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Re: Izaya Orihara version 1 (Dengeki Bunko/Durarara!!)

 January 08, 2023, 02:43:28 am View in topic context
 Posted by NEX  in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 am
 Board: Your Releases, 1.0+

Hello. Thanks for giving him a try and giving your impressions, I really appreciate it. I'll try my best to explain and respond to each of them.

Quote
The hitboxes in general could've been a bit simpler
All of them? Personally I think 5AA's hitbox is wonky due to how close you have to be but that's due to the visual animation but aside from that I think they're fine.

Quote
The char uses the small hit sparks most of the time. Could use variety
I agree. I was going to do that later down the line as it wasn't a high priority in comparison to other things but they will be changed at a later date.

Quote
I think the "walk" should be a bit slower and the faster run should be activated with 66
Yeah I can do that.

Quote
Likewise the faster run in the opposite direction could be removed
Can do. Same as the one above.

Quote
Back dash shouldn't be completely invincible
Ah, right. I forgot about this. This was me attempting to create a dodge mechanic and was using the back dash as a means to experiment. I forgot to remove the complete invincibility.

The dodge itself was going to be a separate button. A had a few ambitions ideas in mind but due to my lack of coding knowledge, I wasn't able to bring them into fruition.

Quote
The B attack is too good overall
It is? Admittedly, I had a few characters in my roster that had an answer to it. Some had an invincible forward dodge, some jumped and air dashed over it, and some even had running animations that just went under it like Yuuki Terumi from Blazblue. I guess I can make the start-up before the first throw a little slower but I'll take your suggestions into consideration.

Quote
Air C is way too fast
Yeah, I can make it slower. DMC's helm breaker was on my mind when making that move.

Quote
2C (low) and Z (throw attempt) using the same animation is a big no I think.
I believe I have an answer to this and it's a combination of two things.
‣ The first point is that the 'throw attempt' itself is replicating Izaya's 6S in the Dengeki Bunko fighting game. So I don't want to change the animation of the grab attempt but the best that I can do is alter 2C in small ways. but not outright changing the animation.
‣ The second point is that this mainly stems from the lack of sprites this character has. So the issue of some animations being reused is unavoidable I'm afraid.

Quote
The throw takes a really long time to finish. It's longer than most (simple) supers
Yeah I can do this one. I'll try my best to make it shorter.

Quote
I think the mixup should be 5AA going into either a high 5AAA or a low 2C.
Interesting. 5AA should have the ability to go into 5AAA or 2C instead of 5AAA being able to go into 2C.
I guess I can give it a try. but I'll think about it.

Quote
236A hitting low seems unnecessary.
Yeah you're right. This is another one of those 'I forgot' moments. When play testing him, even I thought about that but just never got around to it. I believe I was experimenting.

Quote
236B hitting high at first is cool, but then hitting low afterwards is too much.
Yeah. Same deal as before. This was just me playing around with the guardflags. I'll change it to where you can block the second and last hit even if you are standing.

Quote
His counter reverses throws, which are supposed to be the hard counter to such moves
I can do this one. I'll make it so you are able to grab him during his counter stance animation.




If I'm able to release a version 2, it will include a majority of these changes as well as some new things.
Although these new things are beyond my reach due my lack of mugen coding experience.
For example, I would like to add mechanics like a unique gauge/meter and stuff.
    

Re: Izaya Orihara version 1 (Dengeki Bunko/Durarara!!)

 January 06, 2023, 01:30:07 pm View in topic context
 Posted by NEX  in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 am
 Board: Your Releases, 1.0+

Topic has been successfully moved to the correct board.
    

Re: Izaya Orihara version 1 (Dengeki Bunko/Durarara!!)

 January 06, 2023, 12:41:22 pm View in topic context
 Posted by NEX  in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 am
 Board: Your Releases, 1.0+

Ah, you're right.
It's been awhile since I've been on here.

Should I recreate post and delete this one?
    

Izaya Orihara version 1 (Dengeki Bunko/Durarara!!)

 January 06, 2023, 11:21:47 am View in topic context
 Posted by NEX  in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 am
 Board: Your Releases, 1.0+

※ ※ ※ ※ ※ ※ ※ ※ ※ ※ ※


I was unsure what the standards are for posting here but I wanted to release a version of my Izaya mugen character that I started making last year.
The reason why I felt unsure is because I believe my character is functional/playable, but not complete.
This is my very first character that I have made with 0 coding experiences prior but made with passion.
Granted, I have made other characters before but I never released them because I knew that they weren't functional, let alone good.
This one is a different story.

