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Re: Amazon River - SFA3, Blanka

 November 28, 2020, 02:59:55 AM View in topic context
#1
 Posted by Zatoichi Flash!  in Amazon River - SFA3, Blanka (Started by kenmasters2812 November 27, 2020, 09:43:41 AM
 Board: Edits & Addons 1.0+

Great work as usual.

I do have a small suggestion:

For 16:9 versions using a 320/180 localcoord I prefer both the startzoom and zoomin to be 0.75 rather than a higher number (Learned from Beterworks Tutorial)

If you're like me and use a combination of  4:3 as well as 16:9 stages then setting the 16:9 stages to 0.75 makes the size of the characters uniform regardless of the stage dimensions.

Lastly, I keep the same relative zoom difference of 0.15 by 'increasing' zoomout to 0.60

So if anyone else is interested I made the following changes to the 16:9 def:
zoffset = 163 160
startzoom = 0.75 0.8
zoomout = 0.60 0.65
zoomin= 0.75 .8
    

Re: AOF Ikemen Go release. Repost

 November 28, 2020, 02:39:23 AM View in topic context
#2
 Posted by 【MFG】gui0007  in AOF Ikemen Go release. Repost (Started by orochi_kyo November 19, 2020, 11:57:14 PM
 Board: Art of Fighting VS Fatal Fury



Here's my showcase of this excellent update.
Will do a whole gameplay series for sure. :)
    

Re: Turn (SCTRLs)

 November 28, 2020, 02:36:16 AM View in topic context
#3
 Posted by Bannana  in Turn (SCTRLs) (Started by Ricepigeon September 17, 2015, 08:06:05 PM
 Board: MUGEN Class

I know mugen's default turning is hardcoded but could you use this and noautoturn to override it? What would be the optimal trigger if so?
Though it's been a while, this is a helpful question to provide an answer to. This solution seems effective, though I don't doubt there might be a better one.

Taking a look at this example, if you wanted to code a redirect move you can prevent autoturn in the custom state, but not in your own common with an assertspecial flag.

This is simply because the common uses a changeanim, not a changestate, for turning:

Code:
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0;Turn anim over
value = 0

trigger1 determines that if the animation that's carried over from the previous state is neither 0 nor 5, then it becomes 0
trigger2 determines that if anim 5 is playing and returns you to anim 0 when it's over

The result from that first example is the common trying to figure out where you're facing and then freaking out:




It is hardcoded, and in a way that requires multiple triggers to override everything.

What you will do is determine a variable in your redirection state ahead of time, either when the command is pressed or time=0, whatever you like. For me this is var(15), which equals 2 only because I'm using a floating assigner variable to save space.
After this you have to use three triggers in state 0 in your common (or an overwritten state 0 if you don't like working with a custom common):

This changeanim will be used to override the vanilla changeanim by confirming your variable is true, and the animelemtime(1)=0 will attempt to correct the turning immediately.
Code:
[State turn override]
type = ChangeAnim
trigger1 = var(15)=2
trigger1 = Anim = 5 && Animelemtime(1)=0;Turn anim over
value = 0
However, this will still give you a slight jitter as the first tick of the first frame of the turn animation will play; therefore, the turn here will act to override any sort of freaking out by flipping it immediately at time=0, the same time as the Animelemtime(1)=0. The assertspecial is helpful as a failsafe.
Code:
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(15)=2
flag = Noautoturn

[State 0, Turn]
type = Turn
trigger1 = var(15)=2 && time=0

Here's the result.
    

Re: Jumbo Elephant Version 2

 November 28, 2020, 02:34:50 AM View in topic context
#4
 Posted by Kazecat  in Jumbo Elephant Version 2 (Started by Kazecat November 26, 2020, 06:41:11 AM
 Board: Your Releases, 1.0+

    

Re: Amazon River - SFA3, Blanka

 November 28, 2020, 02:34:37 AM View in topic context
#5
 Posted by 【MFG】gui0007  in Amazon River - SFA3, Blanka (Started by kenmasters2812 November 27, 2020, 09:43:41 AM
 Board: Edits & Addons 1.0+

Such effort on this edit. Great bro!
    

