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Re: alt sff for motw_terry by "GM"

 March 16, 2025, 07:03:22 pm View in topic context
avatar  Posted by BeastwithFriends  in alt sff for motw_terry by "GM" (Started by Dampir March 16, 2025, 04:59:33 am
 Board: Edits & Add-ons

amazing!
    

Re: what characters do you recommend?

 February 18, 2025, 01:11:19 am View in topic context
avatar  Posted by BeastwithFriends  in what characters do you recommend? (Started by mapleleafgrappl1ng February 17, 2025, 06:35:04 pm
 Board: M.U.G.E.N Discussion

How long have you been gone for reference? I hadn't been downloading anything for like a decade plus, and when I came back, Hyper DBZ was out and amazing. I'd definitely recommend that. The Character of the Month section on Mugen Guild has a bunch of great stuff too.

The coolest thing I've seen in a long time is dakkano's Mario 64 character. It's really funny and accurate. Hope that helps.
    

Screenpack and Character Commissions for a SF3/MOTW Compiliation

 February 17, 2025, 03:36:09 pm View in topic context
avatar  Posted by BeastwithFriends  in Screenpack and Character Commissions for a SF3/MOTW Compiliation (Started by BeastwithFriends February 17, 2025, 03:36:09 pm
 Board: M.U.G.E.N Discussion

Hello,

I recently released a straightforward Street Fighter 3 and Garou Mark of the Wolves IKEMEN compilation. I had a lot of fun putting it together, and I want to keep working on it.

I want to commission a screenpack for it. Right now, I'm using a Mugen Jam screenpack for it, and it's great, but it doesn't fit the theme as well as I want.

I was wondering if anyone who took screenpack submissions would be interested in working on this. I wanted to call the game "Mark of the Future," combing the phrases "Fight for the Future" and "Mark of the Wolves."

I'm also looking to commission a few characters in SF3 or MOTW style to fill out the roster some more. For instance, right now I'm working with someone to commission a SF3 Mai using CVS assets. And I'd probably want to commission a MOTW style Olof (from Matrimelee) next.

Anyways, let me know if you're interested!
    

Re: IKEMENGO Compiliation (SF3 vs. MOTW)

 February 04, 2025, 11:57:59 pm View in topic context
avatar  Posted by BeastwithFriends  in IKEMENGO Compiliation (SF3 vs. MOTW) (Started by BeastwithFriends December 24, 2024, 11:18:36 pm
 Board: IKEMEN Releases

Quote
He has a hidden mode, now I remember, it was psycho gouki with psycho power :P from what I could remember, he needs to be configure in a config file to enable him, tin made a gato with ex mode like what you did to umihei's ryu and in sf3 hitspark and sound effect, one of my best favorite gato back then :8): you might want to consider him if you want and named him Gato Ex or something

I didn't know about this Gato from Tin! I'll look him up. That would be worth including for sure! Thanks for the info!...I looked up Psycho Gouki on Youtube...He's pretty hilarious haha

Quote
This reminded me, I saw Ikaruga's twitter in one of his tweet, he mentioned about deciding to make Kaede from Last Blade series in Mark of the Wolves style, but he seems to be inactive for like two years

I love Ikaruga's characters. He's really good at retrofitting different mechanics onto different assets. He's a creator I'd love to see come back!
    

Re: IKEMENGO Compiliation (SF3 vs. MOTW)

 December 26, 2024, 02:27:58 am View in topic context
avatar  Posted by BeastwithFriends  in IKEMENGO Compiliation (SF3 vs. MOTW) (Started by BeastwithFriends December 24, 2024, 11:18:36 pm
 Board: IKEMEN Releases

Thanks for playing! Yeah, it's hard for sure. I playtested it alot and got better playing through it, but it still takes me a while. .... I can only get to the final boss (gouki) but I haven't been able to beat him, but he's the only one. It's GM's Gouki, so I know he didn't make him unbeatable and I'm working toward taking him out haha!

I did go through most of the patches I found and dialed them back a few notches on difficulty. It's probably set at just above normal for everyone, with a few exceptions toward the end where it really ramps up. I added the 100 fight Kumite, so everyone can see everything without having to fight through arcade mode.

