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Austonishing1

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Messages by Austonishing1

    

Re: Social Mugen SP 1.0

 June 13, 2021, 11:23:50 am View in topic context
 Posted by Austonishing1  in Social Mugen SP 1.0 (Started by Muttley Creations June 10, 2021, 08:16:15 pm
 Board: Your Releases, 1.0+

This is sick! Novel idea and executed very well
    

Re: The King of All Fighters

 June 05, 2021, 01:51:14 am View in topic context
 Posted by Austonishing1  in The King of All Fighters (Started by Austonishing1 June 04, 2021, 05:15:12 am
 Board: Projects

How so?
    

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

 June 04, 2021, 09:12:31 pm View in topic context
 Posted by Austonishing1  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

Thank you so much! This helps alot. I was trying to make it work with every character's main animation and sprite files, but giving them all standalone portrait animation files and sprite indexes is a great idea.

I love your work by the way, gotten alot of use out of those XIV and SVDRE lifebars.
    

Re: The King of All Fighters

 June 04, 2021, 08:14:49 pm View in topic context
 Posted by Austonishing1  in The King of All Fighters (Started by Austonishing1 June 04, 2021, 05:15:12 am
 Board: Projects

Thank you so much!
    

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

 June 04, 2021, 12:59:21 pm View in topic context
 Posted by Austonishing1  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

If anyone still uses this program, could you possibly show me your animated portrait and frame loader dat files? I'm seemingly able to set up the animations properly, but just for one character. Every other character on the select screen acts wonky (animation does not loop properly, character randomly disappears). The example in the tutorial shows it with one character, but I feel seeing it set up with multiple characters will help me grasp it better.
    

The King of All Fighters

 June 04, 2021, 05:15:12 am View in topic context
 Posted by Austonishing1  in The King of All Fighters (Started by Austonishing1 June 04, 2021, 05:15:12 am
 Board: Projects



Hello everyone! I've mainly been a lurker around the Mugen community for the past few years except for the few occasions I post something I made or need help with something, and finally felt comfortable enough to talk about my personal MUGEN build to everyone. It's nothing special, considering its still pretty much my work desk to learn the intriciacies of MUGEN, but just felt like talking about it somewhere. I guess it's a fullgame that could be considered a glorified compilation, (I don't really know what fits the definition of compilation these days) but I digress.

The premise is that it's a Capcom vs SNK based roster with guest characters, official 3 on 3 teams and multiple fleshed out arcade modes for solo play, 2 on 2 tag team play, and KOF style turn based 3 on 3 play. I planned on doing this by having multiple Select.def files that you would select based on the game mode you'd play so you'd have the mode specific ladders.



Story

A mysterious fighting tournament has been announced, welcoming participants from the World Warrior and King of Fighters tournaments alike. Dubbed "The King of All Fighters Tournament," suspicion arises as fighters once believed dead begin to return, hosts of tournaments past congregate together, and new faces enter the fray. Whether they have come to test their strength or investigate the tournament's mysterious circumstances, who will be crowned the King of All Fighters?


The Name
Spoiler, click to toggle visibilty

Characters
Spoiler, click to toggle visibilty

Teams
Spoiler, click to toggle visibilty

Gameplay
Spoiler, click to toggle visibilty

Future Changes
Spoiler, click to toggle visibilty

Other Random Notes
Spoiler, click to toggle visibilty

If you actually read all of this, I really appreciate you doing so. I look forward to potentially making more things within the community!
    

Street Fighter III 3rd Strike PalMod Stages

 March 25, 2021, 06:36:54 am View in topic context
 Posted by Austonishing1  in Street Fighter III 3rd Strike PalMod Stages (Started by Austonishing1 March 25, 2021, 06:36:54 am
 Board: Idea Engineering

Not sure if this is the best section on the forums to post this, but I came across this Street Fighter III Third Strike mod that recolored each stage, and I really love the look of these. I'd love to make these into MUGEN stages somehow, either by directly porting them or at least developing a similar color palette. However, I'm not too skilled on that front, and don't have the knowledge to directly convert game assets.

    

Re: Suzaku Castle Mix

 December 13, 2020, 10:57:50 pm View in topic context
 Posted by Austonishing1  in Suzaku Castle Mix (Started by Austonishing1 December 13, 2020, 12:52:35 am
 Board: Your Releases, 1.0+

Thank you!
    

