YesNoOk

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make shao kahn have protection his body only performs a special move like MK9

 May 06, 2024, 09:33:26 am View in topic context

Hello, I'm looking for a way for Shao Kahn to be challenging and fun like in mk9 similar, have a shield or protection on his body only when he performs a special move or hits a blow, and when I hit him he glows yellow but the animation doesn't appear. get hit

I will use char from shao kanh by Serega_Stryker's as an example

look at the comparison between mugen and mk9



As you saw, In Mugen, it is easier to defeat Shao Kahn because his special moves and punches are very immune to attacks. While in MK9, when Scorpion tries to hit Shao Kahn, he performs special moves and the attacks are not immune to Shao Kahn due to the protection on his body. Shao Kahn sends Scorpion flying, but he glows yellow and can take life, although that doesn't stop him from hitting him. The only time he is immune is when he performs a taunt.

code example, I will use "Upward Shoulder" move special as the protection

Code:
;tackle - knee

[StateDef 1210]
type = A
movetype=A
physics = N
juggle = 4
ctrl=0
anim = 1300

[State 1000, Bounf]
type = velset
trigger1 = animelem = 3
x = 8;10
y = -5;-6

[State 1000, w]
type = PlaySnd
trigger1 = Time = 2
value = 4, 10+5*(random%2)
channel = 3

[State 1000,w]
type = PlaySnd
trigger1 = Time = 0
value = 20, 4
volumescale = 200

[State 1000, 10]
type = HitDef
trigger1 = !movecontact
attr = S, SA
animtype = back
damage = 270, 50
guardflag = HL
hitflag = HAF
pausetime = 1.1
priority = 8,hit
sparkno = -1
guard.sparkno = -1
hitsound = 5.0
guardsound = 5.14
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -6,-3
air.velocity = -6,-3
air.hittime = 12
yaccel = 0.5
fail = 1
fail.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
hitence = 1

[State 1000, Bounf]
type = null;nothitby
trigger1 = animelemno(0) = 3
value = A,NA

[State 1000, Bounf]
type = null;helper
trigger1 = Movehit
stateno = 7150
pos = 60,-70
facing = -1
persistent = 0
ignorehitpause = 1

[State 1000, Bounf]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1.0

[State 1000, Bounf]
type = velset
trigger1 = movecontact
trigger2 = animelem = 4
x = 0
y = -1
ignorehitpause = 1

[State 1000, Bounf]
type = targetstate
trigger1 = Moveguarded
value = 280
persistent = 0
ignorehitpause = 1

[State 1000, Bounf]
type = envshake
trigger1 = Movecontact
ampl = 6
time = 16
freq = 70
persistent = 0
ignorehitpause = 1

[State 1000, BounceOff]
type = selfState
trigger1 = Time >= 15 || p2dist x < -35
trigger1 = !movecontact
trigger2 = movecontact > 12
value = 1211

One day I will start doing Mortal Kombat 9 in Mugen to do with all the characters be very similar to mk9.

If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator)
    

Re: Street Fighter 5 & 6 WIP by Mr. I and Violin Ken

 May 06, 2024, 05:19:41 am View in topic context
#2
 Posted by Macaulyn97  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Careful, Violin, you don't want to get people angry for making a Cammy with pants.

/s
    

Bernard Hill has passed away

 May 06, 2024, 01:18:09 am View in topic context
#3
 Posted by Genosan742  in Bernard Hill has passed away (Started by Genosan742 May 06, 2024, 01:18:09 am
 Board: All That's Left

    

Re: Sailor Mercury Sprites

 May 05, 2024, 11:56:29 pm View in topic context
#4
 Posted by rgveda99  in Sailor Mercury Sprites (Started by rgveda99 November 30, 2022, 01:01:10 am
 Board: Sailor Stars Beyond





    

Help with the Powerbar

 May 05, 2024, 11:43:29 pm View in topic context
#5
 Posted by GaziraAgain  in Help with the Powerbar (Started by GaziraAgain May 05, 2024, 11:43:29 pm
 Board: M.U.G.E.N Development Help

Hello, I would like to know if it is possible to use the px.mid.anim together with the px.front.anim in the powerbars. I would like to use two layers so that in the first one I can use an image without transparency and in the second I will give it an effect. This is the code I use but I can't get it to appear. Thank you so much.


