YesNoOk

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Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!)

 June 07, 2025, 02:22:04 pm View in topic context
#1
 Posted by TrinitroRoy  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

but what about Ingrid's two friends?
    

Re: Dcat's TMNT WIP Thread

 June 07, 2025, 12:09:14 pm View in topic context
#2
 Posted by Staubhold  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 am
 Board: Projects

    

Re: Dcat's TMNT WIP Thread

 June 07, 2025, 11:55:03 am View in topic context
#3
 Posted by Dcat  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 am
 Board: Projects



    

Kefla - Download

 June 07, 2025, 08:06:49 am View in topic context
#4
 Posted by Bardock Revenge  in Kefla - Download (Started by Bardock Revenge June 07, 2025, 08:06:49 am
 Board: Your Releases, 1.0+

    

Re: [Theme Thread]Pocket/Puzzle Fighters Sprite thread

 June 07, 2025, 08:02:05 am View in topic context
#5
 Posted by KO-KI  in [Theme Thread]Pocket/Puzzle Fighters Sprite thread (Started by anis91 September 06, 2011, 04:04:54 pm
 Board: Graphics

KYO & MAI NGPC_Upscale Style


    

Re: Sailor Saturn Sprites

 June 07, 2025, 04:27:03 am View in topic context
#6
 Posted by rgveda99  in Sailor Saturn Sprites (Started by rgveda99 April 18, 2023, 03:21:17 am
 Board: Sailor Stars Beyond





    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!)

 June 07, 2025, 04:26:46 am View in topic context
#7
 Posted by Knuckles8864  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

Did NOT expect C. Viper to come back. It's honestly really good to see her again! Sagat is always hype, as is Alex. I could go without Ingrid, given her weird history in finding her place among the Street Fighter-verse, but hey, at least she finally gets to be a canon character rather than a what-if character. All around, very good selections for Character Pack 3!
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!)

 June 07, 2025, 03:46:06 am View in topic context
#8
 Posted by Kirishima  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC/NS2) (Year 3 announced!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games



The rumors of who the next picks ended up being true and to show it off, Capcom teamed up with AEW once again and have Kenny Omega don all of the outfits of the next contenders as he goes through his usual identity crisis.

Sagat is the first of the new wave.  This is then followed by C.Viper, making her big return since USF4.  Next is Alex, Kenny's avatar and the reason why this thing was even greenlit.  Finally and probably the most surprising is Ingrid, with a major redesign and this will make her official canon appearance.

All concluded with a teaser of Sagat in a new Thailand stage.
    

Re: How to make the helper appear when P1 is hit by P2 or P2's helper

 June 07, 2025, 01:14:52 am View in topic context

Thanks for the reply!

Let me try to explain it more clearly.

Yes, I want to make it so that when P1 is doing a long combo (like an Ultra Combo in Killer Instinct) and P2 hits P1 with a projectile or helper, P2 should still die even if the combo gets interrupted.

The problem I'm facing is that when P1 is hitting P2, and P2 has 0 life, sometimes P2 doesn't die if P1 gets hit during the combo by a helper (like a projectile or fireball). The combo gets interrupted, and P2 survives with 0 HP. That's what I'm trying to fix.

What I tried:
Using a helper with "damage = 9999" to force P2 to die
Triggering the helper when "p2movetype = A" or "p2movetype = H"
Setting "movetype = A" or "movetype = H" in the helper
Making the helper appear when P1 is hit

 What I want:
If P1 gets hit during a long combo, and P2 is already at 0 life, P2 should die anyway, even if the combo is interrupted.
 I don’t want to manually copy code into every custom state of every opponent.
 I want this to work more automatically, like a system.

I'm not trying to reflect damage like "mirror damage" or "super armor". I just want to guarantee that P2 dies if they are at 0 life and were being hit by P1 even if P1 gets hit during the combo.

Let me know if this is more clear! If not, I can make a quick video example.
Thanks again for helping me!
    