Suzaku Castle Mix

 December 13, 2020, 12:52:35 am View in topic context
 Posted by Austonishing1  in Suzaku Castle Mix (Started by Austonishing1 December 13, 2020, 12:52:35 am
 Board: Your Releases, 1.0+

Hey everyone! This is the first time I've made a post on these forums showing something I've made. It's essentially a mix of Ryu's Suzaku Castle stages from Street Fighter III Third Strike and the various Street Fighter II's. Has zoom, superjump, parallaxing, and I threw in the 2 songs I like for this stage.










Credit to Dark Saviour, Takato-kun, Lurker, NDSilva, and Manuz because I used elements of their stages making this.

https://www.mediafire.com/file/qvvxx4b2kh3poc4/SuzakuCastleMix.rar/file
    

Screenpack Text Alignment

 November 17, 2020, 07:28:47 pm View in topic context
 Posted by Austonishing1  in Screenpack Text Alignment (Started by Austonishing1 November 17, 2020, 07:28:47 pm
 Board: M.U.G.E.N Configuration Help

Messing with a screenpack, and decided to finally ask because I could never figure it out myself. First, could anyone tell me what the last 2 numbers do on lines like this:
p1.teammenu.selftitle.font = 3,0,1

I know that the first number selects which font to use, but I can't figure out what the other 2 numbers do.

Also, is there a way to change how the text for character names line up on the character select screen? By that I mean, instead of the text vertically lining up by the first letter of the character's name, it does it by the last letter?

Instead of

Vanessa
Mika

It sits more like

Vanessa
     Mika

I always felt like it was related to what I asked in my first question, so I asked them both together. Any answers would be greatly appreciated!
    

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

 October 29, 2018, 12:29:21 am View in topic context
 Posted by Austonishing1  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Thanks! Found the song too. It was a Nujabes song that sounded familiar and couldn't recognize
    

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

 October 28, 2018, 10:03:53 pm View in topic context
 Posted by Austonishing1  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Does anyone know what stage this is?




Also, if anyone knows what the music is I'd appreciate knowing that too
    

Re: Move doesn't hit only when comboed into

 March 17, 2018, 07:21:24 am View in topic context
 Posted by Austonishing1  in Move doesn't hit only when comboed into (Started by Austonishing1 March 15, 2018, 07:41:28 am
 Board: M.U.G.E.N Development Help

I couldn't understand what you meant really, so I figured I would try just removing that trigger before asking and that worked. None of their other moves had that trigger, interestingly. Thanks for pointing out that that was causing the issue!
    

Re: Move doesn't hit only when comboed into

 March 17, 2018, 12:53:34 am View in topic context
 Posted by Austonishing1  in Move doesn't hit only when comboed into (Started by Austonishing1 March 15, 2018, 07:41:28 am
 Board: M.U.G.E.N Development Help

You mean this part?

[State 255, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = var(32) < 3
    

Move doesn't hit only when comboed into

 March 15, 2018, 07:41:28 am View in topic context
 Posted by Austonishing1  in Move doesn't hit only when comboed into (Started by Austonishing1 March 15, 2018, 07:41:28 am
 Board: M.U.G.E.N Development Help

I was editing a character and gave them chain combos, but for some reason only one of their normal attacks doesn't hit when it's comboed into. When doing it from the normal standing state it connects, but when trying to combo into it the attack whiffs as if it has no hitdef. Is there some kind of trigger that makes a move noncomboable?

This is how the move appears in the cns.

Code:
; Standing Strong Kick (Alternate)
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2

[State 210, 1]
type = poweradd
trigger1 = animelem = 12
persistent = 0
value = 65*!var(20)

[State 255, 4]
type = ChangeState
triggerall = command = "holdc"
trigger1 = animelem = 11,0
value = 256

[State 255, 4]
type = ChangeState
triggerall = RoundState = 2
triggerall = var(50) = 1
triggerall = p2stateno = [120,153]
trigger1 = p2statetype != A
trigger1 = animelem = 11,0
value = 256

[State 250, 1]
type = PlaySnd
trigger1 = animelem = 11
value = 1,5

[State 240, 2]
type = PlaySnd
triggerall = var(39) = 0
trigger1 = animelem = 11
value = s202,0+random%3
channel = 0
volume = 255

