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Messages by Modo_Ekitz

    

Char Li Mei - Need Assistance In Last Step With Fixing Her

 August 26, 2020, 05:57:42 PM View in topic context
 Posted by Modo_Ekitz  in Char Li Mei - Need Assistance In Last Step With Fixing Her (Started by Modo_Ekitz August 26, 2020, 05:57:42 PM
 Board: Development Resources



https://www.4shared.com/rar/dUKCjnb3iq/LI_MEI.html

 

Although editing her worked out extremely well compared to other char's - Her ki-blasts stun opponent fighters until theyre whacked physically. This CAN work but it needs to only last for a few seconds, So somebody.. Could i get an edit assist on the last step with this character to make her blast attacks not stun opponents permanently? It really should be have that effect for one ki-attack but im not willing to continue trying to edit her and mess up the positive qualities she currently has, Theres so many others to work on and my skills only go so far. Are any attacks or fatalities missing due to editing? Not personally sure, No way i know to check for that.

She also still has a rare but occasional freeze-problem with an upper-punch, So if you could look into that too id be grateful. She is so close to being perfected, Far as this build goes.
    

Re: Looking for Castlevania Bloodlines/ Sprites/ Characters to Be Ripped/Developed?

 August 26, 2020, 12:57:16 PM View in topic context

    

Looking for Castlevania Bloodlines/ Sprites/ Characters to Be Ripped/Developed?

 August 26, 2020, 06:06:57 AM View in topic context



Not sure if Castlevania Bloodlines character sprites have been ripped, I only know of one character and its attached to another one that has nothing really to do with it, But im interested in bringing these characters to mugen if possible.

 

How much will something like this cost to have the bloodlines game's sprites initially ripped? I know theres a LOT of characters in that game (Most of them are there to prevent anyone from progressing its so damn hard xD)
    

Blood/Gore mod, Does it evist

 August 07, 2020, 01:19:27 PM View in topic context
 Posted by Modo_Ekitz  in Blood/Gore mod, Does it evist (Started by Modo_Ekitz August 07, 2020, 01:19:27 PM
 Board: M.U.G.E.N Development Help

Does an all-around blood mod exist? The kind that makes it so bloodless hits from characters now rains mortal kombat levels of blood just like those games used to? : )

or any mods for that matter which enhance the game in ways like that? For instance ive seen some say 'mugen is just a fighting game'.. Its not true, Ive found a few story-based mugen mini games like the fnaf or call of zombies mission-based games, So curious about mods too.
    

Re: Looking for this rare character, (Hellhound Striker) Can someone pls share it?

 August 07, 2020, 06:28:40 AM View in topic context
 Posted by Modo_Ekitz  in Looking for this rare character, (Hellhound Striker) Can someone pls share it? (Started by Modo_Ekitz August 07, 2020, 03:31:58 AM
 Board: Requests

: ) Well thank you for showing interest anyway. Thats the problem with him though.. Hes not anywhere quick, Not that i know of.
    

Looking for this rare character, (Hellhound Striker) Can someone pls share it?

 August 07, 2020, 03:31:58 AM View in topic context
 Posted by Modo_Ekitz  in Looking for this rare character, (Hellhound Striker) Can someone pls share it? (Started by Modo_Ekitz August 07, 2020, 03:31:58 AM
 Board: Requests

https://www.inverteddungeon.com/hosted/vep/mugenvania.htm

The 'hellhound striker' is one of the most unsettling bosses for castlevania bloodlines.. And one of the onlycharactersonmugenfromitsgame. -_- A notorious game from my childhood no one i knew had the reflexes or skills to beat even halfway, So it was quite disappointing when i found out that whoever had made this link in the link had left it long withered away. Is there anyone who has this character? Id like it for my collection. I even tried the way-back machine and it may have worked.. Except no one saved the download-part of the link. -_- Theres a few characters like this fellow missing, If theres others im not aware of then can someone share those too? Ive gone to the farthest reaches of the net to find these things where even one or two missing basically make whole catagories of collections of mugen characters uncomplete, Due to their brand-name history.
    

Do smash-bros-mugen random-item-drop mods exist?

 August 07, 2020, 03:26:22 AM View in topic context
 Posted by Modo_Ekitz  in Do smash-bros-mugen random-item-drop mods exist? (Started by Modo_Ekitz August 07, 2020, 03:26:22 AM
 Board: M.U.G.E.N Development Help

Now and then people have discussed the subject or shown demonstrations without download links or much else, So i have to ask.. Can someone please tell me if theres any mugen mods that create random-drop items even if theyre just healing or buff pickups for mugen battles? Even if its just one TYPE of item, Id like to have it. The more merged smash bros can be with mugen the funner it is to me, If possible.
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 August 07, 2020, 03:22:45 AM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

Well theres no instruction manual for that. Someone made it work on youtube, Theyre giving false expectations to people and its not my fault.
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 August 06, 2020, 10:26:24 PM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

I realize. Thats why i provided the def file in a download link. : o ..?
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 August 03, 2020, 06:12:00 AM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

Sorting 1000 and more mugen pieces of content will do that.