Re: Kula retouch

 June 06, 2025, 11:21:48 pm View in topic context
#10
avatar  Posted by Rhythmholic  in Kula retouch (Started by Rhythmholic October 12, 2024, 07:21:33 am
 Board: Sprite Projects

Thank you all for the feedback and kind words. :D

There's Kumi Okubo from Asuka 120%
Oh interesting, could take advantage of her set. Thanks.

as for Madiesha, if you're taking the sprites from Sakuraka's version, then i think it's Fine to use tem since he/she's no longer online afaik. Unless the readme states that you need permission.
Yeah, it's Sakuraka's version but its readme is somewhat unintelligible.

Will this Carol be usable for my old CvS2 Carol?
Yeah, sure.

I forgot, but I had a few commissioned sprites in my CvS2 Carol. Might wanna check them out!
Oh thanks, in fact I've been keeping an eye on your excellent char and getting some inspiration from it...  Although I'm still looking for moves that would compensate for her fighting style because some of her original moveset could be better IMO

Very good sprites for such a deep cut choice, though one thing Is personally bugging you (with no offense ofc) is that the Idle looks very 1:1 to the original animation spritework from Savage Reign, and my gut is telling that Capcom wouldn't have gone on that direction if they officially added her, I would like to see some liberties on the animations like how Capcom did with some SNK characters like Terry, Yuri or Rugal, or if you wanna take it more easily, you can make some bouncy animatios like how Benimaru's works or you can add more frames to the animation to smooth it out and add a simple animation where she moves the ball between her arms as if it's on a ramp before having it return to her hand (this last one were words taken from XenoCard and Hatter respectively)

Thank you :D Actually, at first I was thinking the same thing but, losely, the only references I had were her original anim and a single sprite made by Chamat (if I'm not mistaken) which her face is visible but I didn't know how to animate that sprite.
I like the idea of ​​the ball moving between her arms that will be a challenge for me to do it though lol, but I'll keep that in mind. Thanks.
    

Re: Bass (Mega Man Power Fighters + Custom)

 June 06, 2025, 09:09:31 pm View in topic context
#11
 Posted by Argetlam  in Bass (Mega Man Power Fighters + Custom) (Started by Argetlam July 26, 2018, 12:01:56 pm
 Board: Your Releases, 1.0+

6/6/2025 bug fix where every time you released a charged shot, other helpers/clones appear.
    

Re: Friday Night Funkin' Mods Stages

 June 06, 2025, 05:58:16 pm View in topic context
#12
 Posted by JolarValenflower  in Friday Night Funkin' Mods Stages (Started by JolarValenflower February 22, 2024, 11:15:24 am
 Board: Your Releases, 1.0+

Added new gamefull Friday Night Funkin' Rhythmic Revolution mod stages for mugen ikemen go

Red


Red Crimson


Mainroom


Mainroom Overload


Perfect Kill


Deathrun


Cooking


Snow btw add extra ver without chairs


Jerma


Jerma2


Void Robert


Void_Mitori


Void_Final


Idk-Man


Green


Green Reactor


Enjoy....
    

Re: Salad's Kitchen: Leona and Shen Woo

 June 06, 2025, 05:28:01 pm View in topic context
#13
 Posted by Rabano  in Salad's Kitchen: Leona and Shen Woo (Started by Rabano November 06, 2024, 04:26:32 am
 Board: Sprite Projects

Karma will upload the whole characters once they are done
    

Re: At my wit's end (trying to create Sub-Zero-esque freezing move)

 June 06, 2025, 04:46:35 pm View in topic context
#14
avatar  Posted by DamionDamaske  in At my wit's end (trying to create Sub-Zero-esque freezing move) (Started by DamionDamaske May 29, 2025, 03:58:27 pm
 Board: M.U.G.E.N Development Help

And this is the re-written "Goo_Impact" state (aka the "Frozen" state):

;Goo_Impact
[Statedef 5400]
movetype= A
physics = N
velset = 0, 0
anim = 5400
sprpriority = 2

[State 5400, StateTypeSet]
type = StateTypeSet
trigger1 = movehit = 1
trigger2 = time = 360
statetype = A ;S,A,C,L
movetype = A ;I,A,H
physics = A ;A,C,S,N

