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Help Rip Sounds, Voices, Sprites, Char Select, Effects, Samurai Shodown Mobile

 November 12, 2021, 02:14:05 AM View in topic context
avatar  Posted by krauser  in Help Rip Sounds, Voices, Sprites, Char Select, Effects, Samurai Shodown Mobile (Started by krauser November 12, 2021, 02:14:05 AM
 Board: Development Resources

Hello, I would like to know if anyone has ever ripped sprites, image char select, sound, voices from Samurai Shodown Mobile

Games

Samurai Shodown M (MMORPG tencent games)
Samurai Shodown Soul OL - page: https://www.9game.cn/shol/
Samurai Shodown Blood Sword

This material would be very useful for me to create chars in the game samurai shodown, i want to take advantage of all the voices of the "voice actors".
does anyone also have this material that has a broken download link, "Samurai Shodown Sen Voices"

https://mugenguild.com/forum/topics/samurai-shodown-sen-voice-and-sound-effect-rips-139240.0.html

Images the game







game play Samurai Shodown Blood Sword (天下第一剑客传) good voices, haohmaru, ukyo and others!

https://www.youtube.com/watch?v=AX6kmmVUJYQ
    

Re: Samurai Shodown Anthropology Mugen Full Game:

 November 20, 2020, 10:20:50 PM View in topic context
avatar  Posted by krauser  in Samurai Shodown Anthropology Mugen Full Game: (Started by D2TD November 17, 2020, 04:32:17 PM
 Board: M.U.G.E.N Discussion

The game was good, but I have a doubt, because whenever the stage is zoomed out, and the sound is completely low?
congratulation
    

Re: Samurai Shodown! 2 Special (tentative title)

 November 01, 2020, 12:23:20 AM View in topic context
avatar  Posted by krauser  in Samurai Shodown! 2 Special (tentative title) (Started by Minakata Moriya October 17, 2020, 03:10:24 AM
 Board: Projects

i have some new frames i would like to develop a samurai shodown 2 in terms of gameplay, combos i would choose ss7 which is the one that most link blows, i design some sprites like victory, provocation, dizzy, grab style ss2 and others, good luck with your edits, i love samurai shodown!

    

Re: Help guard in mugen

 July 02, 2020, 03:38:18 AM View in topic context
avatar  Posted by krauser  in Help guard in mugen (Started by krauser July 01, 2020, 03:39:04 AM
 Board: M.U.G.E.N Development Help

All the guard parameters and pausetime are defined in the hitdef. Not in the animation or the states. Those just control what displays. When guard.time ends. The state ends. You define these on a per attack basis anyway.

I didn't understand everything you said, just a part, a problem that all attacks to recover the character will always be 9 frames that I determined in "guard end" in the time field!
120 guard start
130 guard
140 guard end
all my attacks end with "guard end" in 9 frames
light punch, guard end in 9 frames
medium punch, guard end in 9 frames
strong punch, guard end in 9 frames
how can I modify this behavior!

I need you to explain to me if there is anything you can do in the cns code to change this behavior, explain some function that works with this definition and I will study about it!
I can modify the values below both even with hitdef properly configured, the behavior remains the same for all attacks!

https://ibb.co/yN7n384

https://ibb.co/Vwc4r6r


where determine the repetition values of these frames for each attack!

example
light punch guard end = 10
image 1 = 5 frames
image 2 = 5 frames

other move

medium punch guard end = 15
image 1 = 8
image 2 = 7

i think i made a mistake i should leave the values in the image = 0 or = 1.
but there is a function to establish these values in code for each movement I create!
i need you to help me with your knowledge, i need the name of the function!
    

Help guard in mugen

 July 01, 2020, 03:39:04 AM View in topic context
avatar  Posted by krauser  in Help guard in mugen (Started by krauser July 01, 2020, 03:39:04 AM
 Board: M.U.G.E.N Development Help

I need help to modify the way the character defends himself in mugen, we have weak, medium, strong attacks, guard end recovery cannot be the same for the 3 attacks, I would like to hold the character for longer, inside the fighter factory he accepts a maximum of 9 frames in guard end, how can i get guard end for weak punch, medium punch, strong punch, weak foot, medium foot, strong foot, it needs to be different for each attack in the game!
I need to modify Guard Start, Guard End. Hitstun also needs to control how long a character is left to return the starting position!
the fighter factory has a limit on the number of frames, it does not allow it to exceed its limit!
    

