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Posts
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Everything posted by Kanfong
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Do you remember "Do You Remember Love?"? ->
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A new "Stardust Rain" trailer ->
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Me trying for fix for you -> You need to change targetvelset in your [Statedef 819]: [State 819, State End] type = targetvelset trigger1 = Animelemtime(6) = 1 x = 2;7 y = -6 And you may want to add this to your [Statedef 819], for when the thrown opponent is near the corner: [State 819, Width] type = Width triggerall = NumTarget triggerall = Target, StateNo = 821 trigger1 = Target, FrontEdgeBodyDist <= 50.0 value = 0,50 persistent = 0 Also, your Thunderbird intro state need [Action 193] in Thunderbird.air.
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Certainly not alone at home just last year...
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"MUGEN_stage_TeddyBoy_Blues_title" by Kanfong A very simple and a classic for those who like TeddyBoy Blues. Preview video -> https://www.dailymotion.com/video/k2QfykL439enGgCalgs Download my "MUGEN_stage_TeddyBoy_Blues_title.zip" -> https://mega.nz/folder/XJlHkQpC#ffXJ_QXBJ_h6bpzyBji9KA It supports M.U.G.E.N 1.0 and M.U.G.E.N 1.1 (no zoom or yes zoom). Credits: -> TeddyBoy Blues title sprites: shadowman44 https://www.spriters-resource.com/arcade/teddyboyblues/sheet/121163/ -> TeddyBoy Blues title BGM: KHInsider https://downloads.khinsider.com/game-soundtracks/album/teddyboy-blues-system-1-arcade -> Elecbyte, Fighter Factory
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Like this "AOB_Moonlight" stage, in my opinion it fits Morgiana quite well, thank you Valgallah!
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Like this "AOB_Moonlight" stage, in my opinion it fits Morgiana quite well, thank you Valgallah!
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Very interesting character choice! -> a banned character in the final version release, and it needs you to add related stuff to make it more official Found something: Statedef 410 (and Statedef 1500) misses opponent when Hobo is close -> In "Clay Fighter - Extreme (Apr 4, 1997 prototype)", it doesn't miss opponent -> During "Launch from MUGEN" Claytality, opponent in custom state Statedef 4105 doesn't have [Begin Action 4105] for ChangeAnim2 -> Can't wait to seeing the next Hobo version ("hobocop-m1.def"), thank you for this interesting Clay FIghter character release and Happy New Year 2025 to you!
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Happy New Year of 2025 Everybody!
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"M.U.G.E.N Sistan" v1.01 by Kanfong, happy holidays!
Kanfong replied to Kanfong's topic in [ RELEASES ]
v1.01 update -> fixed intro bug in M.U.G.E.N 1.0, removed J. Shook Helper projectile shadow, corrected some typos in readme.txt Please download "MUGEN_Sistan_v1.01.zip" -> https://mega.nz/folder/LV9SBCBD#pLTGR2HkE0IAS5v2qJAilw -
"M.U.G.E.N Sistan" v1.01 by Kanfong, happy holidays!
Kanfong replied to Kanfong's topic in [ RELEASES ]
Thank you very much for trying her out! Yeah, without all the good people in the Credits, it would've been so hard for me to do her all by myself! -
Is there a way to add conditons like IfElse to [Victory Screen] p1.spr?
Kanfong replied to Kanfong's question in [ MUGEN SOFTWARE HELP ]
Legendary PotS just told me this is already automatically done in the M.U.G.E.N engine, so, case solved and closed now. -
Please also add my "M.U.G.E.N Sistan" v1.0, thank you.
