YesNoOk

Recent Posts

    

Re: MUGEN Video thread

 March 29, 2024, 02:17:14 am View in topic context
#1
 Posted by Vinnie  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Answer from Guilty Gear Xrd (Beta)

 March 29, 2024, 01:38:39 am View in topic context
#2
 Posted by JolarValenflower  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

    

Re: Hayonik's Thread

 March 29, 2024, 01:37:13 am View in topic context
#3
avatar  Posted by Charmugen  in Hayonik's Thread (Started by Hayonik March 28, 2024, 05:04:45 am
 Board: Requests

    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 29, 2024, 12:52:44 am View in topic context
#4
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

After a lot of work to understand how the new options work, finally I can convert Central Fiction Lifebars to Ikemen Go! I need to suppress some animations for lack of layers but they continue be great! I show us a video when I finish them completely. Here I leave you some captures, see you soon!




    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 March 29, 2024, 12:49:53 am View in topic context
#5
 Posted by Jmorphman  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.
For the context of a fighting game level arrangement of the Crateria theme, I would recommend the Metroid Metal version. It fully ramps up at the start, and keeps that same level of energy for the entirety of the runtime, which I think are both very important for any stage theme.
    

Re: DBS Vegeta SSJ Blue!(New Transformation!)1.1

 March 28, 2024, 11:30:47 pm View in topic context
#6
 Posted by DarkZemX  in DBS Vegeta SSJ Blue!(New Transformation!)1.1 (Started by DarkZemX March 24, 2024, 01:22:17 pm
 Board: Your Releases, 1.0+

The char is already pretty heavy but you also have about 400MB of backups in the archive.

Dude you're a lifesaver lol i couldnt figure out why the file was so large i thought it was cause of all my additions. I've deleted that backup in the past numerous times but it must've came back during my process of making copies of the character so i dont lose my progress. Thank you soooooo much PotS. Great creations from you btw thank you.
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 11:23:45 pm View in topic context

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.

If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.


But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.
    

Re: Weird AIR

 March 28, 2024, 10:01:49 pm View in topic context
#8
 Posted by AlexSin  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

65536-6359=59177

that's the number you're trying to find.

Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.
    

Re: Sonic Fighting Heroes

 March 28, 2024, 09:53:34 pm View in topic context
#9
 Posted by SonicSkills  in Sonic Fighting Heroes (Started by SonicSkills January 11, 2022, 06:47:25 am
 Board: Projects

FIRST LOOK AT SONIC FIGHTING HEROES V3.2.2 PREMIERES 6:30 PM CST TODAY!

This will showcase the new Character Select, Options, and WIP Versus Screen along with Sonic's new moves & animations. This will also showcase the new & improved Music Plant stage!
https://youtu.be/RistCzMoB4A?si=JhfvUMxdpw7a2MNv
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 09:12:08 pm View in topic context
#10
 Posted by Rabano  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

    

Re: Answer from Guilty Gear Xrd (Beta)

 March 28, 2024, 09:01:10 pm View in topic context
#11
 Posted by DeathScythe  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

    

Re: Weird AIR

 March 28, 2024, 08:53:59 pm View in topic context
#12
 Posted by DeathScythe  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).

But aside from this, the code sure looks weird. These negative values in sprite group make no sense.

What exactly are you trying to do? Or are you just curious about the weirdness of it? ;P
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 28, 2024, 08:35:14 pm View in topic context
#13
 Posted by drpepperfan  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

Truly amazing work.
    

Alou KOF Gameplay w/Max Mode and Ex Moves

 March 28, 2024, 08:33:14 pm View in topic context
#14
 Posted by AnimugenZ  in Alou KOF Gameplay w/Max Mode and Ex Moves (Started by AnimugenZ March 28, 2024, 08:33:14 pm
 Board: Edits & Addons 1.0+

    

Weird AIR

 March 28, 2024, 08:04:25 pm View in topic context
#15
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

This pertains to Varo Hades' Superman.

His heat vision codes look like this (For Light version)

;LP Laser Vision
[Begin Action 1005]
1011,0, 0,0, 0,, A
-6359,24, 60,-90, 2,, A
Clsn1: 2
  Clsn1[0] = 18, -110, 385, -79
  Clsn1[1] = 354, -85, 354, -80
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
Clsn1: 3
  Clsn1[0] = 18, -107, 533, -79
  Clsn1[1] = 381, -111, 383, -82
  Clsn1[2] = 236, -1, 236, -1
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
-6359,22, 100,-90, 2,, A
-1,0, 0,0, 1,, A
-6359,24, 150,-90, 2,, A
-6359,27, 180,-90, 2,, A
-6359,27, 210,-90, 3,, A

I cannot for the life of me find any sprite numbered 6359 and the - symbol is confusing as hell. What's weirder is that the actual sprite used for laser vision is group 59177 but that doesn't even show up in the AIR file or any other file and yet the sprite shows up fine in mugen so I'm totally lost as to how a sprite that hasn't been coded, get called out by the engine.

What's strange is that when i save the sff as 1.1(SFFv2) or even 1.0 the laser vision sprite won't show up. It only shows up in the beta sff pre 1.0 version
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 07:41:15 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.

None of that will make a difference.

It's likely a juggle issue and/or the opponent becoming invulnerable; you can check the latter by viewing collisions with Ctrl+C, which will be cyan if they're inv.

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 07:38:11 pm View in topic context
#17
 Posted by Momotaro  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

All of his Crouching normals are done:





All of them are great!
You progressed so well.

I'm so freaking proud!
Considering how your debuts were "simple"

Also
Are you still using the same method? (software etc.)
    

Re: Jubei Yamada in CVS Style

 March 28, 2024, 06:39:37 pm View in topic context
#18
 Posted by Rabano  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

All of his Crouching normals are done:



    

Re: DC vs MARVEL 8 bit

 March 28, 2024, 06:26:52 pm View in topic context
#19
avatar  Posted by isela  in DC vs MARVEL 8 bit (Started by isela May 16, 2021, 07:09:29 am
 Board: Projects

    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 28, 2024, 06:16:19 pm View in topic context
#20
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Thank you very much! I need this to finish the screenpack! I work hard with the lifebars too! I show you the progress during this days. I hope next month I can release the screenpack.
Thank again PhoenixPhantom for your interest in the project.