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Re: goenitz by "varo_hadess" 2024 retouch

 January 14, 2025, 04:21:39 pm View in topic context
#1
 Posted by Akito  in goenitz by "varo_hadess" 2024 retouch (Started by Dampir January 09, 2025, 04:06:45 pm
 Board: Edits & Add-ons

mounted the update i did over the  latest RR version, and it seems it work well , if i am not wrong i did use RR version months ago

since my pc was in repairs (the people who work on my pc didnt fix the problem, one of my pPCs one and a half month with them)

I tested your Goenitz and it is very good, but there is still a huge inconsistency in the size of the head across various sprites.

In the fighting pose animation he has a more "CVS" head, with a larger size, which makes a big difference to the character, with even his eyebrow being highlighted. However, when moving with the character, the head becomes smaller again and the eyebrow practically disappears (as it normally is in KOF sprites). The color and shading pattern is also darker like in the SNK sprites, so there is a huge duality between animations where the head is bigger and in others it is smaller.

As a suggestion, I believe it would be good to work on the head in the fighting position to make it smaller so it stays the same size as the others and work more on shading all the heads themselves so they don't get so dark, as it seems like the work of "CVSization" remained only in the body and not in the head.

Overall, the work is very good as usual. I hope you accept these criticisms positively and can (perhaps) review this to improve the sprites.
    

Re: Shakunetsu Sprite Edit's (Cyborg Monitor)

 January 14, 2025, 04:15:31 pm View in topic context
#2
 Posted by MR. IBZS II  in Shakunetsu Sprite Edit's (Cyborg Monitor)  (Started by The Shakunetsu January 14, 2025, 04:07:43 pm
 Board: Graphics

Thank you for more Cyborg frames, always thought this character was very underrated. Are their plans for any more Cyborg animations at all?
    

Shakunetsu Sprite Edit's (Cyborg Monitor)

 January 14, 2025, 04:07:43 pm View in topic context
#3
 Posted by The Shakunetsu  in Shakunetsu Sprite Edit's (Cyborg Monitor)  (Started by The Shakunetsu January 14, 2025, 04:07:43 pm
 Board: Graphics


I'm using fewer frames as possible





I'm still working on

Next would be M Bison SF2, Alpha and CVS

    

New Pikachu's update IKEMEN 3.0 release (01/14/2025)

 January 14, 2025, 03:35:12 pm View in topic context
#4
 Posted by DNZRX768  in New Pikachu's update IKEMEN 3.0 release (01/14/2025) (Started by DNZRX768 January 14, 2025, 03:35:12 pm
 Board: IKEMEN Releases

Good Morning. Today, I have a release to make: New Pikachu's IKEMEN 3.0 update will be released now.



----Changed from IKEMEN 2.0 to IKEMEN 3.0 (01/14/2025):

-Significant graphics and coding overhaul for A Horde of Pikachu!
--Reworked coding to massively expand the number of sprites and animations that can potentially be used with the move.
--Added 2 new Pikachu types to the move.
--Replaced many of the sprites of the Pikachu types added in the previous update with cleaned up and higher-resolution versions; non-destructively scaling down with MUGEN 1.1's scaling features.
--Reworked the coding for the move so it will be more cleaner and easy to read.
--Rebalanced the move's damage and how many Pikachu get sent in.
-Numerous cleanup of coding and text to get rid of errors and future-proof the character.
-Reworked Controls so that the X and Y buttons work, although they behave like A and B buttons, respectively.

DOWNLOAD HERE:

File version: IKEMEN 3.0

https://1drv.ms/u/c/87e7c72ac656b3ba/EcqCW_Ob0VdLs0ORPWPPOToB0GDtr5OfpTsD-G4onc83Kg?e=QNnFgr
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Year 2 announced!)

 January 14, 2025, 02:36:17 pm View in topic context
#5
avatar  Posted by Byakko  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Year 2 announced!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

Cheezus the effort in these animations they put for both of the FF guys. Fire install, bouncing flaming fans everywhere, and is that the Ryuuenbu they changed for her new costume ?
    

Re: Samchay released

 January 14, 2025, 04:21:43 am View in topic context
#6
 Posted by adamskie  in Samchay released (Started by adamskie January 09, 2025, 01:45:50 pm
 Board: Your Releases, 1.0+

>Vegaz_Parrelli
Tomyamgun.zip contains two text files.
readme.txt is in English and the other is in Japanese.(^^)
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Year 2 announced!)

