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Minus (Tails Clock)

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Messages by Minus (Tails Clock)

    

How do I stop inifinite juggles?

 October 23, 2015, 02:46:36 PM View in topic context
 Posted by Minus (Tails Clock)  in How do I stop inifinite juggles? (Started by Minus (Tails Clock) October 23, 2015, 02:46:36 PM
 Board: M.U.G.E.N Development Help

Using the juggle and air.juggle codes have had no effect. My character has a launcher that doesn't push them back even when used in the corner, and it can be combo'd infinitely. But for some reason the combo meter never goes up, which I think is why it's all going wrong. Despite comboing it's not counting it as comboing, so the juggle points are never taken into account. I think.

Code:
;Launcher
[Statedef 442]
type    = C
movetype= A
physics = C
juggle  = 3
ctrl = 0
anim = 442
sprpriority = 2

[State 442, 3]
type = HitDef
trigger1 = AnimElem = 2
Trigger1 = enemynear,statetype!=A
attr = C, NA
damage    = 20
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound   = S0,ifelse(Random < 500, 5, 4) ;Heavy Hits
guardsound = 6,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -1.5,-10
air.velocity = -1,-3
guard.velocity = -5
fall = 1
getpower = 31,12
givepower = 1,0
down.bounce = 1
air.juggle = 3
fall.yvelocity = -7
fall.recover = 1
fall.recovertime = 4

[State 442, 3]
type = HitDef
trigger1 = AnimElem = 2
Trigger1 = enemynear,statetype=A
attr = C, NA
damage    = 32
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound   = S0,ifelse(Random < 500, 5, 4) ;Heavy Hits
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -1.5,-3
air.velocity = -1.5,-6
guard.velocity = -5
fall = 1
getpower = 31,12
givepower = 1,0
down.bounce = 1
air.juggle = 3
fall.yvelocity = -7
fall.recover = 1
fall.recovertime = 4

[State 442, 4]
type = DestroySelf
trigger1 = AnimTime = 0

It's an attack within a helper. I only want it to juggle 3 times tops. And preferably to make my character get pushed back if used close to a wall. The docs gave me no answers.
    

Re: PalFX not affecting my helper

 October 22, 2015, 02:53:20 PM View in topic context
 Posted by Minus (Tails Clock)  in PalFX not affecting my helper (Started by Minus (Tails Clock) October 18, 2015, 06:44:05 AM
 Board: M.U.G.E.N Development Help

Go to your helper sctrl and add ownpal = 1.
I would never have worked this out, as I wouldn't have thought the problem lay outside of the palfx code. But that did it! The transparency I'll just give up on.
    

PalFX not affecting my helper

 October 18, 2015, 06:44:05 AM View in topic context
 Posted by Minus (Tails Clock)  in PalFX not affecting my helper (Started by Minus (Tails Clock) October 18, 2015, 06:44:05 AM
 Board: M.U.G.E.N Development Help

Code:
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 2

[State 1002 PalFXWiz]
type = PalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = 128,192,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 1002, VelAdd]
type = VelAdd
trigger1 = animelem = 1
x = 11
y = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

Making a pink effect go blue. Just, nothing's happening. Never had problems with something as straight forward as PalFX before.

Also thought there was a way to use palFX to make a sprite partially invisible. I never saw the option for it though. Am I just using the wrong thing entirely?
    

Re: FFU pallette problems

 October 18, 2015, 06:37:57 AM View in topic context
 Posted by Minus (Tails Clock)  in FFU pallette problems (Started by ClamSlam September 30, 2015, 08:52:56 PM
 Board: M.U.G.E.N Development Help

To not bring up what program you are using, just check that it's even loading a palette at all. It looks to me like you may have renamed the palette and so the DEF file can't find it anymore.
    

Re: Using a helper for a melee attack, how do I combo from it?

 October 18, 2015, 05:12:33 AM View in topic context

    

Re: Using a helper for a melee attack, how do I combo from it?

 October 17, 2015, 10:52:39 AM View in topic context

Wait, you saying that MoveContact DOES work with helpers? I've been told otherwise. I'll try coding that state-switch to replace it's self-destruct once I get total confirmation I understood this right.
    

