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K-Fox

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Messages by K-Fox

    

Re: Can't find Faust's AI

 May 03, 2022, 07:38:10 PM View in topic context
 Posted by K-Fox  in Can't find Faust's AI (Started by Creamy_Goodness April 27, 2022, 09:26:37 PM
 Board: M.U.G.E.N Development Help

In the "faust.cns" file, right at the beginning of state -3 (Line 34935) are the AI commands. Look for something like this in each state controller:
Code:
trigger1 = random < 120

and change the number to a lower number to reduce the rate at which the AI attacks. If you see something like this:
Code:
random = [0,330]

Just change the number to the right to a lower number, and make sure that number isn't lower than the number on the left (it might not always be 0).

Unfortunately, it seems that this character has a lot of AI command state controllers that don't have a random trigger (which means it attacks as soon as the conditions are right), so you'll need to add it. Just add:
Code:
triggerall = random < 50;Doesn't have to be 50. Best to keep low.

at the beginning of a state controller that doesn't have a random trigger already. The AI commands end at Line 35983.

If you just want to remove the custom AI completely, look for this state controller in the cmd. file (Line 644):
Code:
[State -3]
type = varset
triggerall = var(59) = 0
triggerall = !ishelper
trigger1  = command = "CPU1"||command = "CPU21"
trigger2  = command = "CPU2"||command = "CPU22"
trigger3  = command = "CPU3"||command = "CPU23"
trigger4  = command = "CPU4"||command = "CPU24"
trigger5  = command = "CPU5"||command = "CPU25"
trigger6  = command = "CPU6"||command = "CPU26"
trigger7  = command = "CPU7"||command = "CPU27"
trigger8  = command = "CPU8"||command = "CPU28"
trigger9  = command = "CPU9"||command = "CPU29"
trigger10 = command = "CPU10"||command = "CPU30"
trigger11 = command = "CPU11"||command = "CPU31"
trigger12 = command = "CPU12"||command = "CPU32"
trigger13 = command = "CPU13"||command = "CPU33"
trigger14 = command = "CPU14"||command = "CPU34"
trigger15 = command = "CPU15"||command = "CPU35"
trigger16 = command = "CPU16"||command = "CPU36"
trigger17 = command = "CPU17"||command = "CPU37"
trigger18 = command = "CPU18"||command = "CPU38"
trigger19 = command = "CPU19"||command = "CPU39"
trigger20 = command = "CPU20"||command = "CPU40"
Trigger21= NumHelper(10000+ID)
Trigger21= Helper(10000+ID),var(59)>0
var(59) = 1;2

Set the type to "Null" (without quote marks), and the custom AI should be gone. This SHOULD work (some authors go really far to prevent their character's AI from being disabled).

If you need any more help, I'll be around.
    

Re: Damage Scaling for specials and Supers in the Helper State

 February 25, 2022, 09:01:48 AM View in topic context
 Posted by K-Fox  in Damage Scaling for specials and Supers in the Helper State (Started by Shadic12 February 25, 2022, 03:53:52 AM
 Board: M.U.G.E.N Development Help

This in the helper states:
Code:
[State 3705, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

Doesn't have "ignorehitpause = 1". Try adding that.
    

Re: How do i remove a character's AI?

 February 15, 2022, 05:33:29 PM View in topic context
 Posted by K-Fox  in How do i remove a character's AI? (Started by snowy997 February 14, 2022, 12:14:01 AM
 Board: M.U.G.E.N Development Help

There are several different ways custom AI is activated. A common way is that a variable, usually Var(59), is set to 1, which allows the AI state controllers to activate. If you can find the AI state controllers (usually at the bottom of the .cmd file), look for something like:
Code:
triggerall = var(59) = 0
In the state controllers, then look for a state controller that looks like one of these
Code:
[State -1, AI]
type = VarSet
triggerall = var(59) != 1
trigger1 = AILevel > 0
var(59) = 1

[State -1, AI]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1  = command = "CPU1"
trigger2  = command = "CPU2"
trigger3  = command = "CPU3"
trigger4  = command = "CPU4"
trigger5  = command = "CPU5"
trigger6  = command = "CPU6"
trigger7  = command = "CPU7"
trigger8  = command = "CPU8"
trigger9  = command = "CPU9"
trigger10  = command = "CPU10"
var(59) = 1

Delete those state controllers (or set the type to Null) to disable the AI.