I think, when I started making this, I was watching a lot of Justin Wong Youtube videos...so it's hardcore for sure :)
    

Re: IKEMENGO Compiliation (SF3 vs. MOTW)

 December 25, 2024, 04:27:45 pm View in topic context
avatar  Posted by BeastwithFriends  in IKEMENGO Compiliation (SF3 vs. MOTW) (Started by BeastwithFriends December 24, 2024, 11:18:36 pm
 Board: IKEMEN Releases

Thanks for the kind words oraora?! I'm glad you like all of the bug fixes. I've been reading a lot of tutorials and asking questions, and I'm glad I could contribute something finally.

 I was pretty late to the game, but I remember finding a copy of Rajaboy's old website or old threads saying he was working on Q and Strider. I would have loved to see those!

I'll check out Umihei's Gouki. I didn't know it had a Shin mode. I remember testing all of this stuff trying to find the best versions over the years. That Gouki is really good too!

I'm debating continuing to work on this. It might be kind of expensive, but I'm looking into commissioning people to edit Rage of the Dragons/Matrimelee/Last Blade characters to be MOTW style. The MOTW side of the roster is a little thin compared to the SF3 side and I thought it would be fun beefing up that side a little. Thanks again for checking out the compilation!
    

IKEMENGO Compiliation (SF3 vs. MOTW)

 December 24, 2024, 11:18:36 pm View in topic context
avatar  Posted by BeastwithFriends  in IKEMENGO Compiliation (SF3 vs. MOTW) (Started by BeastwithFriends December 24, 2024, 11:18:36 pm
 Board: IKEMEN Releases

Hi! I made a simple SF3/MOTW compilation for my friend for Christmas and I felt like sharing it.

I made few bug fixes and edits to a few characters using the advice of people on this forum, so it plays a little more smoothly now.

It features full rosters from both 3rd Strike and MOTW. Everyone has stages, AI, move lists, victory quotes, and endings.

After some light editing, all of the characters work in tag modes now too, though the way their super meters work varies, so it’s super unbalanced/chaotic.

I adjusted the x/y scales for all characters to look closer to the arcade games, and I made the Garou cast taller so that they’d be more in line with the SF3 cast.

For stages, I adjusted zoomin/zoomout, topz, x/y scales, vertical flow, and floor tensions based on my preferences. I did look at reference screens and videos for inspiration.

It doesn’t have a slick new SF3/Garou screenpack, but I did modify this old Jmorphman screen pack to have IKEMEN features.
There’s a change log and credit list below. Enjoy!

(I looked up forum rules for compilations, but couldn’t find any. I saw a few others post compilations recently, so I thought it was okay. If I’m breaking any rules, let me know.)


Link HERE: https://www.mediafire.com/file/c4233e0xasj5kai/SF3_MOTW.zip/file









Why Third Strike and Mark of the Wolves?
Street Fighter III: Third Strike and Garou: Mark of the Wolves are two of the best fighting games ever. They both have fluid animation, thoughtful game design, and super fun advanced defense mechanics. They also have similarities from a lore perspective, jumping ahead in time from their previous games to introduce a new cast.
I thought it would be fun to combine the two into an IKEMEN compilation.

Why IKEMEN GO 98.2

I have a lot of SF3 characters by Umihei in this build. Their integrated super meters don’t display properly in the latest versions of IKEMEN GO or Mugen 1.1, but they look great in IKEMENGO 98.2. That’s the main reason I’m using this older version of IKEMEN.

