Jump to content

Toasted Milque

Member
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Toasted Milque

  1. Nobody is a stranger to games with jank AI, usually they annoy the crap out of us since said awful AI just so happens to be dead-weight that you have to baby-sit. What about games with jank AI that's fun to goof around with? They exist, & my personal pick would be Yu-Gi-Oh: World Championship Tournament 2004 for the GBA. Yu-Gi-Oh: WCT 2004 has AI that is a special kind of bad, namely because it cheats ... like ACTUALLY cheats, it "peeks" at the cards you set on the field, at least it does so with monster cards. I know this because the AI never attacks my face-down monsters unless it knows it's monster can destroy mine, thus opening the floodgates of exploiting the crap out of it's pitiful cheating attempts. Ploping down flip effect cards that either do something good for me (Magician of Faith returning a used or discarded spell card to hand) or messes with the opponent(Needle warm discarding the top 5 cards on the opponents deck) I could also buy time with 2000 DEF low-levels since other low-levels can't destroy them without aid from backload or monster effects(also multiple special summons was NOT a thing back then ... nor Omni-Negates) Through this series of goofing around with such cheesy methods made me discover just how easy it is to deck out the AI using this exploit, even without banned cards(something that most AI duelists in the game LOVE using) I remember finding this game kinda hard when I was in Middle school, going back to it a few years after graduating High school, I bodied nearly every duel through this exploit & with different decks to boot. Nowadays, the ONLY time I ever lose in that game is because of crap draws(which hints at something else that wasn't really a thing back in the early years of Yu-Gi-Oh ... consistency) PS: BALLS!! I TOTALLY FORGOT THERE WAS A CATEGORY SPECIFICALLY FOR VIDYA GAMES!! Oi, can somebody move this thread over there?
  2. Been a while, I know, but I'm back with another work from my "other self" *snorts*. This version of his Kung Fu Girl is different from the previous one, featuring slightly adjusted normal links, base damage output, & throw input. The Parry system has been replaced by (what I like to call) a "Just Guard" system, you must press both light buttons right before an attack connects, succeeding will you a larger window to counter than the previous parry system. However, mistiming it leaves you vulnerable to attacks for a good few moments, also the stance can be bypassed with throws & a "Heavy Smash", a slow attack that deals heavy damage & hitstun to "Just Guarding" foes. The character will flash briefly during Auto-guard frames, Heavy Smash can only absorb a single normal hit, specials & Heavy Smashes bypass this state. Kung Fu Blow is no longer a special, it's been reworked into being KFG's Heavy Smash. Here's the link to the Mega download:https://mega.nz/file/04wkWJZD#pHlMBnXpmFpVIE_c6qD270LeD_eK-F3v5tmNap_YZ8Q(link removed for update) Note: Use the link below to access the upload. The link above no longer works because the file has been replaced by an updated version. https://mega.nz/file/AtRlUKxB#gYQoxCm5h8zBeYwqaus06hPMD0Zo3sRieWiU3KsP2v0
  3. Good ol' LTG, the gift that keeps on giving! Whether it be his massive(not to mention fragile) ego, his fetish for ragequitting, or the bizarre & hilarious word salads ever spewed from his mouth, this dude is a legend among lolcows! So much so in fact, that I question HOW can people get offended by what this goof says given that trolls are whats keeping him relevant(& he knows this to, which makes him even more upset). Every Word salad said by LTG is quotable, but my favorite would have to be his rantings about Demigod Productions, where he says this gem: "You're still thinking about the superior black man, when you can be your own type of black man." *snorts* This means a lot coming from someone who became popular due to his constant rage-quits, salty roastings, comical narcissism, & refusal to admit that the other players who beat him might actually be better than him at the game. *seal laughs* What about all of you scrubs? Do any of you have a favorite spurg-out moment from LTG? Let's try not to get up in our feelings over the more "problematic" things that this guy said, while it is unwise to cue off in such ways, remember that it's being spewed out of a lolcow. Oh yeah, don't fight fire with fire if you catch my drift. Also, NO WISHING ILL! Doing so makes you no better than the clown himself!
  4. We be glad to have ye around, creator or not. Enjoy your stay, Leaharas.
  5. From my experience, the Mugen community has always been keeping to itself normally, likely due to the flak it received in the past thanks to a few vocal(not to mention rotten) apples. Regardless, I bid ye welcome to MFFA.
