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Messages by SNEAKYTING

    

(Update) Fire Storm States issue

 December 10, 2021, 02:45:10 pm View in topic context
 Posted by SNEAKYTING  in (Update) Fire Storm States issue (Started by SNEAKYTING December 10, 2021, 02:45:10 pm
 Board: M.U.G.E.N Development Help

I am having trouble with making a Fire Storm as Roll's new Heavy Punch but I cannot link her FireStorm state to her Fire Shield state helpers on both ground(Statedef 202) and air(Statedef 222)while having it's own Hitdef and everything for both ground and air?I can get the fire ball to work but I cannot get the shield to do this. I have been trying to get the shield to work and no other people wants to help me and I do not know why. Is there a way to teach me or help me to make the fire shield function like in it's original source material? I'd really appreciate your help. I also apologize to everyone in the Mugen community. :"(

;-----------------------
;Fire Storm Ground Projectile
[Statedef 202]
type    = S
movetype= A
physics = S
;juggle  = 4
ctrl = 0
velset = 0,0
anim = 520
PowerAdd = 100


[State 502, 1]
type = Explod
trigger1 = Time = 16
persistent = 0
anim = 9200
pos = -9,3
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 1,1
ownpal = 1

[State 202 , 2]
type = PlaySnd
trigger1 = Time = 16
value = s4, 0

[State 202 , 2]
type = PlaySnd
trigger1 = Time = 24
value = s2, 4

[State 202,3]
type = Helper
trigger1 = time = 24
id = 10000   
name = "RollShot"
pos = 50,-43
postype = p1
;postype = left
stateno = 206
helpertype = normal
keyctrl = 0         
ownpal = 2


[Statedef 206]
type    = S
movetype= A
physics = S
;juggle  = 4
ctrl = 0
velset = 0,0
anim = 9200
PowerAdd = 100

[state 202, 3]
type = helper
trigger1 = (animelem = 5)
name = "buster"
pos = 25,-36
stateno = 207
ID = 1000

[State 202, 3]
type = PosAdd
trigger1 = 1
x = cos(pi*time/80)*-1
y = sin(pi*time/80)*-1

[State 202, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage =  ceil(root,fvar(3) * 80),10
animtype = Hard
getpower = 50,25
givepower = 20,5
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
guard.sparkno = S9100
sparkxy = -10,-75
hitsound = S3, 4
guardsound = S0,4
ground.type = High
ground.slidetime = 3
ground.hittime  =  20
ground.velocity = -8
airguard.velocity = -3.5   
air.velocity = -2.5,-5.5

;Fire Storm Projectile
[Statedef 207]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 8,0
ctrl = 0
anim = 551
poweradd = 65
sprpriority = 3

[State 511 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage =  ceil(root,fvar(3) * 80),10
animtype = Hard
getpower = 50,25
givepower = 20,5
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
guard.sparkno = S9100
sparkxy = -10,-75
hitsound = S3, 4
guardsound = S0,4
ground.type = High
ground.slidetime = 3
ground.hittime  =  20
ground.velocity = -8
airguard.velocity = -3.5   
air.velocity = -2.5,-5.5
;fall = 1
;fall.recover = 0


[State 510, –³“G]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 510, Á–ŃXƒe[ƒg‚Ö]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 512

[State 510, 4]
type = ChangeState
;trigger1 = MoveHit = 1
trigger1 = movecontact = 1
;trigger1 = P2MoveType = H
;trigger1 = AnimTime = 0
value = 512
ctrl = 0

[state 511,1]
type = sprpriority
trigger1 = time = 100
;trigger1 = animtime = 0
value = -1
[State 511,3]
type = DestroySelf
trigger1 = time = 100
;trigger1 = animtime = 0


    

Emergency help with the Mirror Bust reflector move for Edited Roll

 December 06, 2021, 07:36:05 pm View in topic context
 Posted by SNEAKYTING  in Emergency help with the Mirror Bust reflector move for Edited Roll (Started by SNEAKYTING December 06, 2021, 07:36:05 pm
 Board: M.U.G.E.N Development Help

I'm almost done with the Mirror Buster reflection move for Roll but the issue is that I only have until tonight at 11:40PM Central Time to finish that move and hand over my updated Roll to the admins of UMT so the update can be finished. I'm trying to find a way to make Roll hold down the Mirror Buster reflection shield and I have the starting, during and ending animations for her Mirror Buster move for both ground and air. Also, the coding was mostly referenced from Athena's reflection move and I do not know how to make her down down the Mirror Buster reflection shield. If someone can tell me what to do without being cryptic before it's too late, I'd gladly appreciate it.
    