Re: Haohmaru released

 November 28, 2020, 02:26:36 AM View in topic context
#6
avatar  Posted by carlosspeed  in Haohmaru released (Started by KarmaCharmeleon November 27, 2020, 03:44:46 PM
 Board: Your Releases, 1.0+

Nice Job Karma! this Haohmaru is godlike. :D
    

Re: Spritesheet Expansion Thread

 November 28, 2020, 02:11:48 AM View in topic context
#7
 Posted by SwordmasterZack  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

    

Re: Character of the Month: October 2020 Voting

 November 28, 2020, 01:03:19 AM View in topic context
#8
 Posted by Kamui_Kanjai  in Character of the Month: October 2020 Voting (Started by 【MFG】gui0007 November 20, 2020, 03:00:41 PM
 Board: M.U.G.E.N Discussion

I Vote for Reimu
    

Re: Amazon River - SFA3, Blanka

 November 28, 2020, 12:24:02 AM View in topic context
#9
 Posted by Charles_2011  in Amazon River - SFA3, Blanka (Started by kenmasters2812 November 27, 2020, 09:43:41 AM
 Board: Edits & Addons 1.0+

Really, really nice. Thank you for share your effort.
    

Re: Animated Victory screen portrait

 November 28, 2020, 12:20:47 AM View in topic context
#10
avatar  Posted by bzior  in Animated Victory screen portrait (Started by bzior November 27, 2020, 03:16:06 AM
 Board: M.U.G.E.N Development Help

Alright! Thank you for providing an answer!
    

Re: Infinity Mugen Team Battle Screenpack Release 2020 by OldGamer

 November 27, 2020, 11:50:23 PM View in topic context
#11
 Posted by OldGamer  in Infinity Mugen Team Battle Screenpack Release 2020 by OldGamer (Started by OldGamer November 19, 2020, 10:44:20 AM
 Board: Your Releases, 1.0+

    

Making oppoenent fall (even in air)

 November 27, 2020, 11:36:31 PM View in topic context
#12
 Posted by Nedflandeurse  in Making oppoenent fall (even in air) (Started by Nedflandeurse November 27, 2020, 11:36:31 PM
 Board: M.U.G.E.N Development Help

I try coding this specific air attack
And I don't know why, whatever setting I try, the oppoenent always recover and fall on his feets.

I certainly forgot something stupid, but I checked and checed again...
Any idea what would be the reason?
Thanks.

(I precise I usually never had problem with this kind of state, but the fact POTS type character shave so many lines of code makes my eyes a bit lost...)

Code:
[State 258, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
ID = 200
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 95 < 7, 7, fvar(11) * 95)), 0
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givePower = 30, 30
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -9
hitsound = S2, 5
guardsound = s130, 0
animType = Hard
;air.animType = Back
;fall.animType = Back
ground.type = low;High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airGuard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3,-6
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0;1
;fall.recoverTime = 120

palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
    

Re: MY MEDIAFIRE FOLDER

 November 27, 2020, 10:54:51 PM View in topic context
#13
 Posted by AlexSin  in MY MEDIAFIRE FOLDER (Started by Scribblymugen November 24, 2020, 09:17:44 AM
 Board: Your Releases, 1.0+

    

Re: Sprites/Animations/Stage WIPs

 November 27, 2020, 10:51:18 PM View in topic context
#14
 Posted by AlexSin  in Sprites/Animations/Stage WIPs (Started by Margatroid January 04, 2016, 10:00:41 PM
 Board: Graphics

Very nice stage, I like the palette and the concept!
    

Re: Spritesheet Expansion Thread

 November 27, 2020, 10:42:12 PM View in topic context
#15
 Posted by RagingRowen  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects


This was in a recent chuchoryu Ryu alongside other SF3 Sprites. Needs cleaning but still...
    

