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Messages by kinakomoti

    

Re: Ikemen GO bug reports

 February 17, 2022, 10:28:11 PM View in topic context
 Posted by kinakomoti  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

The sound of the entire game of IKEMEN GO may be momentarily interrupted. (The sound is also interrupted by character selection).

This is a bug that has been occurring since IKEMEN.
Is there any way to fix it?
    

Re: Ikemen GO

 July 10, 2021, 04:22:53 PM View in topic context
 Posted by kinakomoti  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Nice to meet you.
I have a new suggestion.

I want the ability to change the lifebar range.x during a match.
I'm creating a Kirby Fighters 2 style lifebar, but I can't create multiple lifebar structures.

If I can change the range.x of the lifebar, I think I can create a multiple structure of the lifebar.
    

Re: Ikemen GO bug reports and know bugs

 April 16, 2021, 06:03:06 AM View in topic context
 Posted by kinakomoti  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

The sound of IKEMEN GO sometimes disappears for a moment.

Another thing, if you guard the enemy's attack with MUGEN's AI guard, Red Life will increase.
It also occurs when the Training character option AUTO GUARD is turned on.

Below is a video of the Red Life bug.

https://www.youtube.com/watch?v=nJhJZenZ2K0
    

Pikachu AI updated (Gladiacloud and Solarflared's Pikachu edit)

 March 11, 2021, 06:46:05 AM View in topic context
 Posted by kinakomoti  in Pikachu AI updated (Gladiacloud and Solarflared's Pikachu edit) (Started by kinakomoti March 11, 2021, 06:46:05 AM
 Board: Edits & Addons 1.0+



Changed the small portrait to the one made by Jthe Saltyy.
There are many other AI updates, so I've kept the old version as well.

If you want to use the latest version, please use the "pikachu" folder in the "New AI" folder.
If you want to use the previous version, please use the "pikachu" folder in the "Old AI" folder.


DL Link ↓
https://ux.getuploader.com/mugennico/
「Pikachu_AI.zip」
    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 08, 2021, 10:03:58 AM View in topic context
 Posted by kinakomoti  in 【 JtheSaltyy's Portrait Thread 】: Requests Closed (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

Thank you.

However, when I right-clicked and saved this portrait, the portrait was not in index mode and the palette was messed up.

How do I do to save while maintaining the palette of the portrait is?
    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 06, 2021, 11:44:54 PM View in topic context
 Posted by kinakomoti  in 【 JtheSaltyy's Portrait Thread 】: Requests Closed (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

    

Re: Swiss Army Knife for Win, 1.0, 1.1

 November 17, 2020, 10:43:10 PM View in topic context
 Posted by kinakomoti  in Swiss Army Knife for Win, 1.0, 1.1 (Started by Ziddia October 10, 2020, 10:00:35 PM
 Board: Your Releases, 1.0+

I can't do Continuous battle mode with mugen1.1.
No matter how many times I try, mugen freezes on the way.
    

Re: M_Lifebar (MUGEN 1.0/1.1)

 September 30, 2020, 01:36:28 PM View in topic context
 Posted by kinakomoti  in M_Lifebar (1.0/1.1) (Started by Author May 03, 2019, 03:30:22 AM
 Board: Edits & Addons 1.0+

I can't download this lifebar.
    

Re: Gunvolt released 2.5

 April 18, 2020, 11:57:47 PM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
thanks it works very well and I tested it also in mugen 1.0 at the moment I did not see anything strange I get a small error in which if they hit gunvolt at the moment in which it makes the lightning attack the mark does not disappear
https://youtu.be/4pW_T2_yvV4?t=220


OK, I've re-patched the patch I fixed today.
Please download from the above URL.
    

Re: Gunvolt released 2.5

 April 16, 2020, 05:00:15 AM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
    

Re: Gunvolt released 2.5

 April 11, 2020, 11:52:00 PM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

How to fix some bugs.
First, although the lock circle is not transparent in 1.0, the transparent display of Air is disabled while using AngleDraw, so add trans to [Statedef 6900] and [Statedef 69010], or I think that it will be fixed if you delete all AngleDraw of [Statedef 6900] and [Statedef 69010].
Next, it is a bug of Lightning Sphere. I think that it will be fixed by adding hitoverride to [Statedef 3010] or deleting all Clsn2 of anim63001.
Next, counter messages can be fixed by adding a counter indicator description to the state of the attack helper.

Also, [statedef -2] has a selfstate, which should be deleted because it may hinder the opponent's performance.
Also, according to the description of the current Burst, although it is grace 0F, it can be evaded before the damage processing is performed, so it was not activated at time = 0 in the 5000, 5010, 5020, 5070 states Would be better.
    

Re: Gunvolt released 2.4

 April 06, 2020, 11:28:52 PM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent
Then what about this?
Open Helpers.cns, [Statedef 1360],

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit
fvar(14) = 900
persistent = 0
ignorehitpause = 1

This description,

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit&&numtarget
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit&&numtarget
fvar(14) = 900
persistent = 0
ignorehitpause = 1

Please change it to
However, this description cannot be used when the enemy helper becomes MoveType = H. (HitOverRide is OK if the MoveType of the destination is not H.)

Also, the above problems occurred before the change.
    

Re: Gunvolt released 2.4

 April 06, 2020, 08:27:03 AM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1

Try deleting the description.

And it's not a bug, but if you hit Lightning Sphere and Spark Calibur continuously from other moves, the enemy will be able to ctrl before Gunvolt can ctrl. (In the case of Lightning Sphere, even if you put it directly, it will be disadvantageous for 36 frames.)
This is what happens when the time between the enemy's down and getting up is short. (It is easy to hit the cross key or button repeatedly after the enemy side goes down.)

I'm sorry for long sentences.
    

Re: Gunvolt released 2.3

 April 05, 2020, 10:54:19 PM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
    

Re: Gunvolt released 2.3

 April 05, 2020, 09:55:53 AM View in topic context
 Posted by kinakomoti  in Gunvolt released 2.5 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
    

Re: MISAKA Mikoto (Original Dengeki Bunko system) at 90+% Accuracy by Beterhans

 April 04, 2020, 01:29:16 AM View in topic context
 Posted by kinakomoti  in MISAKA Mikoto (added Kuroko all Toaru chars added) [Update 2021-11-28] (Started by beterhans April 03, 2020, 05:18:27 PM
 Board: Your Releases, 1.0+

great!
Immediately, it is a bug report.
Anim 9689 does not have Clsn2 Hitbox.
For this reason, Tomoka's Free Throw behaves as if it were SelfState.
    

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

 November 23, 2019, 10:42:27 AM View in topic context
 Posted by kinakomoti  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

Umm, that's a shame.
If it was implemented, it would have been usable in the tournament video ...
    

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

 November 23, 2019, 06:08:07 AM View in topic context
 Posted by kinakomoti  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

I downloaded and used it, but randomselect was the previous version.

Hasn't the randomselect related changed?
    

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

 September 22, 2019, 10:55:45 PM View in topic context
 Posted by kinakomoti  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

    

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

 September 22, 2019, 01:22:26 PM View in topic context
 Posted by kinakomoti  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

In other words, is it impossible to display different animations for each character by randomselect?

Yeah, just do the one frame stance/select anim and effect should be the same.

It is a pity. If it was possible to take animation for each character with randomselect, it seemed to be usable in the tournament video ...

Are there any plans to do so in future updates?