Unfortunately, many people don't use this method, and instead use AI state controllers with something like this:
Code:
trigger1 = Random < (500 * (AILevel ** 2 / 128.0))

In every single state controller, which doesn't use a variable. If the character's AI is activated this way, you'll have to delete/null every single AI state controller since there isn't a variable that controls them all.

You can use Fighter Factory to open characters: https://mugenguild.com/forum/topics/fighter-factory-3-0-1-137126.0.html.

This is all assuming that the character doesn't have some sort of "Config" file that lets you easily adjust the AI. If you need more help, I'll be around.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 February 01, 2022, 06:58:19 AM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Small update for some characters. Mainly fixes some problems with Shiva: https://www.mediafire.com/file/e4op6mnrqpnyvzg/11Char4StagePack4.zip/file

Changes:
Spoiler, click to toggle visibilty

I can't believe I didn't notice the absurd start-up time for Shiva's Jumping Reverse Kick attacks.
    

Re: Help with setting vars

 December 27, 2021, 08:31:49 PM View in topic context
 Posted by K-Fox  in Help with setting vars (Started by Sam December 27, 2021, 06:07:12 PM
 Board: M.U.G.E.N Development Help

If I'm right, when using ':=", if the value to the right is 0, the remaining triggers don't get checked because a trigger returned false (0).

Lets look at your previous code:

Code:
[State 1210, VarSet]
type = null;
triggerall = !Time
trigger1 = var(0) := 1
trigger1 = var(1) := 0
trigger1 = var(2) := 0
trigger1 = var(3) := 1
trigger1 = var(4) := 1
ignorehitpause = 1

The first one for Var(0) works because the value to the right is not 0, so Var(0) gets set to 1 as normal.

But for the next trigger, the right value is 0, which returns 'false', which means that trigger (and the ":=") is ignored, and so are the rest of the triggers.

That is why Var(3) and Var(4) weren't being set; the triggers were being skipped. It technically wasn't working for Var(1) and Var(2) because of that, but since the default value for all variables is 0, it seemed that it was.

Adding "|| 1" to the triggers allows those triggers to work even if the value the variable is to be set to is 0, since || means "if either x or y is is non-zero, return true", so while Var(2) and Var(3) have the value that normally causes the skip effect, the "|| 1" causes a 'true' value to be returned, so those variables are 'set', and the remaining triggers are checked as normal.

I hope that was easy to understand. I'm terrible at explaining things.
    

Re: Help with setting vars

 December 27, 2021, 06:39:43 PM View in topic context
 Posted by K-Fox  in Help with setting vars (Started by Sam December 27, 2021, 06:07:12 PM
 Board: M.U.G.E.N Development Help

Try changing that code to this:

Code:
[State 1210, VarSet]
type = null;
triggerall = !Time
trigger1 = var(0) := 1 || 1
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 1 || 1
trigger1 = var(4) := 1 || 1
ignorehitpause = 1

See if that helps. If not, perhaps Var(3) and Var(4) are being changed by something else.
    

Re: Assist/Striker Health Values

 December 08, 2021, 05:16:07 AM View in topic context
 Posted by K-Fox  in Assist/Striker Health Values (Started by Kazecat December 05, 2021, 04:49:38 PM
 Board: M.U.G.E.N Development Help

For int variables, change the value parameter to "Floor(X*((LifeMax+0.0)/Const(data.life)))", where X is the whatever number you want. Example:

Code:
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 0
value = Floor(100*((LifeMax+0.0)/Const(data.life)))

This will scale the variable if the Player's max life is higher or lower than their normal maximum life because of the life setting in the options.