Actions/Change Log
•   (Bug fix) Rock Howard can now throw from the corner and swap positions with opponent. (Thanks ODB 718 for the solution!)
•   (Bug fix) Edited all of GM’s characters to deal damage during Tag mode (code from P.O.T.S. on Mugen Guild Forum).
•   (Bug fix) Edited GM’s Ryu, Ken, Gouki, Ibuki to deal throw damage to all of Umihei’s characters (guidance from ODB 718 and Lyrica). They weren’t dealing any throw damage to these characters before.
•    (Bug fix) Edited crouching medium kick for Dudley by Kamekaze to resemble Tin’s Dudley. Original code was causing Umihei’s characters to float infinitely.
•   Turned off arranged and 2nd impact modes for Kamekaze’s Dudley so that it’s strictly 3rd strike mode now.
•   (Work around) Fixed NHK’s Makoto kara through. Don’t know if it’s because IKEMEN, but weak and medium kara throws would always whiff. Changed the command file to always perform heavy kara throw regardless of what button you use, since kara throws are all the same to my knowledge.
•   (Known Issue) – The game stalls when AI Ryu wins by Ex-Donkey Kick. I believe this started happening after I added the grading system to the screen pack. I’ve been using hotkeys to skip forward to the next round when this happens.  I believe you could also comment out the grading system in the system.def.
•   (Known Issue) – Flam’s B. Jennet has a different button map than all of the other garou characters. Remap doesn't work with IKEMEN 98.2. Don’t know how to fix this.
•   (BUG FIX) I got IKEISLEGEND to help edit Remy by Homura to run on IKEMEN 98.2. His sonic booms were disappearing in the air prior to contact because of a Projcon issue. Some of them were dealing 50 percent damage on a single hit too. I haven’t had a lot of time to see if there are any other bugs, so I’ve included this Remy as an alternate. He’s commented out in the select.def next to umihei’s remy. You can swamp him in if you like to try him.
•   Turned of Homura’s Remy’s arrange mode.
•   Collected relatively source-accurate representations of characters and stages.
•   Included 3rd strike-style characters that did not appear in the original game (Bison, Evil Ryu, Sakura).
•   Edited characters’ and most stages’ Xscale and Yscale values to resemble arcade aspect ratios better. They were a bit stocky and short before.
•   Edited Xscale and Yscale values for characters so that their relative heights are represented appropriately across the different game series and in relation to one another.
•   Edited zoom values to stages to be dynamic, but not distracting. This isn’t consistent. I removed zoom entirely on some stages.
•   Edited floor tension so that camera feels a little looser and tilts up to follow action more frequently.
•   Added stage loop for Ryu stage.
•   Edited stage loop for Hotaru stage, removing the round-two mid-day phase, because I don't think that was in the actual game.
•   Included a mix of New Generation, 2nd Impact and Third Strike stages to represent Street Fighter.
•   Edited Umihei’s Ryu so that Evil Ryu mode is the default and is the only mode selectable. I tried to update the .sff for the select screen, but it seemed to be breaking some coding, so I ditched that.
•   Removed Umihei’s characters stun bars, because they looked unfinished.
•   Removed the selectable Makoto’s stun bar system when facing opponents that already have stun bars, so they don’t overlap. Used NHK’s prescribed method.
•   Made Sakura from Rei’s Twelve’s X-Copy selectable on start. She still has Twelve sprites present when tagging in and tagging out in team battle. I didn’t know what to do here, so I wrote dialogue in her victory quotes that hints that Sakura is actually Twelve in disguise. (probably not a big deal)
•    (Fixed) Updated intros for Freeman and Hokutomaru. Updated Dong Hwan winpose with Kim. I broke them when I changed the Xscale/Yscale values.
•   Removed special intro for Ryu/Ken. I broke it when I changed the Xscale/Yscale values.
•   Fixed flickering sprite issue on select screen for Grant and a few others.
•   Edited Screenpack to include IKEMEN-only features (animated stances, grading system, game modes, network play) and changed some music. Small changes everywhere.
•   AI patched all characters that were missing AI. This cannot be scaled from the options screen. You’d have to go into individual characters to change their difficulty, if that option is even present.
•   Replaced Marco portrait with appropriate portrait. It was Marco from Metal Slug for some reason previously.
•   Hid AI-only versions of characters/characters prone to auto-AI activation from select screen so players cannot select them accidentally using Random Select. Used “exclude” parameter so that AI-only characters do not appear in survival and 100 fight kumite, unfortunately.
•   Added Lasombra Demon water splash effect to Gato stage.
•   Replaced vanilla IKEMEN tag with P.O.T.S. Active Tag. It’s more fluid and compatible.
•   Changed default speed from 60 fps to 64 fps to feel a little faster.
•   Set Gill and Kain to appear as mandatory sub-bosses. Set Gouki to appear as final boss. And used “single” parameter so they appear solo in team modes.
•   Tried to distribute characters from SF3 and MOTW evenly across arcade mode stages.
•   Added move lists. These move lists are incomplete and I didn’t do a good job of proof reading them. If you’re really interested in a character, it’d probably be better to look up a guide online. Feel free to take them and update them.
•   Added all unique endings that I could find. For other’s, added generic CVS ending where Gouki is defeated.
•   Changed screen pack default victory quote.
•   Disabled screen pack victory screen for SF3 characters that came with built-in victory screen that resembles the arcade.
•   Disabled victory quotes screen for characters with broken victory quotes screen graphics.
•   Wrote victory quotes for characters that needed it, some based on the actual in-game victory quotes, some based on pop-culture references.
•   Something is triggering GM characters to pull from the screen pack victory quotes. I thought it was the Japanese victory quotes, so I commented those out. It’s still happening though. I’m not sure what it is.

