-
Posts
624 -
Joined
-
Last visited
Posts posted by Bjay
-
-
Hmmm, I don't appear to have the same one as in the video.
Different hit sounds, no bubble thing on block (unless thats the opponent's thing), and the one I download seems to spawn a clone right at the start. -
Is this an OC?
-
Thanks for sharing, I enjoyed the video
-
Nice screenshot.
Seen her floating around so it's nice to see her finally released!
-
Sprites look nice. Have always been keen for a regular sized low-res Naruto!
-
http://gsoa.sakura.ne.jp/abyssmugen/file_chara/karera.zip
Going on that website felt disgusting, so here's a link straight to the character. -
https://onedrive.live.com/?cid=7A5D688B1E7A213A&id=7A5D688B1E7A213A!367&sc=documents
Another OMK tag character released by my100yen. 1.1 only.
Visually pleasing as always.
Jelly mechanics for Eva Beatrice actually work!
Would be nice to have more than one palette.
-
Thanks for the info! Very helpful :)
-
What's with the Orochi... is it part of the character?
-
-
It's not on the TM site. File name should be Saisyu_WLS
-
Nah you're not the only one, I have that problem too.
...But only in the 'Does it exist' thread?
-
Almost didnt recognise her... I guess I'll try her out.
Edit - just remembered who the author is based off their other creations, I can already tell this is going to be half bad news!
-
YES! AT LAST!
-
Beautiful! Thanks as always, Ryoucchi!
-
Also, any Chizuru from 2000 era onward gameplay would be nice (not the Chizuru and Maki version).
-
Wow, she's way more powerful than the previous version. Gah, she's visually amazing, would be nice to have a balanced version of her...
-
Great addition to MUGEN!
-
A thread for me to post good matches between friends or against the AI.
-
For any of those interested, I made a sprite fix to Saber so alt palettes can work properly: http://www.mediafire.com/download/g4i0raf4wy47sfp/Saber_Alter.sff
Out of curiousity, what part did you fix?
-
Try adding 'ignorehitpause=1' to the NotHitBy controller in state 1506.
Tried it, but it didn't work unfortunately.
Try adding a HitOverride or ReversalDef. But it requires you for Athena to go into a new stateno and fire a projectile that counts as the reflected projectile.
State 1507 already has those though? Unless I'm confusing that with something else.
-
SP-Athena (by JFCT555) has a bug where if she's hit during her use of reflector with certain timing, a clone of her spawns.
;====================================================== ; Psycho Reflector (1/5) ;=====d================================================= [Statedef 1500] type = S movetype= A physics = S velset = 0,0 anim = 1500 poweradd = ifelse(Var(23)>0,0,72) ctrl = 0 sprpriority = 2 facep2 = 1 [State 1500, 1] type = VarAdd triggerall = (prevstateno=200||prevstateno=220||prevstateno=250||prevstateno=260||prevstateno=440||prevstateno=1300||prevstateno=1310||prevstateno=1601) trigger1 = time = 0 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1500, 2] type = PalFX triggerall = (prevstateno=200||prevstateno=220||prevstateno=250||prevstateno=260||prevstateno=440||prevstateno=1300||prevstateno=1310||prevstateno=1601) trigger1 = (GameTime%2) = 0 && time < 8 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [state 1500, 3] type = RemoveExplod trigger1 = time = 0 ID = 1303 [state 1500, 4] type = RemoveExplod trigger1 = time = 0 ID = 1313 [State 1500, 5] type = Explod triggerall = time = 2 trigger1 = NumExplod(1502) = 0 anim = 1502 id = 1502 postype = p1 pos = 32,-72 ownpal = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 3 removetime = 34 supermove = 0 removeongethit = 1 shadow = 128,128,128 [State 1500, 6] type = ModifyExplod trigger1 = NumExplod(1502) = 1 && time = [2,12] ID = 1502 scale = ((time-2)*0.1),((time-2)*0.1) [State 1500, 7] type = PlaySnd trigger1 = AnimElem = 3 value = s1500,0 channel = 1 [State 1500, 8] type = PlaySnd trigger1 = AnimElem = 3 value = s1500,1 channel = 6 [State 