[State 240, 2]
type = PlaySnd
triggerall = var(39) = 1
trigger1 = animelem = 11
value = s212,0+random%3
channel = 0
volume = 255

[State 255, 5]
type = posadd
trigger1 = Animelem = 6
trigger2 = Animelem = 10
trigger3 = Animelem = 11
x = 10

[State 255, 5]
type = posadd
trigger1 = Animelem = 7
x = 6

[State 255, 5]
type = posadd
trigger1 = Animelem = 8
x = 30

[State 255, 5]
type = posadd
trigger1 = Animelem = 12
trigger2 = Animelem = 13
trigger3 = Animelem = 14
trigger4 = Animelem = 15
trigger5 = Animelem = 16
trigger6 = Animelem = 17
x = 8

[State 255, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = var(32) < 3
attr = S, NA
animtype  = hard
damage    = 70
guardflag = L
hitflag = M
pausetime = 11,11
getpower = 36*!var(20)
sparkno = -1 * (var(30):=7010)**0
sparkxy = -10 + 0*(var(32):=90), var(33):=-15
hitsound   = s2,5
guardsound = s6,0
guard.sparkno = -1 * (var(31):=7300)**0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -2,-1
air.velocity = -2.2,-3.2
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
nochainID = -1
envshake.time = 13
envshake.ampl = Ifelse(random<=500,-3,3)

[State 255, 4]
type = ChangeState
trigger1 = Animelem = 21,1
value = 0
ctrl = 1
    

Re: Make special move exclusive to one mode universal?

 March 04, 2018, 11:55:42 pm View in topic context
 Posted by Austonishing1  in Make special move exclusive to one mode universal? (Started by Austonishing1 March 04, 2018, 07:42:24 pm
 Board: M.U.G.E.N Development Help

Wow, I actually didn't try triggerall = !var(40) because it was on all of his moves. I disabled the others and that didn't work, but disabling that one did the trick.

I wish I could learn more about how all these work, but at least I got what I wanted. Thanks guys!
    

Re: Make special move exclusive to one mode universal?

 March 04, 2018, 10:29:26 pm View in topic context
 Posted by Austonishing1  in Make special move exclusive to one mode universal? (Started by Austonishing1 March 04, 2018, 07:42:24 pm
 Board: M.U.G.E.N Development Help

It would probably help if I showed the CMD state then

[State -1, Somersault Kick]
type = ChangeState
value = 1100
triggerAll = !AILevel
triggerall = !var(40)
triggerAll = command = "SomersaultKick" && ifElse(var(20) > 0 || (StateNo = [1000, 4999]), 1, var(50) > 16)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
    

Make special move exclusive to one mode universal?

 March 04, 2018, 07:42:24 pm View in topic context
 Posted by Austonishing1  in Make special move exclusive to one mode universal? (Started by Austonishing1 March 04, 2018, 07:42:24 pm
 Board: M.U.G.E.N Development Help

Basically, I have a Charlie Nash that has 2 modes, one for his Alpha moveset and one for his SFV moveset. I want his Somersault Kick to be usable by his SFV mode as well, not just his Alpha mode.

Looking in his states and commands I don't see what needs to be changed to make it usable.
    

Re: Fix Turns Intro?

 February 18, 2018, 08:06:25 pm View in topic context
 Posted by Austonishing1  in Fix Turns Intro? (Started by Austonishing1 January 29, 2018, 07:59:31 am
 Board: M.U.G.E.N Development Help

Unless it was for a split second and I missed it, it just looks like they went straight from 6901 to 0.
    

Re: Alternate character mode breaks when hit

 February 17, 2018, 04:33:11 am View in topic context
 Posted by Austonishing1  in Alternate character mode breaks when hit (Started by Austonishing1 February 16, 2018, 10:00:54 pm
 Board: M.U.G.E.N Development Help

I basically fixed it, because I found out the problem only showed up in the .def specifically for that mode (ViolentKen.def was broken, but Ken.def and selecting the mode via holding start worked fine), so I just made a .def the basic way where the palette keymap and palette defaults are only the upper palettes.

It's because in the ViolentKen.def the mode detection state ViolentKen.st was changed, so in that state var(40) was set to = 1 (ViolentKen) and not = 0 (Normal Ken). Somehow that completely fucked all his hit states getting triggered.

That hasn't happened with other characters that were set up like that, so that caught me by surprise. At least he works now though.