Re: Voices and sound track of the samurai shodown saga I, II, III, IV, V, VSP, VI

 July 01, 2020, 03:19:52 AM View in topic context
avatar  Posted by krauser  in Voices and sound track of the samurai shodown saga I, II, III, IV, V, VSP, VI (Started by krauser June 02, 2019, 06:49:57 PM
 Board: Development Resources

    

Re: KOF Anthology All Characters Pack (Updated 20.02.14)

 April 20, 2020, 08:25:32 PM View in topic context
avatar  Posted by krauser  in KOF Anthology All Characters Pack (Updated 22.01.06) (Started by dura7ll3ur September 13, 2015, 01:14:18 AM
 Board: Edits & Addons 1.0+



1 KOFA character edit per day during covid confinement. I hope to go to the end.

- 20.03.25 : Day 1 : Suija (by TightRiam)
- 20.03.26 : Day 2 : Kazuki (by CKenni & System ID)
- 20.03.27 : Day 3 : Sogetsu (by CKenni, System ID & AnimugenZ)
- 20.03.28 : Day 4 : Amakusa (by Testament)
- 20.03.29 : Day 5 : Yumeji (by Taruse)
- 20.03.30 : Day 6 : Cham Cham (by Ohgaki)
- 20.03.31 : Day 7 : Wan-Fu (by MugenMage)
- 20.04.01 : Day 8 : Ochamaro (by Be)
- 20.04.02 : Day 9 : Gen-An (by KusareMiyabi)
- 20.04.03 : Day 10 : Rera (by Misao)
- 20.04.04 : Day 11 : Gaoh (by Ali)
- 20.04.05 : Day 12 : Andrew (by Krunkest404)
- 20.04.06 : Day 13 : Mizuki (by KusareMiyabi & Asama Mohammed)
- 20.04.07 : Day 14 : Sugoroku (by Be)
- 20.04.08 : Day 15 : Iroha (by Montana)
- 20.04.09 : Day 16 : Demon Gaoh (by Montana)
- 20.04.10 : Day 17 : Nakozuki (by Cerenas)
- 20.04.11 : Day 18 : Kagekiyo (by Borewood)
- 20.04.12 : Day 19 : Sankuro (by Taruse & AnimugenZ)
- 20.04.13 : Day 20 : Kusaregedo (by Hh)
- 20.04.14 : Day 21 : Enja (by Ahuron)
- 20.04.15 : Day 22 : Nicotine (by Yaten)
- 20.04.16 : Day 23 : Kabuki (by Shimon)
- 20.04.17 : Day 24 : Skeleton Mizuki (by KusareMiyabi & AnimugenZ)
- 20.04.18 : Day 25 : Yunfei (by Pinko & XavierYagami)
- 20.04.19 : Day 26 : Zankuro (by Amo & AnimugenZ)
- 20.04.20 : Day 27 : Jubei (by KGenjuro)

Spoiler, click to toggle visibilty

Check first post.
++

Good afternoon, I realized that worldwide you are the only one working with samurai shodown characters, I have some new frames for characters, normal grab and taunt, I also have an original "SNK hitbox" for the characters, I was wondering if you are interested in working to create the 43 chars, there is no online samurai shodown char with quality, have recovery defects, stun, jump, char use fictional hitbox for attack, vulnerability, push(physical), projectile, etc...
The characters are not properly standardized, when they receive an attack the values that define the distance of the person must be the same for the 43 chars.
we could transform the project even bigger if we convert the characters of the samurai shodown V and VI to use 6 buttons, 3 punchs, 3 kicks, we would need a sprite creator to help with the proposal, ohgaki redesigned cham cham SSVI with all 6 button movements , based on the samurai shodown 2, 19 characters existing in SSI and SSII it is possible to recreate their SSV and SSVI movements, for the other 24 characters it would be necessary to create the new movements.
I would like to know what your intention with the samurai shodown, street and kof franchise has spectacular characters close to the original MVS, I would like to see Samurai Shodown in the same conditions.
I would like an answer, I can help with hitboxes, I have all frames of the entire franchise.
I started trying to learn how to create my own characters for mugen, but it takes a long time, I managed to do some things on my own, but this is a little difficult to move forward for a beginner.
    

Re: Help SlideTime for P1

 June 21, 2019, 04:57:33 AM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

That question has me a little lost, but the custom cornerpush should ignore the opponent's friction. It's consistent against any opponent, the pushback distance is completely dependent on hitdefs of attacks being used. The best I can answer with that ambiguous question is that perfect consistency can only be achieved via full game environments.