1500, 9] type = Helper trigger1 = Animelem = 6 helpertype = Normal name = "Reversal Helper" id = 1505 pos = 32,-72 postype = P1 facing = 1 stateno = 1505 keyctrl = 0 ownpal = 1 sprpriority = 4 [State 1500, 10] type = Stopsnd trigger1 = NumProjID(1507) = 1 channel = 6 [State 1500, 11] type = RemoveExplod triggerall = Animelemtime(6) >= 0 trigger1 = Numhelper(1505) = 0 ID = 1502 [State 1500, 12] type = ChangeAnim triggerall = Animelemtime(6) >= 0 trigger1 = Numhelper(1505) = 0 value = 1501 [State 1500, 13] type = ChangeState trigger1 = NumProjID(1507) = 1 trigger2 = Animelemtime(6) >= 0 trigger2 = !Numhelper(1505) value = 1501 ctrl = 0 [State 1500, 14] type = Explod trigger1 = Time = 36 anim = 1503 id = 1503 postype = p1 pos = 32,-72 ownpal = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 5 supermove = 0 shadow = 128,128,128 [State 1500, 15] type = Varset trigger1 = prevstateno = 1601 || prevstateno = 1300 || prevstateno = 1310 trigger2 = prevstateno = 300 || prevstateno = 350 || prevstateno = 440 v = 3 value = ifelse((prevstateno = 300 || prevstateno = 350 || prevstateno = 440),4,3) [State 1500, 16] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; Psycho Reflector (2/5) ;------------------------------------------------------ [Statedef 1501] type = S movetype= I physics = S velset = 0,0 anim = ifelse((prevstateno = 1550),1553,1501) ctrl = 0 sprpriority = 2 [State 1501, 1] type = RemoveExplod trigger1 = time = 0 ID = ifelse((prevstateno = 1550),1561,1502) [State 1501, 2] type = Explod trigger1 = Animelem = 1 anim = ifelse((prevstateno = 1550),1562,1503) id = 1503 postype = p1 pos = ifelse((prevstateno = 1550),60,32),ifelse((prevstateno = 1550),-73,-72) ownpal = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 5 supermove = 0 shadow = 128,128,128 [State 1501, 3] type = Varset trigger1 = p2movetype = H v = 3 value = 4 [State 1501, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; Psycho Reflector (3/5) ;------------------------------------------------------ [Statedef 1505] type = S movetype = A physics = N velset = 0,0 anim = ifelse((root,stateno = 1550),1554,1504) ctrl = 0 sprpriority = 2 [state 1505, 1] type = parentvarset Trigger1 = time = 0 var(36) = 0 ignorehitpause = 1 [state 1505, 2] type = Projectile triggerall = root,stateno = 1500 trigger1 = time%1 = 0 && NumProjID(1504) = 0 && parent,var(36) = 0 ProjAnim = 1504 ProjID = 1504 ProjHitAnim = -1 projedgebound = 64 projstagebound = 64 projshadow = 128,128,128 projpriority = 9 Projremovetime = 1 offset = 0,1 velocity = 0, 0 accel = 0, 0 guardflag = MA attr = S, SP animtype = Hard damage = ceil(130*(ifelse((root,var(23)>=0),0.75,1)-(root,var(42)*0.15))), 10 getpower = ifelse(Var(23)>0,0,112),ifelse(Var(23)>0,0,112) givepower = 16, 16 pausetime = 12,12 sparkno = s6002 sparkxy = 20,0 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -4,-7 ground.cornerpush.veloff = 0 guard.velocity = -12 air.velocity = -4,-9 airguard.velocity = -5,-4 air.juggle = ifelse((root,var(3) = 7||root,var(3) = [1,3]),0,ifelse((root,var(3)=6),16,11)) air.fall = 1 air.recover = 0 air.animtype = back fall.recover = 0 yaccel = 0.5 ownpal = 1 fall = 1 [state 1505, 3] type = Projectile triggerall = root,stateno = 1550 && time >= 2 trigger1 = time%8 = 0 && NumProjID(1554) = 0 && parent,var(36) = 0 ProjAnim = 1554 ProjID = 1554 ProjHitAnim = -1 projedgebound = 64 projstagebound = 64 projshadow = 128,128,128 projpriority = 9 Projremovetime = 2 offset = 0,1 velocity = 0, 0 accel = 0, 0 guardflag = MA attr = S, SP animtype = Hard damage = ceil(45*(ifelse((root,var(23)>=0),0.75,1)-(root,var(42)*0.15))), 7 getpower = ifelse(Var(23)>0,0,112),ifelse(Var(23)>0,0,112) givepower = 16, 16 pausetime = 12,12 sparkno = s6002 sparkxy = 20,0 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -4,-7 ground.cornerpush.veloff = 0 guard.velocity = -12 air.velocity = -4,-9 airguard.velocity = -5,-4 air.juggle = ifelse((root,var(3) = 