If the variable is a float variable, the "Floor" part isn't really needed, like so:

Code:
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = 100*((LifeMax+0.0)/Const(data.life))
    

Re: Random sending P2 into custom gethit from a hitdef

 November 15, 2021, 12:31:13 PM View in topic context
 Posted by K-Fox  in Random sending P2 into custom gethit from a hitdef (Started by Momotaro November 14, 2021, 04:50:03 PM
 Board: M.U.G.E.N Development Help

There is a Hitdef parameter called "p2getp1state" that should be what you are looking for Momotaro. Adding this:

Code:
p2getp1state = random < 249

to the Hitdef should grant it a 25% chance of causing the custom state to actually happen.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 October 12, 2021, 04:38:03 PM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Thanks Adnan, I'm glad you liked the game.

I've got another update for the bonus game. Changes:
Spoiler, click to toggle visibilty

This update changes the xscale and yscale of the bonus game, fixing the problem of the enemies appearing way too large compared to other characters.

Now for the links. I did something different this time. If you don't already have a recent version of the Bonus Game, here is the link:
https://www.mediafire.com/file/mz8x2sk9uv3xi2v/SoR2Ver39.zip/file

If you DO have a recent version of the bonus game and want to download a smaller file, download this instead:
https://www.mediafire.com/file/svqff8gs412zix0/SoR2Ver39NoSND.zip/file
This version doesn't have the "AU Format" sound file in it. After downloading this, copy the sound file from your older version of the bonus game to the new one and you're all set.

This update caused another issue; my SoR characters. They were also scaled to 1.5. I had to fix them too, or they would appear larger than the SoR Bonus Game enemies. But instead of just fixing that problem, I took the time to make a large number of changes, here you go:
https://www.mediafire.com/file/5l2cv4oxp6f3ssa/11Char4StagePack3.zip/file

Changes for the SoR characters:
Spoiler, click to toggle visibilty

The most important part of this update is that Max and Dr.Zan no longer have generic attacks for some of their Blitz and Hyper attacks, making them play much better.

This took a VERY long time, and after I was done I was basically like :wall:. If anyone finds anything wrong, please tell me so I can fix it. I have a feeling I overlooked something after doing all these changes.
    

Re: Helper, Hitoverride trigger issue

 September 24, 2021, 09:06:34 PM View in topic context
 Posted by K-Fox  in Helper, Hitoverride trigger issue (Started by Plum September 24, 2021, 06:41:27 PM
 Board: M.U.G.E.N Development Help

Set a variable in state 1923 to 1, then add "triggerall = Var(x) != 1" to the changestate controller, where x is the variable set to 1. Assuming Var(0) was used, this code is added to state 1923:

Code:
[State 1923, VarSet]
type = VarSet
trigger1 = Var(0) != 1
v = 0
value = 1

Then the above changestate controller should be this:

Code:
[State 999, ChangeState]
type = ChangeState
triggerall = fvar(0) <=  350
triggerall = Var(0) != 1
trigger1 = var(52)= 300
trigger1 =  time = 1
value = 1923
    

Re: Is it possible to disable Damage Dampner during certain moves?

 September 08, 2021, 10:22:58 PM View in topic context
 Posted by K-Fox  in Is it possible to disable Damage Dampner during certain moves? (Started by CoffeeFlavoredMilk September 08, 2021, 09:29:32 PM
 Board: M.U.G.E.N Development Help

Add 'StateNo != 3150' as a trigger to the last bit of that code, like so:

Code:
[State -2, Dampener itself]
type=attackmulset
trigger1= StateNo != 3150
value= fvar(10)
ignorehitpause=1
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 September 08, 2021, 09:07:26 PM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

When I made this Bonus Game, I was still rather inexperienced with MUGEN. Now I've been going back and fixing/adding some of the stuff that I didn't know how to do before. Update: https://www.mediafire.com/file/r2nqf9kzxbskw4q/SoR2Ver38.zip/file

Changes:
Spoiler, click to toggle visibilty

EDIT: I found a issue that made enemies who could block have their guard disabled for much longer than normal if they blocked a multi-hit attack. Here is a mini-update: https://www.mediafire.com/file/24ce8ndjjovbj0j/MiniUD3.zip/file EDIT: Not needed anymore!. Replace the files in the folder from the above link with the ones from this link to update (there is no sound file in the mini-update folder to same space; no changes have been made to the sound file).