  6. Well I'm certain that the various creators, big & small, appreciate the kind words. Welcome to MFFA, JerzyGameboy.
  7. What's going on, scrubs? Back at you with a link to Proud of Ragequittin's edit of Vampy. This one plays differently than the original & has AI(a fairly decent AI at that). The ragequitter also gave her winquotes(which he stated are not in the original) as well as ... Juri Han's voice clips?(also not in the original) She is also ... "compatible" to CR characters for the most part.(she disappears in one of the sub poses) The sub sprites aren't present in the original, they were cobbled together by Berk Rider.(said sprites don't appear during normal play unless she's hit by specific moves by a CR character) Here's the link, doods: https://mega.nz/file/l0J0xbRb#VOksldwba6GZhiya33kFy0jM6c0wwYOU3-Kp0F48t3g For those wondering about the (v1.255) in the file name, the ragequitter must have been updating this edit of her over the past year or so.
  8. Back again, not to answer a question that I've already answered, but rather to post the updated version of Proud of Ragequittin's edit of Nyal, which was initially posted by Legeo364. She's the same as the version posted by Legeo364, but with slight buffs to a few of her moves as well as the AI. The cmd was also optimized in this version, whilst retaining all functionality of the previous version. The link is posted below this text: https://mega.nz/file/M1x0EJrB#x9WQ7wyLUdN1T32YMcj0jC-h9DbQ1PXpOk8IYXwyws8
  9. Huh... small world we live on, Kris. I figured I was the only person who has an account on both sites, neither of which I'm locked out of. Regardless, I bid ye welcome to this site, Scarlet.
  10. Well crap! I was actually hoping there would be a way to get the URL without having to post the images on other sites.
  11. Apologies for the late response(babysitting & pets). I honestly thought it would be more complicated, but I appreciate the answer. Now I just need to know how to get the URL from said screenshots. You know how to do this, right?
  12. Just recently created a MEGA account, meaning I can now bring what characters that interest me here, as well as things that my ... other self has tinkered with. To avoid getting into hot water, I'm only re-hosting original characters that interest me in my MEGA, as well as derivatives of said OCs(original creator(s) will be credited because duh.) Since having at least one screenshot to accompany the link is necessary, how does one take a screenshot on the Mugen engine, & where are they stored?
  13. Well here's hoping you have a grand ol' time with the engine, my dood!
  14. It's good to see that you are willing to turn a new leaf. Hopefully, this will lead you to a brighter path.
  15. There's actually a lot of mons that I like somewhat, the only few that I ever harbored disdain towards being anything that gets outclassed by their pre-evolutions(hello Blissey & Dusknoir) A few of my favorites are the adorable stretchy-armed Breloom, the versatile giant that is Celesteela, & Tapu-Koko's double buddy Alolan Raichu(who I've pounded many Uber scrubs online with.) Oddly enough though, I would probably say Gardevoir is my favorite, despite struggling to find a use for it since it's power-creeped by Tapu-Lele ... & the divisive reception it receives among fans. Firstly: Some of the dex entries mention that it's willing to give it's life to protect it's trainer, which to me makes it a bit of a guardian angel(yes I know it's actually a paper doll of sorts) Second: Even as my interest(& faith) in the franchise begins to diminish, I still remember Gardevoir's CANON design vividly, where as my memory of the names & designs of others begin to fade. Finally(& you may get a laugh out of this one) ... the inspiration I got for my Gardevoir FC Allumeuse(a french translation for Tease). I'm WELL aware of the existence of fanart of the "particular" kind & how many people either get upset by said pieces, discover something new about themselves, or derive laughs out of the situation. I am in the latter of the three, but rather than mocking one side or the other, it gave me an idea for Allumeuse, a curiously equivocal Gardevoir that loves to confuse & tease(without the REALLY naughty bits) This isn't the place to speak of Allu of course, so I'll just leave it here. Maybe I'll speak of her(?) in more detail if there exists threads discussing fan characters.
  16. I would say lift the ban, but not to a full extent. since the limitation of not being able to download files that exceed 10MB in size without registration is still in play, links to said downloads should still be blacklisted. After all, what's the point of linking to download pages that you can't download anything from?
