Jump to content

Creamy_Goodness

Member
  • Posts

    7
  • Joined

  • Last visited

1 Follower

About Creamy_Goodness

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Creamy_Goodness's Achievements

  1. > Alright, I'm ready to release what is possibly the final beta version of my Creamy Goodness MUGEN character; Version 0.2.2. Keep in mind that the sprites are temporary and will be replaced be the real ones in the first official release. After the new sprites are applied to Creamy, he will have a longer reach, and will be able to hit his opponents more easily. > From Creamy's readme... ---------- Story > Jason "Creamy Goodness" Tenn is the lead fighter in the Independent Circuit of Netizen Rage. Because of his love for a large variety of sweets, he uses candy-based weaponry to battle his opponents in the arena. Button Layout - a - Quick Kick (QK) - b - Hard Kick (HK) - c - Power Charge (C) - x - Quick Punch (QP) - y - Hard Punch (HP) - z - Evade (E) Movelist - Special Techniques - - Hop backward - Back, Back - - Hop forward - Forward, Forward - - Dodge - E - - Power Charge (Burst) - C - - Alternate state: Skittles Rush - HCB + BQ - Special Attacks - - Pez Machine-Gun (QP) - QCF + QP - - Pez Machine-Gun (HP) - QCF + HP - - Pez Machine-Gun (EX) - QCF + BP - - Lemon Warhead (QP) - QCB + QP - - Lemon Warhead (HP) - QCB + HP - - Sure You Cane (QP) - Forward, Down, DF + QP - - Sure You Cane (HP) - Forward, Down, DF + HP - - Sure You Cane (EX) - Forward, Down, DF + BP - - Pixie Stick Stunner - HCF + QK - Super Attacks - - Hypercane 3-Pack (Level 1) - Forward, HCF + QP - - Atomic Fireball (Level 1) - QCF, QCF + QP - - Atomic Fireball (Level 2) - QCF, QCF + HP - - Twizzler Downpour (Level 2) - QCB, QCB + HK - Ultimate Attack - - Jawbreaker Jamboree (Level 3) - QCB, HCF + BP Version 0.1.2 updates - Added HitDefs to both versions of the Atomic Fireball (3200) and (3300) to push point blank opponents backward so that the projectile no longer misses them. (3/21/2015) - Sped up quick Atomic Fireball (3200) animation by reducing the number of ticks in the fifth frame from 50 to 10, so that Creamy takes only 55 ticks to charge the attack instead of 95. (3/21/2015) - Sped up hard Atomic Fireball (3300) animation by reducing the number of ticks in the seventh frame from 80 to 20, so that Creamy takes only 125 ticks to charge the attack instead of 185. (3/21/2015) - Decreased wind up time of hop backward (start & air) (105) so that it only takes 6 ticks to start moving backward instead of 11. (3/21/2015) - Decreased recovery time of hop backward (land) (106) so that it only takes 6 ticks to return to the Stance instead of 11. (3/21/2015) - Decreased wind up time of jump (start & air) (40) so that it only takes 6 ticks to start rising instead of 11. (3/21/2015) - Decreased recovery time of jump (land) (47) so that it only takes 6 ticks to return to the Stance instead of 11. (3/21/2015) - Decreased wind up time of back spin kick (224) so that it only takes 13 ticks to start rising instead of 17, and decreased post-attack time from 11 ticks to 7. (3/22/2015) Version 0.1.3 updates - Added QP short combo. (3 hit combo: QP, QP, HP) (4/3/2015) - Added QP medium combo. (6 hit combo: QP, HP, HP, QP, HP, Forward, Down, DF + QP) (7/27/2015) Version 0.1.4 updates - Added QK short combo. (5 hit combo: QK, QP, QP, QP, HP) (2/20/2017) - Added blue hit boxes to attacking hands of some previously completed combo attacks. (2/20/2017) - Deleted hit boxes around attacking hand of first frame of standing quick jab (200), so that it takes 4 ticks to hit instead of 1. (2/20/2017) - Changed PauseTime of standing quick jab (200), from 10, 5 to 10, 7. (2/20/2017) Version 0.1.5 updates - Replaced and added blue hit boxes to first frame of Sure You Cane - QP - CT from 256 (358). (6/19/2018) - Replaced missing second frame of Sure You Cane - QP - CT from 256 (358). (6/19/2018) - Replaced missing third frame