Using a helper for a melee attack, how do I combo from it?

 October 17, 2015, 10:19:03 AM View in topic context

MoveContact doesn't work. And I've no idea how to use NumTarget with a helper assuming that's what I need to use. Also I am 2 years out of practice and am probably just being an idiot. But I've no idea what to do to make a move that hits with the helper effect comboable like my other moves are. I was told how to do this by Seravy already, but managed to lose the code all those years back. I'm really embarassed about this...

But this is the only thing holding me back so I need to get it sorted no matter how it makes me look.
    

Re: Them's Fightin' Herds

 October 17, 2015, 01:40:05 AM View in topic context
 Posted by Minus (Tails Clock)  in Them's Fightin' Herds (Started by Person Man September 21, 2015, 04:23:20 PM
 Board: Fighting Games

Getting kinda scary with only 5 days to go (or 4, not sure due to timezones)

Not even quite at 85%. They've put far too much work and money into this over the last 3 or so years to have it all fail at the last second. I thought the indie fighting game community was a bit bigger than this. Even if Capcom are slowly redeeming themselves when it comes to their games, I'd still rather not be left to rely only on them to give me fighting games. Supporting this the same way I did skullgirls, supports all future games too. We need more unique fighters, like we had in the good old days. But with more of them flashy super moves like the good new days.
    

Re: I'm back after 2 years

 October 17, 2015, 01:25:53 AM View in topic context
 Posted by Minus (Tails Clock)  in I'm back after 2 years (Started by Minus (Tails Clock) September 29, 2015, 04:28:38 PM
 Board: Introductions and Guides

    

Re: I'm back after 2 years

 September 30, 2015, 04:32:32 PM View in topic context
 Posted by Minus (Tails Clock)  in I'm back after 2 years (Started by Minus (Tails Clock) September 29, 2015, 04:28:38 PM
 Board: Introductions and Guides

Thanks guys! It's weird how fast the inspiration is hitting me after almost no time at all being back. And yet I have so many new and huge projects I want to do now! Just hope I can finish something though. Not very good at getting past the 80% complete mark on anything I make.

EDIT: And yes I know Mugen Evolution went down... It's the second reason after my hardrive failure that I had to stop doing Mugen stuff. Yeah. I need to get rid of that painful reminder. God damn was it a great site while it lasted!
    

I'm back after 2 years

 September 29, 2015, 04:28:38 PM View in topic context
 Posted by Minus (Tails Clock)  in I'm back after 2 years (Started by Minus (Tails Clock) September 29, 2015, 04:28:38 PM
 Board: Introductions and Guides

I was halfway through making the first and best Pinkie Pie for Mugen when my hard drive died. I've been trying to recover from this for TWO YEARS now. Only in October will I be able to start resuming Mugen. But all my friends have since moved on or, stopped being my friends, and I am not great at solo projects. So if anyone needs a seasoned veteran to help them with their projects, please think of me. Other than finishing off a few characters no-one cares about anymore, I don't have anything in mind to start.

Well, other than to simply make more Guardian Heroes characters like my original plan was to do. But christ was I ever naive to think it'd be so easy.

Anyway to actually talk about me: My name is Minus! I prefer not to use my old name Tails Clock anymore. I'm into spriting in every way, as am I into game making of all sorts. I love cartoons and anime like JoJo's Bizarre Adventure and Steven Universe. My favourite game series is Disgaea. I'm apparently great at giving advice. But I often don't realise that my honesty or teasing often looks like I am being dead serious and completely mean in text form. So I come across as kinda of a jerk sometimes, but it's rare I intended to say anything jerkish.

Also I like having friends, but I'm not social enough to just talk to people. I'm not a conversation starter, I'm... a conversation ender? I need to have a reason, which I rarely do, to talk. Otherwise I risk the dreaded "hi" "hi" "..." type of conversations. Don't think I've stopped liking you or anything, or that I'm busy if I don't start any conversations. I think that covers mostly everything.
    