  17. I've noticed that the majority of mugen characters with charge moves lack a means of preventing the AI from spamming it relentlessly. in the case of some, this can be a death sentence to whomever is at the receiving end of these moves. Nerfing these moves to pot is not an option, especially if you aren't able to spam them like the AI can. one of the solutions that I've discovered is implementing a "Spam control" variable for charge moves, one for back charge & one for down charge. for this explanation, I'll be using LowTierGod's Triggered Tackle for a back charge move. The process is the same for down charge moves, the only difference being the variable number used. Here's the part of the state that's shown as an example ;========================<TRIGGERED TACKLE>============================= [StateDef 1100] type = S physics = N moveType = A anim = 1100 ctrl = 0 velSet = 0,0 sprPriority = 1 powerAdd = 30 faceP2 = 1 [State 1100, Spam Control]<--------------take a look at this block, as it's one of the things needed for Charge spam control to work type = varset trigger1 = Animelem=1<-------------------The spam control variable is set the moment the character enters the first frame of this move's animation var(27)= 35<------------------------------The value that var(27) will be set. You can use any unused variable number, just make sure that ALL blocks that will be using this variable are the same number ignorehitpause=1 Now we add the following blocks to the cns-2 state. If the character doesn't have a cns or st file with cns-2, add it. ;-------------------------------------------------------------------------- [State -2, Spam Control BC]<------------This block acts a timer for spam control, which activates if the move that set the variable to a value above 0 is used. type = varadd trigger1 = var(27)>0 var(27)= -1<-----------------------------For every tick that var(27) has a value above zero, this block will reduce it by one. 1 second is 60 ticks. ignorehitpause=1 [State -2, Spam Control BC]<-----------This block sets variable's value at 0 once the value reaches or exceeds below 0. Effectively ending the timer for the move's Spam control type = varset trigger1 = var(27)<=0 var(27)= 0 ignorehitpause=1 Lastly, we go to the cmd file. You'll need fighter factory in order do this step. NOTE: I will only be showing the triggerall parts of the move, as the Spam control will be placed in a triggerall line. ;----------------------------------------------------------------------------- [State -1, Triggered Tackle] type = ChangeState value = 1100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = power < 1000 & var(27)=0<----------------------Whenever var(27) is at a value beyond 0, the AI cannot use this move. You can also add the variable to the player's command block for the move as well, though it's usually not necessary. ;---------------------------------------------------------------------------- [State -1, Triggered Tackle] type = ChangeState value = 1100 triggerAll = !AILevel & var(27)=0<---------------------------Whenever var(27) is at a value beyond 0, the Player cannot use this move. triggerAll = command = "ChariotTackle" & var(49) > 0 triggerAll = RoundState = 2 && StateType != A triggerAll = power < 1000 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || Stateno = 106 trigger2 = var(6)
  18. This sounds like an issue involving excess processes running in the background, using up memory. You can open up task manager, which is done by pressing ctrl+alt+delete and selecting the "open task manager" option. Once the window opens up, click on the processes tab on the window & right-click any processes that you don't need running and select "end process" If you have CCleaner, you can easily prevent many tasks or processes from running on startup. Open CCleaner then select the startup tab, you can then choose whatever task or process you wish to stop running on startup by clicking on the task and pressing the disable button. Be warned that ending certain processes or disabling them from running on startup can cause issues with your pc, sometimes forcing a restart. so use caution when doing this. It's best to first look up what tasks & processes are safe to disable first before trying what I suggested.
  19. To do single Player vs. CPU matches, go to watch mode and select the characters that you wish to use. Then during the intro, press ctrl+1 (for player1) or ctrl+2 (for player 2). MAKE SURE THAT DEBUG KEYS ARE ENABLED OR ELSE THIS WON'T WORK. In the cases of turns matches, the method is the same only you do this at the beginning of every round, giving characters a turns intro will give you more time to do this process. If AllowDebugKeys is set to zero, either set to 1 or press ctrl+d during a match to enable debug mode. AllowDebugMode must be set to 1 in order to even use debug mode. You will find the debug settings in the mugen.cfg file(which can opened with notepad) located in the data folder of your mugen screenpack.
  20. Don't sweat it, Scythe. I don't see myself as much of a socialite either. Though my reason isn't so much timidness but rather Intolerance to petty drama & lemmings ..... reasons why I don't have Twitter. Regardless, you can rest easy here. Folks around these parts are the friendlier sorts, so making a friend here should come easy.