Credit List
•   Alex by GM/Stage by/Ending by Dany the Dog
•   B. Jennet by Flam/Stage by Unsigned (duracelleur, I believe)
•   Chun Li by Muteki (AI by Umihei)/Stage by Unsigned (Neo Gouki, I believe)/Ending by Dany the Dog
•   Dong Hwan by Tukemon (AI by M3)/Stage by Claudio Toxi
•   Dudley by Kamekaze/Stage by Unsigned (G.D.T. I believe)/Ending by Dany the Dog
•   Elena by Umihei/Stage by Phirmost/Ending by Dany the Dog
•   Evil Ryu by Umihei/Stage by GDT (using 2nd Impact Gouki stage)
•   Freeman by Ikaruga/Stage by LyNCH
•   Gato by GM/Stage by Claudio Toxi (Stage loop implemented by Lasombra Demon) (Splash effect by Lasombra Demon)
•   Gill by GM/Stage by betochac/Manuz/Ending by Dany the Dog
•   Grant by Abuhachi/ Stage by Claudio Toxi
•   Griffon by GM/Stage by Unsigned (Crosscat, I believe)
•   Gouki by GM/Stage by xWagnerPlaguesx/Ending by Dany the Dog
•   Hokutomaru by M@ppy (AI by Ran)/Stage by Unsigned (duracelleur, I believe)
•   Hotaru by GM/Stage by Claudio Toxi (Stage loop implemented by Lasombra Demon)
•   Hugo by GM/ Stage by/Ending by Dany the Dog, edited by Leon72
•   Jaehoon by Tukemon (AI by M3)/Stage by Claudio Toxi
•   Ibuki by GM/Stage by Dark Savior/Ending by Dany the Dog
•   Kain by Abuhachi/Stage by Claudio Toxi
•   Ken by GM/Sean NG Stage by Phirmost /Ending by Dany the Dog
•   Kevin by NHK/Stage by Claudio Toxi (Stage loop implemented by Lasombra Demon)
•   Kevin by M@ppy (AI by DaMarioMemer) (Only appears in Arcade mode)
•   Makoto by NHK/Stage by Manuz (edited by Carmell)/Ending by Dany the Dog
•   Makoto by NHK/Creamy Goodness (Only appears in Arcade mode)
•   Marco by Kn (AI by Seizi)/Stage by Claudio Toxi
•   Necro by Rajaaboy/Stage by Manuz/Ending by Dany the Dog
•   Oro by Umihei/Stage by MIMCHOU/Ending by Dany the Dog
•   Q by Umihei and Violin Ken/Stage by Dany the Dog/Ending by Dany the Dog
•   Remy by Umihei/Stage by Dany the Dog/Ending by Dany the Dog
•   Rock Howard by Kn (AI by Keln)/Stage by Claudio Toxi/ending by hector arhuata
•   Ryu by GM/Stage by/Round 1 Stage by Dark Savior/Round 2 stage by Unsigned (G.D.T., I believe)/Ending by Dany the Dog
•   Sakura by Rei/ Ken Stage by  Unsigned (xWagnerPlaguesx, I believe)
•   Sean by Muteki (AI by NEO NEO)/Stage by Dany the Dog (Edited by xWagnerPlaguesx)/Ending by Dany the Dog
•   Terry Bogard by GM/Stage by Claudio Toxi (Stage loop implement by)
•   Twelve by Rei/Stage by Dany the Dog/Ending by Dany the Dog
•   Urien by Rajaaboy/Stage by Unsigned (himazuke, I believe)/Ending by Dany the Dog
•   Yang by Adamskie/Stage by DarkZemx/Ending by Dany the Dog
•   Yang by Intense MC (AI by vwo) (Only appears in arcade mode)
•   Yun by Umihei/Stage by Unsigned (G.D.T., I believe)/Ending by Dany the Dog
•   Vega/Bison by Umihei/ Yang Stage by Dany the Dog
•   Intro to Akuma/Generic Ending by Lupe121283
•   Build compiled by BeastwithFriends
    

