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Everything posted by Алексей
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Hey guys, sorry to say, but you'll have to redownload him again. I took BrawlTheMan's feedback into consideration and have another update for you: - Allowed all air normals to hit high - Allowed all crouch normals to hit low - Split Super Power Sword into level 1 and 2 variants -- Level 1: QCFx2+X, Level 2: QCFx2+Y - Split Power Wave Burst into level 1 and 2 variants -- Level 2: QCFx2+A, Level 2: QCFx2+B - Mapped Power Bolt to QCBx2+X and QCBx2+Y
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Ah I see. Hmm, well it's possible that I didn't understand then either. It's not until recently that I really started putting effort into learning fighting game terms, so that I'd avoid rookie mistakes in my characters. Most people cross into mugen territory from liking and being awesome at fighting games. I crossed into it as a programmer who does... programming, so I understand all of the technical details behind mugen, but not so much the basics of fighters. I know it's lame, but better change now than never! Thanks man! Also, yes, he has CLEAN voice rips from various areas. I "obtained" some sounds from a soundboard site that wanted you to sign up to download. I basically went around it and ripped what I could. I think it's fairly fitting from what I could find that it blends pretty well. :)
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I never noticed any problems with those, nor did anyone tell me before. I'm not going to shun anyone from feedback, lol. I also take it very seriously. Why didn't you just tell me before that you felt these things needed changing? Having that said, I only fixed glaring issues that I noticed. Since you're providing feedback now, I'll make those changes, but please don't hesitate to provide feedback in the future. It really helps me to learn what I'm doing wrong and prevent recurring mistakes for the next character.
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Red Ranger's been updated! - Fixed run-in intro - Adjusted Frame-data on most moves - Changed animation times to be a little speedier - Increased super command buffers and times for slightly easier input - Adjusted AI - It's much more brutal now. - Added voices - Added a lose-by-time-over animation
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This is the wrong thread. Please ask in the request section if you must.
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Something like that could only be done within a character specifically. Regular mugen lifebars do not have that functionality or anything really beyond basic design customization. They're all functionally the same though.
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This is only the case if the localcoord of the stage is 320x240 or none (defaulting to 320,240). Remember that you also have to halve the deltas for each BG Layer. In the even that that the localcoord of your stage is 640x480, then you set the localcoord to 850,480 and adjust the bounds only. Leave the deltas alone at that point. He's not talking about actual zoom from the sound of it. He's using the word here to describe the act of the stage filling the screen. It's the wrong term, but I think that's what he means.
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HitStun is determined by the pausetime parameter of the state's HitDef. The first value is the hitstun time (in ticks) for P1 and the second, following the comma, is P2's.
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Yep, it's the ExtraSlot folder in the data/PixelFight folder.
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80k?! Holy hell! Here I was thinking that 1200 was excessive. Are there even 80k mugen characters in existence? Haha. :D Well, I suppose I could make a 1.0 version as it might just be the sffs that need to be converted down. Personally, I'm not sure how difficult that would be. If it's simple enough, I'll release that version unofficially (a link to mediafire should do).
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Thanks for all the comments guys. Glad you like it. :D
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Hey everyone, this is finally released. Check the first post for a link to the Release Thread.
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[Preview] Images: Videos: Disclaimer: All of MY characters are under the 426 localcoord and don't fit in the screenpack because it's prepared for characters who use their designated localcoords; essentially their defaults. More info the README.txt. [Download] http://mugencoder.com/authors/details/288 http://www.mediafire.com/download/n927jiykfc387xx/PixelFight.zip [info] Hey Everyone, My screenpack for 1.1 is finally done (yep, it rhymes). The screenpack features a set of matching lifebars that has a range of colors that are very vibrant and stand out. The background cycles through five colors that keep things looking interesting. The lifebars also feature this function. There's a lot of work and effort that went into these and even more that I can't explain. So, go download it and enjoy!
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Current Mugen communities (International)
Алексей replied to Galvatron's topic in [ OTHER MUGEN SITES ]
Hmm, Trinity Mugen is definitely international. I don't know why there's Russian in the banner, but I know the owner isn't even Russian, lol. -
Current Mugen communities (International)
Алексей replied to Galvatron's topic in [ OTHER MUGEN SITES ]
Mugeno is Russian. Speaking of which, there's also MugenWorks which could be added; also Russian. -
LOL :D
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The effect is an Explod right? bindtime=-1, pos=x,y, and postype=p1. Those will help you bind and position the Explod to the helper. If it's a helper that's the effect, use BindToParent or PosSet.
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I'm not quite sure what you mean. You just use a HitDef, making sure that the animation of the Helper is the Red CLSN animation.
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Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Oh, hey OldGamer. Welcome to our humble abode. :) *yells far off to the rest of staff* "Hey boys, we got a another one from MFG! - What? - MFG! - Huh? - Another one from MF... ugh never mind." lol -
Haha, thanks man. The simul bars are a little tricky as mugen is preventing me from doing what I want to do, but I'm trying to find a work-around for it, or at least some suitable compromise.
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Need help coding a moves list.
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
No problem. Best of luck to you! -
Need help coding a moves list.
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
I think if there's an existing Super Pause (a player started a super), yours would not work because one is active already. It's either that or it'll cancel out the existing SuperPause. I know I ran into many problems when doing this, but my Pause Screen is for a full game, so I know how everything is coded and was able to make an exception. -
Thanks Trini. Had no idea you'd like it so much. :P
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Oh it is. You should try playing that game. It's one of the most ridiculous things I've ever seen. It's like the 90s are just stamped into it, dating it forever. I still have the game. Some time, I'm going to do a private lets-play of it with my friend. It's gonna be epically horrendous, lol. Thanks man! I've got a knack for things like that too it seems. It's funny because in the past, stuff like this used to really rub me the wrong way. How we change over time, eh?