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Messages by gabe555

    

Re: Justice League Flash Stage by Vegaz

 November 11, 2024, 06:04:42 pm View in topic context
 Posted by gabe555  in Justice League Flash Stage by Vegaz (Started by Vegaz_Parrelli September 03, 2024, 04:30:08 pm
 Board: Your Releases, 1.0+

Hell yeah I love that game, nice stage!
    

Re: Kame House (Day, Night, Sunset) 3D Illusion Parallax

 June 23, 2024, 09:37:26 am View in topic context
 Posted by gabe555  in Kame House JUS (Day, Night, Sunset) 3D Illusion Parallax (Started by Vogel June 10, 2024, 08:16:16 am
 Board: Your Releases, 1.0+

sunset one looks beautiful, but I'd take the white screen filter above off
    

Re: SSJ3 Gokou 2.0

 March 25, 2023, 03:39:48 am View in topic context
 Posted by gabe555  in SSJ3 Gokou 2.0 (Started by gabe555 August 24, 2016, 07:27:42 pm
 Board: Your Releases, 1.0+

Nice character. Here's some quick feedback:

- You forgot to remove the backup folder before sharing the archive
Done

Quote
- He creates lightning effects in the first frame of every intro
I gave up on fixing that but Ill check it out again

Quote
- I like the subtitles, but maybe they should appear closer to the ground, where subtitles usually are
Fixing

Quote
- The throw does too much damage and he takes too long to follow after P2
Ill cut some damage, I wasnt focused on that since I need to establish some damage table to balance the team characters. And regarding to the p2 part I think I get what you are reffering to, is it about to go back to the screen?, I havent noticed but youre right.

Quote
- Several super moves have the wrong command in the readme
I totally forgot that

Quote
- The Genki Dama is really easy to avoid, unless I'm missing something
you mean by air dashing? Yeah I think it is but hey lets give them a chance to survive LOL whats your suggestion?

Quote
- He can fly outside the screen by continuously using the forward and back air dashes
I´ll check that out

Quote
- His taunt voices don't use channel 0, so they're not interrupted if he gets hit. Maybe other voices as well

I'll check that out too

Thank you for the feedback and your "Greatest Hits of Character's Feedback" topic.


I didnt have any feedback but was gonna ask if Midnight Fighters Team was alive(like its still a thing)

Hey at the moment is only me but I get some back up and motivation from the whatsapp group
    

Fighter Factory 3 Error (Solved)

 March 21, 2023, 08:46:42 pm View in topic context
 Posted by gabe555  in Fighter Factory 3 Error (Solved) (Started by gabe555 March 21, 2023, 08:46:42 pm
 Board: M.U.G.E.N Development Help

Since I can't remove post

Spoiler, click to toggle visibilty

The only solution is to move to Fighter Factory Studio (by any means).
    

Re: SSJ3 Gokou 2.0 + Surprise

 March 20, 2023, 01:41:30 am View in topic context
 Posted by gabe555  in SSJ3 Gokou 2.0 (Started by gabe555 August 24, 2016, 07:27:42 pm
 Board: Your Releases, 1.0+

Hello! Link and char updated
    

Re: The RoboCop remake... my remake. (ver.07/31/2015)

 September 14, 2016, 03:32:18 pm View in topic context
 Posted by gabe555  in The RoboCop remake... my remake. (ver.07/31/2015) (Started by Ryou Win August 02, 2015, 04:05:56 pm
 Board: Your Releases, 1.0+

Nice!!! Giving this a try, thanks!
    

Re: Boss Characters Standards

 September 12, 2016, 12:47:00 am View in topic context
 Posted by gabe555  in Boss Characters Standards (Started by gabe555 September 09, 2016, 01:49:15 am
 Board: M.U.G.E.N Discussion

http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss
and to some degree
http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard

"Breaking rules" interesting...

Vegito 2.0 by MFT is good too but he just always spams instant transmission ki change and Specials or hyper's


and you can't even get near him.

Yeah, I know what you say, i don't take It as a Boss, he has stuff to be fixed, priorities, exessive counter attacks, such a pitty I was retired when EGC coded It, I'm MFT leader/founder

Adaptable, much like DMC3's Vergil: He changes his fight patterns two times after your first fight with him. Also challenging but fun at the same time like Infinite's Kain
Thta's interesting, I'll check that out.


Alright pexxer, I'll search for It to see what you mean too
    

Re: GAME LOCALIZATION

 September 09, 2016, 02:48:11 am View in topic context
 Posted by gabe555  in GAME LOCALIZATION (Started by Ryou Win September 02, 2016, 05:12:12 pm
 Board: RoboCop TROLE

I can contribute with spanish!
    

Re: Boss Characters Standards

 September 09, 2016, 02:15:52 am View in topic context
 Posted by gabe555  in Boss Characters Standards (Started by gabe555 September 09, 2016, 01:49:15 am
 Board: M.U.G.E.N Discussion

    

Boss Characters Standards

 September 09, 2016, 01:49:15 am View in topic context
 Posted by gabe555  in Boss Characters Standards (Started by gabe555 September 09, 2016, 01:49:15 am
 Board: M.U.G.E.N Discussion

Hey there ppl!
I was thinking about this for a week since in my Mugen style characters there's no "bosses" at all (with the Necromancer's Broly's exception of course) but since he's the only one I know I can't judge or take it as a standard. (I suck, I know)
So, we are all agree the basic is: Unbeatable, but... Unbeatable how?

