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Toasted Milque

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  1. Upvote
    Toasted Milque got a reaction from CoolAnimeHustler in Welcome to MFFA! Introduce yourself here!   
    We be glad to have ye around, creator or not. Enjoy your stay, Leaharas.
  2. Like
    Toasted Milque got a reaction from JerzyGameboy in Welcome to MFFA! Introduce yourself here!   
    Well I'm certain that the various creators, big & small, appreciate the kind words. Welcome to MFFA, JerzyGameboy.
  3. Upvote
    Toasted Milque got a reaction from CoolAnimeHustler in Welcome to MFFA! Introduce yourself here!   
    Well I'm certain that the various creators, big & small, appreciate the kind words. Welcome to MFFA, JerzyGameboy.
  4. Like
    Toasted Milque got a reaction from Kazagami in Mmmmachi's Characters [NSFW 18+]   
    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.
  5. Upvote
    Toasted Milque got a reaction from CoolAnimeHustler in Too late... STILL GONNA GET ANSWERS ANYWAY FOR NYAL'S BOSSMODE AND SUBBOSS MODE!   
    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
  6. Upvote
    Toasted Milque got a reaction from Scarlet Lupercalia in Welcome to MFFA! Introduce yourself here!   
    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.
  7. Upvote
    Toasted Milque reacted to Scarlet Lupercalia in Welcome to MFFA! Introduce yourself here!   
    Hey. I just thought i'd sign up just so i can be more hands-on with how certain threads here deal with my creations (my Lucario shitpost edits are linked here, suprisingly). I am "Kris Kagura" on MA, although i'm not a refugee from that site.
  8. Upvote
    Toasted Milque reacted to Kazagami in Screenshots. How do you get them from mugen, and where do you find them?   
    Simply press F12 in game to take screenshots. They will be stored inside the MUGEN folder.
  9. Upvote
    Toasted Milque reacted to WlanmaniaX in Ed + Marie (from Ed, Edd n Eddy)   
    Done added with her sisters as summoners!
  10. Upvote
    Toasted Milque got a reaction from CoolAnimeHustler in Welcome to MFFA! Introduce yourself here!   
    Well here's hoping you have a grand ol' time with the engine, my dood!
  11. Upvote
    Toasted Milque reacted to GTFoxN6Y in An apology note for All of you... (Including PlasmoidThunder) (Please Read!) (Character preview)   
    Because all of that criticism made me depressed and i want to make an apology note for you too.
  12. Upvote
    Toasted Milque got a reaction from GTFoxN6Y in An apology note for All of you... (Including PlasmoidThunder) (Please Read!) (Character preview)   
    It's good to see that you are willing to turn a new leaf. Hopefully, this will lead you to a brighter path.😀
  13. Upvote
    Toasted Milque got a reaction from Kawan in im making my first mugen character which is a troglodyte Dungeons & Dragons: Tower of Doom and i need help coding a certain projectile   
    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.
     
  14. Upvote
    Toasted Milque got a reaction from twitchblitz in im making my first mugen character which is a troglodyte Dungeons & Dragons: Tower of Doom and i need help coding a certain projectile   
    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.
     
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