Issues adding a Super BG and a finishing BG in State -3 for edited Ibukah's Roll

 October 06, 2021, 07:54:09 pm View in topic context

After finishing most of editing Ibukah's Roll to be more faithful and consistent to MVC2 while keeping some of the KOF formula and adding MVC1 aesthetics, I cannot find a way to add a Super Background and a Finishing Background whenever Ibukah's Roll uses a Super and kills the opponent with any of her Supers. I've added a [State -3] Because not only did she originally never had that but I've also been told to in order for it to work properly. But they never specify how because I've been making many attempts and I can never get them to work. Is there something I'm actually doing wrong? For real this time, I'm actually having issues with that for the past 3 days and I can never get it to work. If someone can tell me how to add those properly, I'd gladly thank you and appreciate your help.
    

Need help with specialized MVC2 Damage Dampening for edited Ibukah's Roll.

 October 03, 2021, 11:48:23 pm View in topic context

I'm working on fixing Ibukah's version of Roll by restoring her unused states, editing her commands to make her cancel out her moves into special and into supers, properly, giving her advancing guard and fixing the hitboxes to make it more accurate. But I've been having trouble with adding the MVC2 Damage Dampening on her punches, kicks and special moves since MVC2's Hyper combos have no damage dampening. But her special moves and juggle combos made her damage out of control and I really need someone to come and teach me how to add the specialized damage dampening for my edited Ibukah's Roll because I do not want her to be banned from the "Ultimate Mugen Team" tournaments after spending weeks and weeks of fixing and patching her. If you would please give me advice or help me or teach me either in this forum or in the personal messages, I'd appreciate your help with all respec if you managed to do that by helping me and/or teaching me how to add MVC2 styled damage dampening for my edited Ibukah's Roll from the Ikemen project, "Ultimate Mugen Team" so She won't get banned from tourneys. :"(
    

Re: Adding helpers.

 July 31, 2021, 04:55:15 am View in topic context
 Posted by SNEAKYTING  in Adding helpers. (Started by SNEAKYTING July 30, 2021, 09:54:56 pm
 Board: M.U.G.E.N Development Help

I would personally just use one helper that hits over and over again, in a bigger area, and use explods for the lightning. Simpler is better.

But how though? I've been trying to resolve this all day and I cannot get it to work. Plus I was also gonna replace the rockets with lightning bolt strikes afterwards.
    

Adding helpers.

 July 30, 2021, 09:54:56 pm View in topic context
 Posted by SNEAKYTING  in Adding helpers. (Started by SNEAKYTING July 30, 2021, 09:54:56 pm
 Board: M.U.G.E.N Development Help

I'm practicing my edit on War Machine by changing his War Destroyer into having electricity come out of the sides but the hitboxes won't work, despite that I added them Nor is it showing the hit boxes.


; War Destroyer
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 3000
value = 3000

[State 3000, PlaySnd]
type = Playsnd
trigger1 = Animelem = 1
value = 3,11
volume = 255
volumescale = 255
channel = 0

[State 3000, Explod]
type = Explod
trigger1 = time = 1
anim = 8300
id = 8300
scale = 0.5,0.5
supermove = 1
sprpriority = 4
ownpal = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 3
var(29) = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 58
var(29) = 0

[State 3000, Helper]
type = Helper
trigger1 = animelem = 3
stateno = 8500
supermovetime = 99999999
pos = ceil(0*const(size.xscale)),ceil(-77*const(size.yscale))
ownpal = 1
id = 8500

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 36
movetime = 36
darken = 1
anim = -1
p2defmul = 1
poweradd = -1000

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 3,< 0
value = SCA

[State 3000, PlaySnd]
type = Playsnd
trigger1 = Animelem = 4
value = 3,13
volume = 255
volumescale = 255
channel = 0

[State 3000, PlaySnd]
type = Playsnd
trigger1 = Animelem = 4
value = 3,24
volume = 155
volumescale = 155
channel = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(3005) < 1
anim = 3005
postype = p1
ID = 3005
pos = 0,0
scale = .83, 1.07
supermovetime = -1
bindtime = -1
removetime = 110
sprpriority = -3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 5
pos = -30+random%83, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 8
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 11
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 14
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 17
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 20
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 23
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 26
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 29
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 32
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 35
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 38
pos = -30+random%73, -30
Stateno = 3001
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 26
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 29
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 32
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 35
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 38
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 41
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 44
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 47
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 50
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 53
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 56
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Helper
trigger1 = Animelem = 59
pos = -30+random%73, -330
postype = p2
Stateno = 3003
sprpriority = 3

[State 220, Helper]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 27
trigger3 = Animelem = 54
persistent = 0
ignorehitpause = 1
persistent = 1
anim = 3106
pos = 0,0
postype = p1
bindtime = -1
removetime = 75
supermove = 0
sprpriority = 1
ownpal = 1

[state 3000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





If there's anyone who knows about this and teach me about this, I would appreciate your help.
    