Re: Haohmaru released

 November 27, 2020, 10:40:58 PM View in topic context
#16
 Posted by RagingRowen  in Haohmaru released (Started by KarmaCharmeleon November 27, 2020, 03:44:46 PM
 Board: Your Releases, 1.0+

Nice hearing from ya' brother, waiting for the update. Got some more:
1. Select Screen Small Port is currently defaulted to Rasetsu's palette.
2. A Slash FX Sprite from Dankuu Retsu Zan's startup is missing from the MAX version.
3. No Afterimages on his Rasetsu supers.
    

Re: No Win/Draw Message in fight.def

 November 27, 2020, 09:51:33 PM View in topic context
#17
avatar  Posted by NotAGoodName  in No Win/Draw Message in fight.def (Started by emeriksteben November 27, 2020, 08:55:14 PM
 Board: M.U.G.E.N Development Help

Well, you have the font and text commented out in the code you posted.  It ain't going to work if you're leaving it like that.

You might also need the win.time code.  In my fight.def, it's "win.time = 100".  I don't know if that's default or what.

And of course, make sure that font5 is defined at the top of the fight.def.
    

Re: How to play AOF in game Alpha Test.

 November 27, 2020, 09:50:19 PM View in topic context
#18
 Posted by CCIronmugen  in How to play AOF in game Alpha Test. (Started by orochi_kyo November 22, 2020, 08:37:20 AM
 Board: Art of Fighting VS Fatal Fury

I really love what you did here! Thanks for keeping AOFF alive! =)
    

Re: Haohmaru released

 November 27, 2020, 09:20:28 PM View in topic context
#19
 Posted by KarmaCharmeleon  in Haohmaru released (Started by KarmaCharmeleon November 27, 2020, 03:44:46 PM
 Board: Your Releases, 1.0+

1. More SS stuff like the enchanced Kogetsu Zan when dashing/running or Zankousen. Hell, you could even throw in his Nuigurumi for a goof.
Nuigurumi is there as an easter egg. Zankousen really doesn't make any sense in CvSesque gameplay because there's no backhit mechanic. In SS3 its good because you can connect it on backhit opponents consistently (back hit gives you more frame advantage, on SSVSP you connect Zankousen after backhit AB). Also, they only added Zankousen on 3 to compensate for the lose of Flame of the Conqueror WFT, something that CvS2 added back. If you want a telegraphed poke you can use standing Fierce... Or Flame of the Conqueror :P

Shinpuu Kogetsu Zan was on the early draft of Haohmaru but it was discarded early on development. You make it good and there's barely a reason to use regular Kogetsu Zan. You make it the same but with moving and welp... You got CvS2 version.

Moveset is set on stone.

2. Reflected Projectiles with more than 1 hit only do the 1st hit and pass through P2.
Against which characters? Jmorphman's EX Hadouken from Ken gets reflected properly. Haohmaru EX Tornado should go thru reflectors. This could be a bug on how projectiles are coded on the other character (even my own characters) and not Haohmaru itself.

3. 2p for the Level 3 Supers.
Fixed.

4. Having his mouth closed before he talks during his Normal intro.
I'll look into it.

5. Whatever happened to the Rasetsumaru intro speech from Warusaki and Chazzanova's versions? It fitted him in my honest opinion.
I don't really know, as this is not an edit of Chazzanova's or Waru's, but it might be related to them mixing voice samples from SSVSP and Tenka (different seiyuus). Mine only uses voice samples from SSVSP.

6. Maybe off-topic, but there's this when EX Senpuu Retsu Zan clashes with Rose's Soul Reflect: https://streamable.com/uqem9t
That is on Rose's Soul Reflect ;( the reflector is coded poorly. I did not update her yet because she really needs an overhaul. All of my characters need it because of the recent discovery on CvS2 data, but pre-Terry characters need it even more.
    

Re: Amazon River - SFA3, Blanka

 November 27, 2020, 09:04:59 PM View in topic context
#20
 Posted by necro_rk  in Amazon River - SFA3, Blanka (Started by kenmasters2812 November 27, 2020, 09:43:41 AM
 Board: Edits & Addons 1.0+

Amazing!, congratulations...