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Like, if big portrait 9000,2 is unavailable, then big portrait 9000,1 will be used? ;------------------------------------------------------------------- ;Victory screen definition ;This is the screen that is shown when you win a match in arcade mode. ;It will not be displayed on the last match of arcade mode. [Victory Screen] enabled = 1 time = 765;300 ;Time to show screen fadein.time = 8 fadeout.time = 15 ;Winner's portrait and name p1.offset = 402,48 p1.spr = 9000,1 p1.facing = 1 p1.scale = 1,1 p1.window = 402,48, 880,608 p1.name.offset = 402,640 p1.name.font = 4,0,1 ;------------------------------------------------------------------- ;Victory screen definition ;This is the screen that is shown when you win a match in arcade mode. ;It will not be displayed on the last match of arcade mode. [Victory Screen] enabled = 1 time = 765;300 ;Time to show screen fadein.time = 8 fadeout.time = 15 ;Winner's portrait and name p1.offset = 402,48 p1.spr = 9000,2 p1.facing = 1 p1.scale = 1,1 p1.window = 402,48, 880,608 p1.name.offset = 402,640 p1.name.font = 4,0,1
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Released ->
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"M.U.G.E.N Sistan" - v1.0 (I will update her for any reported bugs) by Kanfong v1.01 update -> fixed intro bug in M.U.G.E.N 1.0, removed J. Shook Helper projectile shadow, corrected some typos in readme.txt Please download "MUGEN_Sistan_v1.01.zip" -> https://mega.nz/folder/LV9SBCBD#pLTGR2HkE0IAS5v2qJAilw I want to make a Yatagarasu EtE Sistan for M.U.G.E.N 1.0/1.1, she is the official mascot of the game center "Fantasista ( amfantasista.com )" in Japan. My "M.U.G.E.N Sistan" is for M.U.G.E.N 1.0 and 1.1, and a mix of AoC and EtE, and a result of using GNSK's Yatagarasu AoC Kotaro v9.4 as the base. Please go to my mega.nz shared folder to download "MUGEN_Sistan_v1.0.zip", thank you -> https://mega.nz/folder/ac1XxRDB#ACfrn0nFFTAtsMsuBY-rNw My "M.U.G.E.N Sistan" has: -> frame data (EtE) -> High/Low Button Lock (BL) (AoC) -> Universal Overhead (UOH) - longer hit time to a crouching opponent (AoC) -> Universal Guard Break (UGB) - unblockable (AoC) -> Quickrise - by pressing a punch (AoC) -> Delayed Wakeup - by pressing a kick (AoC) -> Reduce - "Damage received by attacks can be reduced (by 5%) by pressing either punch (for punch-type attacks, wonky in M.U.G.E.N) or kick (for kick-type attacks, wonky in M.U.G.E.N)" (AoC) -> Counterhit States (AoC) -> High Jump Counter: takes 2x damage -> Crouching Counter: takes 1.25x damage -> move commands (EtE) -> EX Specials - by pressing both punches or both kicks (EtE) -> combos (EtE) -> simple A.I. ("Technical "gatling" character with many possible attack sequences.") -> * Sistan can't air guard her opponent's attacks, and the vice versa -> * in the corner, Sistan can jump over and change place with her opponent, and the vice versa My "M.U.G.E.N Sistan Salisbury" doesn't has: -> Super Selection (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4) -> custom bars/gauges (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4) -> guard crush (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4) -> stun/dizzy (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4), well, there is some during her Yokoso My Dimension hyper move -> Omit Idle (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4, well, kind of wonky in M.U.G.E.N) Move list: -> normal moves: -> x = LP, y = HP, a = LK, b = HK * Sistan can double jump. All four jumping Normals can be double-jump-canceled * Sistan's grounded Light Normals can freely chain into each other, except you cannot chain out of neutral a * Sistan's grounded and jumping Normals can be chained into each other, going up in the chain of x > a > y > b -> B, y on ground = an unsafe launcher that cancels into Specials, Supers, or High Jumps (D, U), on hit only -> y > y = target combo on ground (automatically chains y > B, y) -> F, b = a slow, forward-moving poke that cancels into Specials and Supers -> D, b > F, b = target combo on ground -> DF, y = a still electrical plug whip that sweeps (no chains, no cancels) -> DF, b = a sliding kick that sweeps (can be chained into) -> x + a = throw attempt/throw (airborne too, and can be chained into) -> x + y = UOH (opponent needs to block high) -> y + b = UGB (unblockable, on ground only) -> jumping D, y = identical to jumping y, except it makes Sistan hop back a little bit, and cannot be double-jump-canceled -> jumping x/a > y/D, y = air chain combo ender #1 -> jumping x/a > b = air chain combo ender #2, causes a small Ground Bounce, during so Sistan can link to other attacks -> High/Low Button Lock (BL) [z = High BL, c = Low BL] -> Quickrise [x or y] -> Delayed Wakeup [a or b] -> taunt (Sistan says, "My misson is to search.") [start] -> special moves: -> D, DF, F, x or y or x+y = J. Shook (a semi-projectile attack that destroys incoming projectiles, EX version makes her opponent fall on hit) * can be charged by holding down the button(s), coming in two different levels -> D, DB, B, x or y or x+y = I. Even (a forward-moving low punch that can only be blocked