YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
SNEAKYTING is Offline
Contact SNEAKYTING:

SNEAKYTING

User

Messages by SNEAKYTING

    

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.
    

CPS2/MVC Koishi sprite sheets?

 March 15, 2020, 11:57:04 AM View in topic context
 Posted by SNEAKYTING  in CPS2/MVC Koishi sprite sheets? (Started by SNEAKYTING March 15, 2020, 11:57:04 AM
 Board: Development Resources

I was wondering if if possible to make CPS2 sprite sheets of Touhou Project characters, I Not really as good as most talents artist are as I was only able to make Knight Roll sprites considering that she a bit easier to make. If someone know how to make a better CPS2 sprite-sheet, please message me or PM me in "Mugen Guild"? I'm at least trying to make a CPS2 version of Koishi with her MVC2 portrait.
    

Inspirations/Conversion Issue

 March 15, 2020, 08:12:56 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

I've been having trouble converting one of OGGY's Walkure Super called "saikuron" into a MVC Hyper for "MVC2 Koishi"(from Touhou Project).
Here's one of Walkure's moves that I'm talking about.
https://streamable.com/qwrkx
This is what Walkure's state looks like...

[Statedef 8031]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 8031
ctrl = 0
sprpriority = 2



[State -2, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = AnimElem = 4
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000





[State -2, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = AnimElem = 5
value = 931,0
channel = 4





[State 8031]
type = Helper
trigger1 = AnimElem = 5
ID = 8033
stateno = 8033
name = "saikuron"
sprpriority = 7
pos = -0,-100
postype = p1
facing = 1 
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5



[State -2, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And this is what MugenFan98's MVC2 states Looks like...

[Statedef 3000]
type = S
movetype= A
physics = N
ctrl = 0
anim = 3000
sprpriority = 3
velset = 0,0

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 2
var(4) = 1

[State 3000, Helper]
type = Helper
trigger1 = animelem = 2
stateno = 8500
supermovetime = 99999999
pos = ceil(30*const(size.xscale)),ceil(-25*const(size.yscale))
ownpal = 1
id = 8500

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 36
movetime = 36
darken = 0
anim = -1
p2defmul = 1
poweradd = -1000

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 5 || animelem = 13 || animelem = 21
value = S0, 5

[State 3000, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 5

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 0, VelMul]
type = VelMul
trigger1 = time > 46
x = 1

[State 3000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 6 || animelem = 14 || animelem = 22
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = S8002
guard.sparkno = S8050
sparkxy = -10, -65* const(size.yscale)
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 3000, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 31
var(4) = 0

[State 3002, Helper]
type = Helper
trigger1 = time = 0
stateno = 8200

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 0]
type = S
physics = S
sprpriority = 0
velset = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0 && anim != 5
trigger2 = anim = 5 && animtime = 0
value = 0

I've tried so many different ways to convert it but I end up having errors or having the Hyper/Super bug out and not work properly. If You think there's a way to convert it to a Hyper for MVC2 template, I would appreciate Your advice/tips.
    

Re: MVC template Super Jumping adjustment

 January 04, 2020, 12:46:34 AM View in topic context
 Posted by SNEAKYTING  in MVC template Super Jumping adjustment (Started by SNEAKYTING January 02, 2020, 03:34:40 PM
 Board: M.U.G.E.N Development Help

I feel like I'm getting conflicting info.
Blade and Magma jump way above the screen. Roll ends her's right above the screen.
But you make it seem like you're editing Blade, and want it to go higher, but at the same time you want it to work like Roll's jump.

Why can't you adjust the VelSet or VelAdd in those states?

I did not edited Blade. That's how his Super Jump was from PizzaHighFive's "Marvel vs. Capcom: Maximum". Also, I tried but I'll try again. Sorry about that.
    