This is how it should look:


[Powerbar]
;Player 1
p1.pos    = 640,360
p1.bg0.anim = 40
p1.bg0.offset = -346,317
p1.bg0.layerno = 1
p1.bg1.anim = 42
p1.bg1.layerno = 1
p1.mid.anim = 42
p1.mid.offset = 0,0
p1.mid.layerno = 1
p1.front.anim = 43
p1.front.offset = 0,-2
p1.front.layerno = 1
p1.front.facing = 1
p1.range.x = -58,-298
p1.counter.offset = -320,238
p1.counter.font = 4,0,0
p1.counter.layerno = 1
p1.levelbars = 0             ;Ikemen feature

;Player 2
p2.pos    = 640,360
p2.bg0.anim = 41
p2.bg0.offset = 345,317
p2.bg0.layerno = 1
p2.bg0.facing = 1
p2.bg1.anim = 42
p2.bg1.layerno = 1
p2.bg1.facing = -1
p2.mid.anim = 42
p2.mid.offset = -1,0
p2.mid.layerno = 1
p2.mid.facing = -1
p2.front.anim = 43
p2.front.offset = -1,-2
p2.front.layerno = 1
p2.front.facing = -1
p2.range.x  = 57,298
p2.counter.offset = 320,238
p2.counter.font = 5,0,0
p2.counter.layerno = 1
p2.levelbars = 0             ;Ikemen feature
    

Re: Fight Club Mugen 3.0 SP

 May 05, 2024, 11:11:17 pm View in topic context
#6
 Posted by ryuhoshi490  in Fight Club Mugen 3.0 SP (Started by Muttley Creations April 21, 2024, 12:08:51 am
 Board: Your Releases, 1.0+

looks great. very good life bars and general appearance
    

Re: Arcade Accurate MK Chars

 May 05, 2024, 10:29:45 pm View in topic context
#7
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

The Jax project has evolved a bit since I last posted. I moved all the custom stuff I was doing to a new gameplay mode so he can still have his UMK3 and MK2 modes be as arcade-perfect as I can get them. Thanks to sprite edits done by EddieMatos, CARZ, UTKR and a9strack3d, I think it might be possible to have all versions of Jax under one character!


Here's the new custom "EX" gameplay mode I'm testing. This is basically my original plan of mixing his MK2 and UMK3 movesets, plus a few added gameplay tweaks to the UMK3 system:
-Jumping attacks now hit overhead, and c.LKs hit low
-Some Kombo Strings can now be ended with specials.
-Throw game has been changed, can no longer be totally invincible to throws by holding Back. Instead, throws must be escaped by hitting Fwd+LP or avoided by crouching.
In this mode, his Dash Punch has been changed to be more like MK9 and he also gains a new overhead special.


In UMK3 mode, he'll keep his arcade gameplay with the double projectile and the sliding punch. I still need to change some anims back to UMK3 such as the command grabs.


A very early look at MK2 mode, again some animations will be changed in the future. Aside from the system differences, he has a faster ground pound and can chain into his air grab after jump-kicking a grounded opponent. His cl.HP also stuns the opponent for devastating combos. His projectile here is the Energy Wave and he loses his Dash Punch.

Other than that, he'll have a custom "MK1" version and another based on his Trilogy-MK2 appearance, but I haven't done any real work on them yet.


    

Re: Sailor Mars release + Sailor Moon/Mercury update (04/05/24)

 May 05, 2024, 10:29:43 pm View in topic context
#8
 Posted by Million Miles  in Sailor Mars release + Sailor Moon/Mercury update (04/05/24) (Started by Million Miles May 04, 2024, 10:30:47 pm
 Board: Your Releases, 1.0+

Haha, and there I thought "PotS is going to bash me for how powerful Akuryo Taisan is" and now you go with half of the post basically being "BUFF IT! BUFF IT!" :mlol:
Ok, here we go:
- Hitting Mars should probably end Phobos & Deimos
Interesting idea but it's a pretty heavy nerf for a move that lasts for 15 sec. Could you please elaborate why you think it needs this and also should I buff it somehow in exchange?
- Phobos & Deimos are not flagged as hyper attribute
You mean the HitDef attribute? It's intentional since hypers have some serious advantages (like going through Mercurys Shabon Barrier) and birdies doing it seemed OP. Not playing super KO effect if Phobos & Deimos KO an opponent is intentional too. Think of them as two mini-fighters doing normal attacks.
- Can't seem to EX cancel Running Fire, despite the readme
- Fire Soul and Fire Heel Drop can only EX cancel into themselves. Intentional?
Currently all specials can only be EX canceled into themselves, yes. Have you tried to EX cancel Running Fire into Snake Flare? It works when I test it in mugen/ikemen.
- You can set up (slow) unblockables with Running Fire and Fire Heel Drop. Maybe Running Fire would be more interesting being a safer move than a low?
You mean safer for an opponent? Like hitting high instead of low? Setting unblockables was one of its prime purposes since otherwise you don't have much reason to use it over Fire Soul. At least that's the impression I’m getting. Correct me if I'm wrong.
- Being unable to combo into Akuryo Taisan almost feels like a shame. The buff could last a little longer too since you still have to hit the enemy to take any advantage from it. Maybe it could also trigger on block? On the flipside, maybe it shouldn't have a hitbox since it's just a piece of paper that sticks to you
- P2 can air recover out of Akuryo Taisan fire pillar, making it hard to capitalize on it (besides the initial damage)
Being able to combo into an unblockable is pretty scary but I suppose the fact that you must hit an opponent again after that to capitalize on it sort of balances it. All in all I just was afraid that this move will be too cheap. This also applies to the fact that P2 can air recover from it. To be more precise Akuryo Taisan inherits recovery properties of the attack that set it off. Like if you hit an enemy with special they can recover but if you hit them with EX/Super they cannot. If you think its safe to make it unrecoverable at all times I can do it.