- Superarmor?
- Hard AI?
- Prioritys?
- Epic Stance animation?
- A name prefix such as "God" or "Evil"?

What makes a character to be called Boss?
Please understand when I say "Boss" I'm no saying "A Boss in his game" I believe that's clear enough ha!
I want your opinion from the whole character's perspective. (coding, graphical, etc)
    

Re: Bind p2 progressively to helper position

 September 09, 2016, 01:25:58 am View in topic context
 Posted by gabe555  in Bind p2 progressively to helper position (Started by gabe555 September 05, 2016, 03:54:12 am
 Board: M.U.G.E.N Development Help

heeeeeeey! thanks a lot my maan! now works perfectly! That was the code line I was needing.
P2 is binded progressively and stays in the helper's middle!
And I don't think there's the posiblity to turn on this movement for now!
I own you, you'll be on the credits for sure xD
Thanks again!
    

Re: Bind p2 progressively to helper position

 September 08, 2016, 07:35:04 pm View in topic context
 Posted by gabe555  in Bind p2 progressively to helper position (Started by gabe555 September 05, 2016, 03:54:12 am
 Board: M.U.G.E.N Development Help

Hey dude, I tried those lines, the second wasn't even close because it pushed p1 by p2 really fast all across the screen.
And the firts just binds p2 to helper's center at making contact and then it binds him progressively to parent direction

Thanks anyway, I'm starting to giving up at this :P

    

Re: Bind p2 progressively to helper position

 September 07, 2016, 04:40:11 pm View in topic context
 Posted by gabe555  in Bind p2 progressively to helper position (Started by gabe555 September 05, 2016, 03:54:12 am
 Board: M.U.G.E.N Development Help

hey mate, sorry for my delay and thanks for your response, I've been working a lot.
The line you provide doesn't work at all, it binds p2 not to the center of the helper but it does to the parent position and it pushes it until the move is over.
I gave an Id with the Hitdef but I can't figure out what to put in the pos line of the targetbind.

Here is the entire state:

Code:
[Statedef 4032]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7750
poweradd = 0
sprpriority = 5

[State 4032, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 4034
ignorehitpause = 1

[State 4032, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype= heavy
priority = 6, Hit
damage = 120,45
pausetime = 4,80;4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = s-1
ground.type = high
air.type = high
ground.velocity = 0,0;-4,-8
guard.velocity = -1
ground.slidetime = 0;10
ground.hittime= 35
air.hittime = 35
air.velocity = 0,0;-4,-8
airguard.velocity= -1,-4
ground.cornerpush.veloff = 0
down.velocity = -1,-2
fall = 0
forcestand = 1
envshake.time = 30
envshake.ampl = -4
envshake.freq = 100
palfx.time = 45
palfx.add = 100,100,0
palfx.sinadd = -100,-100,-0, 120
getpower = 0,0
givepower = 40,40
id = 4032

[State 4032, TargetState]
type = TargetState
trigger1 = numtarget(4032)
trigger1 = time>80
value = 4036
ID = 4032
ignorehitpause = 1

[State 4032, TargetBind]
type = TargetBind
trigger1 = movecontact
time = 1
id = 4032
pos = pos x+(-0.1*time),58

[State 4032, ChangeState]
type = ChangeState
trigger1 = time >135
value = 4033
ctrl = 0

    

Bind p2 progressively to helper position

 September 05, 2016, 03:54:12 am View in topic context
 Posted by gabe555  in Bind p2 progressively to helper position (Started by gabe555 September 05, 2016, 03:54:12 am
 Board: M.U.G.E.N Development Help

I'm trying to bind p2 progressively to the center position of the helper:

Code:
;Helper state
[State ****, TargetBind]
type = TargetBind
trigger1 = movecontact
time = 1
id = -1
pos = pos x+(-0.1*time),58 ; I need something like this, but this line refers to parent position I think, that's why it doesnt work

How can I reach that?
    

Re: Removing MakeDust?

 September 03, 2016, 09:17:52 pm View in topic context
 Posted by gabe555  in Removing MakeDust? (Started by gabe555 September 02, 2016, 05:09:13 pm
 Board: M.U.G.E.N Development Help

Damned, I thought there was an easier way to do it.
Thanks for your response!
    

Re: Chargable Hadoken how to code it properly?