high) * can be charged by holding down the button(s), coming in three different levels * EX version (level 1) links to other attacks with one-body-distance limit * EX version (level 2&3) links to any other attacks with no limit -> F, D, DF, x or y or x+y = A. Upper (a anti-air attack similar to SFIII Ryu's Shoryuken, EX version gives full-invincibility for the first few frames) -> D, DB, B, a or b or a+b = H. Astoria (a hopping wheel kick similar to CVS Ken's Ryusenkyaku, and can be blocked high or low) * causes a small Ground Bounce, during so Sistan can link to Normals, if her opponent hasn't been launched or when the first hit misses * causes a small Ground Bounce, during so Sistan can link to Specials and Supers, if her opponent has been launched or when the first hit connects * can also be used in Air -> D, DF, F, a or b or x+y = W. Bind (a sprinting attack that hits her opponent from behind) * the y version can be charged by holding down the button, coming in three different levels * EX version hits her opponent two times * causes a Wall Bounce on hit near the corner -> hyper moves: -> D, DF, F, D, DF, F, x or y = Tencho Forever (Sistan summons Tencho aka the shop owner out to help her bomb her opponent) * causes a Wall Bounce on hit near the corner -> D, DB, B, D, DB, B, x or y = Syacho Cure Wounds (Sistan summons Tencho aka the shop owner's cat out to help her heal her wounds, as opposed to the source game) -> D, DF, F, D, DF, F, a or b = Shinkurashiki Uppercut (a hyper move similar to SFIII Ryu's Shin Shoryuken) -> D, DB, B, D, DB, B, a or b = Yokoso My Dimension (Sistan tries to fry her opponent with her electrical plug) * before the 8-second timer runs out, Sistan can stun her opponent much easier, pressing "D, D, a/b" to play on her fightstick, during so, she takes no damages, press "D, D, x/y" to cancel her fightstick playing, and you can cancel her ground moves by pressing "D, D, a/b" or "D, D, x+a/y+b", like "standing hard punch" > "D, D, a/b" or "D, D, x+a/y+b" > "standing hard punch" (I've made the timer last much longer just for the WIP video demos) * added a hologram and a television set to try to make Sistan's fightstick moment less boring Preview video (A.I. demonstration) -> https://www.dailymotion.com/video/k6wFHpCGt8yvRfC8mQo WIP topic -> My "MUGEN Aja Salisbury v1.01" -> My "MUGEN_stage_Yata_Sistan" -> My "MUGEN_stage_Yata_MCZ" -> My PC Yatagarasu EtE is yatagarasuEE_ver20240203 Sistan EtE frame data: -> https://docs.google.com/spreadsheets/d/190w0qmqfxbGjzS77GnL_PYowrLYxfXmCzRl8hObHlWg/edit?gid=1314944984#gid=1314944984 Sistan EtE guide: -> https://docs.google.com/document/d/1dwscWv4lbjo2rIuknzyKBXLYj_yCMORguLF8BdpgLCE/edit?tab=t.0#heading=h.v6daeuu2dxde Sistan EtE guide (Japanese): -> https://note.com/aoba_s/n/n37637c94781b?sub_rt=share_pw Sistan EtE Twitter videos reference: -> https://x.com/i/status/1821934114293084248 (link from Universal Guard Break (UGB)) -> https://x.com/yatagarasuinfo/status/1774368659550634318/video/1 (Tencho Forever hyper move) -> https://x.com/i/status/1776808693293879329 (Tencho can get hit during Tencho Forever hyper move) -> https://x.com/yatagarasuinfo/status/1774368659550634318/video/2 (Tencho Forever hyper move > air throw) -> https://x.com/i/status/1856645712886591853 (many Tencho's during Tencho Forever hyper move) -> https://x.com/i/status/1774369820441797029 (Syacho Cure Wounds hyper move) -> https://x.com/i/status/1787860485465128985 (Syacho Cure Wounds hyper move & Tencho Forever hyper move) -> https://x.com/i/status/1776811252112863485 (link from Syacho Cure Wounds hyper move) -> https://x.com/i/status/1759827795486925218 (playing on her fightstick during Yokoso My Dimension hyper move) -> https://x.com/i/status/1776271136512434318 (playing on her fightstick she takes no damages during Yokoso My Dimension hyper move) -> https://x.com/i/status/1760183647091687724 (ground moves cancellable during Yokoso My Dimension hyper move) -> https://x.com/i/status/1833176724798083084 (14-hit combo) -> https://x.com/i/status/1827359512535425043 (16-hit combo) -> https://x.com/i/status/1755893738646425692 (some combos) -> https://x.com/i/status/1762782034337181869 (some more combos) Sistan EtE YouTube videos reference: -> https://youtu.be/4TUKsMkCww4?t=762 (Shinkurashiki Uppercut hyper move & Yokoso My Dimension hyper move) -> https://youtu.be/O_gcyab817U (training mode practice) Yatagarasu EtE guide: -> https://moqlnkn.wordpress.com/yatagarasu-enter-the-eastward/ Credits: -> Sistan EtE sprites & sounds: Katie/KDT -> https://mugenfreeforall.com/topic/51534-yatagarasu-enter-the-eastward-spritesound-rips/ -> M.U.G.E.N code reference: GNSK, cafe, ikaruga, PotS, JustNoPoint, Jmorphman, Mr. I and Violin Ken, Kamekaze, Ryon, Cyanide, Алексей, Ricepigeon, XGargoyle, Jesuszilla, Nep Heart, Vans, Websta, O Ilusionista, Inktrebuchet, and some others -> Elecbyte, Fighter Factory -> Army of Trolls: http://www.armyoftrolls.co.uk/new_website/aot_website/html/gamestate_issue2.htm
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Unhappy Sistan
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A very fitting stage for Quote and Curly, thank you!