of Sure You Cane - EX - CT from 256 (428). (6/19/2018) - Reduced ground.velocity of high straight end candy cane thrust (241) from -10 to -6 to make it easier to combo into standing candy cane backswing (261). (6/25/2018) - Reduced ground.slidetime of high straight end candy cane thrust (241) from 10 to 6 to make it easier to combo into standing candy cane backswing (261). (6/25/2018) - Deleted hit boxes around attacking foot of first frame of quick ground kick (215), so that it takes 4 ticks to hit instead of 1. (6/25/2017) - Hypercane 3-Pack (3100) is now performed by entering F, HCF + QP instead of F, HCF + HP. (6/26/2017) - Removed diagonal joystick motions of Hypercane 3-Pack (3100) in order to make it easier to perform. (6/26/2017) - Removed diagonal joystick motions of Pixie Stick Stunner (370) in order to make it easier to perform. (6/26/2017) - Added Running[QP] long combo. (11 hit combo: Running[QP], QP, HP, QP, HP, HP, QK, HP, Forward, HCF + QP) (6/26/2018) Version 0.1.6 updates - Increased y value of VelSet state of flying knee smash (243) from -3.2 to -4 so that Creamy jumps slightly higher, giving him slightly more time to combo into aerial quick high kick 1 (268). (1/29/2019) - Changed PauseTime of flying knee smash (243) from 20, 15 to 10, 10. (1/30/2019) - Reduced ground.hittime of flying knee smash (243) from 20 to 10. (1/30/2019) - Added Running[QK] short combo. (4 hit combo: Running[QK], QK, QK, HK) (1/30/2019) Version 0.2.1 updates - Added Jawbreaker Jamboree ultimate attack. (5/24/2019) - Added Skittles Rush alternate state. (6/3/2019) Version 0.2.2 updates - Centered both sprites of lie down - air - hit (5081) horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019) - Centered Sprites 2 and 3 of knock down - air (5101) horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019) - Centered lie down - air (5111) sprite horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019) - Adjusted all four sprites of get up - air (5121) in sff file to feet of lie down - air (5111) sprite, and adjusted hit boxes in air file. (9/16/2019) - Centered knock down - air bounce (air) (5161) sprite horizontally to axis in sff file, and adjusted hit boxes in air file. (9/16/2019) - Adjusted hit boxes of both frames of knock down - air bounce (land) (5171) animation. (9/16/2019) - Used PosAdd in State -2 to shift second frame of knock down - air (5101) backwards by 24 pixels. (9/16/2019) - Used PosAdd in State -2 to shift third frame of knock down - air (5101) backwards by 14 pixels. (9/16/2019) - Adjusted PosAdd in State -2 to shift Creamy backwards at the end of get up - air (5120) by 24 pixels instead of 65 pixels. (9/16/2019) - Moved running attacks above close attacks in cmd file, so that close attacks will no longer override running attacks while running. (9/16/2019) - Replaced back spin kick (224) with aerial hard kick. (9/23/2019) - Aerial hard kick (224) can now be used immediately after aerial quick kick (223) is used. (9/24/2019) - Changed PauseTime of aerial quick kick (223) from 10, 5 to 10, 15. (9/24/2019) - Decreased wind up time of aerial quick kick (223) so that it takes 5 ticks to hit instead of 8. (9/24/2019) - Decreased wind up time of pogo jump (221) so that it takes 4 ticks to hit instead of 6. (9/24/2019) - Decreased wind up time of Sure You Cane - QP (350) so that it takes 6 ticks to hit instead of 11. (9/24/2019) - Decreased wind up time of Sure You Cane - QP - CT from 256 (358) so that it takes 10 ticks to hit instead of 21. (9/24/2019) - Decreased wind up time of Sure You Cane - HP (360) so that it takes 12 ticks to hit instead of 26. (9/24/2019) - Decreased wind up time of Sure You Cane - EX (420) so that it takes 6 ticks to hit instead of 11. (9/24/2019) - Decreased wind up time of Sure You Cane - EX - CT from 256 (428) so that it takes 11 ticks to hit instead of 16. (9/24/2019) - Increased ground.velocity of hard elbow smash (202) from -3 to -6. (9/24/2019) - Increased ground.slidetime of hard elbow smash (202) from 3 to 6. (9/24/2019) - Both versions of the Lemon Warhead (330, 340) now do up to 45 points of damage instead of 35. (9/26/2019) - Aerial candy cane backswing (222) now does 50 points of damage instead of 40. (9/26/2019) - Created all three intros (191, 192, 193) with temporary animations. (9/26/2019) - Removed Time trigger from second SelfState state controller of HP grab combo - Thrown (815) so that opponent will break free of Creamy's victim state if HP grab combo (811) is interrupted. (9/28/2019) Known bugs/issues - Some of Creamy's attacks have insufficient reach to hit his opponents. However, this issue will be fixed in Version 1.1 when Creamy's temporary stickman sprites are replaced with the actual, finalized sprites. - Opponent can air recover from the HP grab combo (811) after the second hit, making it possible for them to avoid the super cancel into the Hypercane 3-Pack (3100). - Candy cane jumpslash (242) is unable to hit opponents who are lying down. - Some opponents can attack Creamy after getting hit by his power slide (244) before Creamy can recover. However, I plan to add an optional backwards roll while Creamy is lying down right after the slide, so that he can avoid such attacks. ---------- > The (possibly) final beta version of Creamy - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.2.2).zip
  2. > What, it's been over a month and not a single reply? Come on people, I need some feedback here.
  3. > At long last, after four and a half years since the release of the very first beta version of my Creamy Goodness MUGEN character, I'm ready to release the second major beta version of the character, Version 0.2.1. This time around, I've added Creamy's ultimate attack, the Jawbreaker Jamboree, which is a gigantic multi-layered projectile that explodes every time it bounces and loses layers until it's reduced to its core. I've also added the Skittles Rush, which is Creamy's alternate state that increases his walking and running speed by half again, and gives him unlimitted access to his EX attacks and Level 1 supers when his health is below 250 hit points. If there is a Version 0.2.2, it will consist mainly of bug fixes, and will be the character's final release before Version 1.1, which will be the first official release. Version 0.2.1 updates... - Added Jawbreaker Jamboree ultimate attack (5/24/2019) - Added Skittles Rush alternate state (6/3/2019) > Link - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.2.1).zip
  4. @PlasmoidThunder > Thanks for your help, but I think I found the answer I was looking for. I went back to my original code, and all I had to do to fix the triple damage issue was make a minor change to one line. I simply changed "value = gethitvar(damage) * 3" to "value = gethitvar(damage) * -3", and that did the trick. As it turns out, my original code wasn't multiplying the damage taken from a hit by 3, but instead taking the original hit's damage, multiplying it by 3, and ADDING the product to the health. Changing 3 to -3 fixed that problem. I don't think that's the fix you had in mind, but it worked for me. I think I can now finally mark this thread as solved, and thanks again for your help.
  5. @PlasmoidThunder > Actually, the thread you linked to was one of the MFG posts I came across while looking for help on this problem, but at the time I considered it to be too complicated for me to follow, so I dismissed it as useless. However, after your post, I took a another look at the post after you linked to it, but this time, I went through the coding line by line, and tried my best to understand what each line meant. From what I was able to understand, I came up with my own version of the coding and applied it to my character... > During the attack that bears the weak spot, I set Variable 4 to match the character's hit points on the first frame