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Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 12, 2019, 08:23:11 am View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

    

Re: End Game Thanos (Update 4/27/2019)

 May 07, 2019, 06:22:19 am View in topic context
 Posted by shadowhand23  in End Game Thanos (Update 10/5/2019) (Started by Mr. Giang April 24, 2019, 03:24:11 pm
 Board: Your Releases, 1.0+

I am sure Mr. Giang went with 1100 life for Thanos because that was his approximate health ratio if you convert values from MvC:I into MUGEN, although I do wish he did have an air dash like he did from said game.

Yeah I figured as much. I have my values set at 1500, because I was debating on making my earlier version full game ready. I just had too many bugs I was working on at the time before I uploaded it to the archives.

Edited:

sorry for the constant editing posts guys. Damn keyboard and mouse is acting up since windows update!
    

Re: End Game Thanos (Update 4/27/2019)

 May 07, 2019, 06:00:34 am View in topic context
 Posted by shadowhand23  in End Game Thanos (Update 10/5/2019) (Started by Mr. Giang April 24, 2019, 03:24:11 pm
 Board: Your Releases, 1.0+

Hey Mr.Giang, I don't know if you re-edited or used portions of my old A.I coding (the constant Air teleport leads me to think so) or if its yours from scratch but:

1. Lower the "Random" value in the "CMD.file" in your 400 states (Crouching ones) Especially the Down+fierce attack.
2. Increase the values of the other supers, and decrease the reality stone super (Twin crushing Rocks)
3. Be aware of how many "Randoms" you use in general, especially with projectiles. Make them trigger purposely. Something I was working on back in October.
4. Open the "CNS.File" and increase his defense slightly. The Mad Titan should not be that squishy. Not unless you are working on a full game with everyone having the same values, etc..

Just trying to give you a little advice.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 07, 2019, 05:31:07 am View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

EDITED:

Forgot to mention, I'll be releasing a A.I patch as part of balance patch.
    

Re: Thanos Edit

 May 06, 2019, 08:05:59 pm View in topic context
 Posted by shadowhand23  in Thanos Edit (Started by shadowhand23 May 01, 2019, 03:25:55 pm
 Board: Your Releases, 1.0+

i'll leave it at that. But as i stated before be aware that someone could be using your exact name and be mindful of whose W.I.P you use without first trying to establish a connection to collaborate . Thank you for giving credit, that shows you acknowledged our previous conversation.

EDITED:

Also forgot to mention guys, I added vid links above. I forgot to add them between all the other conversations. I appreciate the effort to load vids for me Giang/Reaper, but it's my responsibility to add them.

    

Re: Ultimate Superman (Alpha_1)

 May 05, 2019, 11:09:54 pm View in topic context
 Posted by shadowhand23  in Ultimate Superman (Alpha_1) (Started by ELECTR0 December 21, 2018, 12:54:31 pm
 Board: Your Releases, 1.0+

@Electro - Good job on your/team Superman. This is one of two Superman/edits that I've seen that actually has the man of steel standing on the ground and not constantly hovering. Been waiting to see that for awhile. Nice job
    

Re: Goku

 May 05, 2019, 11:42:54 am View in topic context
 Posted by shadowhand23  in Goku Updated Today 17-08-2020 (Started by vyn April 24, 2019, 06:51:49 am
 Board: Your Releases, 1.0+

dude you need to teach me how to make some of these effects!


its so clear and crisp!

There are 3 easy methods you can use to achieve the cool visuals that you are asking about for any sprite, explod, or animations. There are more, such as using photoshop/paintstop pro's blur, radial blur, etc.. but these are easier.

Method 1:
Open "Fighter Factory" Load up your character and Navigate to the "Animation File" (should be next to the "Sprite" tab on the top tool bar). At the bottom left hand corner you should see the option labeled "Transparency" click the little arrow and select "Addition". Repeat for any sprite you want to have that transparent effect that gives off a little energetic/see through glow.

