YesNoOk

Recent Posts

    

Proto Man (Mega Man Power Fighters + Custom) [BETA]

 December 27, 2024, 05:03:42 am View in topic context
#1
 Posted by Argetlam  in Proto Man (Mega Man Power Fighters + Custom) [BETA] (Started by Argetlam December 27, 2024, 05:03:42 am
 Board: Your Releases, 1.0+

Just need to come up with 2 more supers.

Obviously, I am not the best coder or even a decent one lol ^^;  I Started making these characters out of curiousity of how they would have played with their missing sprites. I'm always accepting feedback & of course, please let me know if you find any bugs or code errors.

https://www.mediafire.com/file/fr94hw310fpbjab/Proto_Man.zip/file




    

Re: VELKA (The Glasses) released KOF Wings Of Justicr Recovery (The Full Game)

 December 27, 2024, 02:58:48 am View in topic context
#2
avatar  Posted by Retro Respecter  in VELKA (The Glasses) released KOF Wings Of Justicr Recovery (The Full Game) (Started by Yagoshi300 December 26, 2024, 12:38:20 pm
 Board: IKEMEN Releases

You may want to remove the Memorial-related items from the game, chief.
    

What are the most "classic" Original Characters for Mugen?

 December 27, 2024, 02:25:16 am View in topic context
#3
 Posted by snowy997  in What are the most "classic" Original Characters for Mugen? (Started by snowy997 December 27, 2024, 02:25:16 am
 Board: Off-Topic Help

I mean the classic of the classics here, like Dragon Claw, etc.

It's for a compilation idea i had that i wanted to have everything, so i wanted to have recognisable and classic OCs.
    

Re: 3D stages by Violin Ken

 December 27, 2024, 01:03:24 am View in topic context
#4
 Posted by Funk  in 3D stages by Violin Ken (Started by Violin Ken December 25, 2023, 09:45:07 pm
 Board: IKEMEN Releases

you forgot to fix these two stages:
CVS2 London and CVS2 Aomori
    

Re: Sailor Saturn Sprites

 December 27, 2024, 12:11:47 am View in topic context
#5
 Posted by rgveda99  in Sailor Saturn Sprites (Started by rgveda99 April 18, 2023, 03:21:17 am
 Board: Sailor Stars Beyond





    

Re: Spritesheet Expansion Thread

 December 26, 2024, 11:11:47 pm View in topic context
#6
 Posted by Manson Rees  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

That's insane, man.
Great work you're doing here!
    

Re: Spritesheet Expansion Thread

 December 26, 2024, 09:43:03 pm View in topic context
#7
 Posted by Noside  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

These custom sprites are sick! great work!
    

Mega Man 2 The Power Fighters Theme [Custom]

 December 26, 2024, 08:24:17 pm View in topic context
#8
 Posted by Argetlam  in Mega Man 2 The Power Fighters Theme [Custom]  (Started by Argetlam December 26, 2024, 08:24:17 pm
 Board: Your Releases, 1.0+

    

Freeway (Custom Mega Man Power Fighters stage)

 December 26, 2024, 08:14:42 pm View in topic context
#9
 Posted by Argetlam  in Freeway (Custom Mega Man Power Fighters stage) (Started by Argetlam December 26, 2024, 08:14:42 pm
 Board: Your Releases, 1.0+




https://www.mediafire.com/file/80mugqtncznbu9q/freeway.zip/file


First stage. I might make ONE more, since I want to do a bonus stage.

*P.S. IF YOU DOWNLOADED MY SCREENPACK, REPLACE THIS STAGE WITH THE ONE IN THE SCREENPACK. SCREENPACK VERSION OF THE STAGE IS A BETA, WHERE, FOR EXAMPLE, THE WALLS DONT GO HIGH ENOUGH.
    

Re: Bass (Mega Man Power Fighters)(FINAL UPDATE!!!)

 December 26, 2024, 08:05:21 pm View in topic context
#10
 Posted by Akito  in Bass (Mega Man Power Fighters + Custom) (Started by Argetlam July 26, 2018, 12:01:56 pm
 Board: Your Releases, 1.0+

Thanks!
    