Re: Want Screen Pack Super Meters to only appear for some characters.

 December 10, 2024, 04:26:06 pm View in topic context

Thank you! I'm looking at the Module now, but it looks like it's for IKEMEN 99. I'm stuck using 98.2 for the time being because a large chunk of the SF3 roster was created by Umihei. Umihei's characters are really out of date and their super meters only look correct in Mugen 1.0 and Ikemen 98.2. They don't look correct in Mugen 1.1. and the latest IKEMEN. Maybe I can figure out how to update these super bars first, and then revisit this later. Thanks again for the info!
    

Want Screen Pack Super Meters to only appear for some characters.

 December 10, 2024, 02:36:07 pm View in topic context

I'm working on a Garou/SFIII compilation. A lot of the SF3 characters come with their own power bars, which I like. Some characters don't have power bars though and need to use the screen pack's.

Is there a way I can tell the screen pack to omit power bars for some characters, but not others? I don't like it when the screen pack power bars overlap with the character's custom power bars.
    

Re: Help Fixing Throws from the Corner

 December 08, 2024, 05:24:23 pm View in topic context
avatar  Posted by BeastwithFriends  in Help Fixing Throws from the Corner (Started by BeastwithFriends December 03, 2024, 11:34:09 pm
 Board: M.U.G.E.N Development Help

I added a velset with the trigger you recommended, x=1, and it did the trick! Thank you @Odb718!
    

Help Fixing Throws from the Corner

 December 03, 2024, 11:34:09 pm View in topic context
avatar  Posted by BeastwithFriends  in Help Fixing Throws from the Corner (Started by BeastwithFriends December 03, 2024, 11:34:09 pm
 Board: M.U.G.E.N Development Help

I’m trying to fix a glitch in Rock Howard by Kn that happens when I’m in the corner. If I’m in the corner and I throw my opponent to reverse positions, the animation plays correctly, but when we return to our feet, I’m still in the corner. Does anyone know how to fix this? Thanks for your help!
    

Re: Need Help fixing projcontact in IKEMEN GO

 December 03, 2024, 02:42:27 pm View in topic context
avatar  Posted by BeastwithFriends  in Need Help fixing projcontact in IKEMEN GO (Started by BeastwithFriends November 29, 2024, 09:52:32 pm
 Board: Ikemen General Discussion and Help

There isn't anything labeled proj* ... Could these triggers be labeled something else?
    

Re: Large filesize characters make the game crash

 November 30, 2024, 09:24:16 pm View in topic context
avatar  Posted by BeastwithFriends  in Large filesize characters make the game crash (Started by HiImPhilip November 26, 2024, 03:20:22 pm
 Board: M.U.G.E.N Configuration Help

Is it the Yuri by Werewood. I'm not sure if this will help, but I resaved the .sff file in fighter factor as a Mugen 1.1 file, and it cut the file size by a lot. You have to be careful doing this, because it can cause problems with some characters, but for some, it can really reduce the file size.
    