Method 2:
Manually navigate to your character's "AIR.file" (you might need to convert file to .txt or notepad in order to open it.) find the sprite/animation you want to give the effect to and add an "A" next to it (You can do this in Fighter factory if you put the AIR file into text mode). For example:

;Particles of Ice    -----> Name of sprite/explode/animation you want to give the effect to.
[Begin Action 50719]
8769,0, 0,0, 3, , A -----> This means the sprite will have the effect you want.
8769,1, 0,0, 3, , A -----> Repeat
8769,1, 0,0, 3 ----> No cool crisp transparent effect
8769,1, 0,0, 3 ----> No cool crisp transparent effect

Method 3:
Navigate to your character's "CNS.file" if you want this effect on Fireballs, Energy, Auras, etc.. you would use this. For example:

[State 0, Particles of Ice]
type = Explod
trigger1 = Movehit
anim = 50719
ID = 50719
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 999
scale = 0.4,1
sprpriority = 3
ontop = 1
ownpal = 1
trans = add ------> this gives you the cool transparent effect you want.
removeongethit = 1

If you want this effect on a character, or helper, you would add this in the character's CNS.file under the specfic Statedef. For example:

[Statedef 12345] ----> charcter's state
type = S
movetype = A
physics = S
anim = 50719
velset = 0
ctrl = 0

[State 0, Trans]  ----> This entire piece of code gives your character or helper the cool transparent effect you want.
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;
ctrl = 1

That's it! now have fun making some cool effects that look really sweet on dark stages, or using dark hyper backgrounds.

EDITED:

@Vyn nice character
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 02, 2019, 04:31:20 am View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+


@2Dee4ever- Thanks, this isn't my first rodeo. I've been on this forum, and coding/editing Mugen in the shadows for a very long time, I just never released any of my personal edits up until now because I saw how people years ago and even now would try and take Reuben's (R.I.P) Evil Ken and Evil Ryu moves and Ideas and pass them off as their own without giving credit.
lol I know, that is how it is. You and everyone else.
As for the other thing, get caught up in that at your discretion. Years ago is not today. If you want to post, post. Wouldn't blame you if you stayed private either.

I agree, it's just nice to see mugen still going. I thought everyone such as "Cyanide", "P.O.T.S", "Auron", "Ethan Lives", "Hannibal" hell even you! I thought everyone just stopped.
    

Re: Thanos Edit

 May 02, 2019, 04:13:31 am View in topic context
 Posted by shadowhand23  in Thanos Edit (Started by shadowhand23 May 01, 2019, 03:25:55 pm
 Board: Your Releases, 1.0+

after he used the time stone super and ran out of time to stop time, the music doesn't resume

This Thanos is loaded with cool ideas.. since you and Giang solved whatever was going on maybe you guys could collaborate and combine the 2 versions somehow to make a smaller file size



@drewski - Yes that is a bug that I believe I fixed in a patch. The Patch was uploaded on mugen archive website, but I haven't uploaded it here yet. I plan on doing that later.

@dakidbanks - We've fix the conflict we were having. Basically we both used Cpoc and Splode's old thanos as a base for ours, but he somehow mistakenly came across my Thanos edit (This one) that is one of my ongoing W.I.P for months and borrowed moves, sounds, etc.. and uploaded it to youtube. I stumbled acrossed it, and realized some moves, and animations was only unique and available in my edit, and I just wanted credit for it seeing that certain moves and ideas that was being promoted in his video, originally came from mines. In particular The move "Thanos Imperative" and "The Snap" which I named "Cease to Exist" as well as a couple of start up super and end animations which I pointed out. He gave me credit for it, and helped me above by uploading a video of my edit in the spoiler section, so no problem now. Yeah I've reached out to Giang and asked to collaborate. I am looking for help to make Infinity war separation palettes.

EDITED:

@Mr.Giang, didn't you use "The_None" version for template? I also think you commented on one of my posts on Mugen Archive sometime last year in September on my very first Thanos (edit) upload. I don't have access to that conversation, as it is being under moderation. There was a guy with the exact same name, commenting on my Thanos Edit how good it was, but was trying to divert traffic away from it, towards someone else's character. I investigated further and realized recently, that this guy was banned from that site for bashing other Mugen creator's work and then taking said creator's ideas, etc.. and incorporating them into his/her own work.

If it wasn't you, then be aware that someone could be using your name or it could just be a mere coincedence. If it was you, I forgive you, but others might not so be mindful of whose W.I.P you take from without first trying to establish a connection to collaborate first.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 02, 2019, 12:20:49 am View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

I'll try to give you what you want.

I did an arcade run with your character to get a feel for her. And then I made sure I encountered her a few fights in on an arcade ladder to fight against her. I made sure to give her a lot of spae for her AI to react.

Good:

She's not so stupidly broken that you just auto win when you play, you still have to at least try against any competent AI

As far as I can tell all the moves function fine. I wish I knew source Makoto a little better so I could say a lot more here.

