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Gaulbetti

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About Gaulbetti

Basic Info

  • Gender:
    Male
  • Location:
    Somewhere in Ohio... Yeah, people actually live there...
  • Interests:
    Getting rid of all grounded Down + Down commands.

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Gaulbetti's Achievements

  1. Thank you for all your work Meldo, it was all excellent.
  2. Very fortunately, yes: https://www.mediafire.com/file/q7t91yxgf8pamzz/Nick_Cox.zip/file
  3. I am so happy KAZ is still active. Notably, he updated a bunch of his old work, the main difference is now they have forced Stun they can inflict on enemies if they land a lot of hits.
  4. Here you are: https://www.mediafire.com/file/yq7u3r9cwxmb3es/Royuu.zip/file
  5. Syo Level 3 and Vincent's have been found: Vincent and Kamra's: https://www.mediafire.com/file/mbl0z24jqoyycr2/Syo-Kirishima.zip/file Lvl-3: https://www.mediafire.com/file/teqdp137xjlplsr/Syo_Kirishima_LV3.zip/file
  6. Done: https://www.mediafire.com/file/sqitadwztskgajg/RozenMUGEN.zip/file
  7. For anyone willing to uptake this collection, would the Rozen Maiden fullgame seemingly made by Drowin go here too?
  8. This edit has gone offline unfortunately, anyone got it?
  9. I couldn't tell if I needed to make another thread for this or not, but I have a fourth character coding editing glitch to bump this with: Changing the command to an attack in the .cmd of some characters makes the attack stop working completely. Changing an attack back to the command it originally does fixes this bug, but does anyone know what causes that, and how I can just change the command on said attack freely? Really big obstacle in wanting to alter some characters for personal use. The above issues I have already managed to work out thankfully. Thanks in advance.
  10. Have you guys heard of this game? It resembles Mugen, Knuckle Fighter, or maybe EF-12 at first glance, but instead of being an engine, it's a simple Street Fighter styled fighting game that allows "VRRoid" models to be put on a set of premade movesets with rigs. It might be closely related to VRChat, but I'm not certain. It's honestly very nice to see anything that lets people show off their beautiful original model work in a game like this, something a bit less demanding than games like VRChat too. Or to import models from other games or models that aren't humanoid, those are funny too. It can be downloaded here: https://booth.pm/ja/items/1756359
  11. This is definitely one of the more unique lifebars I've seen, now The Words can be replicated in Mugen 100% accurately. Thank you very much for this release, I unfortunately can't read Spanish, so is a 1.0 640 res, or non custom port version planned in any capacity? Thank you for both 1.1 and IKEMEN versions as is also.
  12. I think Cameron Springer has Hugh as a WIP in the future, I might be thinking of the wrong creator however.
  13. Have been very busy editing characters for personal play lately, very addicted to it currently. I really needed help with 3 main recurring bugs that pop up with the tweaks I make however, any help or guidance is greatly appreciated. First, what is the best method for giving a character that normally cannot chain basic attacks that ability, like in Marvel vs. Capcom? A strategy I had stumbled on and still use is to add "attack stateno && movecontact" coding under various basic attack codes in the .cmd file, which normally works perfectly fine. Occasionally, a nasty glitch occurs where the attack I have listed before "&& movecontact" immediately is launched without my input if the attack the code string is under lands at all, reguardless of the command input normally needed. Is there a specific reason this happens as far as anyone knows? Or is there a better way to add chain comboing entirely to bypass this bug? Second, an edit I found and really like has the very obnoxious animation loop bug, but only if said move is blocked. I checked the normal variants of said attack in both .cns and coding, and the code that handles how the attack ends seem to be the same. Is there a common reason for this bug? I can post the character coding if need be. Lastly, a small amount of edits I liked have a "forcenofall" property if their basic attacks hit a foe in the air while they are in a knockdown state. However, nowhere in their codes have Forcenofall or Forcestand, and adding the codes with "0" or a Air Fall parameter does not change this either. Is there any other reason this happens? Would really like to have hits after knockdowns still cause foes to fall after. Thanks in advance.
  14. Mad respect detailing every individual Kyo here, I need to dig through my collections to see what I can contribute to this.
  15. We do appreciate your uploads and help, thank you very much for finding this Ryu. They did not like the Esnips link because back before the site got shut down, it was very notorious for attaching viruses to files.
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