  21. G'day to you too, mate!(what am I doing typing this?) We hope you have a pleasent time here on MFFA.
  22. I'm not the best at explaining things, but I pasted a bit of code as an example on how to do arcing projectiles. This is merely an example so be sure to experiment on your own. ;------------------------------------------------------------------------------------------------ [Statedef 1000] type = A<---------------Make sure the type is A(air) since you're tossing the flask up in the air movetype= A<-----------Naturally, this should be set A given it's a projectile Attack physics = N<------------Since gravity shouldn't have the same effect on a small incendiary as it does a smelly fish monster, set this to N anim = 1000<-------------Oil flask animation(set this value to whatever number the Oil flask animation is in the .Air file, You can open air files with any version of Fighter Factory) sprpriority = 2 velset = 2,-11<-----------The left number is horizontal velocity(how fast it goes forward) while the right number is vertical velocity(how fast it moves upward). [State 1000, Gravity]<----This block triggers gravity to activate, this is so the Oil Flask doesn't fly upward endlessly. It also creates the arc for the move. type = Gravity trigger1 = 1 [State 1000, Gravity Alt] <-Alternatively, this block can be used instead. This one will give you more control of Flask's trajectory, but playtesting is recommended as it's easier to mess up type = VelAdd Trigger1 = 1<------------Setting this to 1 means it's active during the entire time the flask is out. You can also try Animtime >=(insert number) if you want to specify when gravity triggers y = .4<------------------This value influences the gravity effect on the flask. Make sure you place a decimal next to number(like how it's shown in the example) or the gravity will be too strong [State 1000, end]<-----This block is imperative since it's needed for the flask to burst into flames when it hits the ground type = ChangeState trigger1 = pos y > -vel y<This is generally enough for this to work, though you can play around with this if you think the Flask bursts too high above the ground or too far below. value = 1010<----------Set this value to the state number that has the flask burst into flames.
  23. What is this, like a month from now? What a time to respond, eh? Regarding the topic of this question. Initially I was going to set up a MEGA to do this ... then I got cold feet after reading the ToS. Now I'm too scared to set up an account for MEGA(or any cloud storage for that matter). Okay, so I make an account on another M.U.G.E.N based site & link to the webpages of the downloads, eh? Problem is that all the other sites(save for one ... which I'll get to) either require a cloud storage account like MEGA or Dropbox ... or are dead sites(Trinitymugen for example) So I guess I'm screwed out of luck because the characters are from someone who's ONLY on MA, which I believe is currently blacklisted(I ain't looking to start arguments about MA either.)
  24. If the Stun state is a custom state, the problem is that there isn't a changestate trigger that reverts the character back into an idle state or any state that gives the character control again. Listed below is an example you can look at to give you an idea on fixing the Perma-stun issue. [State 5300, stun time over] type = ChangeState trigger1 = AnimTime >= 300 <---(every 60 ticks is 1 second. Animtime means the ticks only count when the character is in the state's animation) value = 0 ctrl = 1 If the Stun is not a custom state, then the problem lies in Pausetime and/or Ground.hittime values being too high, try lowering them to more reasonable values to fix the issue.
  25. My pick would be the Centurions from Ogre battle 64, specifically Europea Rheda and/or the generic male & female Centurian classes. I envision them as being setup heavy characters that revolve around ordering soldiers (the short, spear wielding dudes that fight in groups of three) to do stuff like charging through people or holding a position, ready to strike foes that get to close. The Centurions CAN fight on their own, but all specials & supers are striker-based, with supers involving other characters like calling forth an Archmage to bombard the field with a powerful lightning storm(which end prematurely if the wizard gets hit by the enemy), or an Angel Knight that's positioned on the opposite side of the screen, mirrors your movement, & attacks in sync with your normals (you can also input the command that summoned her whenever she's on the field to have her cast Banish on the target, which always strikes at the target's location & can be used even when you're under attack, this dismisses the Angel Knight prematurely however.) Of course, this is wishful thinking as Ogre Battle isn't as well-known now when compared to the SNES & N64 days, coding striker-heavy characters is also noticeably more difficult than other Archetypes, especially in a way that doesn't make said character cheap as ludder or weaker than dried buttercups.
×
×
  • Create New...