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2024-12-22 WIP update -> special moves (completed H. Astoria / W. Bind, and tweaked J. Shook / I. Even / A. Upper) -> D, DF, F, x or y or x+y = J. Shook (a semi-projectile attack that destroys incoming projectiles, EX version makes her opponent fall on hit) * can be charged by holding down the button(s), coming in two different levels -> D, DB, B, x or y or x+y = I. Even (a forward-moving low punch that can only be blocked high) * can be charged by holding down the button(s), coming in three different levels * EX version (level 1) links to other attacks with one-body-distance limit * EX version (level 2&3) links to any other attacks with no limit -> F, D, DF, x or y or x+y = A. Upper (a anti-air attack similar to SFIII Ryu's Shoryuken, EX version gives full-invincibility for the first few frames) -> D, DB, B, a or b or a+b = H. Astoria (a hopping wheel kick similar to CVS Ken's Ryusenkyaku, and can be blocked high or low) * causes a small Ground Bounce, during so Sistan can link to Normals, if her opponent hasn't been launched or when the first hit misses * causes a small Ground Bounce, during so Sistan can link to Specials and Supers, if her opponent has been launched or when the first hit connects * can also be used in Air -> D, DF, F, a or b or x+y = W. Bind (a sprinting attack that hits her opponent from behind) * the y version can be charged by holding down the button, coming in three different levels * EX version hits her opponent two times * causes a Wall Bounce on hit near the corner Preview pictures: -> ^ J. Shook -> ^ I. Even -> ^ A. Upper -> -> ^ H. Astoria -> -> ^ W. Bind Preview video -> https://www.dailymotion.com/video/k6cHDVDcbXxkRCC6vkC Still need to make palettes and A.I.
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2024-12-14 WIP update -> special moves -> D, DF, F, x or y or x+y = J. Shook (a semi-projectile attack that destroys incoming projectiles, EX version makes opponent fall on hit) * can be charged by holding down the button(s), coming in two different levels -> D, DB, B, x or y or x+y = I. Even (a forward-moving low punch that can be blocked high, EX version (level 2&3) links to any other attacks) * can be charged by holding down the button(s), coming in three different levels -> F, D, DF, x or y or x+y = A. Upper (a anti-air attack similar to SFIII Ryu's Shoryuken, EX version gives full-invincibility for the first few frames) -> will do W. Bind and H. Astoria next -> hyper move Yokoso My Dimension update, trying to make Sistan's fightstick moment less boring Preview pictures: -> ^ J. Shook -> ^ I. Even -> ^ A. Upper -> ^ Sistan's boring fightstick moment in Yatagarasu EtE -> ^ Sistan's less boring fightstick moment (television set) #1 in M.U.G.E.N -> ^ Sistan's less boring fightstick moment (hologram) #2 in M.U.G.E.N Preview video -> https://www.dailymotion.com/video/k4IpaS5zBDj7UBC3dF6
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explod hitsparks not appearing on trade
Kanfong replied to shishimai's question in [ MUGEN CODING HELP ]
Can try these triggers in [Statedef -3]? triggerall = NumExplod(7000) = 0 triggerall = NumEnemy trigger1 = EnemyNear, MoveType = H trigger1 = EnemyNear, StateNo = 5000 ; Stand get-hit (shaking) trigger1 = EnemyNear, Time = 1 or triggerall = NumExplod(7000) = 0 triggerall = NumTarget(200) ; standing light slash? [Statedef 200] trigger1 = Target(200), MoveType = H trigger1 = Target(200), StateNo = 5000 ; Stand get-hit (shaking) trigger1 = Target(200), Time = 1 -
Please add my "MUGEN_stage_Yata_Sistan" , in addition to the added Yata_MCZ stage, thank you.
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SMT Strange Journey BGMs, sound quite different than the other SMT BGMs, and I like a lot!