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Super Nicholas

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  1. After seeing Ryon's tutorial on making characters, I have started to make a MUGEN character. It's a new version of Kirby that takes its sprites from the "Kirby Quest" subgame of Kirby: Mass Attack. I believe that the character is coming along very well, though there are some bugs I need some help figuring out how to fix. I have programmed his basic attacks, his hypers, and helpers for him. I'll provide a list of what his attacks are here... He uses some copy abilities and references to other Kirby games and the Kirby anime to attack (There are a lot of references in Kirby Quest) and uses various enemies from the game as assists. Note: The Galaxia hyper is a one-hit kill, just like in the game. If I figure out AI, I will make Kirby use this attack very rarely, though he will always use it against cheaps. Specials: QCF, x = Laser Kirby D, D = Stone Kirby QCB, x = Waddle Dee Assist QCB, y = Oohroo Assist QCB, z = Grindarr Assist QCB, a = Floof Assist QCB, b = Beanbon Assist QCN, c = Blucko Assist Hypers: 2QCF, x+y = Superspicy Curry (1 bar) 2QCF, y+z = Kabuki Kirby (2 bars) 2QCF, x+z = Galaxia (3 bars) 2QCF, a+b = Tornado Kirby (1 bar) 2QCF, b+c = Megaton Punch (2 bars) 2QCF, a+c = Dyna Blade (3 bars) 2QCB, x+y = Back Attack (1 bar) 2QCB, y+z = Gator Rampage (2 bars) 2QCB, x+z = Critical Strike (3 bars) 2QCB, a+b = Tankbot (2 bars) 2QCB, b+c = Dragon Tank (3 bars) I am having trouble with debugging some moves, however... I need some help. The bugs are: Grindarr and Blucko fall through the floor instead of hitting the ground. Commands for moves don't work properly. They very rarely ever work. Here's an example of a command and it's ChangeState... [Command] name = "Superspicy Curry" command = ~D, DF, F, D, DF, F, x+y time = 20 ;Superspicy Curry [state -1, Superspicy Curry] type = ChangeState value = 1000 triggerall = command = "Superspicy Curry" trigger1 = statetype != A trigger1 = power >= 1000 trigger1 = ctrl Back Attack is supposed to make Kirby appear behind the opponent and hit them with a mallet. I tried using a PosSet to make this happen, but it always makes Kirby appear to the right of the opponent instead of behind them. There's also a glitch with his running move. His running move is Wheel Kirby. If the opponent jumps over him while he's using the move, he turns around when he isn't supposed to. (He keeps going in the same direction, though.) Critical Strike has a hyper portrait that is supposed to appear, but it doesn't for some reason. Here's the StateDef for the portrait. [state 1040, Helper] type = Helper trigger1 = AnimElem = 1 ID = 6040 pos = -55,5 postype = back stateno = 6040 helpertype = normal name = "Critical Strike Portrait" keyctrl = 0 ownpal = 1 supermovetime = 1 If helpers are attacked in a certain way, such as Ronald McDonald's hamburger projectiles, they turn into Kirbys when they aren't supposed to. I appreciate any help with debugging this character and thanks in advance.
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