I managed to solve it, I did a new download the defect was in mugen, I downloaded mugen 1.1 beta 1 official and the code is working normally!
    

Re: Help SlideTime for P1

 June 08, 2019, 04:52:27 AM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

I'll leave that theme to final because it more complex of all, thank you friend
    

Re: Help SlideTime for P1

 June 08, 2019, 02:26:19 AM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

in the case in question the character does not even move, it stays in the same place of the instant that attacked!
I would like to ask you a question by taking advantage of the fact that it was unique to me to answer here, if we have millions of characters in mugen, people never thought about doing something universal, standard solution and others to make life easier for beginners, try to approach the characters of the MVS, to one day reach a point that no longer has to have 100 iori yagami example, only 1 would perhaps please everyone, I have some doubts about some themes
    

Re: Help SlideTime for P1

 June 08, 2019, 01:30:07 AM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

Pots code moves away very fast
it works medium punch and strong punch, but in the weak punch nothing happens!
I found this one but it has no effect!

; ------- KOF Cornerpush System by Vans --------

[State -2, Superpause Check]
type = VarAdd
trigger1 = Var(6)
var(6) = -1

[State -2, Reset Time counter]
type = VarSet
trigger1 = movecontact = 1
var(12) = 0

[State -2, Accel]
type = VarSet
triggerall = roundstate = 2
triggerall = Var(6) <= 0
triggerall = numtarget >= 1
trigger1 = target, hitshakeover
fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(12)))))

[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(6)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = stateno != [900,949]
triggerall = stateno != [956,979]
triggerall = target,statetype != A
triggerall = target,statetype != L
triggerall = p2stateno!=10400 && p2movetype = H
trigger1 = statetype != A
x = ifelse(facing = -1,fvar(6),-fvar(6))

[State -2, Increase]
type = VarSet
triggerall = numtarget >= 1
triggerall = target, hitshakeover
trigger1 = Var(6) <= 0
trigger1 = var(12)
var(12) = var(12)+1

[State -2, Time counter]
type = VarSet
trigger1 = !var(12)
trigger1 = fvar(6)
var(12) = 1

[State -2, Freeze Pos During Superpause]
type = PosFreeze
trigger1 = Var(6)
value = 1

[State -2, Drop]
type = VarSet
triggerall = fvar(6)
trigger1 = !numtarget
trigger2 = projcontact = 1
trigger3 = movecontact = 1
fvar(6) = 0
ignorehitpause = 1

[State -2, TargetDrop]
type = TargetDrop
trigger1 = var(49) > 0
ignorehitpause = 1

[State -2, Projectile Hit Decrease]
type = varSet
trigger1 = var(49)>0
var(49) = var(49)-1
ignorehitpause = 0


I'm looking for something close to kof 2002
    

Re: Help SlideTime for P1

 June 07, 2019, 08:28:53 PM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

I'm noob and novice, if you can help me find the material, thank you for much!
    

Help SlideTime for P1

 June 07, 2019, 03:56:17 PM View in topic context
avatar  Posted by krauser  in Help SlideTime for P1 (Started by krauser June 07, 2019, 03:56:17 PM
 Board: M.U.G.E.N Development Help

The instruction ground.cornerpush.veloff and guard.cornerpush.veloff has no effect on my character!
I suppose she should do what I wanted, write my problem below.

Whenever P2 touches the back in the corner, P1 must move away a certain length, has a small detail, kof2002 for example if p2 is already in the corner p1 moves 1 meter away, if P2 is near the corner, p1 beats p2, p2 it goes away and it touches the corner, p1 also goes slide because p2 touched the back in the corner it does not execute complete separation but it goes away a little, as if it executes amount of frames that was allowed with shorter time, how can I accomplish this in the mugen?
I need to make p1 slide when attacking character that slopes its back in the corner, so that it maintains the same distance that is generated for p2 with slidetime command, however I need to move away now p1, I wanted help with this problem, thank you all the attention.

