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BoyBoyz

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Posts posted by BoyBoyz

  1. Yea i could try, the rain effect is a nice idea.

     

    dylanus i actually tried that coding, but the intro would take unusually long and if u're in watch mode, u cant tap out of it. 

     

    U all like the super armor mode? If so ill add it in (waifu edited on an earlier version with a bug i didnt solve yet). 

  2. hmm i could fiddle with the intro thing! Its definitely interesting to test!

     

    theres actually a leftover superarmor code in the statedef -2 section, which i nulled out. The helper stateno is 11777.  Thing is i did not tweak it to show other facial expressions or voices. Its very plain n not recommended. It also messes up the hold start to become unhittable code, as well as the undying code (i think).

  3. Added screenbound to the meteor super, and adjusted some values so that it appears ok in smaller training stages.  But bigger stages (like those for huge bosses), will make some backgrounds look out of place.

     

    Added the ability to do reverse air moves by pressing and holding Back when u execute the move, allowing for crossups.

     

    He could be killed occasionally.  Hope I have fixed that properly this time.

     

    Fixed other random bugs/ added some misc stuff.


    And I forgot to credit JUS for the awesome sprites.

     

    https://www.mediafire.com/?lsd108505blou44

  4. Update:   Sorry, those who downloaded this update, there was another fix released to fix the background not turning when the move was done from the other side. Pls redownload if it bugs you.

     

    1. Added a new move "Checkmate" where you'll instantly remember the Sonic's balls being crushed scene.  It's hilarious man u gotta try it!  D,DB,B + y
    https://www.youtube.com/watch?v=NhCMujw2048&feature=youtu.be

    2. Added a 5th intro, that of him yawning and saying "blah blah are you done?".  This is not a reaction to long intros, as it's hard to gauge which intros are very long and Broly for example, has 2 intros, one that is short and one that is long.  So I gave it up.

    3. Added some AI, where he will definitely use a random super move at 1 powerbar.

    4. Fixed some bugs/stuff.

     

    Gave up doing the super armor thing, as it doesnt sit well with his programming.

  5. Oooh!hahaha giving him superarmor at all times isnt v fun lol. Need to let thr enemies beat him up (while he cant die) and he just suddenly kills them with one super. Reminds me of how he fought tatsumaki n said he just let her beat him up till she got tired lol

     

    Omg yes the u done voice! Ok ill try something soon lol.

  6. Yes he has this feature! Press and hold start. The taunt makes him stand there and get hit but not flinch or take damage, while recovering life and taunting when he gets hit! I wouldnt miss that big feature out man lolol.

     

    LOL i didnt think of that reaction to long intro thing! How to detect long intros? Have to code specifically for some chatarcters or just make a voice play after some time? I have a yawning voice for saitama (the one where he faced the beast king).

     

    ill look into the Y bug soon. Maybe its a problem with the other character because Saitama is coded quite simply

  7.  
    This is the walking cheat Saitama from One Punch Man anime/manga. No matter how strong you think your character is, he will always be stronger.

     He lacks signature voices, hit/guard sparks, good intros, and special effects.  But all his signature moves are done (D,DF,F + x/y/z/a/b/c)

    I plan to complete him soon.

    Feel free to offer help / suggestions in terms of more sprites, special effects on the punches, etc. 
  8. I found a bug with the last few categories - MUGEN, MISC (and DLC too).  The characters I put into MISC (and DLC) do not appear.

    I needed to copy and paste the list of characters in MISC into the MUGEN slot (having 2 lists of the same characters both in MUGEN and MISC), and delete all the BLANKs in the MUGEN slot, before ONLY SOME of the characters actually appeared in the MISC category.  Correspondingly, the positioning for the cursor on RANDOMSELECT also got messed up. 

    I don't know if I've explained it properly, but please look for any bugs in those last few categories.  Thanks!

  9. When scrolling down the categories, whenever the previous category isn't at the first character, the next category's selection would be messed up, i.e. not starting from the first character.

    Is it possible to make it such that, everytime you scroll from Capcom to SNK for example, it always starts at the first character?  Since this type of mugen screenpack doesn't have select portraits, starting at the first character of the  category could be very convenient.

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