7||root,var(3) = [1,3]),2,ifelse((root,var(3)=6||root,var(3)=4),16,5)) air.fall = 1 air.recover = 0 air.animtype = back fall.recover = 0 yaccel = 0.5 ownpal = 1 fall = 1 [State 1505, 4] type = Helper trigger1 = !Time helpertype = normal name = "Reflector" ID = 1506 stateno = 1506 ownpal = 1 [State 1505, 5] type = Destroyself trigger1 = root,stateno = 1500 && time >= 23 trigger2 = root,stateno = 1550 && hitcount > 2 || root,stateno = 1550 && time >= 41 trigger3 = root,stateno = 1501 || root, anim = 1501 || root, anim = 1553 trigger4 = root,movetype = H trigger5 = parent,var(36) = 1 ignorehitpause = 1 persistent = 1 ;------------------------------------------------------ ; Psycho Reflector (4/5) ;------------------------------------------------------ [Statedef 1506] type = A movetype= A physics = N poweradd= 0 velset = 0,0 anim = ifelse((root,stateno = 1550),1555,1506) sprpriority = 5 [State 1506, 1] type = BindToParent trigger1 = !Time time = -1 pos = 0,0 ignorehitpause =1 [State 1506, 2] type = HitDef trigger1 = time >= 0 attr = S, HP; hitflag = P priority = 7, Hit p1stateno = 1507 sound = -1 [State 1506, 3] type = NotHitBy trigger1 = 1 value = SCA time = -1 [State 1506, 4] type = DestroySelf trigger1 = movecontact trigger2 = !AnimTime ||root,MoveType = H ||root,ctrl trigger3 = !AnimTime ||root,MoveType = H trigger4 = root, stateno = 1501 || root, anim = 1501 ignorehitpause = 1 ;------------------------------------------------------ ; Psycho Reflector (5/5) ;------------------------------------------------------ [Statedef 1507] type = S physics = N velset = 0,0 anim = 10000 ctrl = 0 sprpriority = 2 [State 1507, 1] type = PlaySnd trigger1 = AnimElem = 1 value = s1500,2 [State 10005, AEGIS] type = HitOverRide trigger1 = 1 attr = SCA, AP stateno = 1507 ignorehitpause = 0 [State 10021, Hitby] type = HitBy trigger1 = 1 value = SCA, AP ignorehitpause = 1 [State 10021 REFLECTOR] type = reversaldef trigger1 = 1 reversal.attr = SCA,AP pausetime = 0,0 sparkno = -1 sparkxy = 0,0 p2stateno = 1580 p2getp1state = 1 p1stateno = 1507 [State 1507, 2] type = Projectile trigger1 = AnimElem = 1 ProjAnim = 1001 ProjID = 1507 ProjHitAnim = 1002 projedgebound = 64 projstagebound = 64 projshadow = 128,128,128 projpriority = 9 projsprpriority = 9 offset = 0,0 velocity = 10, 0 accel = 0, 0 guardflag = MA attr = S, SP damage = 110, 10 animtype = diagup getpower = ifelse(Var(23)>0,0,100),ifelse(Var(23)>0,0,100) givepower = 16,16 pausetime = 6,12 sparkno = s6002 sparkxy = 20,0 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = high ground.slidetime = 17 ground.hittime = 18 ground.velocity = -2,-11.2 guard.velocity = -8 air.velocity = -2,-11.2 airguard.velocity = -5,-4 air.juggle = ifelse((prevstateno = 300),15,0) air.fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.51 fall = 1 afterImage.length = 24 afterimage.palcolor = 256 afterImage.PalBright = 12,12,12 afterImage.PalContrast = 128,128,128 afterImage.PalAdd = 0,0,0 afterImage.TimeGap = 1 afterImage.FrameGap = 1 afterImage.Trans = Add afterImage.Time = -1 [State 1507, 3] type = Destroyself trigger1 = time > 1 ;HELPER PROJECTILE KILLER >: [Statedef 1580] physics = N ctrl = 0 [State 1580] type = DestroySelf trigger1 = IsHelper ignorehitpause = 1 [State 1580] type = SelfState trigger1 = !IsHelper value = 0 ctrl = 1[/code][/spoiler]
-
Wow it looks like it came out of SFA3 itself. Good job, I'll download this one!
-
Love the intros. Always like Ahuron's creativity.
Bomberman released + Bubblun updated by Gladiacloud
in [ RELEASES ]
Posted
They're fun. Thanks for these characters. They have a spot on my roster.
One bit of feedback on Bubblun.
I think standing D where he rapidly shoots small bubbles is way too abusive. There's too much hitstun and blockstun. Maybe cooldown would help?
I think I also found bit of a juggling issue with Bubblun, but it happened when I was fiddling around and I couldn't replicate it. If anything comes up I'll let you know.