Right now at least she's not so OP that she auto wins when you encounter her, BUT...

Bad:

Im pretty sure she's not designed with balance in mind. I think even buffed characters should be balanced. There were several moves in her moveset that seem damn near if not straight broken. I can just imagine the computer spamming several of them and there just wouldnt be any recourse.

The AI if there is AI just seemed to stand there and charge the bar and not much else. I have a feeling your character doesnt seem broken just because the AI is asleep at the wheel.

Take that with a grain of salt though.

Minor complaints:

Kung Fu Man's WinQuotes.

Those potrait images youre using are extra dirty. You have to be able to scrounge up something better than that.

Interesting. It’s true, people don’t make characters like this anymore. It’s great that you can express/shape your ideas. Moves in videos look cool, from what you put together, you have the aptitude to make some cool characters. It’d be interesting to see you try and balance everything you’d added.

@Carmell - Thank you, that's all I was asking for, just a little positive/negative feedback, so i'll have an idea of how I want to further take this character. When I make the AI, certain moves the computer won't have access too so as to not abuse them. As i've stated this is a W.I.P, so pics, moves etc.. will be changed in a future update.

@2Dee4ever- Thanks, this isn't my first rodeo. I've been on this forum, and coding/editing Mugen in the shadows for a very long time, I just never released any of my personal edits up until now because I saw how people years ago and even now would try and take Reuben's (R.I.P) Evil Ken and Evil Ryu moves and Ideas and pass them off as their own without giving credit.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 01, 2019, 11:41:22 pm View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

Those FX look clean from the screens. I was not expecting it to be SF Makoto tbh, why I kept ignoring it. lol
A video would be a nice addition. Any new sprites here?

Yeah it's Street Fighter Makoto from Third strike/SF4. I Edited my first post that now includes Demo Videos. I added tons of new sprites and effects. Many include Elements (Fire, Ice, Electric, Wind, Water Earth) I plan on adding more in the future as well as an expansion to the Tanden Renki Buff.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 01, 2019, 09:43:35 pm View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

Thank you for the feedback, I plan on adding a better A.I as well as more moves etc..in a future Update.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 01, 2019, 08:38:55 pm View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

Imma be real here. I wouldn't expect to receive much feedback if at all for this. This is because she's clearly meant to go against "crazy OP mugen characters" so there isn't much reason to give feedback for gameplay reasons as this character wasn't intended for that.

I'm not asking for Specifics on gameplay, I simply would just like feedback in general. Is she cool? does she suck? are the moves easy? etc.. There are tons of Orochi edits, Evil ryu edits out that are pretty crazy many that atleast got feedback on the AI, I'm simply just asking for anything.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 01, 2019, 07:52:26 pm View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

    

Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 01, 2019, 07:16:07 pm View in topic context
 Posted by shadowhand23  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 pm
 Board: Your Releases, 1.0+

Sup guys, here is another character I've been working on for quite sometime, that has been loaded onto other websites, that I am now uploading here. I'd like to thank "KojiroBadness", "P.O.T.S", NHK, and many others for making it possible for me to be able to edit this character. Genso No Makoto, is street fighter thirdstrike's Makoto with the ability to use multiple Elements (Think of Legend of Korra/Avatar). I wanted to make a Makoto unlike any other Makoto ever for mugen. She also has many familiar helpers to assist her in many of her moves, to give her a more competitive edge against crazy OP mugen characters out. She is also a W.I.P, so any feedback and criticism is welcomed. I will try to add some vids whenever I get free time as I am working on  3 characters simultaneously (Thanos, Makoto, and Secret Character). I would also like to give thanks to: KojiroBadness, P.O.T., NHK, and Vasto_Hades for your Ideas, and or sprite contributions, and also using Makoto as a template for my re-imagining.

NOTE: I also go under the name "Kaiser Phoenix" on other mugen websites. I added this information just to clear up any confusion.