Re: Guardian Heroes

 September 29, 2015, 04:10:32 PM View in topic context
 Posted by Minus (Tails Clock)  in Guardian Heroes (Started by Minus (Tails Clock) October 31, 2008, 12:47:30 AM
 Board: Requests

I have been trying to rip the sprites but i guess i dont know how to rip them right

im using  Aniget.exe   
and SFF beta2

no luck ripping the sprites but if someone could tell me
how to rip theses the rightway..?
 :o
Sounds like the same setup I used. Well, eventually. I actually did all my ripping by just hitting the print screen key. I kid you not. But there are better tools now that I plan on using once I refind them.
And there lies my reason for necroing. To refind things.

Every one of Curze's characters seem to have gone missing from the net. If anyone has them, preferably is a sensible zip/rar format instead of that japanese equivalent, that'd really help me out. I am on the verge of getting 2/3 of my hard drives back in order, so I can finally resume this.

I was never smart enough to upload my sprites to a proper site like Sprite Database, so all the cool characters are missing. Some nice guy did upload a bunch himself though which can be seen in the updated first post.

I can't beleive how many of these links are broken now. Here I was thinking I'd given myself a great way to quickly get back into it all... Seriously struggling to find any of this stuff online anymore. But one of you must have it downloaded right? I'm looking for the Zur/Super Zur character specifically.
    

Re: Pinkie Pie (My Little Pony) [Fighting is Magic]

 August 31, 2012, 06:16:44 PM View in topic context
 Posted by Minus (Tails Clock)  in Pinkie Pie (My Little Pony) [Fighting is Magic] (Started by Minus (Tails Clock) August 29, 2012, 02:07:05 PM
 Board: Projects

I'm assuming that you aren't using the data from Fighter Maker 2002 as a basis. Please correct me if I'm wrong.
I did not realise I could actually do that. I feel all kinds of stupid now. That really would have made everything a damn load faster. I'll try and do that from now on. I'm glad I checked this thread just before doing a load more work on her. Many thanks!

EDIT: just got FM2002, but I can't open any FIM data with it... Just get an error.
EDIT again: Like really, I can't open anything at all. Not a single file. They're protected aren't they? How did you get in?
    

Pinkie Pie (My Little Pony) [Fighting is Magic]

 August 29, 2012, 02:07:05 PM View in topic context
 Posted by Minus (Tails Clock)  in Pinkie Pie (My Little Pony) [Fighting is Magic] (Started by Minus (Tails Clock) August 29, 2012, 02:07:05 PM
 Board: Projects



Was going to post this as a full game project as that is what it is, but it doesn't feel right to do that until I have at least 2 characters started. So far I have only done work on 1.
I'll get around to doing all 4 characters, I have no stage coding knowledge though and aid in that would be nice. Is there anyone that wants to give converting the screenpack over a go? No way I'll be able to do that.

Screens and vids:

Alligning that Idle was not easy, but it is so worth it.


Alligning that walk was a pain too. Stop being so damn bouncy!

    

Re: Rainbow Dash Character for Mugen

 August 29, 2012, 12:40:46 PM View in topic context
 Posted by Minus (Tails Clock)  in Rainbow Dash Character for Mugen (Started by PabloSSB August 26, 2012, 11:41:00 PM
 Board: Projects

Wow, the first properly drawn pony character for MUGEN! I've waited too long to see something that isn't a load of vectors poorly stuck together, or a bunch of pony-maker doll poses, or a badly made edit to some other character's sprites. Rainbow Dash is going to be one of the very last characters I make (Converted from Fighting is Magic) so that's also a pretty lucky choice you made. The proportions also look pretty much the same as the sprites from that. All we need now is someone to make Fluttershy and we'll have all 6 ponies decently being made in MUGEN.

Also, make a Derpy palette.
    

Re: My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip

 August 21, 2012, 10:39:19 AM View in topic context
 Posted by Minus (Tails Clock)  in My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip (Started by Arique August 15, 2012, 04:38:23 AM
 Board: Resource Releases

Fighter Factory can accept .png and .bmp
What? It claims to accept BMP but that causes severe crashing and breakage if I recall. FF has never accepted PNGs. What are you talking about?