of the animation, in order to record how much health he has before he could get hit... [State 3500, Variable Set] type = VarSet trigger1 = AnimElem = 1 ;kicks in when animation reaches its first frame var(4) = life ;Sets Variable 4 to current number of hit points ---------- > In State -2, under the section that handles weak spots, I changed the LifeAdd state controller to the following... [State -2, Triple Damage] type = LifeAdd trigger1 = var(3) = 3 ;Result of Variable 3 getting set to 3 trigger1 = MoveType = H ;Creamy must be in Get Hit move type value = (var(4) - life) * -3 ;HP before hit, minus HP after hit, times -3 ;^Creamy takes triple damage when hit.^ ---------- > The changes I made to my character's code are not working because he now takes zero damage when the weak spot gets hit. After some testing of the code, I've concluded that for whatever reason, the health is not reducing since Variable 4 was set to the number of HP, meaning "var(4)" is still equal to "life" when the triple damage is triggered. This means that var(4) minus life equals zero, and zero multiplied by anything equals zero, which is why the health didn't budge. My question now is how do I make sure that life is lower than var(4) when LifeAdd is activated?
  6. PlasmoidThunder - "So I'm guessing this isn't working then? You didn't exactly ask a question." > I'm basically asking what the proper syntax is for making a character take triple damage. Right now, I'm using "value = gethitvar(damage) * 3" in the LifeAdd state, but that doesn't seem to be doing anything. ---------- PlasmoidThunder - "While not necessarily the answer to your question, using the intro to set a variable isn't reliable since it can be skipped, whereas the round initialisation state (5900) is always processed." > OK thanks, I'll keep that in mind.
  7. > I'm trying to produce a weak spot on my Creamy Goodness character, where he will take triple damage if hit during certain frames. I set aside Variable 3 in order determine when the weak spot is activated; 1 meaning Creamy takes normal damage, 2 meaning he takes double damage, and 3 meaning he takes triple damage. During the intro, Variable 3 is set to 1 in order to ensure Creamy takes normal damage at the start of the round... [State 190, Variable Set] type = VarSet trigger1 = Time = 0 ;kicks in immediately v = 3 ;Variable 3 - Extra damage taken (for weak spots) value = 1 ;Sets Extra damage taken variable to 1 (Normal damage taken) ---------- > During the attack that bears the weak spot, I set Variable 3 to 3 in order to activate the triple damage on the desired frames... [State 3500, Variable Set] type = VarSet trigger1 = AnimElemNo(0) = [5, 7] ;^Animation must be between its fifth and seventh frames^ v = 3 ;Variable 3 - Extra damage taken (for weak spots) value = 3 ;Sets Extra damage taken variable to 3 (Triple damage taken) ---------- > In State -2, I tried to use a LifeAdd state controller to get Creamy to take the multiplied damage. However, after several attempts, I just couldn't the syntax of the coding right. Here's what my LifeAdd currently looks like... [State -2, Triple Damage] type = LifeAdd trigger1 = var(3) = 3 ;Result of Variable 3 getting set to 3 ;trigger1 = MoveType = H ;Must be in Get Hit move type value = gethitvar(damage) * 3 ;^Creamy takes triple damage when hit.^ ---------- > In order to determine that Variable 3 is triggering correctly, I added a bit of temporary code that turns Creamy grey so I can know when the weak spot is active... [State -2, PalFX] ;temporary type = PalFX trigger1 = Var(3) = 3 Time = 1 color = 0 ---------- > I've already been through a thorough Google search that included MFG threads on this very topic, and official Elecbyte documentation, but it wasn't enough to provide me with a sufficient answer. Any help would be appreciated. = = = = = = = = = = Jason "Creamy Goodness" Tenn http://creamyg.jdluke.com/
×
×
  • Create New...