#1
Posted by no1wammy
in Hunter X Hunter Nen Impact (Started by Dark Waifu April 25, 2024, 11:43:43 amBoard: Fighting Games
Please avoid necro (reviving old topics) to ask questions, create a new topic for it instead. Also if you have many questions and they are somewhat related, ask everything in the same topic.
Usually you'd set the timer to 999 in mugen.cfg, but since this is Ikemen, the equivalent to mugen.cfg is config.json in the "save" folder. IIRC, you need to open Ikemen GO at least once for these files to appear. You probably will want to change the timing in fight.def from 60 to 6, else it will take forever for the fight to end (it will be 999 seconds instead of 999 deciseconds (one tenth of a second)).
For the select.def, are you sure you're editing the right file? Are you sure the characters are in the right folder? Try filling the select.def with randomselects so you can se the select grid better, then add characters in small portions.
To install a screenpack is the same thing as MUGEN, but instead of mugen.cfg, you edit the path to the screenpack in config.json.
Edit: Also, don't delete your posts, especially after all the work I had to put them together in this topic. I'm restoring them.
Kiryu coco was delayed. Why long month video released
You know what, I'm done. No one here is your employee. See you in a week.
Kiryu coco was delayed. Why long month video released
Kiryu coco was delayed. Why long month video released
Izayoi was delay or released video
Which one do you like but think could have more animation? I'm no stranger to revisiting older works so I might update some. That said it's all original assets so adding animation isn't that easy.
FF3/Real Bout Blue Mary with Real Bout 2 escalation install that alters a lot of her moves. In escaltion mode she gets chains like in RB2.
I based the animations for all the attacks around RB as well, sort of like what I did for my old MONSTER Yamazaki where I used 98 sprites but RBS frame data. This results in some funny looking things, like vertical arrow looking a bit stiff with the XI sprites, but functionally the moves act like they do in the older FF games, so the "stiffness" is similar to that. In addition, the Snatcher followup is in the FF3 style, where the cancel is very fast and immediate, as in her main chain in that game.
A unique run that is both a dash and a run: 66 and you get a run that ends either at animation end or if you press another button. This links the kof mary with the real bout one who has a long dash.
- Blue Mary my beloved
- SFX priority fixes (thanks Vans!)
- increased cornerpush during escalation mode
- Bug where ending escalation mode during super jump caused you to stay stuck in prejump fixed
- Tung was missing 5041-2 for whatever reason