There is probably a faster way, but I use photoshop's automate-batch function. Just record an action of saving the file into another folder in whatever format. Hope it helps.
Thankyou SO MUCH! My program has a batch thingy on it that I just tested out. It works just as I wanted! I'll see about uploading all sprites in PCX format with a proper non-black BG colour and also renamed a bit better than lots of numbers.
    

Re: My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip

 August 20, 2012, 12:49:09 AM View in topic context
 Posted by Minus (Tails Clock)  in My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip (Started by Arique August 15, 2012, 04:38:23 AM
 Board: Resource Releases

Or if you converted all the PNGs into BMPS or PCXs which also takes damn long.

....no it doesn't.
I am currently opening every single file, then resaving it. Doing that to over 800 files. Please PLEASE tell me of the fast way of doing this. I only have Pinkie's idle, walking forwards, and walking back done so far. Once I get an attack done I'll post my progress up on the projects page. Would be nice to see someone else try and make a character from these too, as partners or as rivals. Though I would advise not doing Pinkie unless you really want to be competing with someone.Besides once I am done with her you can yoink the SFF and AIR if you want to make your own. Oh and the SND which is going to be a pain. I am amazed at the variety of sounds. Twilight has about 50 different "ha"s alone.
    

Re: Pony Rippin'?

 August 18, 2012, 09:12:50 PM View in topic context
 Posted by Minus (Tails Clock)  in Pony Rippin'? (Started by Nightmare Seth August 09, 2012, 08:14:24 AM
 Board: M.U.G.E.N Discussion

Someone beat me to it and none of us realised.
But there's no way I would keep it to myself anyway, that's just stupid. Each character has about 800 sprites each, and each one has to be cleaned up after it is exported, and needs to be set up properly for their palette. There is no way they're going to redo all of them just because they were leaked. You're insane if you think they would.
These are pretty much the final product sprites. A few attacks are missing and some may be altered, in which case we just reupload our rips with the new stuff and update everything.

You guys seem to be so damn against this it's unreal. I think I'll abandon this thread now and make my own once I have more than just Pinkie's Idle done. (It looks so great!)
    

Re: My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip

 August 18, 2012, 09:07:13 PM View in topic context
 Posted by Minus (Tails Clock)  in My Little Pony: Fighting is Magic (EVO2K Build) - Complete Sprite Rip (Started by Arique August 15, 2012, 04:38:23 AM
 Board: Resource Releases

As long as you give me credit for ripping it.
I wish I'd found your post sooner, I really do. Although as I instead wound up ripping these myself, I realised how much effort it was to do. None. Really, you're going to ask for credit because you dragged a file onto a .exe? You did no real work other than uploading it all. That was nice, but not deserving of credit as a ripper.

Unless you also went to the trouble of renaming every single sprite and sound to make what each one is be more clear, in which case you do deserve credit because that takes ages. Or if you converted all the PNGs into BMPS or PCXs which also takes damn long. Did you do either of those?
    

Re: Pony Rippin'?

 August 18, 2012, 11:39:09 AM View in topic context
 Posted by Minus (Tails Clock)  in Pony Rippin'? (Started by Nightmare Seth August 09, 2012, 08:14:24 AM
 Board: M.U.G.E.N Discussion

as fellow fans of the show, it's like disrespecting them if we rip it now,
It really really isn't. I am a fan of all the games I've ripped sprites from. It's because I want to see them brought out into the open more, revived sort of. For a game not even out yet that logic does not work though, and my only reason with this is simply that Mugen is better in every way to Fighter Maker. It's what we Mugeneers do, it's so hypocritical to start saying this game is off limits. They won't be affected even slightly by what we do anyway, unless my port somehow becomes more popular which is not likely unless Elecbyte release online play soon.
I feel a tad stupid for not thinking to simply google "FM2K ripper". I'll get on with that and hopefully have enough done to make a video soon.
I'll also upload the sprites for others to use. I wonder if anyone'll use them in a Flash movie.

EDIT: Googling "FM2K ripper" actually has this thread as it's top result. I cannot find a ripping tool of any sort yet. Oh wait, here's one.


AW YEAH! This is only a taste of the power I now possess!