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
I wonder if anyone has these? They were available for quite a while but Ryou left MFFA last year due to circumstances its best not to discuss here. These quite interest me since these stages seemingly don't work correctly as is if you put them into 640x480 MUGEN.
Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open
[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!!
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
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.
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)
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
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.
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.
[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