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Messages by Punkxy

    

Re: KRATOS - KOF Style

 January 30, 2021, 10:32:31 pm View in topic context
 Posted by Punkxy  in KRATOS - KOF Style (Started by Wou Mugen January 28, 2021, 05:59:57 am
 Board: Your Releases, 1.0+

Wow, just wow!
    

Re: Sub Zero KOF Style

 November 10, 2020, 02:37:57 am View in topic context
 Posted by Punkxy  in Sub Zero KOF Style (Started by Wou Mugen October 31, 2020, 08:03:20 pm
 Board: Your Releases, 1.0+

Looks awesome, I'm not even a fan of KOF style, but this is great looking! looking forward for your Kratos :o
    

Re: UnderNight Battle-MUGEN V2 By InSeph

 October 31, 2020, 07:36:50 pm View in topic context
 Posted by Punkxy  in UnderNight Battle-MUGEN V2 By InSeph (Started by Inseph October 25, 2020, 10:35:47 pm
 Board: Your Releases, 1.0+

That looks REALLY good! nice job
    

Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)

 August 30, 2020, 09:47:55 pm View in topic context
 Posted by Punkxy  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I already have a great Taiga in my roster, but.. maid outfit+made by OHMSBY? precious :D
thank you for your hard work!
    

Re: Help, trigger to change p2 state when p2 gets hit during custom state?

 June 01, 2020, 10:17:47 pm View in topic context
 Posted by Punkxy  in Help, trigger to change p2 state when p2 gets hit during custom state? (Started by Punkxy May 31, 2020, 01:00:19 pm
 Board: M.U.G.E.N Development Help

I actually figured a more complicated way to do this and I'm half way there so I'm gonna stick with it since it works and I have control over it xD
thx though
    

Help, trigger to change p2 state when p2 gets hit during custom state?

 May 31, 2020, 01:00:19 pm View in topic context
 Posted by Punkxy  in Help, trigger to change p2 state when p2 gets hit during custom state? (Started by Punkxy May 31, 2020, 01:00:19 pm
 Board: M.U.G.E.N Development Help

Hey guys, I  need halp as usual
1/3 I made a certain move send p2 to a custom state.

2/3 In that custom state if p2 meets the wall he changes to another custom state that makes him wallsplat and slide down on the wall until he reaches the ground.

3/3 when he reaches the ground he changes to a third custom state with a falling down animation until he's lying down on the ground, and then he recovers and gets up automatically.

Right now if p2 gets hit during that custom state he simply floats and falls over.
I want to add to it an extra custom state that activates during the 3/3 custom state, in which if p2 gets hit by p1, he will change to that extra state to give p1 an opportunity to land a few hits before p2 falls. aka "wall combo".
I'm trying to do it similarly to Tekken 7 if that helps visualize it.
In what way could I accomplish this scenerio?
    

Re: Saya

 May 31, 2020, 01:13:17 am View in topic context
 Posted by Punkxy  in Saya v1.01 (Started by OHMSBY May 30, 2020, 10:55:42 pm
 Board: Your Releases, 1.0+

Nice!
is she that slow in the original game?
    

How to scale a meter smaller to fit in the hud? (External Meter)

 May 20, 2020, 03:08:53 pm View in topic context
 Posted by Punkxy  in How to scale a meter smaller to fit in the hud? (External Meter) (Started by Punkxy May 20, 2020, 03:08:53 pm
 Board: M.U.G.E.N Development Help

I made this style meter smaller, but the yellow bar that fills up and down won't change size/length
how to make it smaller so it will fit the meter boundaries?


this is the only code type I can find with the yellow bar animation's in (it just repeats itself a few more times, but I tried changing all of them at once and it won't change it whatsoever)
Code:
[State 6000, Explod]
type = Explod
trigger1 = time = 15
trigger1 = !NumExplod(6009)
trigger1 = teamside = 1
anim = 6009
id = 6009
postype = left
pos = 16,52
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 5
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 0.3,0.3

it's also too long becuase I can't scale it smaller (it also won't be affected by changing the scale's x/y in any way


please help I really need to solve this one out  :fuuu:
thanks

edit:
found what to change to get the correct y scale but still the x scale is too big and makes the meter too long
Code:
[State 6000, Explod]
type = ModifyExplod
trigger1 = 1
ID = 6009
scale = fvar(1), 0.3

Changed:
scale = fvar(1), 1
to
scale = fvar(1), 0.3

How does one edit fvar(1)'s x scale? :o

SOLVED!
The answer was
"multiply the fvar
(fvar(1) * 0.5),0.3
0.5 is just an example, some value to make it fit
.5 would make it half as big"
thanks to Rawk from the discord
    

Re: Blitztank

 May 11, 2020, 07:13:06 pm View in topic context
 Posted by Punkxy  in Blitztank (Started by OHMSBY May 09, 2020, 10:50:18 pm
 Board: Your Releases, 1.0+

That's so absurd looking character xD
But everything that you make OHMSBY, is precious.
The next char looks very disturbing! you got my interest.
    

