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Re: Gunvolt released 2.5

 April 18, 2020, 11:57:47 PM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
thanks it works very well and I tested it also in mugen 1.0 at the moment I did not see anything strange I get a small error in which if they hit gunvolt at the moment in which it makes the lightning attack the mark does not disappear
https://youtu.be/4pW_T2_yvV4?t=220


OK, I've re-patched the patch I fixed today.
Please download from the above URL.
    

Re: Gunvolt released 2.5

 April 16, 2020, 05:00:15 AM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
    

Re: Gunvolt released 2.5

 April 11, 2020, 11:52:00 PM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

How to fix some bugs.
First, although the lock circle is not transparent in 1.0, the transparent display of Air is disabled while using AngleDraw, so add trans to [Statedef 6900] and [Statedef 69010], or I think that it will be fixed if you delete all AngleDraw of [Statedef 6900] and [Statedef 69010].
Next, it is a bug of Lightning Sphere. I think that it will be fixed by adding hitoverride to [Statedef 3010] or deleting all Clsn2 of anim63001.
Next, counter messages can be fixed by adding a counter indicator description to the state of the attack helper.

Also, [statedef -2] has a selfstate, which should be deleted because it may hinder the opponent's performance.
Also, according to the description of the current Burst, although it is grace 0F, it can be evaded before the damage processing is performed, so it was not activated at time = 0 in the 5000, 5010, 5020, 5070 states Would be better.
    

Re: Gunvolt released 2.4

 April 06, 2020, 11:28:52 PM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent
Then what about this?
Open Helpers.cns, [Statedef 1360],

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit
fvar(14) = 900
persistent = 0
ignorehitpause = 1

This description,

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit&&numtarget
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit&&numtarget
fvar(14) = 900
persistent = 0
ignorehitpause = 1

Please change it to
However, this description cannot be used when the enemy helper becomes MoveType = H. (HitOverRide is OK if the MoveType of the destination is not H.)

Also, the above problems occurred before the change.
    

Re: Gunvolt released 2.4

 April 06, 2020, 08:27:03 AM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1

Try deleting the description.

And it's not a bug, but if you hit Lightning Sphere and Spark Calibur continuously from other moves, the enemy will be able to ctrl before Gunvolt can ctrl. (In the case of Lightning Sphere, even if you put it directly, it will be disadvantageous for 36 frames.)
This is what happens when the time between the enemy's down and getting up is short. (It is easy to hit the cross key or button repeatedly after the enemy side goes down.)

I'm sorry for long sentences.
    

Re: Gunvolt released 2.3

 April 05, 2020, 10:54:19 PM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
    

Re: Gunvolt released 2.3

 April 05, 2020, 09:55:53 AM View in topic context
 Posted by M and M  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
    

Re: MISAKA Mikoto (Original Dengeki Bunko system) at 90+% Accuracy by Beterhans

 April 04, 2020, 01:29:16 AM View in topic context
 Posted by M and M  in MISAKA Mikoto (added Uiharu as support char) [Update 2020-05-26] (Started by beterhans April 03, 2020, 05:18:27 PM
 Board: Your Releases, 1.0+

great!
Immediately, it is a bug report.
Anim 9689 does not have Clsn2 Hitbox.
For this reason, Tomoka's Free Throw behaves as if it were SelfState.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 November 23, 2019, 10:42:27 AM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

Umm, that's a shame.
If it was implemented, it would have been usable in the tournament video ...
    

Re: MugenHook - upgrade your M.U.G.E.N!

 November 23, 2019, 06:08:07 AM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

I downloaded and used it, but randomselect was the previous version.

Hasn't the randomselect related changed?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 10:55:45 PM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 01:22:26 PM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

In other words, is it impossible to display different animations for each character by randomselect?

Yeah, just do the one frame stance/select anim and effect should be the same.

It is a pity. If it was possible to take animation for each character with randomselect, it seemed to be usable in the tournament video ...

Are there any plans to do so in future updates?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 11:41:22 AM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

In other words, is it impossible to display different animations for each character by randomselect?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 10:21:25 AM View in topic context
 Posted by M and M  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

Wow, that's a great tool.

Although it is a report, animation of a character is not correctly displayed when a character is decided by randomselect.

When selecting characters with randomselect, it will be better if the animation of the selected character is displayed correctly.
    

Re: Kirby v1.03

 July 15, 2019, 03:52:59 AM View in topic context
 Posted by M and M  in Kirby v1.05 (Started by OHMSBY May 12, 2019, 05:45:25 PM
 Board: Your Releases, 1.0+

Hello.
I found a bug in your Kirby. This bug occurs when there are two or more enemies, such as simul mode.

・If the hitdef of the throwing (statedef 810 & statedef 815 & statedef 830 & statedef 850) hits the enemy who is not throwing, the enemy who is throwing is still stuck and can not move at all until it receives some attack, or in the worst case it goes out of the screen It will be out and the game will not be able to continue.

Please fix this bug if you can.
And your Kirby is great.
    

Re: Pikachu released by Gladiacloud & Dylanius!

 October 21, 2016, 11:32:54 PM View in topic context
 Posted by M and M  in Pikachu released by Gladiacloud & Dylanius! (Started by Gladiacloud September 04, 2016, 12:32:12 PM
 Board: Your Releases, 1.0+

Hello. I am new comer.

I like your Pikachu. and I'm thinking then if you update the Pikachu, I want you to adjust the place of the following.

・To add a Fall.RecoverTime to all HitDef.
・To add a damage voice.
・Rise of maximum life.
・When the second and subsequent in a turn battle, and the process proceeds to the intro at the time of first appearance (There are already in your Charizard and Heracross.)
・to add a Electro drill.(The origin is forward air attack of the smash bros.)

When you are ready, please.

  • Fall.Recover.Time? By that, you mean...?
  • Well, Heracross (and my soon-to-be-released Jigglypuff) doesn't seem to have hitsounds. Prolly because they're scarce, but bleh, I guess that I can't use the same excuse for Pika.
  • An increase of life? Dude, Pikachu's life is very low because he is very short, and thus most attacks won't hit him.
  • Oh. FACK-
  • And WHERE do you want Pika's Fair in this character? And for what reason?

・If you do not set the Fall.RecoverTime, hardly can air combo for the other party or become invincible or return before turning on the aerial part of the Guilty gear char and Touhou char and the like. Descriptive When the enemy the 「TRM」 can be DL from the URL below.

http://nemunemu.zohosites.com/

    

Re: Pikachu released by Gladiacloud & Dylanius!

 October 21, 2016, 02:36:15 PM View in topic context
 Posted by M and M  in Pikachu released by Gladiacloud & Dylanius! (Started by Gladiacloud September 04, 2016, 12:32:12 PM
 Board: Your Releases, 1.0+

Hello. I am new comer.

I like your Pikachu. and I'm thinking then if you update the Pikachu, I want you to adjust the place of the following.

・To add a Fall.RecoverTime to all HitDef.
・To add a damage voice.
・Rise of maximum life.
・When the second and subsequent in a turn battle, and the process proceeds to the intro at the time of first appearance (There are already in your Charizard and Heracross.)
・to add a Electro drill.(The origin is forward air attack of the smash bros.)

When you are ready, please.