Re: Bass (Mega Man Power Fighters)(UPDATE#3!!!)

 December 26, 2024, 07:58:49 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+

Updated!

I will most likely work on Proto Man now. A beta will probably be released either tonight or tomorrow in discord.
    

Re: I have a good news but

 December 26, 2024, 07:11:00 pm View in topic context
#12
 Posted by MotorRoach  in  I have a good news but (Started by codeunexist December 17, 2024, 03:27:02 pm
 Board: Graphics

All incredible stuff here, I can tell this was definitely not easy to draw. Good work
    

Samurai Kang Updated Jhun Hoon and released Kang Baedal

 December 26, 2024, 05:57:49 pm View in topic context
#13
 Posted by Yagoshi300  in Samurai Kang Updated Jhun Hoon and released Kang Baedal (Started by Yagoshi300 December 26, 2024, 05:57:49 pm
 Board: Found Releases 1.0+

    

Re: Spritesheet Expansion Thread

 December 26, 2024, 05:48:18 pm View in topic context
#14
 Posted by Rabano  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

I did some more.

SF6 Light Kick and Crouching Heavy Punch:




I also made this that are not really based on other things from other games, just a reanimated version of his SFA normals




    

Re: How can I recreate Morrigan's Astral VIsion?

 December 26, 2024, 03:50:41 pm View in topic context
#15
 Posted by daonlylonely  in How can I recreate Morrigan's Astral VIsion? (Started by daonlylonely July 08, 2024, 04:01:48 pm
 Board: M.U.G.E.N Development Help

So it's been a while since I've done anything MUGEN related due to burnout but I recently went back to attempting this again. Right now, my problem is I tried seeing if I could make use of some Astral Vision code from another version of Morrigan but when I tested it in game, her mirror image/clone stopped showing up and I'm unable to pinpoint where I went wrong. I'd also appreciate it if someone could lemme know if there is somehow a simpler way of doing this.

Here's the code I'm using:

Code:
[State 770, AV Mirror Image]
type = helper
trigger1 = Anim = 770 && AnimElemTime(22) < 0
helpertype = normal
stateno = 790
ID = 790
pos = 0,0
name = "AV Mirror Image"
postype = p1
persistent = 0
keyctrl = 1



;=====================<ASTRAL VISION MIRROR IMAGE>============================
[Statedef 790]
type = S
physics = N
movetype = S
anim = 790
ctrl = 0
velset = 0, 0
sprpriority = 1

[State 790, End]
type = changestate
trigger1 = !ishelper(775)
value = 0
ctrl = 1

[State 790, Fade In]
type = Trans
trigger1 = Anim = 790 && AnimElemTime(7)<0
trans = addalpha
alpha = ceil(5.7 * AnimElemTime(1)), ceil(256 -5.7 * AnimElemTime(1))

[State 790, Pos]
type= BindToParent
trigger1 = 1
time = 1
facing = -1
pos= 2*(Parent,P2Dist X), 0

[State 790, 1]
type = BindToParent
trigger1 = Anim = 790
time = 688
facing = -1
pos = 100,0

[State 790, 2]
type = ChangeAnim
triggerall = SelfAnimExist(root,Anim) && Time >=44
trigger1 = Anim != (root, anim)
trigger2 = AnimElemNo(0) > (root, AnimElemNo(0))
value = root, anim
elem = root,AnimElemNo(0)
ignorehitpause = 1

[State 790, End]
type = DestroySelf
trigger1 = parent, stateno !=771
value = 791

;AV Mirror Image Fade away
[Statedef 791]
type = A
physics = N
anim = 791
sprpriority = 1

[State 791, No AfterImages]
type = AfterImageTime
trigger1 = !Time
time = 0
ignorehitpause = 1

[State 791, Fade]
type = trans
trigger1 = 1
trans = addalpha
alpha = ceil(256 -8.5 * time), ceil(8.5 * time)

[State 791, Gravity]
type = VelAdd
trigger1 = 1
y = 0.5

[State 791, End]
type = ChangeState
trigger1 = Time >= 30 || pos y >= 0
value = 1016



