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Posts
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Posts posted by Bjay
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Want to try, but its 404 already. Anyone got it?
Here you go.
http://www.mediafire.com/download/o660inb4c616bqu/R_Saber.zip
- Galvatron and GuyZero32k4
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So after all this time... it was an alpha. :P
Does this guy have a blog or anything? I'm curious as to why he released her all of a sudden.
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Okay so according to his Twitter, Toharu said not to use his Kirino or his DBFC lifebars in any video until further notice.
That goes for AI patches as well.
Like he'll be able to stop people from western countries...
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Well, Urien was a good choice. He does have a Titan-ish look. The hard part would be editing all of his sprites. What SNK character would you have used?
I think you missed the joke. :P
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i saw and dont want to copy pasta i want to learn so until then im going with my idea
If you understand how the code works though then that's learning; you can just credit the author in your readme.
But either way I respect your decision, looking forward to seeing how it pans out.
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Have a look at Kirino's code! Good luck!
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These are gorgeous stages, thanks for the share.
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Actually I'm keen in general to play anyone. I do play competitively, but I'll play whatever rules people usually go by.
Oh okay Cool! however I am currently re-unlocking everything since my last 3ds was stolen. -_-
So I probly do online battles later on. :-P
Sorry to hear. Looking forward to playing you!
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lol that X/Y model.
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which SSB you have? WiiU or 3DS?
I only have 3DS. :-P
I have both! I don't mind playing on either version.
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Any DK mains here? I want to play against you online!
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Hahaha! Sure, let's check it out.
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Cool! but is this Shizuru for 1.1 only?
It works in Winmugen and 1.0 as well.
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Because it's not colour indexed. It needs to be colour indexed for the background to be transparent.
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Bad news and good news.
Bad news is that I never ended up figuring out how to fix it.
Good news is that the author released a recent update which actually fixes the dizzy bug issues. Hooray!
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I'm guessing Lam Bat will be updated in the near future, as about a week ago the link got removed.
Anyway, does anyone know how to go about making palettes for this character? I had a look at the palette table in FF3 and... wow it does not look pretty.
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WHOA! Been waiting for a Bern in Mugen but never expected her to be made as a tag character.
my100yen's Lambda/Battler is pretty great, so I'm definitely keen to check this out.
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I thought it might have been something on 9's end at first, but after testing the same thing on Boomer's characters before they got updated, there was no dizziness problem. But I'm not exactly sure what changed in the update to cause the dizziness issues.
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who's akiha is this?
That's (9)'s Akiha.
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So basically Boomer's characters immediately enter a dizzy state when certain moves are used on them.
I've discovered so far that it can be done via (9)'s characters (from certain basic attacks), but I've yet to discover any other characters that can initiate the bug.
I've fiddled with state 5000 but haven't been able to find a solution. How can I get rid of the problem (or at least get remove the characters' ability to be dizzy altogether)?
Recording of the bug - http://recordit.co/K24p89POP6
Also, does anyone know where I can contact Boomer?
type = S movetype= H physics = N velset = 0,0 [State 5000, 0] type = ChangeState trigger1 = !Alive & PrevStateNo = [120,159] value = 5999 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 [State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;Stand get-hit (knocked back) [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030
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Feels a bit surreal, seeing a character debuting into Mugen almost one year later.
Looking forward to it.
[VGC2015] VGC 2015 General Discussion (Viability rank update, see post #8)
in [ NINTENDO ]
Posted
Looks like I'll be getting back into things and playing in this format.
Still need to make a team, but if anyone wants some battles let me know.