    

help, extreme difficulty with complex movements, I do not know where to start

 June 02, 2019, 07:18:57 PM View in topic context

"Throw" and "Throw Negating" kof 2002
Guard Cancel Blowback Attack kof 2002
Locking Swords samurai shodown II

"parry move samurai shodown II"

how to create an equal samurai shodown 2 movement, called "parry move", when opponent attacks if you trigger defense the instant that attack will touch your character, "parry move" move happens and the opponent stays with guard will open!
I need to clarify what logic I would like to implement is identical to that of Samurai Shodown 2, defense needs to be triggered at the last moment, just so it will be triggered "parry move"!
you do not have to hand me the chewed code, but I'd like you to get crucial tips so you can create a certain movement!

Friend Called "lich09200581" help me with this code that makes defense and points to state 830 that will repel the attack, I need help to complete, if someone can help me by directing me to some tutorials, I am a beginner!

Code

[Statedef -2]

[State -2]
type = VarSet
trigger1 = !(stateno >= 120 && stateno <= 155) ; state 120 to 155 is guard(start), guarding, guard(end)
v = 55
value = 0

[State -2]
type = VarAdd
trigger1 = (stateno >= 120 && stateno <= 155)
v = 55
value = 1

[State -2]
type = NotHitBy
trigger1 = movetype = H
trigger1 = inguarddist
trigger1 = var(55) >= 1 && var(55) <= 3 ; for setting how long is the so-called " last moment/instant", now the "instant" is 3 ticks
value = SCA
time = 20 ; need to be adjusted

;;counter attack
[State -2]
type = ChangeState
trigger1 = 1
trigger1 = movetype = H
trigger1 = inguarddist
trigger1 = var(55) >= 1 && var(55) <= 3 ; for setting how long is the so-called " last moment/instant", now the "instant" is 3 ticks
value = 830 ; counter attack


Cancel change state final = 0 ALL moves, normal attacks, recovery stun, recovery defense, special moves, desesperation moves!

How do I get my character to get the initial state sent by the joystick instead of the statedef 0?
when we have a character kof or other game MVS each move that was executed if the joystick stays in the neutral character returns to state 0, if joystick is precioned right, the character frame walking, the state that character will stay always depends on a send of joystick information, how can I set this in mugen?
It seems to be complex theme because in community mugen no one cares about leaving an identical character to the MVS, I know mechanics in the game, I have in mind to try to leave more next MVS so that it has feeling of being in the same environment!

I accept some tips or some examples so that you can create an environment like that, the final state of a movement will be what the joystick send to character, at the moment the mugen has a 1 frame delay because it always ends in "statedef 0" to then start next command, example "recovery defense" today the mugen ends the defense and returns to "statedef 0" to later receive the next command, when you execute a "medium punch" attack when it finishes it returns to "statedef 0" also, having delay of 1 frame for later the character receives new commands, I want to cancel all this and let the last frame be seen as an instruction that came from the joystick and that directly the character finishes a command and can already execute immediately the next command!
Any help that may facilitate my understanding will be welcome, I believe that only someone who is experienced can understand this and help me!

The brother "lich0920058" invitate a partial solution, the code works 100% for recovery defense, but does not work for normal attacks such as punches and kicks, mugen has no cns recovery stun programming so I have not tested the code with it!
the friend "lich0920058", also told me that code gets perfect I would need to create a loop in the example state 200 punches, I need advanced tutorials to learn more complex things!

code

[State 200, 3]
type = ctrlset
trigger1 = AnimTime = -2
value = 1

[State 200, 3]
type = ChangeAnim
trigger1 = AnimTime = -1
value = anim
elem = AnimElemNo(0)

I have another question also where it starts pushbox air?
Need to know what height of the initial pixel so that I can position the images in the correct position adjusted inside the pushbox.

example:

air.back = 14              ;Player width (back, air)
air.front = 14               ;Player width (front, air)
air.height = 64                ;Player height (front, air)

Thx for much, solving these questions that I needed were few doubts so that I can advance a little more in the character, learn to create special moves and desperation moves, from now I thank you...

I'm going to leave a link for you to evaluate what I have already created with my character.

LINK DOWNLOAD MY CHARACTER ---> "DOWN"

http://www.wikifortio.com/739914/haohmaru.zip
    

Voices and sound track of the samurai shodown saga I, II, III, IV, V, VSP, VI

 June 02, 2019, 06:49:57 PM View in topic context
avatar  Posted by krauser  in Voices and sound track of the samurai shodown saga I, II, III, IV, V, VSP, VI (Started by krauser June 02, 2019, 06:49:57 PM
 Board: Development Resources

I am a beginner editor of mugen need the sounds of the characters to use, thank you if anyone can help me with this question.
Thx.