Link --->  Genso No Makoto (Mugen 1.0) https://mega.nz/#!D6BwGYwY!lXcrfAj6BA3yNH6Ld72TxhbZjfMaBnoXQpmk5Je5L8A
Link --->  Genso No Makoto (Mugen 1.1) https://mega.nz/#!WrYSSCZa!bqg_O_Bf_FyEP6fd8ebWde-i3mTaLqh1EBS-Ti20kaw

EDITED:

Link to Demo Video 1 ---> https://vimeo.com/333626327
Link to Demo Video 2 ---> https://vimeo.com/333627105

Earth Form: Jishin Supaiku


Fire Form: Rikujou Gekiha Ken (Fire Ending)


Wind Form: Oguru Uzu-Dan


Ice Form: Kori No Meiso


Lightning Form: Kaminari Obadoraibu


[Whats New]
- 11 New Supers
- 5 New Specials
- Familar Assists/strikers on many moves
- MVC combo system (chains, cancels, air combos, etc..)
- Rework of the "Tanden Renki" buff system (ongoing project)
- Auto block on certain moves
- Added Tons of new Visual effects (For Elements)
- Parry system Left intact
- Light and Heavy versions of some supers left intact
- EX system left intact
- Property change on certain moves
- Easier Commands


[NEW MOVES/PROPERTIES ADDED]

[Supers]

"Seichuzen Godanzuki" = D,DF,F,D,DF,F, x
"MAX Seichuzen Godanzuki" = D,DF,F,D,DF,F, y
"Ten furasshu" = D,DF,F,D,DF,F, x (While Kami Tanden Renki is Activated)

"Abare Tosanami" = D,DF,F,D,DF,F, a
"MAX Abare Tosanami" = D,DF,F,D,DF,F, b

"Hayate no Red Hawk" = D,DF,F,D,DF,F, z (changed to fire form visual)
"Tengoku no kaunta" = D,DF,F,D,DF,F, c (Super Counter with different outcomes based on attack situation and delay in being hit)

"Kami Tanden Renki Light" = D,DB,B,D,DB,B, s (short duration) ---> While in Kami Tanden Renki mode, Health is regenerated on hits and can use Unlimted Supers for the Duration. Some are deactivated to avoid bugs,etc..
"Kami Tanden Renki Max" = D,DB,B,D,DB,B, y (longer duration) --->

"Ice Form: Kori No Maiso" = D,DB,B,D,DB,B, x (pretty cool! literally!)
"Fire Form: Nensho Tofugu" = D,DB,B,D,DB,B, a (close range super)
"Wind Form: Oguro uzu-dan" = D,DB,B,D,DB,B, b
"Lightning Form: Kaminari Obadoraibu" = D,D,D, b
"Earth Form: Jishin Supaiku" = D,D,D, a
"Combination Form: Genso no Oogama" = D,DF,F, z (Air Super)
"Combination Form: Hakai No Kabe" = D,DB,B,D,DB,B, z
"Rikujou Gekiha Ken" = D,D,D, x
"MAX Rikujou Gekiha Ken" = D,D,D, y (goes into Fire Form for attack)
"Seinaru meiso" = D,D,D, z (can be used only once. Use it wisely)
"Jigoku no kage no mezame" = D,D,D, c (shit just got real!)


[Specials]

"Karate Counter" D,DB,B, a (i know plain name, but pretty cool)
"Aoi Hidama" = D,DF,F, a
"Guraundo Ando paundo" = D,DF,F, b

"Kami Hidama" = D,DF,F, a (Can only be performed in Kami Tanden Renki Mode)
"Dash Image" = D,DF,F, b (Can only be performed in Kami Tanden Renki Mode)



[Things to add]
- More Elements to add (Wood, Metal, etc..)
- More Specials for "Kami Tanden Renki form"
- Expansion to the "Kami Tanden Renki form"
- Expansion to Elemental forms
- bug fixes

[Known Bugs]
- Kami Tanden Renki aura sometimes last longer than usual.
- Guraundo ando paundo assist sometimes ground and pound the opponent longer than usual. (happens very rarely on certain characters)
- The super "Seinaru meiso" glitches where it can be use more than once (Happens very rarely)
    

Re: Thanos Edit

 May 01, 2019, 04:53:09 pm View in topic context
 Posted by shadowhand23  in Thanos Edit (Started by shadowhand23 May 01, 2019, 03:25:55 pm
 Board: Your Releases, 1.0+

1. screenshots

2. shouldn't this go to edits and add-ons 1.0+?

Sorry bout that it's been a minute since I posted on this forum. Anyway, here are the screen shots below and also the names of the moves. Also, Thank you "Mr Giang" for the screen, and i'm glad to see we came to our peaceful solution. I just wanted credit for my hardwork and moves. Sorry, but Thanos Imperative and Cease to Exist is mine. I like your rework, but the snap phase I can tell you used from my edit, I know this because I actually recorded myself snapping and then converting it to wav format using GoldWave. I added the little energy pulse for the finger charge for a more dramatic flare. Plus a lot of the sounds, I rip myself personally from MVCI, Which I can tell were also used, which is one of the reasons why my file is big (plus the shit tons of effects I added). I understand that creative minds think alike, so no hard feelings I'm just glad there are more cooler versions of thanos everyone can use now. I wanted to added a few Separation palettes that resemble the "Infinity War" movies know anyone that can help me with that? seeing as this is a ongoing project of mine?

