I wonder if anyone has these? They were available for quite a while but Ryou left MFFA last year due to circumstances its best not to discuss here. These quite interest me since these stages seemingly don't work correctly as is if you put them into 640x480 MUGEN.
Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open
[State 3000, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 2
[State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2
[State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 1 value = , NA, SA, AT time = 11
[State 3000, Super E] type = NotHitBy trigger1 = AnimElem = 1 value2 = C, NA time = 1
The long SuperPause time is meant to correlate it as a cinematic hyper. After a hyper ends, there is a bit of NotHitBy time. However, here, after my hyper ends, it starts up a 9 in-game second NotHitBy timer (540 ticks!) before my character becomes hittable again. Why is this?
Re: Jingle this all the way!! Sumo Santa has been released!!
There's also the recent Nick All-Star Brawl though I'm not sure if any of the moves from that game's Leo, Mikey, and April are completely new and 'exclusive' to that game let alone if they'd be worthy additions, at least in regards to April. The base TMNT aren't getting moveset changes I assume.
Re: I need help on the Character's HUD Helper's size display in Mugen 1.1
Both of these images are access restricted. I'd suggest making the files public on Drive. If you don't feel like doing that, just upload them on Imgur or something.
I imagine your priority for your Joey Faust edits are the remaining CF1 cast that made it to 63 1/3? (Bonker and Taffy; plus Blob though someone else did him)
Honestly I was thinking about making my own Seibah using these sprites too. Only issue I had was trying to come up with a way to attach the sword since its separated from the Saber sprite-wise. How did you go about attaching the sword?
Re: Character of the Month: September 2021 Nominations
Atsuko Kagari by Shimmering Brony and Ghost Killer - 3 King Dedede by OHMSBY - 2 Toyosatomimi no Miko by RicePigeon and Blade - 2 Octohead by Basara-kun - 1
Honorable mention goes out to Symboli Rudolf by ZET. A very messy and cheap character but its the one I had the most fun with from September.
A better version of Super ClayFighter was something I really wanted to see. Definitely keeping tabs on this.
On a side note though, would it take a while to edit the Joey Faust CF characters to match your style? They got most of the basics, though need more 'normalized' damage output, and need to iron out the remaining TFGAF stuff like that one weird flashing screen at the bottom when they get to a level 3. And ofc Claytalities.
[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
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?
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:
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
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, 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.