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Re: B-kun's thread: Calamix Power Fighters V3, 63 1/3 Blob & Old requests

 April 25, 2024, 03:01:09 am View in topic context
#1
 Posted by Basara Lapis  in B-kun's thread: Calamix Power Fighters V3, 63 1/3 Blob & Old requests (Started by Basara Lapis April 23, 2010, 09:04:30 pm
 Board: Requests

Wow, thank you very much!! :D

Well, my other requests are still available, so if anyone can help me with them (especially the Calamix Power Fighters V3) I'll thank you a lot
    

Re: Sailor Mars Sprites

 April 25, 2024, 02:34:24 am View in topic context
#2
 Posted by rgveda99  in Sailor Mars Sprites (Started by rgveda99 November 05, 2022, 10:57:05 pm
 Board: Sailor Stars Beyond








    

cannot edit Char Academy ichigo

 April 25, 2024, 02:31:37 am View in topic context
#3
avatar  Posted by JoshDraws  in cannot edit Char Academy ichigo (Started by JoshDraws April 25, 2024, 02:31:37 am
 Board: M.U.G.E.N Development Help

When I tried to edit Inseph's Char Academy Ichigo's cns file and loaded up my mugen build, he starts glitching and it seems to just spam every special effect contain within the character on  screen. Is there a way I can remove this?
    

Re: Can't Get any Holn's AI Patches on Onedrive...

 April 25, 2024, 02:13:20 am View in topic context
#4
avatar  Posted by Charmugen  in Can't Get any Holn's AI Patches on Onedrive... (Started by Dude01 April 18, 2024, 01:20:12 pm
 Board: Requests

Charmugen do you got sagat ai holn made for kenshiro99
Yes. It's in download link above. It's in the pack, "XvsSF_AI(mugen1.1)" there you will find AI for Kenshiro99's Sagat.
    

Re: KoF Maximum Impact 2 English Voice Patch for Fervicante's B. Jenet

 April 25, 2024, 01:35:21 am View in topic context
#5
 Posted by NiErUZMK94  in KoF Maximum Impact 2 English Voice Patch for Fervicante's B. Jenet (Started by Macaulyn97 April 22, 2024, 04:32:49 am
 Board: Edits & Add-ons

Nice English Voice!!!
    

Re: Dreadedpotato's Palettes

 April 24, 2024, 09:34:45 pm View in topic context
#6
 Posted by dreadedpotato  in Dreadedpotato's Palettes (Started by dreadedpotato April 23, 2024, 12:35:57 am
 Board: Edits & Addons 1.0+

Looks Good but...

Where Can I Download XD? (like I was thinking should i download from postimage site or here) which am i allow to download?

also can't wait too see you make some color pals dude :D (*add thumbs up*)

I assume downloading them from the host site would be fine, but I've added a Google Drive link to the original post just to be safe. Any palettes I make will be available there in the future. Speaking of, I plan on making a palette for OHMSBY's Aoko based on her casual outfit with the light blue sweater from Witch on the Holy Night. Not sure when I'll get around to doing it, but it's on the to-do list for sure.
    

Re: Revive code.

 April 24, 2024, 08:46:54 pm View in topic context
#7
 Posted by Vivz  in Revive code. (Started by PPPPP15 April 22, 2024, 06:52:23 pm
 Board: M.U.G.E.N Development Help

Hello guy,

I don't know if it can help you but in my MUGEN Game one char has that kind of skill,
perhaps if you try to find the code and analyse it you'll win.

It's "Ikki" from Saint Seiya by "Tonos / Vegeth1985 (Drawers), SeiyaDivin / Tux (Coders)"

Good Luck !
    

Re: Obby's WIP CS Thread

 April 24, 2024, 07:30:39 pm View in topic context
#8
 Posted by Gêmeos dos Jogos  in Obby's WIP CS Thread (Started by Obby October 04, 2021, 05:15:36 am
 Board: Sprite Projects

You're almost done with Jon Talbain CS! That's quite nice! And we are already close to releasing his update. We will definitely use CS! Good job!
    

Re: Lasombra's Releases - all in one place

 April 24, 2024, 06:01:05 pm View in topic context
#9
 Posted by Lasombra Demon  in Lasombra's Releases - all in one place (Started by Lasombra Demon July 30, 2021, 09:27:39 pm
 Board: IKEMEN Releases

Just in case it's required to say it again: I didn't make any of the stages themselves.

But the interactivity systems are 100% original code.

So far, the reported bugs:
-Scaling & localcoord for SHINE shades and Ring Out exit Explods
-Ring Out Explod sometimes changes Vel X direction

Possible future fixes and ideas:
-NumColor and not just PalFX for SHINE shades
-Also: allowing for a character-side Map to be used to stop the SHINE BGPalFX
-A toggle to replace the BGPalFX/PalFX for an AllPalFX
    

Re: M.U.G.E.N Screenshots V3

 April 24, 2024, 05:19:19 pm View in topic context
#10
 Posted by Gêmeos dos Jogos  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion





    

How to adjust space between mirrored sprites?

 April 24, 2024, 04:33:37 pm View in topic context
#11
avatar  Posted by daonlylonely  in How to adjust space between mirrored sprites? (Started by daonlylonely April 24, 2024, 04:33:37 pm
 Board: M.U.G.E.N Configuration Help

This portrait frame thingy here is one single sprite which mirrors itself on the VS screen and I'd like to know how I could adjust the space in between should I ever need to change the size of the sprite.