;===================< MAIN >===================
[Statedef 775]
type = A
physics = N
movetype = I
anim = 0
ctrl = 0
velset = 0, 0

[State 775, End]
type = changestate
trigger1 = !ishelper(775)
value = 0
ctrl = 1

[State 775, NHB]
type = nothitby
trigger1 = 1
time = -1
value = SCA, AA, AP, AT
ignorehitpause = 1

[State 775, Push]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 775, Anim]
type = changeanim
triggerall = root, selfanimexist(root, anim) && (root, stateno != [770, 771])
triggerall = ifelse((root, movetype = H), (root, stateno = [5000, 5300]), 1)
trigger1 = anim != (root, anim)
value = root, anim
elem = root, animelemno(0)

[State 775, customstatesanim]
type = changeanim
trigger1 = root, movetype = H && (root, stateno != [5000, 5300])
trigger2 = !root, selfanimexist(root, anim)
value = 5010

[State 775, Pos]
type = bindtoroot
trigger1 = 1
time = 1
facing = -1
pos = 2 * (root, p2dist x), 0

[State 775, spr]
type = sprpriority
trigger1 = 1
value = 0
ignorehitpause = 1

[State 775, sts]
type = statetypeset
trigger1 = (root, movetype = A)
movetype = A
ignorehitpause = 1

[State 775, sts]
type = statetypeset
trigger1 = (root, movetype = H)
movetype = H
ignorehitpause = 1

[State 775, sts]
type = statetypeset
trigger1 = (root, movetype = I)
movetype = I
ignorehitpause = 1

[State 775, Strength]
type = varset
trigger1 = var(10) != root, var(10)
var(10) = root, var(10)

[State 775, hitreset]
type = movehitreset
trigger1 = !(root, movecontact)

[State 775, dampener]
type = attackmulset
trigger1 = 1
value = root, fvar(12)
ignorehitpause = 1




[State 775, FX]
type = explod
trigger1 = root, stateno = 1000
trigger1 = anim = 1000 && animelem = 1
anim = 1004
ID = 1004
sprpriority = 3
postype = p1
ownpal = 1

[State 775, SoulFist]
type = helper
trigger1 = root, stateno = 1000
trigger1 = anim = 1000 && animelem = 6
helpertype = normal
stateno = 1005
ID = 1005
name = "Soul Fist"
postype = p1
pos = 6, -50
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 775, FX]
type = explod
trigger1 = root, stateno = 1050
trigger1 = anim = 1050 && animelem = 4
anim = 1054
ID = 1054
sprpriority = 3
postype = p1
bindtime = -1
removeongethit = 1
ownpal = 1

[State 775, SoulFist]
type = helper
trigger1 = root, stateno = 1050
trigger1 = anim = 1050 && animelem = 6
helpertype = normal
stateno = 1055
ID = 1055
name = "Soul Fist"
postype = p1
pos = 60, -48
size.xscale = 0.66
size.yscale = 0.66
ownpal = 1

[State 775, FX]
type = explod
trigger1 = root, stateno = 3000
trigger1 = anim = 3000 && animelem = 3
anim = 3004
ID = 3004
sprpriority = 3
postype = p1
bindtime = -1
removeongethit = 1
ownpal = 1

[State 775, SoulFist]
type = helper
trigger1 = root, stateno = 3000
trigger1 = anim = 3000 && animelem = 6
helpertype = normal
stateno = 3005
ID = 3005
name = "Soul Fist"
postype = p1
pos = 6, -50
size.xscale = 0.85
size.yscale = 0.85
ownpal = 1

[State 775, FX]
type = explod
trigger1 = root, stateno = 3050
trigger1 = anim = 3050 && animelem = 4
anim = 1054
ID = 1054
sprpriority = 3
postype = p1
bindtime = -1
removeongethit = 1
ownpal = 1

[State 775, SoulFist]
type = helper
trigger1 = root, stateno = 3050
trigger1 = anim = 3050 && animelem = 6
helpertype = normal
stateno = 3055
ID = 3055
name = "Soul Fist"
postype = p1
pos = 60, -48
size.xscale = 0.85
size.yscale = 0.85
ownpal = 1