Re: Need Help fixing projcontact in IKEMEN GO

 November 29, 2024, 10:31:35 pm View in topic context
avatar  Posted by BeastwithFriends  in Need Help fixing projcontact in IKEMEN GO (Started by BeastwithFriends November 29, 2024, 09:52:32 pm
 Board: Ikemen General Discussion and Help

Thank you!
    

Need Help fixing projcontact in IKEMEN GO

 November 29, 2024, 09:52:32 pm View in topic context
avatar  Posted by BeastwithFriends  in Need Help fixing projcontact in IKEMEN GO (Started by BeastwithFriends November 29, 2024, 09:52:32 pm
 Board: Ikemen General Discussion and Help

I’m trying edit Homura’s SF3 Remy to work correctly in Ikemen. Currently, his sonic booms disappear in mid-air sporadically as if a hit is being landed.

I found this closed topic on Github, but I need help understanding what this means.

“Seems to be an issue with Homura's Remy. Projectiles are not coming out after they hit
In Mugen projectile triggers have to be redirected to the root to do anything; in Ikemen they're automatically redirected to the root so dormant triggers such as that one may cause issues
ProjContact but I assume every such trigger acts the same (ProjHit, etc)
The char's fireballs are helpers that in turn create projectiles to actually hit the opponent (common technique among Japanese authors)
The issue is one of the triggers to create those projectiles is ProjContact = -1. In Mugen this is always true for a helper so the trigger doesn't make any difference (the author messed up), but in Ikemen the ProjContact is read from the root so it is only true for the first fireball. The following ones will have ProjContact > 0 and won't behave correctly”


How do I go about fixing this? I tried commenting out the Projcontacttime, but that didn’t work.

I’m not sure if this bugs has been addressed in later versions of IKEMEN, but I’m currently using IKEMEN 98.2. I’m working on a SF3/MOTW compilation build, and in general, some characters display more correctly in this version. Thanks in advance for your help!
    

Re: Throws don't deal Damage

 November 27, 2024, 01:24:25 am View in topic context
avatar  Posted by BeastwithFriends  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

That totally worked! Thank you all!
    

Re: Throws don't deal Damage

 November 26, 2024, 04:07:09 pm View in topic context
avatar  Posted by BeastwithFriends  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

Is there a way to add a condition to TargetLifeadd's that will only trigger if you are throwing characters from a certain author?
    

Re: Throws don't deal Damage

 November 24, 2024, 02:01:44 pm View in topic context
avatar  Posted by BeastwithFriends  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

@Odb718 that worked! Thank you so much!

There's a small issue now though. Characters that didn't receive damage previously now receive damage. But other characters that previously worked correctly now receive double damage. I posted the code below. I added the targetlifeadd at the bottom.



[Statedef 820]
type    = S
movetype = A
physics = N
anim = 820
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 821

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Sean"||target,name="Ibuki"||target,name="Gill"
value = 822

[State 820, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 823

[State 820, âÊëúï\é¶óDêÊìx]
type = SprPriority
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = -1

[State 820, âÊëúï\é¶óDêÊìx]
type = SprPriority
trigger1 = AnimElem = 4
value = 1

[State 820, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback")
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 820, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

[State 821, TargetLifeadd]; added November 24 2024
type = TargetLifeadd
trigger1 = time =60
value = ceil(-120*ifelse(P2StateNo=5100,1.5,1)*fvar(26)*(const(data.attack)*0.01))
persistent = 0
    

Re: Throws don't deal Damage

 November 22, 2024, 10:54:58 pm View in topic context
avatar  Posted by BeastwithFriends  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

It's been a while, and I finally sat down and implemented the code you recommended. It worked for the most part, but there's a little bit of an issue.

1.)When I throw the opponent forward, I deal damage now.

2.)But if I throw the opponent backward, nothing happens still.

Is there separate code for forward and backward throws? I feel like I'm missing something. Sorry for reviving this old topic! Thanks for your help!
    

T. Vinceson's Hutzil

 August 25, 2024, 02:56:43 am View in topic context
avatar  Posted by BeastwithFriends  in T. Vinceson's Hutzil (Started by BeastwithFriends August 25, 2024, 02:56:43 am
 Board: Requests

I found an old thread for this edit, but the link was dead. Does anyone have this?