 January 14, 2025, 12:03:32 am View in topic context
#7
 Posted by SquidlyPoli1  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Year 2 announced!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games



Gameplay trailer out. I havent really had a lot of experience with mai in the games shes been in so I dont know what the charged fan is a reference to
    

Re: Lady Chang w/ MAX MODE & EX MOVES

 January 13, 2025, 11:25:43 pm View in topic context
#8
 Posted by Staubhold  in Lady Chang w/ MAX MODE & EX MOVES (Started by AnimugenZ December 31, 2024, 09:10:14 pm
 Board: Edits & Addons 1.0+

Oh wow, he even used the original voice from KOF All Star. Didn't knew that there are rips from the game.
    

Re: Jubei (sprites by Rabano) released, many characters updated

 January 13, 2025, 10:28:07 pm View in topic context
#9
 Posted by Staubhold  in Jubei (sprites by Rabano) released, many characters updated (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

Nice Jubei. Great stuff!

Minor feedback on Ryu...

Typo in the readme for Shadow Ryu.
Ashura Senku is done with 3p/3k, not 2p/2k.
    

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

 January 13, 2025, 08:31:32 pm View in topic context
#10
 Posted by ahrimanes  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

very cool!!! is there any beta so far? as an a nimator i like to go back and see some mugen sff file to study character animations frame by frame and... having acces to sf6 'sprites' would be really cool!!!
    

Re: Damage Scaling/Dampening For Helpers

 January 13, 2025, 07:55:13 pm View in topic context
#11
 Posted by Lyrica  in Damage Scaling/Dampening For Helpers (Started by IKOVKY January 13, 2025, 06:25:04 pm
 Board: M.U.G.E.N Development Help

You probably need to add redirects. Helpers have their own variables, so whenever you want to read the character's variables in a helper, add "root," before it:
root, fvar(33)
root, fvar(34)
    

Re: Samchay released

 January 13, 2025, 07:46:20 pm View in topic context
#12
 Posted by Vegaz_Parrelli  in Samchay released (Started by adamskie January 09, 2025, 01:45:50 pm
 Board: Your Releases, 1.0+

Good to see such a tenured creator dropping content. Is there anyway we can get english read me files? Or at least a simplified one with just inputs for the moves? Over the years, I've translated as best I can using prior move knowledge. But if I've never played the source, it's rather difficult.
    

Re: MUGEN Video thread

 January 13, 2025, 07:01:24 pm View in topic context
#13
 Posted by Tiger-Boy  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Sakura, Karin, Athena & Yuri Vs Doomsday
Sakura & Karin Vs Death Adder
Benimaru & Blanka Vs Red Arremer (Firebrand)




[ YouTube: oKG1jmiG96s&t ]
    

Damage Scaling/Dampening For Helpers

 January 13, 2025, 06:25:04 pm View in topic context
#14
 Posted by IKOVKY  in Damage Scaling/Dampening For Helpers (Started by IKOVKY January 13, 2025, 06:25:04 pm
 Board: M.U.G.E.N Development Help

I manage to get my damage dampening during combos to work. But I can't get it to work for helpers or projectiles. I would appreciate some assistance!

Here's the code:

[State -2, Hit Count]
type = VarAdd
trigger1 = MoveHit = 1 ; Trigger when a move successfully hits
trigger1 = !HitPauseTime ; Exclude hits during hit pause
fvar(33) = 1 ; Increment the combo counter

; Reset the combo counter
[State -2, Hit Count Reset]
type = VarSet
trigger1 = NumEnemy ; Ensure there is an enemy
trigger1 = (EnemyNear, MoveType != H) ; Reset if the enemy is no longer in a hit state
trigger1 = (EnemyNear, StateNo != 5300) ; Reset if the enemy is not in a custom combo state
fvar(33) = 0 ; Reset the counter

; Set the damage multiplier based on the combo count
[State -2, Damage Multiplier Set]
type = VarSet
trigger1 = fvar(33) > 0 ; Apply scaling only when in a combo
fvar(34) = 1 - (0.2 * fvar(33)) ; Calculate the damage multiplier

; Ensure the damage multiplier doesn't go below 0.5
[State -2, Damage Multiplier Limit]
type = VarSet
trigger1 = fvar(34) < 0.4 ; Check if the multiplier is less than 40%
fvar(34) = 0.4 ; Set to 40% if below

; Apply the final damage multiplier
[State -2, Apply Damage Scaling]
type = AttackMulSet
trigger1 = fvar(33) > 0 ; Apply scaling only when in a combo
value = fvar(34) ; Use the calculated and limited damage multiplier
    