Re: HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt

 May 07, 2020, 01:27:18 pm View in topic context
 Posted by Punkxy  in HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt (Started by Punkxy May 07, 2020, 09:36:45 am
 Board: M.U.G.E.N Development Help

ATM, I'm preparing for stuff in the morning, but I'll let you know and probably share a few combo limiter system ideas I use that are all var based.
Aight let me know through pm, thanks!

More ideas are welcome
    

Re: HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt

 May 07, 2020, 11:38:55 am View in topic context
 Posted by Punkxy  in HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt (Started by Punkxy May 07, 2020, 09:36:45 am
 Board: M.U.G.E.N Development Help

That's almost very similar to the juggle timer that I use. You basically need to initiate a varadd in statedef -2/-3 (your preference) whenever the conditions for a combo, or more ideally, whenever a juggle starts that will function as your timer. Then, in every single hitdef that allows for OTGs, put a triggerall where it can only hit if the timer var's value is below a specific number (i.e.: If the limit is 10 seconds, then the triggerall will be var(x) <= 600). Once P2 recovers from any hitstate, reset the var to 0 in statedef -2/-3.
Interesting! I'll give it a try
Though, I'm not rly using juggle points for the combos right now, I'm finding other ways to avoid infinites or broken dmg combos. but if I end up not using juggle points at all, I can just set all the attacks to 1 juggle point and have 999 capacity so it will trigger this way as u say.
I haven't messed with vars yet, quite a beginner in codes, mind giving me a hand on discord?
    

HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt

 May 07, 2020, 09:36:45 am View in topic context
 Posted by Punkxy  in HitDef triggerall to prevent ground hit lying p2 after x time p2 is hurt (Started by Punkxy May 07, 2020, 09:36:45 am
 Board: M.U.G.E.N Development Help

I want to prevent from specific moves that can ground hit p2 from lying down state after specific time p2 was in falling/hurt state in the air.
The idea is if p1 combos p2 for longer than x time, he won't be able to ground hit afterwards. Since I gave that char a move that can ground hit and pickup into another combo, I want to limit it's use this way, I think that's a nice balance.
    

Re: Yumi v1.015

 May 07, 2020, 07:26:46 am View in topic context
 Posted by Punkxy  in Yumi v1.015 (Started by OHMSBY January 26, 2020, 11:51:33 pm
 Board: Your Releases, 1.0+

When a bug like that happens usually the stage is the one to blame, not the char.

Even if the code of the projectile gets tweaked and/or improved it isn't guaranteed that it will work flawless on every stage.
I had that problem before with Charizard on a certain stage. Managed to fix the stage eventually it was quite easy.
Let me know if you don't figure it out I'll look into it again, it should be somewhere in the stage's def with the boundaries of the walls.
    

Training by stupa Edit for 720p 1.1

 May 06, 2020, 11:16:24 pm View in topic context
 Posted by Punkxy  in Training by stupa Edit for 720p 1.1 (Started by Punkxy May 06, 2020, 11:16:24 pm
 Board: Edits & Addons 1.0+

Wasn't sure if I should label it as a Tool or a Character.. and then I figured, Hey, Kung Fu Man is a cool guy, what a tool!

I just found out about this tool yesterday and was surprised to find out nobody converted the font and menu to HD Mugens!
My use for this tool exclusively for the Frame/DMG/Combo and Training Menu, so maybe some of it's other features might be off. Maybe not, I don't know since I have no use for them.

Anyway what's edited:
-localcoord is now = 427,240
-Frame/DMG/Combo size scaled to fit 720p nicely (by changing localcoord) and moved from the right corner of the screen, to the left corner.
-Frame/DMG/Combo appears automatically at the start of the round, but you still can remove it by using command: "y" and bring it back aswell.
-Training Menu size scaled to fit 720p (by changing localcoord). Activate by using command: "start".
-Adjusted Kung Fu Man's size to be somewhat average
-Tweaked Kung Fu Man's hurtboxes just a little bit for the better.

Tested on Mugen 1.1, and "Training 720p" should be selected as p2 to display properly.

Some pics:




https://www.mediafire.com/file/v8uiudorvqnyc3x/Training_720p.rar/file

Hope you enjoy, I sure do!
    

Re: Frame Data Tool?