I also took the time to make some other changes:
Spoiler, click to toggle visibilty
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 August 30, 2021, 05:15:44 AM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Update again: https://www.mediafire.com/file/tp88wl63d31k3s1/SoRC38.zip/file

Changes:
Spoiler, click to toggle visibilty

Normally I don't like posting updates so quickly, but I made some changes/fixes to Ranked mode that were rather important (sorta); it was far too easy to KO early Ranked mode enemies (and most enemies in general), so I boosted their life but reduced the amount you need to KO for a Rank Up by half.

I also changed the lifebars of enemies to more closely resemble the lifebars in SoR 3. It looks much better than the previous method used.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 August 22, 2021, 09:15:19 AM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Hi everyone. Hope you're all doing well. Here is a massive bonus game update: https://www.mediafire.com/file/gb6mkb1kjg69nud/SoRC37.zip/file

Changes:
Spoiler, click to toggle visibilty

~Damage dealt: Used to be 10 points for 1-10 damage dealt with an attack, 20 points for 11-20 damage, 30 points for 21-30 damage, and so on, up to 100 points gained for attacks that dealt 91 or more damage. Now grants points directly equal to the true* damage dealt by an attack, up to 500 per hit.
*Meaning the damage value before being affected by any bonus game modifiers, such as the extra damage multiplier setting or enemy special effects that affect damage taken.

-Combo Bonus: Used to be +20% points for combos of 3-5 hits, +40% for 6-8 hits, +60% for 9-11 hits, +80% for 12-14 hits, and +100% for 15 hits or more. Now grants +20% for every hit above the 2nd hit, maxing out at +200% bonus points for combos of 12 hits or more.

^After so long, I finally decided that it simply is too much of a hassle lose all progress on the bonus game from a 'real' KO. It takes about 40 minutes to clear the entire bonus game, and I don't want all that effort to be for nothing.

I kinda lost interest in the bonus game a long time ago, but I recently saw it in a Youtube video where someone was showing their character they made fighting against it. That made me go right back and fix it up some more. Enjoy! And try the new Ranked Mode!

EDIT: In Ranked mode, enemy attacks actually deal 50% less damage, not 25% less damage.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 September 02, 2017, 08:40:11 PM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

BONUS GAME UPDATE!!! ...Sorta: http://www.mediafire.com/file/s0kck2utfr0k6zu/SoRC36.zip

Actually its more bug fixes and adjustments instead of new content. There was still 1 big thing I wanted to add, but its taking forever and I wanted everyone to have this version with the fixes/adjustments, so there you go.

And now for the changes. Behold:
Spoiler, click to toggle visibilty

If you don't want to go through all that (and I don't blame you if you don't want to), here are the more important changes:

A. Shiva takes 50% damage less damage when he his hit in the air or in a liedown state. This makes it harder to bypass his counter attack and ability to block attacks even while being hit. You'll have to fight him 'normally' on the ground to deal the most damage. He also gets an Attack/Defense/Speed/Attack Rate boost when his life hits 1000, similar to Mr.X.

B. You can now find Soda (Heals 16% of life), Pizza Slices (Heals 50% of life), and Medkit (Heals 75% of life) healing items in the breakable objects that fall. Soda and Pizza sprites are from Streets of Rage Remake (The Pizza item in Remake was just a single slice). The Medkit sprite was made by me. I wanted more healing 'options' to be available to the player instead of just '1/3 heal' and 'full heal'. You also now get points if you are missing less life than a healing item restores when you pick it up.

C. Crouching now lets you avoid many enemy attacks. The reason for this addition is at the bottom of the above list of changes.

D. "Traditional" mode can now be set in the Config file. In this mode, no bosses or mini-bosses appear, only normal enemies. This makes the Bonus Game more like other 'beat-em up' bonus games. It also can be finished much quicker.

- On all chars... you have to update the "UpdateHistory" txt
 - Axels X-Zone Hyper... mabe add some music to the hyper. Dunno, just a suggestion.
 - Adam... Yeah, the SoRR sprites looks so much better.
 - Ultra Shivas "Swift Jumping Reverse Kick" command is missing

-I'll update that file in the next update for the characters.
-I'd like to add music, but the attack doesn't last long enough for any sort of music.
-About the Ultra Shiva command, sorry about that. The command is "D, DB, B, DB, D, DF, F, x" (Requires 4 Blitz Stars).