MVC template Super Jumping adjustment

 January 02, 2020, 03:34:40 PM View in topic context
 Posted by SNEAKYTING  in MVC template Super Jumping adjustment (Started by SNEAKYTING January 02, 2020, 03:34:40 PM
 Board: M.U.G.E.N Development Help

I somehow cannot get the character to Super Jump higher, nor get the Character to Super Jump forwards & Backwards in a better/proper speed & momentum. I tried adding in the Super Jumping state alone. But that doesn't seem to work because in the template I'm using, the Super Jump is located in [State 45] and/or [State 50] rather than as a separate state number.
https://streamable.com/ebuz1
Here's an example of a character that has a better Super Jumping height and momentum that uses the same state numbers.
https://streamable.com/8ul0p
But since this is MVC1, is should be more like this if I'm not mistaken.
https://streamable.com/v4y68
Also I cannot get the Pre-Walking state to work properly because every time no matter where I moved to, my character retrieves back to the same spot when the round starts.
If there's a better way of adjusting the Super Jump and/or fixing the minor Pre-Walking state problem, please let me know. Thank you.
    

Re: How do I fix the MVC1 dash bug?

 December 24, 2019, 11:39:53 PM View in topic context
 Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Thank you so much. I got it working now, but not the Backwards Dash Cancel, though. Also, for a bonus/optional question is it possible to make a character shoot a projectile & it's hit box as a Helper like Silver Samurai's Shurien or Oliver's Metal Blade while having each command shoot upwards, straight & downwards on ground and in air like Iceman(Children Of The Atom Variant).

For backwards dash cancel, put this into the command chagestate of 105 (backward dash)

Code:
trigger1 = (command = "holdback2" && command = "recovery")

Don´t forget to add this command

Code:
[Command]
name = "holdback2"
command = /B
time = 1

The recovery one is this one.. add it, or change it for the one you have it:

Code:
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = y+x
time = 1
[Command]
name = "recovery"
command = y+z
time = 1

EDIT: posicionate the dash backward command after the special attacks... and BEFORE the dash fwd, throws and normal attacks, like this:

Code:
[b]SPECIAL ATTACKS[/b]
[State -1]
type = ChangeState
value = 1230
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "236_c"
triggerall = !numprojid(6000)
triggerall = pos y < -15
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600
trigger3 = stateno = 610
trigger4 = stateno = 620
trigger5 = stateno = 630
trigger6 = stateno = 640
trigger7 = stateno = 650
trigger8 = stateno = 700
trigger9 = stateno = 660

[b]DASH BACKWARD[/b]
[State -1]
type = ChangeState
value = 105
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "holdback2" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl

[b]DASH FWD[/b]
[State -1]
type = ChangeState
value = 100
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

 
[b]THROWS[/b]
[State -1]
type = ChangeState
value = 900
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl

; “Š‚°2
[State -1]
type = ChangeState
value = 910
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "c" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl

; ‹ó’†“Š‚°
[State -1]
type = ChangeState
value = 920
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 15 && abs(p2bodydist y) < 15 && p2statetype != A && p2movetype != h
trigger1 = statetype = A && ctrl
 
[b]NORMAL ATTACK[/b]
[State -1]
type = ChangeState
value = 221
triggerall = roundstate = 2 && !var(59)
triggerall = command = "z" && command = "holdfwd" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact

Try downloading the last akuma that I upload it and check how I coded all the dash move, should help you out.
Follow all the cns, cmd and air steps.

I tried, yet, now when I hold back & press Y+Z, He dashes forward. Plus, the character template doesn't even have a [State 221], unless if that's just an example, but still, thanks for the advice on coding.
    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 11:14:47 PM View in topic context
 Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Thank you so much. I got it working now, but not the Backwards Dash Cancel, though. Also, for a bonus/optional question is it possible to make a character shoot a projectile & it's hit box as a Helper like Silver Samurai's Shurien or Oliver's Metal Blade while having each command shoot upwards, straight & downwards on ground and in air like Iceman(Children Of The Atom Variant).
    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 10:11:24 PM View in topic context
 Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Usually if I have a move I need to "break out" of, I'll put the changestates inside the state. Instead of the cmd, I just put it at the bottom like any other changestate.

But if you don't limit when the move can be activated in the cmd, like Cyanide said, the AI is going to have a field day with it. Your
trigger2 = (command = "xyz") && (command != "holdback")
is the only problem I see.

How/Why do you want the BB/FF commands to be different than the XYZ?

I thought having 2 punch buttons as a shortcut for dashing was a thing in Marvel vs. Capcom games, especially MVC1 & MVC2. Is there an alternative to replace that command, "trigger2 = (command = "xyz") && (command != "holdback")"?