Btw i got it 90% almost working by deleting all of 5150's section.. But all that could be seen were life-bars and a black silent frozen screen.

https://www.4shared.com/folder/AZ8qEGny/MUGEN.html
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 30, 2020, 10:15:05 PM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

Im not here because of trying over and over again to get it to work on 1.0.. Im here because i tried to make it work and it wouldnt. Im still going to repost the information in a bit. All of it.
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 30, 2020, 08:23:19 PM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

I really tried posting the entire quantity of information here.. But everytime the page kept giving an error and wouldnt allow the post, So i tried to pick out what seemed closest to whatever the problem was and yet it probably was either the wrong thing or not enough. Theres a TON of information in that damn file. -_- I might try 4shared and link it just to get around that nonsense.
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 30, 2020, 02:01:37 AM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

-_- I have done plenty of research.. The information available however on this is sparse, Confusing for someone trying to set this up and all over the place. I am not responsible for the things other people write into their media though.
    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 29, 2020, 11:06:25 PM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

Bump from needing assistance)

-_- Well that sucks that they do that
    

sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 28, 2020, 06:59:55 AM View in topic context
 Posted by Modo_Ekitz  in sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Started by Modo_Ekitz July 28, 2020, 06:59:55 AM
 Board: M.U.G.E.N Development Help

This character sm666 gives a shutdown error everytime, Stating 'State machine stuck in loop'(stopped after 2500 loops) 5150 for sm666
Check your states for infinite loops'. Now im new to this so not quite sure how to fix it but below ive posted the (hopefully) necessary info from it so maybe someone could help pls. Im just not sure on a sidenote why someone would make these character builds and leave all these problems, Text-errors that have to be sifted through, Totally corrupted readme files, etc etc.

Hopefully this is enough information.. Though i tried to post all of it and this website layout withou ta file-upload makes it incredibly hard to do that.

[State ]
type = Statetypeset
trigger1 = !IsHelper && !name = "sm666"
type = L
movetype = H
physics = N

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = !name = "sm666" && !IsHelper
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
triggerall = !name = "sm666" && !IsHelper
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
triggerall = !name = "sm666" && !IsHelper
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
triggerall = !name = "sm666" && !IsHelper
trigger1 = 1
value = SCA
time = 1

[State a]
type = varadd
trigger1 = !IsHelper
sysfvar(0) = random*0.001+0.001
[State a]
type = varSet
trigger1 = !IsHelper
trigger1 = sysfvar(0) != [0,200)
sysfvar(0) = 0

[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s900
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s901
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s900
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s901
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B

[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
fall.damage = 99999999999999999
sparkno = -1
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,ST
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,SA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,SP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
;-------------------------------------------------------
;’´‘¦Ž€ƒgƒ€ƒLƒ‰[ƒwƒ‹ƒp[
[State a]
type = ChangeAnim
trigger1 = IsHelper(37564)
value = 37564
IgnoreHitPause = 1

[State a]
type = StateTypeSet
trigger1 = IsHelper(37564)
type = A
movetype = A
physics = N
IgnoreHitPause = 1

[State a]
type = VarAdd
trigger1 = IsHelper(37564)
sysvar(1) = 1
    

Re: (Humble Request)Street Fighter Characters Not Made Before- & Others

 July 30, 2018, 06:08:21 AM View in topic context
 Posted by Modo_Ekitz  in (Humble Request)Street Fighter Characters Not Made Before- & Others (Started by Modo_Ekitz July 29, 2018, 10:43:29 PM
 Board: Idea Engineering

I like it, But its missing the part on how to make the sprite a mugen character. : /
    

(Humble Request)Street Fighter Characters Not Made Before- & Others

 July 29, 2018, 10:43:29 PM View in topic context
 Posted by Modo_Ekitz  in (Humble Request)Street Fighter Characters Not Made Before- & Others (Started by Modo_Ekitz July 29, 2018, 10:43:29 PM
 Board: Idea Engineering

https://vignette.wikia.nocookie.net/streetfighter/images/0/08/Rosanov_Hadoken.png/revision/latest?cb=20161007053035

https://vignette.wikia.nocookie.net/streetfighter/images/1/1e/Rosanov_Mouth_Blast.png/revision/latest?cb=20161007052536

https://vignette.wikia.nocookie.net/streetfighter/images/e/ea/Rosanov_render.jpg/revision/latest?cb=20130808185533

.. Looking for someone interested in making a character like this, A very worthy one from street fighter alpha the animation, Rosanov.
While im sure hed have things from ryus/akuma's fighting style, I believe his energy-attacks would be far more brutal at least in the case of one or two of them .

Being as evil and threatening as he is, His entrance should be a little prolonged, Dropping from off screen out of the sky which darkens on his entrance, He powers up, And the screen lightens up - But stays dimmed as if his presence taints (any) map, if thats possible.

As for backgrounds? There are plenty that could be made. The crumbling skyscraper ryu first encounters him at from the animation, The desert right near saddlers base where those dazed and abused kids are staggering about (Very creepy) etc

Id like to discuss this and get more specific. Also, Is there somewhere one can learn how to make these mugen characters. This is an idea that originated from when i tried to hire someone to make custom amiibo action figure models( inside their box & all) and while he ditched like a biatch and ran, I worked for months on the box-art i wanted him to imprint on it, To look as if nintendo had had made it, And for other characters too. I still have the art pieces on usb.