NOTE: I also go under the name "Kaiser Phoenix" on other mugen websites. I've added this information just to clear up any confusion.

Eternal Judgement (Counter)


Cosmic Fall



Infinity Retribution


Deviant Star


Celestial Might


Thanos Imperative


Cease to Exist (Start Up)


Cease to Exist (Snap phase 1)




    

Thanos Edit

 May 01, 2019, 03:25:55 pm View in topic context
 Posted by shadowhand23  in Thanos Edit (Started by shadowhand23 May 01, 2019, 03:25:55 pm
 Board: Your Releases, 1.0+

Hey Guys, I'm posting a personal Edit of Thanos that I have been working on and Uploaded to Mugen Archive. There was recently a Little confusion issue, i ran into with another uploader who used certain moves from my edit of Cpoc and Splode's old thanos base. I added tons of new effects and moves that was then downloaded and used as apart of another uploader's Thanos. We worked out a peaceful solution and I am uploading my version as credit was not given to the moves used and hopefully would now be acknowledged.

Below you will find the Links to my edit. As for the patches, W.I.P updates, and patch notes they can also be found on the mugen archive website, under uploader name "Kaiser Phoenix" and I will also try to add them here as well to avoid more confusions, or issues.

EDITED:
Here are the links as well as the patches and hotfix that are listed on the other mugen site, so that you will have the updated version.

Thanos (1.0) ------> https://mega.nz/#!quh3VIjS!s-AjWglpFrBihQKuARcwq-4JheO_QBCmED_ltj2iJHg

Thanos 1.1 ---> https://mega.nz/#!q2pDlIBY!1z5QaqP_gyGlRgzG00scsgi_eNLJ3_0Gkxvg-j-Bk6I

Thanos 1.0 & 1.1 patch ---> https://mega.nz/#!Xnw1RAKT!al4gY4O53L2ChkhSG7fMgrf3yxzPRIBS2FBNpeCR9sM

Thanos Hotfix ---> https://mega.nz/#!mi5RCI7I!7Wi9McuqcIuTSUliZDF-rvI3SH0Eh57NSxAgTGu_O6k

Demo Video #1 ---> https://www.dailymotion.com/video/x77ijfm
Demo Video #2 ---> https://www.dailymotion.com/video/x77in09

INSTRUCTIONS
1. Using the Links, download Thanos according to the version of Mugen you have (1.0 or 1.1)
2. Download the "Thanos 1.0 & 1.1" patch
3. Unzip patch (1.0 or 1.1 whichever version of thanos you have) and copy and paste the files into your main "thanos" folder. Replace all files
4. Download the "Thanos (Hotfix) unzip files, copy and paste contents into your main "thanos" folder. Replace all files

[Super/Hyper Moves]

Power Stone: D,DF,F, x+y

Space Stone:  D,DF,F, a+b

Reality Stone: D,DB,B, x+y

Soul Stone: D,DB,B, a+b

Time Stone: D,D,D, c

Mind Stone: D,D,D, z

Celestial Might (in Air): D,DF,F, a+b

Soul Disruptor (in Air): D,DB,B, a+b

Cosmic Beam: QCF x2, y

Deviant Star: QCF x2, x

Eternal Judgement (Physical/Projectile Counter): QCF x2, a

Hell's Fire: QCF x2, z

Thanos Imperative: QCF x2, b

Cosmic Fall: QCF x2, c

Infinity Retribution: QCB x2, b

Continuum Oppressor: QCB x2, a

Nihilist Nightmare: QCB x2, y

Cease to Exist: QCB x2, x (Finisher, can be done in final round and enemy low on health)

[Special Moves]

Titan Rush: D,DF,F, x (short) y (mid) z (long) range

Death Sphere: D,DF,F, a (slow) b (med) c (Fast) speed

Nebula Crush: D,DB,B, a

Enclave Resist: (Counter) D,DB,B, b

Cosmic Stare: D,DB,B, x (low) y (high)

Chaos Embrace: D,DB,B, z

Teleport: (Ground/Air): a+b

Power Charge: y+b

[Things to Add]

