta 2 but to no avail. I could rip everything except the sprites. Don't know what's going on but hey.

Regardless, I like the look of Elirin. Especially that taunt(?) that does a little bit of chip damage. I always get a kick when that gets added to characters.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Frosty released, seeing who's next)

 July 06, 2021, 08:39:18 pm View in topic context
 Posted by CoffeeFlavoredMilk  in ClayFighter comes to MUGEN!! (Slyck joins to the battle!!) (Started by Basara Lapis April 16, 2010, 04:25:09 pm
 Board: Projects

I voted for the Banana Guy considering he hasn't had that many conversions to my knowledge in any form. Regardless though I'm looking forward to whoever does win.
    

Re: Call me Daddy!! Bad Mr. Frosty has been released!!

 June 23, 2021, 08:06:36 pm View in topic context
 Posted by CoffeeFlavoredMilk  in Call me Daddy!! Bad Mr. Frosty has been released!! (Started by Basara Lapis June 23, 2021, 07:31:41 am
 Board: Your Releases, older Mugen

Didn't expect to see this now but honestly it looks really cool.

ClayFighter always had this charm to it even if the gameplay for the games wasn't.....the greatest at times.
    

Re: "I'll CRUSH you!" | Flower (BFDI) Project Thread

 June 04, 2021, 09:15:36 pm View in topic context
 Posted by CoffeeFlavoredMilk  in "I'll CRUSH you!" | Flower (BFDI) Project Thread (Started by SuperScratchkat June 03, 2021, 02:51:03 am
 Board: Sprite Projects

I can see its a her, no offense but it looks like a he to me, however the animations are dope, I would just add some female aesthetics to her like lipstick or one of those female bow ties not sure about the word in english on the top of her head.

Going into detail about why this character doesn't look like a girl in the traditional sense would go on for a while. I feel like redesigning the character to make it less confusing would be against the spirit of the source material IMO.

A lot of characters in this series are far worse in terms of gender confusion (from the most recent season you have examples like Pie, Gaty, Saw, and Lollipop who have rather masculine voices but are female technically).