 September 02, 2016, 05:19:45 pm View in topic context
 Posted by gabe555  in Chargable Hadoken how to code it properly? (Started by BurningSoul August 31, 2016, 05:54:59 pm
 Board: M.U.G.E.N Development Help

I set a variable on 0 at the very first begginig of the move, in this case the projectile charging animation:

Code:
[State ****, VarSet]
type = VarSet
trigger1 = !time
var(17) = 0

then in the same state I add the value like this:

Code:
[State ****, VarAdd]
type = VarAdd
trigger1 = time > 84 && power > 0 && timemod = 20,1 && var(17) < 10
var(17) = 1; 1 per second

trigger1 says that the value is gonna be added if past 84 tics (the time my character is making the previous animation to charge), timemod says that is gonna be added every second (I think), var(17)>10 is the limit, you can set the final value as you like.

then we change the state to the release state:

Code:
[State ****, ChangeState]
type = ChangeState
triggerall = time > 84; releases after my character finish his charging movements
trigger1 = (var(17) = 10) ; when the variable is at its maximun value
trigger2 = Command != "hold_c" when I release the button
value = 4501

then in the release state you can adjust the damage values and projectile size depending on the variable value with some easy equations.
Don't forget to use "parent,var(**)" instead of "var(**)" when you trigger the variable on the helper state.
Hope it helps
    

Removing MakeDust?

 September 02, 2016, 05:09:13 pm View in topic context
 Posted by gabe555  in Removing MakeDust? (Started by gabe555 September 02, 2016, 05:09:13 pm
 Board: M.U.G.E.N Development Help

Hey guys! is there any way to delete the make dust created commonly in the common hit states when the character is sliding back after getting hit?
There's no sctrl MakeDust anywhere, so... Is it posible to remove it?
    

Re: Reflecting Projectiles, why doesn't work?

 September 02, 2016, 03:32:40 pm View in topic context
 Posted by gabe555  in Reflecting Projectiles, why doesn't work? (Started by gabe555 August 28, 2016, 03:23:28 am
 Board: M.U.G.E.N Development Help

Alright man! I'll do that, the genéric ball is ok.
Thanks a lot for your reply
    

Re: SSJ3 Gokou 2.0 + Surprise

 August 31, 2016, 05:50:52 pm View in topic context
 Posted by gabe555  in SSJ3 Gokou 2.0 (Started by gabe555 August 24, 2016, 07:27:42 pm
 Board: Your Releases, 1.0+

Buen laburo, campeón! ;)

I'm glad to see more DBZ chars. It's never enough with them.
Keep it up and I'll be looking forward for the AI updates.
Saludos y gracias!

Gracias papa!

Stage link updated
    

Reflecting Projectiles, why doesn't work?

 August 28, 2016, 03:23:28 am View in topic context
 Posted by gabe555  in Reflecting Projectiles, why doesn't work? (Started by gabe555 August 28, 2016, 03:23:28 am
 Board: M.U.G.E.N Development Help

I want to make the same reflector as Athena's one, which is used to attack too. but I cant make it work, here is the code that I found around here and there in action:

Code:

;---------------------------------------------------------------------------

;The character creating the reflector
[StateDef 1030]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1030
poweradd = 20
sprpriority = 2
facep2 = 1

;The reflector
[State 1030, Helper]
type = Helper
trigger1 = ANIMELEM = 2
helpertype = normal
name = "Portal"
id = 1032
pos = 68,-58
stateno = 1032
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
size.yscale = 1
size.xscale = .5

[State 1030, ChangeState]
type = ChangeState
triggerall = time > 10
trigger1 = numhelper(1032)=0
value = 0
ctrl = 1

;-----------------------

;-   Reflector State
[Statedef 1032]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1032 ;animation with red and blue boxes
poweradd = 0

[State 1032, ReversalDef]
type = ReversalDef
trigger1 = !movehit
reversal.attr   = SCA, AP
p2stateno   = 1033 ;this is the custom state that the attacking helper will change to

[State 1032, HitDef] ;I want to use this reflector as attack too
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype= heavy
priority = 6, Hit
damage = 120,45
pausetime = 4,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s780,1
guardsound = s780,1
ground.type = high
air.type = high
ground.velocity = -5,-6
guard.velocity = -1
ground.slidetime = 10
ground.hittime= 35
air.hittime = 35
air.velocity = -5,-6
airguard.velocity= -1,-4
ground.cornerpush.veloff = 0
down.velocity = -1,-2
fall = 1
envshake.time = 30
envshake.ampl = -4
envshake.freq = 100
palfx.time = 45
palfx.add = 100,100,0
palfx.sinadd = -100,-100,-0, 120
getpower = 0,0
givepower = 40,40

[State 1032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1032, Destroyself]
type = Destroyself
trigger1 = time >120

;------------------------------

;-   Reflected p2 projectile
[Statedef 1033]
type     = S
movetype = A
physics  = N
velset = 0,0
sprpriority = 5

;Turn the projectile the opposite direction
[State 1033, Turn]
type = turn
trigger1 = !time

;Return the Projectile to its original state
[State 1033, SelfState]
type = SelfState
trigger1 = 1
value = prevstateno
ignorehitpause = 1

[State 1033, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1033, Destroyself]
type = Destroyself
trigger1 = movecontact;time > 240; I don't know what trigger to use here yet since I couldn't make the p2 projectile to revert


Alright, the problem is that when a p2 projectile or p2 in any other way hits the reflector this goes to a hit animation of the parent and creates a clone, it does not revert anything, what am I doing wrong?
And one more question, is there any way to prevent the reflector to destroy when it reflects one projectile?