- More Intros/outros
- 2 supers 1 special (Still debating)
- Separation Palettes (Will if I can)
- bug fixes/balances over multiple updates
- More effects if needed

[Known Bugs]

- Music Does not Resume after the super mover "Continuum Oppressor" (Should be fix with the patch update in the links above if installed correctly)
- Some quotes display when fighting the wrong character in arcade mode
- Physical Contact phase of the super counter (Eternal Judgement) sometimes causes Thanos's position to be misaligned.
- Power Charge sound sometimes repeat when out of state. (charge again for temporary fix)

My earlier work used tons of custom p2 states that was causing crazy glitches. Still working on some, and are being rolled out in periodic updates/patches on the archive site and links here when I can.
    

Re: Spawning Clones and Stopping with Var

 December 22, 2018, 10:39:29 am View in topic context
 Posted by shadowhand23  in Spawning Clones and Stopping with Var (Started by shadowhand23 December 20, 2018, 07:33:40 pm
 Board: M.U.G.E.N Development Help

Just one more quick question, how would I go about temporally disabling access to specific special moves in the Cmd file for the Main character during the duration of a "Time Stop" super, and then giving access back when the super has ended without using a Var? I know for the helper I just use the "ishelper" trigger, but I cant remember how to do it for the Main character without it acting a little wonky.
triggerall = StateNo != [XXXX,XXXX]
?

That didn't work, for what I'm trying to do since after I do the time stop, the character goes into state 0 so I can move around and perform other moves. Think a Var might be the only way to go. Trying to make it similar to DIO, where he freezes time, move around and perform attacks, and then when times up he performs a little pose and time starts again.
    

Re: Spawning Clones and Stopping with Var

 December 21, 2018, 07:52:19 pm View in topic context
 Posted by shadowhand23  in Spawning Clones and Stopping with Var (Started by shadowhand23 December 20, 2018, 07:33:40 pm
 Board: M.U.G.E.N Development Help

I'm not too savvy with HitOverride, but in State 5150 you could just include the IsHelper trigger in your trans code to prevent Player 1 from also fading away.

You may need to also include a DestroySelf controller in State 5150?

I should give that a try since I used Ishelper in other places. I'll give both methods a try and see how it goes. I'll keep you guys updated

UPDATE:

Ok that worked exactly how I wanted it, now I just gotta figure out why my clones are not dying on one hit, even though I have the "Lifeset" trigger set to one. The only way I can get the clones to die is if I jump and they get hit out of the air, but if I'm standing on the ground, I can hit them multiple times and they wont die. I can hear the K.O scream but they are still standing.

Just one more quick question, how would I go about temporally disabling access to specific special moves in the Cmd file for the Main character during the duration of a "Time Stop" super, and then giving access back when the super has ended without using a Var? I know for the helper I just use the "ishelper" trigger, but I cant remember how to do it for the Main character without it acting a little wonky.
    

Re: Spawning Clones and Stopping with Var

 December 21, 2018, 04:26:06 pm View in topic context
 Posted by shadowhand23  in Spawning Clones and Stopping with Var (Started by shadowhand23 December 20, 2018, 07:33:40 pm
 Board: M.U.G.E.N Development Help

Helpers cannot access -2 and -3. Only -1 using keyctrl = 1 like you did

I’d also use hitoverride to make the char go to a death state
http://mugenguild.com/forum/topics/hitoverride-sctrl-170151.0.html

Ah I see I thought all negative states where available. Thanks you for clearing that up. Hmmm I never thought to use a hit override! I use that alot for my super/regular counter moves to go into another state, but I've never done it to go to death state to where it work exactly like the Main Character's death state. How exactly would I code that to mimic the knockdown, hit ground, then lie there dead animation? would it be something like this?

Example:

[Statedef 8210]  <========== State of Move
type = S
movetype = I
physics = S
ctrl = 0
anim = 8210
velset = 0, 0
sprpriority = -90

[State 0, 1 Hit Override]
type = HitOverride
trigger1 = Time >= 0
slot = 7
Stateno = 8675309 (Just for example)    <========== State to go to after being hit
attr = SCA, NP, SP, HP
ignorehitpause = 1

;---------------------------------------------------------------------------
;Dying after hit
;---------------------------------------------------------------------------
[Statedef  8675309]    <========= State from hit override
type = S
movetype = A
physics = S
ctrl = 0
anim = 8675309
facep2 = 1
velset = 0, 0
sprpriority = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 5150        <================== Death State
ctrl = 1