Now regarding trigger on block - if fire pillar is blockable then your opponent can deliberately block your next special and make you lose most of its advantages which just feels unfair. And now if fire pillar is unblockable you basically have unblockable specials while ofuda is attached which feels pretty crazy.

Sorry I don't get the hitbox bit. Were you talking about fire pillar hitbox? Because attached ofuda doesn't have one I think.
EDIT: Oh, you meant it shouldn't hit an opponent when it's attached. This is a smart nerf and never actually crossed my mind.
Also you praising these characters means a lot. Thanks!
    

"Latverian Submarine" Doctor Doom Stage Version 2.0 For MUGEN 1.1 and IKEMEN-GO

 May 05, 2024, 06:42:48 pm View in topic context
#9
 Posted by Tiger-Boy  in "Latverian Submarine" Doctor Doom Stage Version 2.0 For MUGEN 1.1 and IKEMEN-GO (Started by Tiger-Boy May 05, 2024, 06:42:48 pm
 Board: IKEMEN Releases




"Latverian Submarine" Doctor Doom Stage
Version 2.0
For MUGEN 1.1 and IKEMEN-GO Systems

Created by "Juan Carlos & Inmortal"
Edited for MUGEN 1.1 and IKEMEN-GO by "Tiger-Boy"

-When any char reaches low health, the music will change to the 'Hurry-Up!' version.

This stage was edited for use with 1600x900 resolution.
If your system has a different resolution, some adjustments might be necessary.

This stage was originally released with the following:
-Animation(s)
-Parallax
-Zoom Effects
-High Jump

Updates:
-Added 'fade-range' to the Shadow effect
-Added Loop Music
-Added 'Hurry-Up' music with Loop
-Added Stage portrait

Instructions:
1-Add the 'msh-DrDoom' folder to your 'stages' folder.
2-If you want the stage with regular 'Loop' music, add the following to the 'select' file (MUGEN1.1 and IKEMEN-Go):
  stages/msh-DrDoom/drdoombg.def
 -If you want the stage with the 'Hurry-Up' music, add the following to the 'select' file (IKEMEN-Go Only):
  stages/msh-DrDoom/drdoombg-HU.def
3-Save file and play

This is a 'Self-Sustained' stage. There is no need to move anything from the folder.

Constructive Feedback is always Welcome.
If you have any advise or ideas to make this stage better,
or if there are any issues, please let me know. 

Download Here:
https://www.sendspace.com/file/g8nibp
https://www.mediafire.com/file/i2px355kwnrrshq/msh-DrDoom.zip/file

[~TB~]
    

Re: Reptile (OHMSBY Style)

 May 05, 2024, 06:23:53 pm View in topic context
#10
 Posted by PhoenixPhantom  in Reptile (OHMSBY Style) (Started by PhoenixPhantom March 16, 2024, 06:05:05 pm
 Board: Projects

UPDATE 3: While I will continue the project, It may release a lot more later due to me not focusing on the character too much and focusing on other projects (Which means the character will not come out this month and week to primarily focus on swapping the sprites then coding the character's specific attacks)
    

Re: Sailor Mars release + Sailor Moon/Mercury update (04/05/24)

 May 05, 2024, 04:49:57 pm View in topic context
#11
 Posted by PotS  in Sailor Mars release + Sailor Moon/Mercury update (04/05/24) (Started by Million Miles May 04, 2024, 10:30:47 pm
 Board: Your Releases, 1.0+

These chars are so good. From the sprite edits, to the move design and the unique effects. Great job again. :thumbsup:

I don't have much to point out so far, but:

- Hitting Mars should probably end Phobos & Deimos
- Fire Soul Bird might be a little too oppressive on block, between the tracking and the 90 chip damage
- Being unable to combo into Akuryo Taisan almost feels like a shame. The buff could last a little longer too since you still have to hit the enemy to take any advantage from it. Maybe it could also trigger on block? On the flipside, maybe it shouldn't have a hitbox since it's just a piece of paper that sticks to you
- You can set up (slow) unblockables with Running Fire and Fire Heel Drop. Maybe Running Fire would be more interesting being a safer move than a low?
- Can't seem to EX cancel Running Fire, despite the readme
- Fire Soul and Fire Heel Drop can only EX cancel into themselves. Intentional?
- Phobos & Deimos are not flagged as hyper attribute
- P2 can air recover out of Akuryo Taisan fire pillar, making it hard to capitalize on it (besides the initial damage)
    

Re: MUGEN Video thread

 May 05, 2024, 04:04:30 pm View in topic context
#12
 Posted by D2TD  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Labrys vs Mash Kyrielight (Persona vs Fate/Grand Order)

    

Re: New Dragon Ball Budokai Tenkaichi!!!!

 May 05, 2024, 03:55:23 pm View in topic context
#13
avatar  Posted by Byakko  in New Dragon Ball Budokai Tenkaichi!!!! (Started by k6666orochi March 06, 2023, 01:01:18 am
 Board: Fighting Games

The trailer for that
    

Re: Sailor Mars release + Sailor Moon/Mercury update (04/05/24)

 May 05, 2024, 10:56:48 am View in topic context
#14
 Posted by Toni  in Sailor Mars release + Sailor Moon/Mercury update (04/05/24) (Started by Million Miles May 04, 2024, 10:30:47 pm
 Board: Your Releases, 1.0+

No problem.
The stage is Psylocke's from X-Men COTA.
    

Re: Sailor Mars release + Sailor Moon/Mercury update (04/05/24)

 May 05, 2024, 10:25:33 am View in topic context
#15
 Posted by Million Miles  in Sailor Mars release + Sailor Moon/Mercury update (04/05/24) (Started by Million Miles May 04, 2024, 10:30:47 pm
 Board: Your Releases, 1.0+

I don't think was intentional
It most certainly not, moreover I thought I fixed this :furious:
Oh well, guess it's time to scratch my head again. Thanks for feedback!

EDIT: What is that stage with elevator and cat from one of your streams? First time seeing it and it looks nice.
    

Re: Sailor Mars release + Sailor Moon/Mercury update (04/05/24)

 May 05, 2024, 10:08:25 am View in topic context
#16
 Posted by Toni  in Sailor Mars release + Sailor Moon/Mercury update (04/05/24) (Started by Million Miles May 04, 2024, 10:30:47 pm
 Board: Your Releases, 1.0+

    

Re: [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)

 May 05, 2024, 10:00:26 am View in topic context
#17
 Posted by Solid Snivy  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

Oooh, true true. I wish you good luck though on doing the finishing touches with them!

Also slightly looking forward to what you got planned in terms of funny meme pic compatability with OHMSBY’s Kiryu Coco, but that’s just me
    

Re: [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)

 May 05, 2024, 09:52:31 am View in topic context
#18
 Posted by Digital Jinny  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

Personally I wouldn't mind if you released Belial in his current state as a demo since I know re-rendering his sprites to fall in line with how he looks in Rising would take a while to do (that and you could also fix any bugs that people might report while you’re re-rendering him), but I'm also cool with waiting until his sprites are fully up to date. It's ultimately up to you though.

Oddly enough, it's not about falling in line with Rising as the model changes mainly affected the high poly heads (the ones you see in cutscenes or cinematic supers) as opposed to the low poly ones (the ones you see in gameplay). It's more so that as I got more experienced with it, I found new techniques and such that make everything better.

Though I forgot to mention that Gran still takes priority. You know why, hehe.
I hope to get both done this month as I wanna focus on my big project.
    

Re: [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)

 May 05, 2024, 09:46:27 am View in topic context
#19
 Posted by Digital Jinny  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

Whichever you think would be most helpful and motivating really.

You're Katalina's amazing btw. Its almost hard to believe she looks as good as she does in game. Def a step up from the current version of Belial.

Thanks. It's actually the reason why I want to re-render Belial in the first place as I changed the technique for Kat (and now Gran for whom I also tried some cool techniques to make him look good.).
    

Farmer DBZ - 1º Playable

 May 05, 2024, 09:30:47 am View in topic context
#20
 Posted by Bardock Revenge  in Farmer DBZ - 1º Playable (Started by Bardock Revenge May 05, 2024, 09:30:47 am
 Board: IKEMEN Releases