Re: Mega Man Robot Master Mayehm 3.2

 January 13, 2025, 06:21:59 pm View in topic context
#15
 Posted by O Ilusionista  in Mega Man Robot Master Mayehm 3.2 (Started by O Ilusionista December 30, 2024, 11:02:04 pm
 Board: Your Releases, 1.0+

This is mostly a bug fix release, which fixes the following points:


ROLL
- Fixed missing sprites
- Fixed a bug which causes Hyper Roll projectiles to get stuck on the corner of the MM7 Robot Museum stage

BASS
- Reduced hitstun of QCF+LP

STAGE
- Fixed MM7 Robot Museum stage boundaries

QUINT
- Optimized some CLNS boxes
- c.HP now makes him to step forward a bit, to avoid him whiff the move so much on simple combos

CRASH MAN
- Fixed mine volume on Gambit-like intro
- Added some effect on the big mine intro and made the animation to match the sound better

ROLL
- Fixed a wrong color on purple palette

MAOH and WILLY TARGET
- Updated big portraits

BREAK MAN
- Added Match Over winpose
- Added voices on some moves
- Added sound effect when the air projectile hits the ground
- Improved s.MP a bit

STAGE
- Reduced Maoh stage music volume

ALL CHARS
- Added proper "versiondate" on all characters

QUINT
- Fixed Jewel Satellite + Servbot infinite
- Fixed a bizarre bug on Strong Copy Vision, where the clone didn't vanished
- Fixed inifinite with Servbot + Copy Vision

AXL
- Randonized his voices in some attacks (teleport, ice weapon)
- removed duplicated voice in teleport and added a sfx
- Decreased Hyper Laser damage if you are executing another hyper

SHADOW MAN
- Fixed infinite with Smoke Teleport + proper ground.type hit

TOAD MAN
- Fixed inifinite with bubble weapon

ICE MAN
- Added a cool down on Ice Clone to prevent infinites

PROTO MAN
- Fixed infinite with a.HK / a.MHP

Free download (windows only)*:
https://gamejolt.com/games/robotmastermayhem/405160
    

Re: Jubei (sprites by Rabano) released, many characters updated

 January 13, 2025, 06:10:47 pm View in topic context
#16
 Posted by Vegaz_Parrelli  in Jubei (sprites by Rabano) released, many characters updated (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

Thanks a lot!
I'm still willing to DL and test all your stages.
So many masterpieces!

Appreciate that.

As far as this character goes, he's solid as a rock imho. Simple enough to get into, but also instills that "grappler fear" when up close. Plus the projectile into the grab Lv3 is diabolical!  ;D
    

Re: CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017)

 January 13, 2025, 05:32:58 pm View in topic context
#17
 Posted by PotS  in CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017) (Started by Falcon Rapper May 02, 2017, 04:12:24 am
 Board: Your Releases, 1.0+

    

Moriya Shrine (1.1 Only) by Vegaz

 January 13, 2025, 04:38:51 pm View in topic context
#18
 Posted by Vegaz_Parrelli  in Moriya Shrine (1.1 Only) by Vegaz (Started by Vegaz_Parrelli January 13, 2025, 04:38:51 pm
 Board: Your Releases, 1.0+

[PREVIEW]





[DOWNLOAD]

Shiny Shriney

[COMMENT]

Took me long enough. But I'm dropping another cool stage from Tohno LostWord. Zoom. Paralllax. Scaledetla and all that. Click and profit!
    

Re: CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017)

 January 13, 2025, 01:09:20 pm View in topic context
#19
 Posted by beterhans  in CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017) (Started by Falcon Rapper May 02, 2017, 04:12:24 am
 Board: Your Releases, 1.0+

Someone report this bug to me

Move 3100 and 3150 (Hou'ou Kyaku = D, DF, F, D, DB, B, two kick buttons)
will freeze / crash MUGEN 1.1 if hit more than 1 target.

for example
hit enmey team (2 character)

Choi in State 3160
the targetbind will cause MUGEN 1.1 freeze and crash.

Not sure if you want to fix this or not.

My understand is if you want to use target bind you can only bind one target. (make this move into a throw)
if you want to hit more than one target you can't use targetbind.


    

Re: Dcat's TMNT WIP Thread

 January 13, 2025, 09:34:00 am View in topic context
#20
 Posted by MT7 「双蓮の隻眼」  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 am
 Board: Projects

Size sprite comparison

Baron Draxum WIP Project by Dcat vs Sol Badguy from Guilty Gear X

I know that true.

Yes I need someone to animate him breathing like in your example. What do you mean by "I know that true"?

Just ignore him, he spouts nonsense most of the time, aside from that welcome back Dcat been a long time fan of your work, looking forward to your upcoming stuff