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Messages by CoffeeFlavoredMilk

    

Re: Character of the Month: October 2023 Nominations

 November 05, 2023, 06:16:58 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: October 2023 Nominations (Started by Basara-kun November 02, 2023, 03:51:02 PM
 Board: Contributions of the Month

DoodleBob by Infantry00 - 3
Grass Wonder by ZETA - 1
    

Re: 4 ClayFighters have been updated!!

 June 06, 2023, 03:10:17 AM View in topic context
 Posted by CoffeeFlavoredMilk  in 4 ClayFighters have been updated!! (Started by Basara-kun May 25, 2023, 11:38:15 PM
 Board: Your Releases, older Mugen

Kangoo is listed as *ACTUALIZADO* rather than *UPDATED* on the English site.
    

Re: Atari 2600 Karate has been released!!

 January 02, 2023, 06:04:22 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Atari 2600 Karate has been released!! (upd. 03/26/2022) (Started by Basara-kun January 02, 2023, 12:18:50 AM
 Board: Your Releases, older Mugen

    

Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)

 September 12, 2022, 06:00:12 PM View in topic context
 Posted by CoffeeFlavoredMilk  in [OHMSBY Thread]: Joker Released (10/31/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

When it comes to Akame I wonder how you'll handle her voiceclips. The ones in Antor_M's from my memory were really muffled and not good sounding. Can't recall any game where she had voiceclips. You could use soundalikes from either the JP or EN voice actress of her (depending on which one you'll default too) but I dunno where those will be either.
    

Re: Capcom Universe Stage Conversions by Ryouicchi/Kazagami

 March 29, 2022, 11:58:42 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Capcom Universe Stage Conversions by Ryouicchi/Kazagami (Started by CoffeeFlavoredMilk March 29, 2022, 01:44:50 AM
 Board: Requests

Thank you!

I'll try these out to see if they're what I'm looking for.

Update: For some reason these are still configured for 320 x 240. I dunno the exact process Ryou did to upscale them.
    

Capcom Universe Stage Conversions by Ryouicchi/Kazagami

 March 29, 2022, 01:44:50 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Capcom Universe Stage Conversions by Ryouicchi/Kazagami (Started by CoffeeFlavoredMilk March 29, 2022, 01:44:50 AM
 Board: Requests

    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 27, 2022, 11:56:13 PM View in topic context
 Posted by CoffeeFlavoredMilk  in 【 JtheSaltyy's Portrait Thread 】: Requests Closed (Started by jay_ts March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

    

Re: A hyper's NotHitBy is elongated somehow?

 March 09, 2022, 02:26:21 AM View in topic context
 Posted by CoffeeFlavoredMilk  in A hyper's NotHitBy is elongated somehow? (Started by CoffeeFlavoredMilk March 09, 2022, 02:22:24 AM
 Board: M.U.G.E.N Development Help

Nvm. I managed to figure out a solution. Feel free to delete this topic mods or whoever else.
    

A hyper's NotHitBy is elongated somehow?

 March 09, 2022, 02:22:24 AM View in topic context
 Posted by CoffeeFlavoredMilk  in A hyper's NotHitBy is elongated somehow? (Started by CoffeeFlavoredMilk March 09, 2022, 02:22:24 AM
 Board: M.U.G.E.N Development Help

I've been having a kerfuffle with my current project:

;---------------------------------------------------------------------------
; Whatever (hyper)
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 100
sound = S8889, 0
poweradd = -5000
time = 680
movetime = 680

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElem = 1
value2 = C, NA
time = 1

The long SuperPause time is meant to correlate it as a cinematic hyper. After a hyper ends, there is a bit of NotHitBy time. However, here, after my hyper ends, it starts up a 9 in-game second NotHitBy timer (540 ticks!) before my character becomes hittable again. Why is this?
    

Re: Jingle this all the way!! Sumo Santa has been released!!

 December 25, 2021, 05:45:08 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Jingle this all the way!! Sumo Santa has been released!! (Started by Basara-kun December 25, 2021, 02:48:56 AM
 Board: Your Releases, older Mugen

Ooh nice. I've always wanted a more 'playable' version of this guy with normal damage values. Fitting Christmas gift I must say.
    

Re: Dcat's TMNT WIP Thread

 December 02, 2021, 01:33:22 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 AM
 Board: Projects

There's also the recent Nick All-Star Brawl though I'm not sure if any of the moves from that game's Leo, Mikey, and April are completely new and 'exclusive' to that game let alone if they'd be worthy additions, at least in regards to April. The base TMNT aren't getting moveset changes I assume.
    

Re: I need help on the Character's HUD Helper's size display in Mugen 1.1

 November 15, 2021, 07:11:55 AM View in topic context

Both of these images are access restricted. I'd suggest making the files public on Drive. If you don't feel like doing that, just upload them on Imgur or something.
    