[State 5400, HitOverride]
type = HitOverride
trigger1 = stateno = 5400
attr = SCA,AA,AP
slot = 0
time = 1
forceair = 1

[State 0]
type = SelfState
trigger1 = time = 360
ctrl = 1
value = 0

[State 0, End]
type = SelfState
trigger1 = time = 359
trigger1 = Pos Y != 0
ctrl = 1
value = 5050
    

Re: At my wit's end (trying to create Sub-Zero-esque freezing move)

 June 06, 2025, 04:44:27 pm View in topic context
#15
avatar  Posted by DamionDamaske  in At my wit's end (trying to create Sub-Zero-esque freezing move) (Started by DamionDamaske May 29, 2025, 03:58:27 pm
 Board: M.U.G.E.N Development Help

[State -2, SelfState]
type = SelfState
triggerall = stateno = [5400, 5030]
trigger1 = time >= 360
value = 0
    

Re: How to make the helper appear when P1 is hit by P2 or P2's helper

 June 06, 2025, 04:17:05 pm View in topic context
#16
 Posted by Odb718  in How to make the helper appear when P1 is hit by P2 or P2's helper (Started by DosKillerFighterTrue June 04, 2025, 10:44:20 pm
 Board: M.U.G.E.N Development Help

So this sounds like Super Armor. If P2 hits P1, P2 gets damaged?

"and if I set movetype = A, P2 dies without being hit by P1."
That's exactly what you should expect to happen. The helper will take all of P2's life.

Does this helper use actual sprites? Because I feel like you have it as a blank animation; Which might be adding to your confusion. Make it have an animation so you can see when it appears. Use a destroyself with a timer so it goes away on it's own.

" and subtract all the damage from P2."
Do you mean you want the damage P2 would have done to P1 to be taken from P2? Like a mirror damage, P1 and P2 get the same damage? Or P1 gets no damage and P2 only hurts itself?
    

Re: At my wit's end (trying to create Sub-Zero-esque freezing move)

 June 06, 2025, 04:11:27 pm View in topic context
#17
 Posted by XGargoyle  in At my wit's end (trying to create Sub-Zero-esque freezing move) (Started by DamionDamaske May 29, 2025, 03:58:27 pm
 Board: M.U.G.E.N Development Help

What is the code you are using for the selfstate?
    

Re: MARVEL Tōkon: Fighting Souls (ASW x MARVEL)

 June 06, 2025, 02:49:38 pm View in topic context
#18
 Posted by 087-B  in MARVEL Tōkon: Fighting Souls (ASW x MARVEL) (Started by Kirishima June 05, 2025, 01:04:03 am
 Board: Fighting Games

The inspiration from MVC is still there. Cap still has Shield Slash and Charging Star in his kit, even if they end up with different names in this game. Spider-Man has his lunge from MvCI, and Star Lord’s super is just Dante’s Million Dollars lol

Not to accuse this game of copying or anything. I just think it’s open to having some familiarity (and that may be a good thing for a character like Cap — some familiar moves to serve as an entry level character that transitions an MVC fan to how this game plays).

Anyways imagine Blade and Daredevil don’t make it into this one either lmao
    

Re: Dohsaki (1.1 Only) by Alpyne D(R.I.P) and Vegaz P

 June 06, 2025, 02:08:50 pm View in topic context
#19
 Posted by Vegaz_Parrelli  in Dohsaki (1.1 Only) by Alpyne D(R.I.P) and Vegaz P (Started by Vegaz_Parrelli June 05, 2025, 06:43:14 pm
 Board: Your Releases, 1.0+

    

Re: Salad's Kitchen: Leona and Shen Woo

 June 06, 2025, 01:07:43 pm View in topic context
#20
 Posted by RagingRowen  in Salad's Kitchen: Leona and Shen Woo (Started by Rabano November 06, 2024, 04:26:32 am
 Board: Sprite Projects

Ah well, I hope you're still doing ok. What do you mean by "I will just not share it, not really worth it"? Are you still gonna release them when they're complete?