Anyways, here is what this character has:

‣ He has 85% of the ""basic"" move set implemented. (Running, crouching. jumping, etc.)
‣ He has sounds/voice for most of his animations.
‣ There have been 0 crashes during the time that I was play testing him.
‣ The colour of some of his explods/helpers change depending on what colour you select.
‣ Has an auto combo.
‣ Has some mix ups. For example;
——  5AAA is an overhead.
——  5AAA can go into 2C which hits low.
——  2C can immediately go into 5C after hit. 5C is overhead and can sort of loop with 2C.
——  2C can go into 2A.
——  5AAAA can go into QCF-B. QCF-B can be used for setplay that can lead into 2C or your auto combo again if it hits.
——  2C can be used after Counter B and Counter C.
——  2C and charged 2C can also be used during your grab/throw animation and counter A.
——  The first hit of QCF-A hits low and the second hit causes a wall bounce.
——  The first hit of QCF-B is an overhead, second hit hits low. If the third hit lands, then the opponent will be launched upwards. (Like in DBFC)

Izaya is basically a hybrid character as he doesn't fall into the usual fighting game character archetype. He has counters, he has combos, he has a set play option, he has a projectile. And that's basically it. If I were to place him somewhere, then he would be a counter character like Geese Howard and characters like him due to most of his damage coming from his counters.

Showcase 1:
Spoiler, click to toggle visibilty
Showcase 2:
Spoiler, click to toggle visibilty
Showcase 3:
Spoiler, click to toggle visibilty

And so on.

Now to list some notable negatives:

- Has no AI. I used the standard KFM as a template, therefore, it behaves like that char. This is due to my lack of knowledge regarding coding.
- Has no walking or air grab/throw due to limited sprites.
- Only has 1 super. Which is Counter C. Which needs more polish. But it still functions as intended.
- Doesn't have any voice/sounds for when he gets hit.
- No burst.
- No unique mechanics.
- Has no hyper/astral/instant kill. It was going to be the one shown in Dengenki Bunko Crossing Void.
Spoiler, click to toggle visibilty
- Flat out not complete. (But feel free to edit and make your own versions.)

At least, again, these are the ones that I think are most notable.

But if you're fine with those negatives, then here's the download link. While it may not be totally complete, it is at least functional.

Download link:
https://drive.google.com/drive/folders/19B5zBvuSf-pWQz8CqOj02E3rA1rE4yEy?usp=share_link

Hope you enjoy.
Version 2 may come out in... the distant future. lol


※ ※ ※ ※ ※ ※ ※ ※ ※ ※ ※
    

Warusaki3 Jotaro cmd file

 October 08, 2022, 04:27:49 pm View in topic context
 Posted by NEX  in Warusaki3 Jotaro cmd file  (Started by NEX October 08, 2022, 04:27:49 pm
 Board: Requests

Edit:

Ignore this. Issue has been fixed. Thank you. Locking thread.
    

Re: Looking for a MUGEN teacher/guide or discord server

 August 15, 2022, 08:55:28 pm View in topic context
 Posted by NEX  in Looking for a MUGEN teacher/guide or discord server (Started by NEX August 11, 2022, 09:02:17 am
 Board: Off-Topic Help

Oh! Hello Ryon!
Sorry for the late reply. I wasn't expecting this post to get more replies so this is a pleasant surprise.

To answer your question, I do have a decent/good understanding on how mugen works. At least when in regards character creation. I know how StateDefs work and what they generally need, I know some state controllers (not all of them), how to tinker with commands (I've created an auto-combo), use helpers as projectiles and such.

In terms of Fighting games, I do generally enjoy them. I've played a few like Tekken, SC and MK but I usually steer towards games like Melty Blood, UNIB, DBFC, P4AU and BB. I do know """some""" of the lingo such as DP, Roman cancels, Meaty, set-plays and such.

However I still consider myself a beginner/intermediate in regards to Mugen creation and I would like to have someone I could talk to on discord in regards to mugen. If it wouldn't be a bother, would it be okay if I could contact you on discord?
    

Looking for a MUGEN teacher/guide or discord server

 August 11, 2022, 09:02:17 am View in topic context
 Posted by NEX  in Looking for a MUGEN teacher/guide or discord server (Started by NEX August 11, 2022, 09:02:17 am
 Board: Off-Topic Help

Hello.

As the title explains. I am looking for someone who is very experienced in making and releasing mugen characters.
Now what do I mean by experienced?

Someone who knows about variables, custom bars, hitspark placement, and so on.
I want to be able to talk with them and ask them questions during my progress on making my mugen characters.
I also want to share with them my WIP creations and get some insight from their perspective.