Using Mugen 1.1

Edit: Forgot to mention this is from the Darkstalkers/Vampire screenpack by Beserker989

    

Re: Fight Club Mugen 3.0 SP

 April 24, 2024, 01:45:17 pm View in topic context
#12
 Posted by Muttley Creations  in Fight Club Mugen 3.0 SP (Started by Muttley Creations April 21, 2024, 12:08:51 am
 Board: Your Releases, 1.0+

    

Re: Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 01:36:29 pm View in topic context
#13
avatar  Posted by Lucastyle  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

Thanks alot i was able to execute it perfectly, should have known to add roundstate instead.

[State 2100, Change State]
type=changestate
triggerall=roundstate = 3
trigger1=enemy,alive = 0
value=0
ctrl=1

[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive >= 1
value=2220
ctrl=1
    

Re: Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 01:06:14 pm View in topic context
#14
 Posted by Odb718  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

have you tried adding
target,life = 0
as an additional trigger?
You may also want to add a changestate where if the target has less health than the hitdef is going to cause it'll switch over.

You might be dealing with roundstate also. The match could be considered over by the time the changestates happen?
    

How do I remove super pauses?

 April 24, 2024, 12:53:04 pm View in topic context
#15
avatar  Posted by daonlylonely  in How do I remove super pauses? (Started by daonlylonely April 24, 2024, 12:53:04 pm
 Board: M.U.G.E.N Configuration Help

I'm trying to make a Darkstalkers game and some characters have that little pause/freeze frame that happens at the start of their supers. I'd like to know how to remove that.   :P
    

Change State if enemy is alive or Back to idle state if Enemy is not alive

 April 24, 2024, 09:12:16 am View in topic context
#16
avatar  Posted by Lucastyle  in Change State if enemy is alive or Back to idle state if Enemy is not alive  (Started by Lucastyle April 24, 2024, 09:12:16 am
 Board: M.U.G.E.N Development Help

So This is my first post but i need help on how to do this part where if the attack is sucessful in defeating the enemy it must return to its idle state or 0 when animation is finished or if the enemy is still alive then it will change its state to the next attack that it will execute. This is the code:
Code:
[Statedef 2100, Final Attack]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4
anim=2100
hitdefpersist=1
movehitpersist=1


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
;ignorehitpause =
;persistent =

[state ]
type=playsnd
trigger1=animelem=2
value=7000,0

[state ]
type=playsnd
trigger1=animelem=6
value=7000,0

[state ]
type=playsnd
trigger1=animelem=9
value=7000,0

[state ]
type=playsnd
trigger1=animelem=9
value=7000,1

[state ]
type=playsnd
trigger1=animelem=16
value=7000,2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 16933
ID = 16933
pos = 0,-40
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 999
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 7070
ID = 7070
pos = 6,-40
postype = P1  ;P2, Front, Back, Left, Right
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
time = 160
freq =500
ampl=50
;ignorehitpause =
;persistent =


[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 2
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1




[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 4
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1



[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 6
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1

[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 9
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 16
priority = 999, Hit
projremove = 10
projremovetime = 425
projhits = 999999
projmisstime = 0
projanim = 88888
projhitanim = 88888
projid = 88888
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0,0         ;????????
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage   = 999999
animtype = Hard
sparkno = -1
hitflag = MAFDPLH
guardflag = HA
hitsound   = -1
pausetime = 0, 200            ;??????????????????(??,??)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 100
fall.damage = 99999999999
projpriority = 5
projshadow = 0,0,0
projremovetime = -1


[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive<0
value=0
ctrl=1

[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive>=1
value=2220
ctrl=1

The main problem is that it keeps repeating the animation if the enemy is dead or not and tried solving multiple times
Im hoping i would get an answer and see if i can figure it out or i have to change my plans otherwise thanks.
    

Re: Particle FX

 April 24, 2024, 08:32:28 am View in topic context
#17
 Posted by oscar123  in Particle FX  (Started by All-Star Platinum February 28, 2024, 09:52:33 pm
 Board: Development Resources

    

Garfieldfan's WIP Factory

 April 24, 2024, 04:13:58 am View in topic context
#18
 Posted by GarfieldfanMUGEN  in Garfieldfan's WIP Factory (Started by GarfieldfanMUGEN April 24, 2024, 04:13:58 am
 Board: Projects

I present to you...
Garfieldfan's Factory!

This, obviously, is where I show off what I'm working on, be it a solo effort or a collab with one or more authors. Only characters will be shown off here (either via images or through Streamable showcases, which you can always find through the characters' Recent Showcase section), not stages or the like... at least not normally, as I might drop a small peak of those here and there.

Current WIPs:

Spoiler, click to toggle visibilty
    

Re: MUGEN Video thread

 April 24, 2024, 02:48:58 am View in topic context
#19
 Posted by Ralaco  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

(Ichida's) Orie Ballardiae VS (OHMSBY's) Hyde Kido


    

Re: Sailor Venus Sprites

 April 23, 2024, 11:48:36 pm View in topic context
#20
 Posted by rgveda99  in Sailor Venus Sprites (Started by rgveda99 November 30, 2022, 01:07:15 am
 Board: Sailor Stars Beyond