EDIT: I just found an issue with the Mona/Lisa Team Attacks. Sometimes Lisa will walk to Mona but the attack isn't attempted. Here is a fix: http://www.mediafire.com/file/k16vezjtidz45jz/SR36Patch.zip. Replace the "EStates3" file in the bonus game folder with this one.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 July 30, 2017, 06:31:01 PM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

I'm back! Sorry for being away for so long. The Bonus Game is still being worked on, its just taking forever.

Instead of a Bonus Game update, have a MASSIVE update for all SoR characters: http://www.mediafire.com/file/1xssoj1k1r3o8r8/11Char4StagePack2.zip.

I went back and checked all of the characters and found several bugs and other balance issues. So I decided to fix all those, and also add a system that lets all characters (except Yamato, who plays much differently from the others) combo from their Lv.0 or Lv.1 Blitz attacks into their Lv.2 or Lv.3 Blitz attacks, as well as their Forward+Y specials into any hyper attack. This should let them pull off some better combos than they used to be able to.

Changes (In a Spoiler because there are so many changes):
Spoiler, click to toggle visibilty

As always, tell me of any problems you find so I can fix them.
    

Re: Spontaneous MUGEN closing

 January 02, 2017, 09:45:00 PM View in topic context
 Posted by K-Fox  in Spontaneous MUGEN closing (Started by DNZRX768 January 01, 2017, 03:47:24 PM
 Board: M.U.G.E.N Configuration Help

You know, I've had this problem too. MUGEN would close randomly with a certain character with no error message.

But I think I know what causes it.

I read a long time ago on some MUGEN forum (don't remember which one) that if an animation has CLSN1 and CLSN1Default (or CLSN2 and CLSN2Default) boxes mixed together in a certain way, it can cause MUGEN to close with no error message. Something like this:

Code:
[Begin Action 0]
Clsn2: 1
  Clsn2[0] = -10, -77, 9, 0
0,0, 0,0, 12
0,1, -2,0, 12
Clsn2Default: 1
  Clsn2[0] = -11, -71, 13, 0
0,2, -2,0, 12
Clsn2: 1
  Clsn2[0] = -10, -77, 9, 0
0,3, -1,0, 12

Notice how the CLSN2Default is in the middle of the animation.

What makes this issue strange is that for me, the 'crash' wouldn't always happen; I could finish some matches just fine. Plus, the character didn't even have to even use the 'corrupted' animation for the crash to occur. Or the opposite happened; the character used the 'corrupted' animation, but no crash happened (Maybe there is only a chance the 'corrupted' animation will cause the crash).

I actually managed to fix the problem by changing every single animation so that they never used a combination of CLSN1 & CLSN1Default or CLSN2 & CLSN2Default boxes. It seems to be okay to mix different types together (CLSN1 with CLSN2Default or CLSN2 with CLSN1Default), but mix together the same type too much and the weird crash happens.

I'm still not entirely sure if the weird animation code is what caused the problem, but I'm very sure that the 'fix' above is what stopped the crashes.

DNZRX768, try looking through your character's animations and see if any have a CLSNDefault box in the middle of the animation. If so, remove it and add normal CLSN boxes to the rest of the animation as needed. If there aren't any with a CLSNDefault in the middle of the animation, or if the crash still occurs, then try my other 'fix' if you have the time: Look for all animations that use CLSN1 & CLSN1Default or CLSN2 & CLSN2Default boxes together and change it so that those animations either only use CLSNDefault boxes for CLSN1 or CLSN2, or don't use CLSNDefault at all. An example:

Code:
;This uses both a normal CLSN2 box and a CLSN2Default box.
;Something this simple shouldn't be the source of the crash, but change it anyway to be safe.
[Begin Action 0]
Clsn2Default: 1
  Clsn2[0] = -11, -71, 13, 0
0,0, 0,0, 12
0,1, -2,0, 12
Clsn2: 1
  Clsn2[0] = -11, -71, 13, 0
0,2, -2,0, 12
0,3, -1,0, 12

This should look like either this:

Code:
;This uses only a CLSN2Default box
[Begin Action 0]
Clsn2Default: 1
  Clsn2[0] = -11, -71, 13, 0
0,0, 0,0, 12
0,1, -2,0, 12
0,2, -2,0, 12
0,3, -1,0, 12

Or this:

Code:
;This uses only a normal CLSN2 box for each frame in the animation
[Begin Action 0]
Clsn2: 1
  Clsn2[0] = -11, -71, 13, 0
0,0, 0,0, 12
Clsn2: 1
  Clsn2[0] = -11, -71, 13, 0
0,1, -2,0, 12
Clsn2: 1
  Clsn2[0] = -11, -71, 13, 0
0,2, -2,0, 12
Clsn2: 1
  Clsn2[0] = -11, -71, 13, 0
0,3, -1,0, 12

Remember, it should be okay to mix the types together (CLSN1 with CLSN2Default or CLSN2 with CLSN1Default).

I'm going to do some testing of my own with these 'corrupted' animations. If I can find a combination of CLSN & CLSNDefault boxes that cause a crash, I'll post it here so you can see the exact format that causes the crash.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 October 04, 2016, 01:55:45 AM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Here, have a bonus game update: http://www.mediafire.com/file/y5b83ewdvg8c40z/SoRC35.zip

Changes:

1. Difficulty levels above "Mania" removed. "Hard", "Very Hard", and "Mania" now boost enemy stats more than they normally did to make up for this.
2. Harakiri can now use his invincible sliding sword slash from further away.
3. In the area where you save the General, Raven's and Tiger's rate of blocking attacks is lower.
4. Fixed simul mode issue that made it hard to pick up an item if your teammate was standing over it.
5. Added "Quick KO-Recover" option. Makes your character get-up right away after being sent flying on a 'fake' KO instead of the sky-drop method to keep the action going. **
6. New Mode: "Speed Run" Mode.

Details:
Spoiler, click to toggle visibilty

I took off the excess difficulty levels because it made it... difficult to tell just what was actually hard difficulty and what was only slightly hard. The previous 'hard' difficulty was only a tiny bit more challenging than normal. Now, "Hard" is actually hard difficulty, "Very Hard" is very tough, and "Mania" is the crazy high difficulty it (sort of) was in the SoR games.

As always, tell me of any issues.

** = Based on a options menu setting in Streets of Rage Remake.
    

Re: Streets of Rage 2 Bonus Game + 11 Chars

 August 18, 2016, 03:57:48 PM View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 11 Chars (Started by K-Fox September 05, 2014, 04:51:54 PM
 Board: Your Releases, 1.0+

Hi again. Here is an update for all characters: http://www.mediafire.com/download/p8v66qt69bvrz34/11Char4StagePack.zip

Changes (A LOT of them):

Spoiler, click to toggle visibilty

I have some original voice acting for Axel if you'd like to try them out.

Sure, that'd be cool. I bet it'd make Axel sound much better.

Thanks for the update...

Tested again and some feedback.

 - throw animation of p2 (p.e. Warrior and Abadede) looks odd & is a bit fast, maybe smooth it out
 - Raven in the General Bonus Area makes it ridiculously hard to beat with their constant blocking... I had two in the row and couldnĀ“t beat the bonus area

-The one were he throws you through the air, right? I'll take a look at it.
-I assume Tiger also causes the same problem with his blocking. I'll reduce their blocking frequency while in that area in a future update.

Sorry for the late replies. I was adding code so that the AI could use Axel's X-Zone Hyper, and it was taking forever. Then I bought a 2DS so I could play 'Project X Zone 2' and burned 9 days playing (and finishing) that. Then I went back to fixing up the other characters and THAT took a while.

*EDIT* Fixed the weird sentence breaks in the description for Shiva's Absolute Guard changes.
    

Re: prevent a ko from chip damage?

 August 10, 2016, 07:18:18 AM View in topic context
 Posted by K-Fox  in prevent a ko from chip damage? (Started by Memo August 10, 2016, 06:27:46 AM
 Board: M.U.G.E.N Development Help

Put "guard.kill = 0" in the hitdefs of the attacks you don't want to be able to KO by chip damage.