Most accurate Tesse from "Waku Waku 7" and the most accurate Mei-Fang AH3

 July 29, 2021, 04:42:45 am View in topic context
 Posted by SNEAKYTING  in Most accurate Tesse from "Waku Waku 7" and the most accurate Mei-Fang AH3 (Started by SNEAKYTING July 29, 2021, 04:42:45 am
 Board: Requests

I'm having trouble looking for the version of Tesse from Waku Waku 7 and Mei-Fang in her Arcana Heart 3 variant who plays as close to their original source material and I was wanting to know if there's the most accurate version for both of these characters that I can find and download.
    

Sonic CD .cue issue

 March 27, 2021, 12:52:39 pm View in topic context
 Posted by SNEAKYTING  in Sonic CD .cue issue (Started by SNEAKYTING March 27, 2021, 12:52:39 pm
 Board: Gaming

I cannot find a way to add music to the .cue file for the "Sonic CD" .bin/.iso file because every method I used to get Sega Cue Maker to run fails even though every tutorial says to use that with the component file and this is what I get as a result. Is there an alternative to add music to the empty .cue file without using Sega Cue Maker? I'd gladly appreciate your help. I was also planning on hacking the game in the future by trying to replace Sonic with a character that has tails' flight/swimming ability while keeping the Super Peel-out ability in the future.
This is the error I keep getting after trying out every single method from every single tutorial I came across on the internet and I already have said component file which still gives me the same error result.
    

Re: New Roll Sprite Sheet for Capcom Universe.

 February 15, 2021, 10:18:36 pm View in topic context
 Posted by SNEAKYTING  in New Roll Sprite Sheet for Capcom Universe. (Started by SNEAKYTING February 15, 2021, 02:36:15 am
 Board: Requests

While I don't have time for anything like that, this mini tutorial might help you to create the sprites yourself :)


The feet are rescaled to 125%.

The problem is that I'm not that good at pixel art as I'm a newbie.
    

New Roll Sprite Sheet for Capcom Universe.

 February 15, 2021, 02:36:15 am View in topic context
 Posted by SNEAKYTING  in New Roll Sprite Sheet for Capcom Universe. (Started by SNEAKYTING February 15, 2021, 02:36:15 am
 Board: Requests

I've had a Discussion with Beximus about replacing Roll's sprite with nemesislivezx's unfinished Remade Roll sprite sheet. Beximus would love to replace the original sprite sheet with the new Roll sprite sheet but he can't replace it because He doesn't know any artist who can finish remaking nemesislivezx's sprite sheet for Roll. Is there anyone who can help finish nemesislivezx's remade sprite sheet of Roll so Beximus can replace the original with the new one. Beximus and I would both appreciate your request, favor and help/support for the MUGEN game, Capcom Universe: Nexus of Heroes.
    

An MVC & MUGEN fan wanting to help support a MUGEN Project.

 January 09, 2021, 06:41:17 am View in topic context
 Posted by SNEAKYTING  in An MVC & MUGEN fan wanting to help support a MUGEN Project. (Started by SNEAKYTING January 09, 2021, 06:41:17 am
 Board: M.U.G.E.N Discussion

I've been always wanting  be productive by helping a MUGEN project creator and/or support a MUGEN Project gam, but I haven't found some for my liking to participate like "VS. Style Debut", Capcom vs. SNK MAX" & "Capcom Universe" because they're full, sadly. So, I was wondering if there's anyone who would be interested to have me help support your MVC styled MUGEN Project that may allow OC's and guest characters in the character roster or at least be involved with the project? I promise that I'll do anything to help. I'd gladly appreciate it your help. Sorry if this sounded stupid. I just wanted to be productive and help, as well.
    

Stand-Alone version of Capcom Universe's Roll?