 May 06, 2020, 01:16:31 pm View in topic context
 Posted by Punkxy  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 pm
 Board: M.U.G.E.N Development Help

It's entirely possible to set this sort of thing up within your character to return their own frame data, but why would you need to? Stupa's Training is an incredibly useful debugging tool so I'm not sure why you'd need to return your own frame data through your character when Training already does that.
Yeah I just found out about this tool a day ago thanks to Zzyzzyxx here.
Though I would really like the be able to use the frame data tool with any char vs any char and not be obliged to be vs the training chars.
Because I wanna test punish on frame disadvantage against different chars, and it would be a much faster proccess if I could use the frames info as a tool within the mugen game or atleast within the char I'm editing. Know what I mean?

At the very least, I would like the log info to be on the left side of the screen, instead of the right xD that alone would make it good enough to use as a tool
    

Re: Can't edit frame data on 2 specific moves for some reason

 May 06, 2020, 12:23:08 pm View in topic context
 Posted by Punkxy  in Can't edit frame data on 2 specific moves for some reason (Started by Punkxy May 06, 2020, 02:35:59 am
 Board: M.U.G.E.N Development Help

Talking about a hit on block:
I'm editing a char, and so far I've edited a few moves' frames, now I found 2 moves that besides "guard.pausetime", I cannot make p2 delay for long enough. he keeps recovering at the same 40/55 frame and I want to make him actually 18 frames later.
When I change the numbers with "guard.ctrltime = " and/or "ground.slidetime = 10", it doesn't change a thing, unless I lower the numbers, then it makes p2 recover even faster, which is the opposite of what I try to do..
I managed to get the +3 frames on block with "guard.pausetime = 3,20" but I dislike the looks of it.. the move itself isn't that powerful and it overshadows another move from the same string that is actually stronger but doesn't make p2 stutter so much :\
Halp!

One more thing, I know I can set a specific map for when I launch the game quickly through Fighter Factory, but can I choose to fight a specific fighter aswell? I wanna put there a training char to check frames easier.. I use debug mode for now and the calculations killing me sometimes xD
thanks!

OK 1st
P2 the guy took hit is a untouched KFM or not?
please make sure the standard KFM act same.
Ok I figured how to switch vs which char in FF, Nice!
Now, I tested against KFM, same exact problem.
    

Re: Frame Data Tool?

 May 06, 2020, 12:09:11 pm View in topic context
 Posted by Punkxy  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 pm
 Board: M.U.G.E.N Development Help

https://mugen.fandom.com/wiki/Training/Stupa%27s_version
Is there a way to make the adv. frame/dmg/combo implemented inside my char's and make it show the same char's data?
Like, right now if I use my char (p1) vs the training char (p2), p2 has the button to activate the data log, and when p1 is attacking it shows only his data.
Instead I want to take that code and implement it inside p1 char while also showing p1 stats while playing.
I wonder if this is already exist since it's a really useful thing for creators and players.. though I suppose most of the mugen community don't care that much about frame data
    

Can't edit frame data on 2 specific moves for some reason

 May 06, 2020, 02:35:59 am View in topic context
 Posted by Punkxy  in Can't edit frame data on 2 specific moves for some reason (Started by Punkxy May 06, 2020, 02:35:59 am
 Board: M.U.G.E.N Development Help

SOLVED!

Talking about a hit on block:
I'm editing a char, and so far I've edited a few moves' frames, now I found 2 moves that besides "guard.pausetime", I cannot make p2 delay for long enough. he keeps recovering at the same 40/55 frame and I want to make him actually 18 frames later.
When I change the numbers with "guard.ctrltime = " and/or "ground.slidetime = 10", it doesn't change a thing, unless I lower the numbers, then it makes p2 recover even faster, which is the opposite of what I try to do..
I managed to get the +3 frames on block with "guard.pausetime = 3,20" but I dislike the looks of it.. the move itself isn't that powerful and it overshadows another move from the same string that is actually stronger but doesn't make p2 stutter so much :\
Halp!

Edit:
SOLVED THIS -> One more thing, I know I can set a specific map for when I launch the game quickly through Fighter Factory, but can I choose to fight a specific fighter aswell? I wanna put there a training char to check frames easier.. I use debug mode for now and the calculations killing me sometimes xD <- SOLVED

thanks!
    

Re: Frame Data Tool?

 May 06, 2020, 02:14:15 am View in topic context
 Posted by Punkxy  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 pm
 Board: M.U.G.E.N Development Help

It does work, but the display is a bit too big xD
    

Re: Frame Data Tool?

 May 06, 2020, 01:57:20 am View in topic context
 Posted by Punkxy  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 pm
 Board: M.U.G.E.N Development Help

Ohh that's really useful..
does it come also for hd resolution? thanks!!