At least this way, I won't be flooding the 'Configuration Help' with my posts.
I know there are mugen tutorial docs & videos and while they do somewhat help, I want a more personal assistance.

The way that I would like to chat with them is through Discord as it's what I use somewhat daily. I know I could talk to them here but I feel like Discord is a faster way to chat then on a forum.

If what I've stated above doesn't sound likely then is it possible that there is a discord server where I can talk and gain assistance from a group of mugen creators? That would also be beneficial.

    

Re: Izaya Orihara (Dengeki Bunko/Durarara!!)

 August 05, 2022, 12:24:07 pm View in topic context
 Posted by NEX  in Izaya Orihara (Dengeki Bunko/Durarara!!) (Started by NEX July 01, 2022, 03:07:38 pm
 Board: Projects

Hello.

I had to redo the character from scratch due to turning it into a HD character. (Characters that use the localcoord = 1280,720 )
Because of this, the character is now exclusive to mugen 1.1.
Now this did take a lot of time.

However, mostly everything that has been showcased has not only returned, but look better. The only thing missing is the Celty assist which I have not implemented yet. As of right now, I'm working on the counters. Specifically counter B and C.

Anyways. I am scaling Izaya to OHMSBY's character Aoko due to how many French Bread style mugen characters were created in their style.

I made a scuffed scaling chart to see what the right size the sprites should be.



And here is what it looks like in-game.

Spoiler, click to toggle visibilty

Anyways

That is all. Have a good day.
    

Re: How to add custom hitsparks to hitdef?

 August 05, 2022, 08:44:21 am View in topic context
 Posted by NEX  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 am
 Board: M.U.G.E.N Configuration Help

I see. The code I got was from a character that was created by a different author but I guess it was using your coding as a base template. Finding out it was blanks did clarify things for me.
    

Re: How to add custom hitsparks to hitdef?

 August 04, 2022, 01:23:18 pm View in topic context
 Posted by NEX  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 am
 Board: M.U.G.E.N Configuration Help

Quote
Meaning, they're not even using the sparkno parameter in the hitdef

You know, after hearing that, that actually makes a lot of sense.
Apologies for wasting y'all time with this.
    

Re: How to add custom hitsparks to hitdef?

 August 04, 2022, 01:01:56 pm View in topic context
 Posted by NEX  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 am
 Board: M.U.G.E.N Configuration Help

Ah I see. I understand now. So it only uses what's in the animation file.

Alrighty. If that's the case, then I'll simply continue using my helpers which does the job. Thank you all for the assistance.  o7
    

Re: How to add custom hitsparks to hitdef?

 August 04, 2022, 12:10:34 pm View in topic context
 Posted by NEX  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 am
 Board: M.U.G.E.N Configuration Help

> To Kolossoni

Oh. I already know about using the "s" in front of the animation number for the SparkNo.
I guess I should have included that clarification in my post.

My hitsparks require 3 sets of animations.
(Although, they're not technically "animations", but rather, single frame sprites that animate using AngleDraws, ModifyExplod and trans state controllers)
Hence why I use a helper state.


﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋

> To SteelHammers

Apparently they did their hitsparks like this in their HitDef

Code:
sparkNo=-1 + 0 * (var(33) := 8020)

8020 being the hitspark StateDef.

Judging from this, it uses a variable but I'm not sure where I should place this variable. Do I set up a VarSet in my own HitSpark StateDef or put in -2 StateDef or... I'm just pondering about it right now and wondering what direction I should go.
    

How to add custom hitsparks to hitdef?

 August 04, 2022, 05:13:20 am View in topic context
 Posted by NEX  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 am
 Board: M.U.G.E.N Configuration Help

Hello.

I have this custom hitspark statedef. StateDef 8020 to be specific.

And this hitspark has a few AngleSets, AngleDraws, ModifyExplod and a bunch of animations and it works as intended.

So far, I've been using a helper to make the hitspark appear and it does work as intended.
However, I've seen that you're able to put it in the sparkno within the HitDef and I don't know how to do that.

Help?
    

Re: Can zoom trigger on HitCount?

 July 20, 2022, 01:57:11 pm View in topic context
 Posted by NEX  in Can zoom trigger on HitCount? (Started by NEX July 20, 2022, 09:27:50 am
 Board: M.U.G.E.N Development Help

Quote
Could you share the entire code, please? I´m interested, too.

I followed SteelHammers instruction and copy/paste their suggestion in Statedef -2.

And used PotS's suggestion and altered the trigger slightly.

Spoiler, click to toggle visibilty

This helper is not under Statedef -2 but under one of my attack statedefs.
Oh and I changed var(1) to var(10) just to play around with it.
    

Re: Can zoom trigger on HitCount?

