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PlasmoidThunder

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Everything posted by PlasmoidThunder

  1. Oh cool. That means both the Aggron and Muk sprites in this collection have been used. Will add everything tomorrow.
  2. CHARACTERS -Added Kabutops by Axking. -Added Sharpedo by Axking. -Fixed link to Emperor Jolteon by marcio araujo. -Fixed link to Cascoon by marcio araujo.
  3. CHARACTERS -Added Nidoking by Axking. -Added Azurill by YochiThMaster333.
  4. Ax does this thing where he lists the company that owns said character as the author instead of himself.
  5. CHARACTERS -Added Emperor Jolteon by marcio araujo. -Added Tyrunt by Axking.
  6. Requests have been closed for over two years, my dude.
  7. Wikia doesn't like external websites linking to the images it hosts. Use something like Imgur in the future. Unless it's a 1.1 sprite file where any slot can be transparent, MUGEN always reads the first colour slot in the palette as transparent. You'll need to ensure that your background colour occupies the first slot; if done through Fighter Factory's palette editor, you then need to apply the palette to each sprite that uses it.
  8. -Added Pyukumuku by CoffeeFlavoredMilk. There's a lot to unpack here, hrm... -Darkened background persists even if the Pincurchin intro is skipped. -It's possible to cancel certain Normals before the hitbox even occurs. -X and Y Normals have a bunch of active frames where the hitbox gradually increases in size (and then shrinks???), but they only hit once, resulting in the early short-range hit being far more unsafe than the later long-range hit. -For most attacks, the hitbox is always surrounded by a 1px larger hurtbox, meaning they all have the same priority and can all be beaten out incredibly easily. Kung Fu Man is a terrible hitbox guide. -Toxic heals the opponent because you made the TargetLifeAdd value 1 instead of -1. -EX Gooey Grab gives back Power. -BG effects don't end when the Hyper ends, but are instead synced up to the timing of the Hyper when it hits, so they persist for a while should the Hyper fail to make contact. -ReadMe states the Y version of Gooey Grab is slower than the X version, but they're the same speed; in fact, they're identical outside of damage, so there's genuinely no reason to use the X version. -ReadMe also states EX moves use 500 Power, when they only use 330. -ReadMe also describes the character as a zoner, but then goes on to say they're better at keepaway (there is a difference). Consider the following: -Character has a fat hurtbox and cannot jump, so it's going to have a tough time avoiding anything and is basically dead once they're in the corner, especially if the opponent is a grappler. -Ignoring the issue with Toxic, hitting with such would only incentivise the opponent to approach since it has no real knockback or stun, and its low trajectory/short range makes it difficult to counter projectiles with. -Goo Trap gives Pyuku 40 frames to do anything on both hit and block, but again has no knockback and cannot collide with other projectiles. While you could attempt a chain into hard knockdown, no Normals combo into Crouching Z. You could probably do some scummy tick throw loop with it though, since it doesn't matter if the opponent blocks it on getup or not, but that requires not playing keepaway (or zoning, for that matter). -Your two other projectiles use meter, but are probably the closest you'll get to keepaway in this character: -For 330 Power, your projectile travels in an arc that'll fly over most projectiles and has basically no blockstun, but it does at least deliver a hard knockdown on hit. -For 2000 Power, you essentially get a moving, unstoppable wall that destroys projectiles, has tons of knockback on block, and traps the opponent in hitstun for a long duration, giving you plenty of time to do anything you want (like mash Standing X for meter gain, lol). This is an actual genuine keepaway tool. -It's a little disrespectful that you couldn't take the time (less than a minute!) to go back through your post history on MFG to find the guy's name (Ziddia), considering they took the time to help you.
  9. The freeze ray ChangeState in the .cmd has to be higher than the heavy kick one.
  10. I imagine you put the ChangeState for the heavy kick above this one. MUGEN reads code from top to bottom, so anything placed higher has priority over what's below it in the event of a conflict.
  11. That it does. CHARACTERS -Added Apocalyptic Gallade by TheSlkMugen.
  12. Welcome! I've always gone by what the creator was called at the time or whatever was written in the .def. The files are slightly different between the two so I'll keep that one. CHARACTERS -Added the following by KK Hell: -Jolteon -Flareon -Glaceon -Added Metagross by fu-lin & kirbey.
  13. Although Pre-To has (temporarily?) taken down a few of the files, most of them are still up in their original location: https://drive.google.com/drive/folders/1yYj7A7VReHv6DGTwaC9wTBY4pGUz_zP2
  14. Oh cool, someone made use of those sprites. Thanks! CHARACTERS -Added Pikachu by HoodNerd88. -Added Sandshrew by Willg8686. -Added Red Gyarados by INTENSe BLUe. -Added toto (Xatu). -Added Steelix by Anomi polis(?). I'm not 100% sure on this one. -Added Sableye by Mighty Stymie. -Added Bossgodra (Aggron) by fu-lin & kirbey. -Added He Lucathicc (Lucario) by KK Hell. -Added Vivid (Oshawott) by *checks notes* MLPYellowSavis & TheWonderSymbioteAndSpinToMUGEN. -Added Pansear by Starmie. -Added Kyle the Squirtle by KTurner. -Updated Ash Ketchum by GTAguy. -Updated James Rocket by GTAguy. MISC. -Added A.I. patch for Claymizer's Chansey by Mayyyro. There's a decent backlog of stages, so I'll get to them another time.
  15. Your English is fine. I guess it wasn't posted here, but the latest version can be found in this thread:
  16. It's not a screenpack, it's a modification of files intended to be used with a much older version of IKEMEN GO. A lot (if not all) of these features have since been incorporated into the current build of GO.
  17. For anyone thinking I've forgotten or abandoned this, I haven't, I'm just a little busy at the moment. Your patience is appreciated :)
  18. Might want to make it public. Access is denied currently.
  19. https://mugen.fandom.com/wiki/Poison_(effect)
  20. That's likely your problem then. The DirectX renderer cannot display RGBA graphics, so you'll need to switch over to OpenGL; this can be done via mugen.cfg.
  21. Oh, my mistake. I made a typo in the thread name. Sorry for any confusion that caused. The point of interest is the Pikaman on the right, which is using the new default palette I made.
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