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Posts
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Everything posted by Mrnoobisnotonfire
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https://mega.nz/file/KcZAVLoS#M6eVV8mU3HHJzF6GXlCT7MbjJZg-GC7_f1SeLM1QSF4 This work?
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Um what was that about? Hope you not referring to above post.
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Really? That plac- https://mega.nz/folder/WdhgFSCI#LGbFlpuaFH5otvicWn8xtw Here. Have fun!
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Speaking of which, please redownload him again cuz there's some important patch notes. Sorry. https://1drv.ms/f/s!Ash6-A3dED6irhNEooRYz5NejdAe
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Tho are you sure that the proper place to keep your download?
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Sweet stuff!
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My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
IDK if this count, but here, https://www.andersonkenya1.net/files/file/448-pinkamena/ Above file referred to this post: Anyway, how's the progress of this project? -
How do i delete this post already??? (misspost it cuz missclick. sorry, again.)
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Big update here. Kindly download for those who want it. And yes, redownload again for those who download these before. sorry.
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Make helper appear on the left corner of the screen
Mrnoobisnotonfire posted a question in [ MUGEN CODING HELP ]
I wanna add some pretty cool png on successful counter hit like this one. Heres the code if you wanna know why I cant do it: ;Success cat counter [Statedef 429] type = S MoveType = A Physics = S anim = 424 [State 429, Helper] type = Helper trigger1 = time = 0 name = "Deffo no Item Assylum reference." stateno = 425 pos = 0,gameheight ID = 5 postype = Left ownpal = 1 size.xscale = gamewidth/490 size.yscale = gameheight/615 ignorehitpause = 1 [State 424, NotHitBy] type = NotHitBy trigger1 = prevstateno = 199 value = SCA;,AA,AP,AT [State 424, ScreenBound] type = ScreenBound trigger1 = time < 99 value = 1 [State 424, Explod] type = Null ;Explod (wanna replace this with the new one) trigger1 = !time anim = 2018 ; Original cat.png (build in ''disappear after 15 ticks'') postype = Left facing = 1 vfacing = 1 bindtime = 40 removetime = -2 supermovetime = 9999 pausemovetime = 9999 scale = gamewidth/490,gameheight/615 sprpriority = 5 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 424, HitDef] type = HitDef ;Le counter trigger1 = !time attr = ,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- Getpower = 0,0 guardflag = MA ;HLA animtype = Up ;Light, Medium, Hard, Back, Up, DiagUp air.animtype = Hard priority = 20, Hit damage = 125,0 pausetime = 0,0 sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = S1,0 guardsound = S2,0 ground.type = Low ;Low, Trip, None ground.slidetime = 0 air.hittime = 69 fall.recover = 0 ground.velocity = -99,-5 air.velocity = -99,-5 p1sprpriority = 0 p2sprpriority = 1 fall = 1 [State 424, CtrlSet] type = CtrlSet trigger1 = time > 10 value = 1 [State 424, 5] type = ChangeState trigger1 = time = 20 ;25 value = 0 ;THE MAXWELL COUNTER.png (Cat.png will appear here) [Statedef 425] type = U ctrl = 0 anim = 2021 [State 102,00] type = AssertSpecial trigger1 = 1 flag = noshadow [State 102,00] type = Trans ; IDK make it disappear 15 ticks later trigger1 = 1 Trans = AddAlpha Alpha = 256-Floor(Time*15.6),256 [State 102, 7] type = SprPriority trigger1 = 1 value = 3 ;Code not done yet. Need further observation. Any way to make it appear on the corner? -
My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
Aw, what? Welp. For the sake of the game, I guess. -
My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
Which btw, have in Mugen Archive and Mugen Archive being itself wont let me download it. -
My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
Huh? Okay then. So i assume that you don't have Pinkamena's smhungary89 version. right? (P.S: That very char also I wanted to download it but can't cuz the original link wont work. :(( ) -
My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
Kay. Found some issue. I can't play as Pinkamena. Here's the code for that error: Error detected. Can't load pinkamena.sff Error loading chars/pinkamena/pinkamena.def Error loading p2 Clipboard tail: Loading BG...OK Stage loaded OK Setting game resolution 1280x960...OK Allocating helpers...OK Match RNG seed: 2093159095 Reset persist vars team 1 Player Mr Nub 1.0 cache count increased: 1 Player HEIHACHI purged from cache: 99 Freeing player RC HEIHACHI...CMD...CNS...SFF...AIR...SND...Misc...OK Loading character chars/pinkamena/pinkamena.def... Loading info...Info: Pinkamena loading in pre-1.0 compatible mode OK Loading cmd command set pinkamena.cmd...OK Loading cns pinkamena.cns...OK Loading cns pinkamena_st1.cns...OK Loading cns pinkamena_-2.cns...OK Loading cns pinkamena_-3.cns...OK Loading cmd state entry pinkamena.cmd...OK Loading common states common1.cns...OK Loading sff pinkamena.sff...Character pinkamena.def failed to load Idk. Maybe has something to do with that sprite. Any fix? -
My project Ronald World 0.5 Pilot (LAUNCH)
Mrnoobisnotonfire replied to TDYXY's topic in [ FULL GAMES ]
Im interest in this cool project. Im in. (Guess im gonna pretending im not a good coder then and complaining almost everything wrong here.) -
Ahh. Oki. Noted.