 July 20, 2022, 12:48:22 pm View in topic context
 Posted by NEX  in Can zoom trigger on HitCount? (Started by NEX July 20, 2022, 09:27:50 am
 Board: M.U.G.E.N Development Help

Hello!
Thank you for the responses. This actually solved my problem. Thank you again.
Solving thread.
    

Can zoom trigger on HitCount?

 July 20, 2022, 09:27:50 am View in topic context
 Posted by NEX  in Can zoom trigger on HitCount? (Started by NEX July 20, 2022, 09:27:50 am
 Board: M.U.G.E.N Development Help

Hello.
I am creating a character that is used for mugen 1.1 which allows a zoom effect.
And the zoom does work when using other triggers such as movehit, trigger = 1, etc etc.

However, I want the zoom to be applied when the hit count reaches 10. Or any number I desire. And I want it to be for specific attacks.

Now this specific attack is [Statedef 235].
And this Statedef has a helper that applies a zoom.

Spoiler, click to toggle visibilty

Now, I am going under the assumption that I can use any attack prior to using Statedef 235 to build up the hitcounts and once any attack reaches HitCount 9 and then I perform Statedef 235 which has the zoom helper, it would cause the HitCount to be 10. And once that happens, it would trigger the zoom helper.

Of course, this doesn't work. I did try to search for solutions but I wasn't able to find anything so I created this topic.
Does the HitCount Trigger not work for zoom?
Or am I doing something wrong?

Here is the Zoom Statedef in case anyone is wondering.

Spoiler, click to toggle visibilty
    

Re: Izaya Orihara (Dengeki Bunko/Durarara!!)

 July 08, 2022, 06:29:00 pm View in topic context
 Posted by NEX  in Izaya Orihara (Dengeki Bunko/Durarara!!) (Started by NEX July 01, 2022, 03:07:38 pm
 Board: Projects

Update

QCF Specials added. "Transporter & Client"

Izaya gains the assist of the headless rider, Celty Sturluson to bring to the fight.
I tried to make it similar to how it was in DBFC.

• • • •

QCF A:
Spoiler, click to toggle visibilty

QCF B:
Spoiler, click to toggle visibilty

• • • •

When Celty gets hit or if Izaya gets hit during the assist:
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

• • • •

Just like with the slash effects, Celty also has her own pallete separate from Izaya's:
Spoiler, click to toggle visibilty

Important
What these preview images show may or may not be in the final.

But what is not going to be in the final is Shizuo. I'm saying this just in case people are wondering if there is going be a Shzuo assist or something and no.
Mainly due to Shizuo already having an official moveset where as Izaya is an open canvas so to speak due to his limited sprites.

That is all. Hope you all have a good day.
    

Re: Assist/Striker disappear when player gets hit

 July 08, 2022, 05:33:29 am View in topic context
 Posted by NEX  in Assist/Striker disappear when player gets hit (Started by NEX July 07, 2022, 09:02:10 pm
 Board: M.U.G.E.N Configuration Help

That first code was my solution. Thank you so much. I really appreciate it. o7

Solving thread.
    

Assist/Striker disappear when player gets hit

 July 07, 2022, 09:02:10 pm View in topic context
 Posted by NEX  in Assist/Striker disappear when player gets hit (Started by NEX July 07, 2022, 09:02:10 pm
 Board: M.U.G.E.N Configuration Help

Hello.
I have this assist character (helper) that pops in, attacks and leaves. Typical striker stuff.
As well as a HitOverride that would go into a helper "hurt state" which causes them to disappear just in case the helper gets hit by player 2.
Everything works perfectly as intended.

However, I want to add one more thing to complete it and that is:  [  if player 1 gets hit, the assist character would disappear  ]
I tried searching for some tutorial videos but I haven't found any solutions and I was hoping I would get answers here.

So basically, if player 1 gets hit, the helper would go into its hurt statedef.
    

Re: Izaya Orihara (Dengeki Bunko/Durarara!!)

 July 04, 2022, 02:36:29 pm View in topic context
 Posted by NEX  in Izaya Orihara (Dengeki Bunko/Durarara!!) (Started by NEX July 01, 2022, 03:07:38 pm
 Board: Projects

So have you figured out the walking sprite issue or are you still thinking of solutions?

Unfortunately no. Since he doesn't have any walking sprites, I gave Izaya the ability to run backwards or forwards by simply pressing left or right. Similar to how BBtag does it.

I do agree that it is odd that CV didn't give Izaya any walking sprites but I guess it's due to the nature of CV being a turn based RPG and not a fighting game. (Although they gave Kimono Asuna and Maid Taiga walking sprites strangely enough.)