 January 02, 2021, 02:45:11 am View in topic context
 Posted by SNEAKYTING  in Stand-Alone version of Capcom Universe's Roll? (Started by SNEAKYTING January 02, 2021, 02:45:11 am
 Board: Requests

I've heard that there was a Stand-Alone version of the Capcom Universe variant of Roll by either Lui, Beximus or ShinZankuro. Does that version of Roll exists? I cannot seem to find her, anywhere. If not, is there a way to convert the characters from the Mugen project into a Stand-Alone? Unless if anyone else knows how, considering that I'm a beginner at Fighter Factory. I appreciate the response.
    

Re: The spriters bounty thread. (more details in thread)

 December 09, 2020, 07:54:04 pm View in topic context
 Posted by SNEAKYTING  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

    

Re: The spriters bounty thread. (more details in thread)

 August 23, 2020, 10:53:19 pm View in topic context
 Posted by SNEAKYTING  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

I'm planning on making a CPS2/MVC rendition of Mei-Fang from the "Arcana Hearts" series by down-scaling the existing sprites, tracing over the out-lines and fixing up some of the parts to make it look faithfully consistent, including her face. But I'm having trouble with some parts already at the first frame, so I was wondering if there's anyone who can help me with the shading and fixing up at least some of my WIP CPS2 sprites of Mei-Fang? I would appreciate your help if you either replied or send me a private message. I'm making the sprites myself but some help would be nice.
Here is my W.I.P. with Her sprite and it's just the first frame of the entire sprite sheet.
    

Re: CPS2/MVC rendition of Mei-Fang

 August 21, 2020, 09:37:45 pm View in topic context
 Posted by SNEAKYTING  in CPS2/MVC rendition of Mei-Fang (Started by SNEAKYTING August 20, 2020, 10:29:50 pm
 Board: M.U.G.E.N Development Help

    

Help with CPS2/MVC rendition of Mei-Fang

 August 21, 2020, 02:29:28 pm View in topic context
 Posted by SNEAKYTING  in Help with CPS2/MVC rendition of Mei-Fang (Started by SNEAKYTING August 21, 2020, 02:29:28 pm
 Board: Graphics

I'm planning on making a CPS2/MVC rendition of Mei-Fang from the "Arcana Hearts" series by down-scaling the existing sprites, tracing over the out-lines and fixing up some of the parts to make it look faithfully consistent, including her face. But I'm having trouble with some parts already at the first frame, so I was wondering if there's anyone who can help me with the shading and fixing up at least some of my WIP CPS2 sprites of Mei-Fang? I would appreciate your help if you either replied or send me a private message.
    

CPS2/MVC rendition of Mei-Fang

 August 20, 2020, 10:29:50 pm View in topic context
 Posted by SNEAKYTING  in CPS2/MVC rendition of Mei-Fang (Started by SNEAKYTING August 20, 2020, 10:29:50 pm
 Board: M.U.G.E.N Development Help

I'm planning on making a CPS2/MVC rendition of Mei-Fang from the "Arcana Hearts" series by down-scaling the existing sprites, tracing over the out-lines and fixing up some of the parts to make it look faithfully consistent, including her face. But I'm having trouble with some parts already at the first frame, so I was wondering if there's anyone who can help me with the shading and fixing up at least some of my WIP CPS2 sprites of Mei-Fang? I would appreciate your help if you either replied or send me a private message.
    

Re: MvC2 ROLL -- Legacy Age of Heroes Release #20

 June 28, 2020, 04:48:17 am View in topic context
 Posted by SNEAKYTING  in MvC2 ROLL -- Legacy Age of Heroes Release #20 (Started by 087-B May 26, 2020, 09:25:30 pm
 Board: Your Releases, 1.0+

Will the Flame weapon be completed in the next update, as well as the MVC2 styled dash shortcut and dash cancel?
    

Re: MVC Roll Remake

 April 27, 2020, 08:13:13 pm View in topic context
 Posted by SNEAKYTING  in MVC Roll Remake (Started by nemesislivezx March 16, 2020, 10:36:31 am
 Board: Requests

If only someone would make a full sprite sheet of that enhanced Roll into a MUGEN character with a move-set from "Capcom Universe".
    

Re: Inspirations/Conversion Issue

 March 16, 2020, 03:22:40 am View in topic context
 Posted by SNEAKYTING  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 am
 Board: M.U.G.E.N Development Help

The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.

I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.

What code? Also, I literally showed you the exact state from said characters. I was trying to change that Super I showed You via "Steamable" starting with triggering a Hyper Portrait which leads to a MVC2 background as Koishi releases a expanding projectile of Hearts around Her just like Walkure's Projectile Super that I mentioned. I hope this should be enough to describe it. If not then I'll try to have someone else help me.