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Oh. Thanks for the information then. So it was technically the same, right?
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So, what is the differences between var and fvar? Still confused about the variable stuff (don't worry. i understand how they work. real).
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Forced to change to newer version since am lazy
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Nvm, found the issue. The song file appear to be corrupted. My bad.
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Oh yeah, Im using I.K.E.M.E.N cuz mugen wont tell me that specific error. Sry bout that
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Yeah so... I just codin' stuff and as I was testing him, no sound The code in question: ; Sliding kick [Statedef 240] type = S movetype = A physics = S ctrl = 0 anim = 240 sprpriority = 2 [State 240, 2] ;Add velosity so look smooth (much better then posadd!) type = VelAdd trigger1 = animelem = 2 x = 10 [State 240, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S0,20 volumescale = 999 [State 240, Explod] type = Explod trigger1 = animelem = 2 anim = F120 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 shadow = 0,0,0 [State 0, VelAdd] type = VelAdd trigger1 = animelem = 1 x = -2 [State 240, NotHitBy] type = NotHitBy trigger1 = animelem = 2 value = SCA,AA,AP time = 13 [State 240, NotHitBy] type = NotHitBy trigger1 = var(59)>0 && animelem = 1 value = SCA,AA,AP time = 10 [State 240] Type = AfterImage Trigger1 = time = 0 Trans = Add Time = 20 Length = 10 PalBright = 0,0,0 palcontrast = 44,44,44 PalAdd = 0,0,25 PalMul = .5,.5,.5 [State 240, 4] type = HitDef trigger1 = animelem = 2 attr = S, NA animtype = Hard damage= 63,20 getpower = 73,30 guardflag = MA hitflag = MAF pausetime = 5,5 guard.pausetime = 5,3 priority = 10, Hit sparkno = s2001 sparkxy = 3,-17 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -7,-4 air.fall = 1 fall = 1 [State 240, 4] type = HitDef trigger1 = PalNo = 5 && animelem = 2 attr = S, NA animtype = Hard damage= 63,20 getpower = 73,30 guardflag = MA hitflag = MAF pausetime = 5,5 guard.pausetime = 5,3 priority = 10, Hit sparkno = 2 sparkxy = 3,-17 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -7,-4 air.fall = 1 fall = 1 [State 240, 4] type = HitDef trigger1 = animelem = 3 attr = S, NA animtype = Medium damage= 30,10 getpower = 40,20 guardflag = MA hitflag = MAF- pausetime = 3,3 priority = 3, Hit sparkno = s2000 sparkxy = 3,-18 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3 air.velocity = -2,-1 guard.velocity = 3 ground.hittime = 6 [State 240, 4] type = HitDef trigger1 = PalNo = 5 && animelem = 3 attr = S, NA animtype = Medium damage= 30,10 getpower = 40,20 guardflag = MA hitflag = MAF- pausetime = 3,3 priority = 3, Hit sparkno = 0 sparkxy = 3,-18 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3 air.velocity = -2,-1 guard.velocity = 3 ground.hittime = 6 [State 240, 5] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 200, 3] type = ChangeState ; tis can use for autocombo (below the changestate also can be use like that) triggerall = power >= 1000 trigger1 = movehit = 1 && command = "z" value = 250 ctrl = 0 [State 200, 3] type = ChangeState trigger1 = movecontact && command = "x" value = 230 ctrl = 0 [State 200, 3] type = ChangeState trigger1 = command = "holddown" value = 11 ctrl = 1 [State 200, 3] type = ChangeState triggerall = animelem = 4 trigger1 = command = "holdfwd" value = 100 ctrl = 1 The problem: https://imgur.com/02A7XSs And the sound itself in question: https://imgur.com/JTamCT8 Anyone whose going to tell me what issue Im having RN?
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FINALLY! HERES REFINED VERSION OF ME!!! Mrnoob beta testong also, don't mind the funny spelling mistake New palette, added AI system and more!!! And most importantly, I FIGURE OUT HOW TO MAKE SLIDING KICK AND MORE! press above link to get him now.
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Cool! Now I can create an ai for my char! Big helpful indeed!