Re: Character of the Month: September 2021 Voting

 November 03, 2021, 04:41:49 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: September 2021 Voting (Started by Jmorphman November 03, 2021, 03:22:27 AM
 Board: Contributions of the Month

Akko and Dedede I suppose.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Nanaman is coming and... Ickybod Clay??)

 November 03, 2021, 02:27:29 AM View in topic context
 Posted by CoffeeFlavoredMilk  in CF comes to MUGEN!! (Now is no time to mourn...) (Started by Basara-kun April 16, 2010, 04:25:09 PM
 Board: Projects

Ooh. I'm definitely interested in this one.

I imagine your priority for your Joey Faust edits are the remaining CF1 cast that made it to 63 1/3? (Bonker and Taffy; plus Blob though someone else did him)
    

Re: MBTL - Saber (Character tutorial template)

 October 29, 2021, 12:28:14 AM View in topic context
 Posted by CoffeeFlavoredMilk  in MBTL - Saber (Character tutorial template) (Started by beterhans October 27, 2021, 09:00:25 AM
 Board: Projects

Honestly I was thinking about making my own Seibah using these sprites too. Only issue I had was trying to come up with a way to attach the sword since its separated from the Saber sprite-wise. How did you go about attaching the sword?
    

Re: Character of the Month: September 2021 Nominations

 October 13, 2021, 01:44:00 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: September 2021 Nominations (Started by Jmorphman October 12, 2021, 07:30:28 PM
 Board: Contributions of the Month

Atsuko Kagari by Shimmering Brony and Ghost Killer - 3
King Dedede by OHMSBY - 2
Toyosatomimi no Miko by RicePigeon and Blade - 2
Octohead by Basara-kun - 1

Honorable mention goes out to Symboli Rudolf by ZET. A very messy and cheap character but its the one I had the most fun with from September.
    

Re: Melty Blood: Type Lumina - Sprite Pack

 October 03, 2021, 02:00:20 AM View in topic context
 Posted by CoffeeFlavoredMilk  in [Ushi & Dantes Update]: Melty Blood: Type Lumina - Game Rip (Started by Resentone October 01, 2021, 12:35:16 PM
 Board: Resource Releases

Quick question, but how would you feel is the best way to attach Saber's sword sprites to her main sprites?
    

Re: B-kun's ClayFighter fullgame (just ideas by now)

 September 24, 2021, 06:53:02 PM View in topic context
 Posted by CoffeeFlavoredMilk  in CF:IC is over. Thanks to all for your support :') (Started by Basara-kun September 21, 2021, 04:40:00 AM
 Board: Projects

A better version of Super ClayFighter was something I really wanted to see. Definitely keeping tabs on this.

On a side note though, would it take a while to edit the Joey Faust CF characters to match your style? They got most of the basics, though need more 'normalized' damage output, and need to iron out the remaining TFGAF stuff like that one weird flashing screen at the bottom when they get to a level 3. And ofc Claytalities.
    

Re: Wallbounce early on command grab?

 September 12, 2021, 08:30:57 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

I tried that and it worked great. Thank you!

Just need to adjust the Velset right now.
    

Re: Wallbounce early on command grab?

 September 12, 2021, 05:59:37 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

Perhaps I could get up a video clip showcasing this for clarification:
https://streamable.com/8v2e55

Maybe the p2dist is the solution I desire? I tried this but it just bugs up the whole thing. Also a code dump of the current state of the hyper.

;---------------------------------------------------------------------------
; Example - 1
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = S8889, 0
poweradd = -2000
movetime = 35
time = 35

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 4090
ID = 4090
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 3000, 0]
type = Explod
trigger1 = time = 0
anim = 4100
ID = 4100
pos = 0,0
postype = back
bindtime = -1
removetime = 50
scale = 1,1
sprpriority = -1
supermove = 1

[State Super BG]
type = Explod
trigger1 = time = 0
anim = 4060
ID = 4060
pos = 0,0
postype = left
bindtime = -1
removetime = 320
pausemovetime = 0
supermovetime = 9999
scale = .666667,.75
sprpriority = -9
ownpal = 1
removeongethit = 1

[State 3100, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3100, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,0
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S3100,1
channel = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 15
id = 4060

[State 3100, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA, ST
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p1stateno = 3101
p2stateno = 3102
givepower = 0
getpower = 0

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3100, 7]
type = ChangeState
trigger1 = MoveHit
value = 3101

;---------------------------------------------------------------------------
; Example - 2
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(17) < 0
value2 = C, NA
time = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4060

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3100,3
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,4
channel = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(3102)
value = 3102
ID = 3102
ignorehitpause = 1
persistent = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46.333333333333, -32.666666666667

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -12.333333333333, -78.666666666667

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 43.666666666667, -73.333333333333

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 52.333333333333, -74

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -360

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Example - 3
[Statedef 3102]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -20

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= -10
value = 1025

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100