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