[State 775, hit]
type = hitdef
trigger1 = (anim = [200, 201]) && animelem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, ifelse((anim = 200), -82, -74)
hitsound = s2, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = Low
air.velocity = 0, -2
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 205 && animelem = 3
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -54
hitsound = s2, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -3.5
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 206 && animelem = 4
attr = S, NA
damage = 44, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -62
hitsound = s2, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -3.5
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 210 && animelem = 5
attr = S, NA
damage = 65, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 4, 4
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -48
hitsound = s2, 3
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -4.5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 211 && animelem = 3
attr = S, NA
damage = 60, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -62
hitsound = s2, 9
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -4.5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 215 && animelem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -15, -32
hitsound = s2, 4
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = Low
air.velocity = 0, -2
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 220 && animelem = 4
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -53
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -3.5
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 225 && animelem = 4
attr = S, NA
damage = 63, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -59
hitsound = s2, 9
guardsound = s2, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -4.5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 226 && (animelem = 3 || animelem = 4 || animelem = 5)
attr = A, NA
damage = 13, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, ifelse((animelem = 3), -96, ifelse((animelem = 4), -60, -90))
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -3
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 226 && animelem = 6
attr = A, NA
damage = 30, 0
animtype = Hard
fall.animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -59
hitsound = s2, 6
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, 9
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 230 && (animelem = 2 || animelem = 3)
attr = C, NA
damage = 12, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -36
hitsound = s2, 1
guardsound = s2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = Low
air.velocity = 0, -2
down.velocity = 0, -2
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 235 && animelem = 2
attr = C, NA
damage = 43, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -29
hitsound = s2, 8
guardsound = s2, 0
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -3.5
down.velocity = 0, -3
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
persistent = 0
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = animelem = 4 && anim = 240
attr = C, NA
damage = 65, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -20, -32
hitsound = s2, 9
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -4.5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = animelem = 3 && anim = 241
attr = C, NA
damage = 65, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -20, -120
hitsound = s2, 9
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -4.5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5 ?????

[State 775, hit]
type = hitdef
trigger1 = (anim = 245 || anim = 246) && animelem = 2
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, ifelse((anim = 245), -4, -17)
hitsound = s2, 4
guardsound = s2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = Low
air.velocity = 0, -2
down.velocity = 0, -2
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5 ?????

[State 775, hit]
type = hitdef
trigger1 = (anim = 250 || anim = 251) && animelem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, ifelse((anim = 250), -14, -31)
hitsound = s2, 5
guardsound = s2, 0
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -3.5
down.velocity = 0, -3
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 255 && animelem = 4
attr = C, NA
damage = 60, 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -15, -30
hitsound = s2, 6
guardsound = s2, 0
ground.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0, -3
air.type = Trip
air.velocity = 0, -3
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.5




[State 775, hit]
type = hitdef
trigger1 = anim = 260 && animelem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -43
hitsound = s2, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = Low
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 265 && animelem = 3
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -48
hitsound = s2, 8
guardsound = s2, 0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = Low
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 270 && animelem = 6
attr = A, NA
damage = 60, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -66
hitsound = s2, 3
guardsound = s2, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = (anim = [275, 276]) && animelem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, ifelse((anim = 275), -42, -62)
hitsound = s2, 4
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0
air.type = High
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 9
envshake.freq = 60
envshake.ampl = 1
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 280 && animelem = 3
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -47
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0
air.type = High
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = 2
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = anim = 285 && animelem = 3
attr = A, NA
damage = 60, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -54
hitsound = s2, 6
guardsound = s2, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.velocity = 0, -5
getpower = 0
givepower = 0
envshake.time = 14
envshake.freq = 60
envshake.ampl = 3
yaccel = 0.5

