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YoungSamurai5

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Messages by YoungSamurai5

    

Re: Shonen Jump vs. Capcom

 January 10, 2016, 02:44:33 am View in topic context
 Posted by YoungSamurai5  in Shonen Jump vs. Capcom (Started by Nexus Games October 13, 2015, 03:34:09 am
 Board: Projects

I just think its so broken.Naruto just chained 3 Rasengan over and over.It would been so better if Naruto jumped and hit him with Rasengan while running



why is it broken if he chained it 3 times if he has 3 full bars and its a level 1 and he gains no extra power from the move?
    

Re: All anime star Battle!!

 December 15, 2015, 09:37:31 pm View in topic context
 Posted by YoungSamurai5  in All anime star Battle!! (Started by Nimpos1 December 15, 2015, 07:51:00 pm
 Board: Projects

this is very interesting. so the platform is implemented in the character or the stage?
    

Re: Systems in Madara [Open Source]

 December 14, 2015, 01:16:37 pm View in topic context
 Posted by YoungSamurai5  in Systems in Madara [Open Source] (Started by BlackFired December 13, 2015, 11:15:38 pm
 Board: Projects

that can be done in different ways but i like that concept very much. this is interesting.
    

Re: Systems in Madara [Open Source]

 December 13, 2015, 11:42:39 pm View in topic context
 Posted by YoungSamurai5  in Systems in Madara [Open Source] (Started by BlackFired December 13, 2015, 11:15:38 pm
 Board: Projects

platforms would be nice. also had something similar in mind. interested to see how you implement that.

as far as the freedom of stage its cool but if you have 1.1 now it kind of defeats the purpose.
    

Re: Shonen Jump vs. Capcom - New Generation of Battle

 December 11, 2015, 01:53:02 am View in topic context
 Posted by YoungSamurai5  in Shonen Jump vs. Capcom (Started by Nexus Games October 13, 2015, 03:34:09 am
 Board: Projects

what is wrong with the gameplay?
Maybe, if you looked at the video in the other page... Ryu being that fast and spamming the Hadouken and dealing a lot of damage isn't exactly right...



This is the video in case you missed it:
[youtube]https://youtu.be/grF5byrPbZc[/youtube]
When they make their supermove, they could have an AssertSpecial with NoBG and NoFG flags (No BackGround and No ForeGround).
At 1:43, 2:11 and 2:55 of the video, Megaman X stands on air.
At 2:49 how can Ryu be hit by those? Either Ryu's CLSNs are too big or Megaman X's projectiles have really big CLSNs.

The characters have also misaligned hitsparks.

ah ok i see now. didnt see this before. still trying to learn things. my apologies
    

Re: HEROES MUGEN PROJECT

 December 10, 2015, 02:44:00 am View in topic context
 Posted by YoungSamurai5  in (TIMES SQUARE W.I.P.) HEROES GENESIS - Save the cheerleader... (Started by Fob1aZ July 15, 2014, 12:36:56 pm
 Board: Projects

    

Re: Shonen Jump vs. Capcom - New Generation of Battle

 December 09, 2015, 06:47:04 pm View in topic context
 Posted by YoungSamurai5  in Shonen Jump vs. Capcom (Started by Nexus Games October 13, 2015, 03:34:09 am
 Board: Projects

have you fixed the broken gameplay yet? i can see you're adding some cool stuff but i really want the gameplay to be nice as well :/ it doesnt look stable at all. mayyybe you should think about that first and think about the roster afterwards. just my 2cents

as always, good luck with the project

what is wrong with the gameplay?
    

Re: HEROES MUGEN PROJECT

 December 09, 2015, 06:33:18 pm View in topic context
 Posted by YoungSamurai5  in (TIMES SQUARE W.I.P.) HEROES GENESIS - Save the cheerleader... (Started by Fob1aZ July 15, 2014, 12:36:56 pm
 Board: Projects

for something like this i think you should get the boring stuff out of the way first the the get hit required sprites.
    