[State 775, hit]
type = hitdef
trigger1 = (animelem = 2 || animelem = 3) && anim = 1100
trigger1 = !movecontact && !movereversed
attr = S, SA
damage = 104 + (7 * var(10)), 0
animtype = Back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12 / ((var(40) > 0) + 1), 12 / ((var(40) > 0) + 1)
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, ifelse((animelem = 2), -35, -60)
hitsound = s2, 9
guardsound = s2, 0
ground.type = Low
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0, -6 -var(10)
air.type = Low
air.velocity = 0, -6 -var(10)
getpower = 0
givepower = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.animtype = Medium
yaccel = 0.5
forcestand = 1

[State 775, hit2]
type = hitdef
trigger1 = animelem = 4 && anim = 1100
trigger1 = !movecontact && !movereversed
attr = A, SA
damage = 83, 0
animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12 / ((var(40) > 0) + 1), 12 / ((var(40) > 0) + 1)
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, -100
hitsound = s2, 9
guardsound = s2, 0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0, -6 -var(10)
air.type = Low
air.velocity = 0, -6 -var(10)
getpower = 0
givepower = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.5
forcestand = 1

[State 775, hit]
type = hitdef
trigger1 = (animelem = 2 || animelem = 3) && anim = 3100
attr = S, HA
damage = 25, 0
animtype = Back
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 3, 4
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, ifelse((animelem = 2), -35, -60)
hitsound = s2, 9
guardsound = s2, 0
ground.type = Low
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0, -10
air.type = Low
air.velocity = 0, -10
down.hittime = 20
down.velocity = 0, 0
getpower = 0
givepower = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.animtype = Medium
yaccel = 0.5
forcestand = 1

[State 775, hit2]
type = hitdef
trigger1 = (animelem = 4 || animelem = 6 || animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11) && anim = 3100
attr = A, HA
damage = 25, 0
animtype = Up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = ifelse((animelem = 11), 15, 3), ifelse((animelem = 11), 15, 3)
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, -100
hitsound = s2, 9
guardsound = s2, 0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0, -10
air.type = Low
air.velocity = 0, -10
down.velocity = 0, 0
getpower = 0
givepower = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.5
forcestand = 1

[State 775, hit]
type = hitdef
trigger1 = anim = 3402 && !(time % 3) && hitcount <= 13
trigger1 = var(11) := 1 && var(12) := -43
attr = A, HA
damage = 18, 0
animtype = Hard
air.animtype = Back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
sparkno = s7030 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, -43
hitsound = s2, 9
guardsound = s2, 0
ground.type = High
ground.slidetime = 32
ground.hittime = 32
ground.velocity = 0, 0
air.type = Low
air.velocity = 0, -2
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
yaccel = 0.5
forcestand = 1

[State 775, End]
type = changestate
trigger1 = root, var(40) <= 0
value = 779
    

Re: MUGEN Video thread

 December 26, 2024, 02:17:00 pm View in topic context
#16
 Posted by D. HoChoy  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion


    

Re: Wlan's Moveset for Future Characters

 December 26, 2024, 12:43:14 pm View in topic context
#17
 Posted by WlanmaniaX  in Wlan's Moveset for Future Characters (Started by WlanmaniaX April 10, 2021, 02:17:40 am
 Board: Idea Engineering

Reworked Jenny's moveset and added Jason Voorhees, with his moveset potential on my to-do list.
    

VELKA (The Glasses) released KOF Wings Of Justicr Recovery (The Full Game)

 December 26, 2024, 12:38:20 pm View in topic context
#18
 Posted by Yagoshi300  in VELKA (The Glasses) released KOF Wings Of Justicr Recovery (The Full Game) (Started by Yagoshi300 December 26, 2024, 12:38:20 pm
 Board: IKEMEN Releases

    

LTD911 Updated Logcocleo

 December 26, 2024, 12:32:01 pm View in topic context
#19
 Posted by Yagoshi300  in LTD911 Updated Logcocleo (Started by Yagoshi300 December 26, 2024, 12:32:01 pm
 Board: Found Releases 1.0+

    

Re: 3D Stages are Here! a fairly comprehensive guide

 December 26, 2024, 11:56:27 am View in topic context
#20
 Posted by amilcar  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

thanks but I change the fov but the image increases or decreases, it doesn't really move like zoffset which moves the Y coordinate