Re: Anime Battle Collosseum

 December 08, 2015, 08:17:01 pm View in topic context
 Posted by YoungSamurai5  in Anime Battle Collosseum (3D Animated) (Started by JumpBattleC August 11, 2014, 06:38:57 pm
 Board: Projects

this seem very cool
    

Re: lifeadd

 December 08, 2015, 05:22:11 pm View in topic context
 Posted by YoungSamurai5  in lifeadd (Started by YoungSamurai5 December 08, 2015, 09:51:44 am
 Board: M.U.G.E.N Development Help

helps very much so. thank you very much.
    

lifeadd

 December 08, 2015, 09:51:44 am View in topic context
 Posted by YoungSamurai5  in lifeadd (Started by YoungSamurai5 December 08, 2015, 09:51:44 am
 Board: M.U.G.E.N Development Help

trying to have my character regenerate a certain amount of health after a certain amount of time.

this is what i got so far.

Code:
[State xxx, LifeAdd]
type = LifeAdd
trigger1 =  ?
value = xxx
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

i know i need to put it in statedef -2 but not sure on the trigger to use.
    

Re: Frank West

 November 03, 2015, 01:39:10 am View in topic context
 Posted by YoungSamurai5  in Frank West  (Started by xxxx November 26, 2011, 09:16:38 pm
 Board: Projects

just wow
    

Re: custom state wall bounce

 February 12, 2014, 12:23:55 am View in topic context
 Posted by YoungSamurai5  in custom state wall bounce (Started by YoungSamurai5 February 11, 2014, 11:32:46 pm
 Board: M.U.G.E.N Development Help

@Yagami Yuu
i know how to do wall bounce but im trying to simulate a wall bounce where p2 comes back to p1
    

custom state wall bounce

 February 11, 2014, 11:32:46 pm View in topic context
 Posted by YoungSamurai5  in custom state wall bounce (Started by YoungSamurai5 February 11, 2014, 11:32:46 pm
 Board: M.U.G.E.N Development Help

im trying to put p2 in a custom state so when p1 hits p2, p2 goes into custom state and goes to wall and comes back to p1. how would i go about doing that.

i know for the actual wall bounce i would probably have to use frontedgebodydist?
    

Re: RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games

 June 17, 2013, 10:14:45 pm View in topic context
 Posted by YoungSamurai5  in RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games (Started by RamzaNeko June 25, 2011, 03:42:37 am
 Board: Projects

that dark hold looks amazing, the overall coding looks amazing.
    

Re: Code for MvC-styled pushblock?

 June 17, 2013, 10:00:21 pm View in topic context
 Posted by YoungSamurai5  in Code for MvC-styled pushblock? (Started by aznperson569M June 13, 2013, 11:46:56 pm
 Board: M.U.G.E.N Development Help

i think imt and crusadercast has pushback code in it. just check out on of those 2 if your looking for that code.
    

Re: Gohan by Team Z2 project thread

 June 15, 2013, 12:33:41 am View in topic context
 Posted by YoungSamurai5  in Gohan Z2 [Project] (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Official Z2 Char Dev

Who is Cybaster??? =/

oh goodness lol never thought i would here someone in mugen say this., this is like one of the first few names i heard when i walked in the mugen scene.

even though he is a hair swap kinda this is still pretty interesting to see how you put your take on it, animation wise and coding wise.

    

Re: help with ai

 June 12, 2013, 11:33:54 pm View in topic context
 Posted by YoungSamurai5  in help with ai (Started by YoungSamurai5 June 11, 2013, 09:44:51 pm
 Board: M.U.G.E.N Development Help

thank you, got them exactly how i wanted them to work because of this.
    

Re: help with ai

 June 11, 2013, 11:51:10 pm View in topic context
 Posted by YoungSamurai5  in help with ai (Started by YoungSamurai5 June 11, 2013, 09:44:51 pm
 Board: M.U.G.E.N Development Help

so i would use that variable in a state -2, the cmd, or the state of the move with the commands? this move uses 6 commands (all different)

Spoiler, click to toggle visibilty
    

Re: help with ai

 June 11, 2013, 10:52:18 pm View in topic context
 Posted by YoungSamurai5  in help with ai (Started by YoungSamurai5 June 11, 2013, 09:44:51 pm
 Board: M.U.G.E.N Development Help

yes var59 is my ai variable. appreciate the help sorry, here is state 1031. sorry i wasnt clear to begin with, the 3 commands are all the same attack, they are there just for show to make the player feel like he has options. but i do have a move thats the same concept as this. can i post the code and you explain how to have the ai detect the different commands?

Spoiler, click to toggle visibilty


works great now by the way.