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Алексей

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Everything posted by Алексей

  1. 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.
  2. Yep, it's the ExtraSlot folder in the data/PixelFight folder.
  3. 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).
  4. Thanks for all the comments guys. Glad you like it. :D
  5. Hey everyone, this is finally released. Check the first post for a link to the Release Thread.
  6. [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!
  7. 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.
  8. Mugeno is Russian. Speaking of which, there's also MugenWorks which could be added; also Russian.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. Thanks Trini. Had no idea you'd like it so much. :P
  15. 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?
  16. Hmm, well another idea that comes to mind is splitting the CLSN and animation into two different entities. The Helper's animation would be your CLSN animation and the effect animation would be an Explod that's bound to the Helper (through bindtime). Give that Explod an ID and make sure to remove it when you need to, using RemoveExplod and passing the ID of your explod to the ID parameter.
  17. Thanks. Yeah, I was only kidding about that. Many people don't. I used a lot when my brother was still living with me. :)
  18. The bars are almost done. I did turns already. Now we just have simultaneous (does anyone even play this mode? XD) bars to do. Excuse the ports. They are currently scaled for 426 localcoord, whereas the bars are prepared for standard 320,640,1280 localcoords.
  19. Yes, but that would be very specific. What if you're fighting a very active AI? You'd never be able to pause, lol.
  20. [Preview] [Download] http://mugencoder.com/authors/details/286 [info] - 640x480 and 850x480 (by proxy 1280x720) Hey everyone, This is my latest stage that I came with from listening to a vgm playlist on youtube. I wasn't expecting to hear the song You Are Dead play and it was amazing. I did some research and found out that it came from the game Total Distortion. A week later and this was born. Enjoy!
  21. Well, it's going to be character-specific, but you can detect stateno. So, if stateno>1000 for example, you can display that explod message or helper.
  22. You're destroying and changing state here. DestroySelf will take priority as it comes before the ChangeState, but the DestroySelf really should be in the last state unless the triggers are going to change to something more specific. For the DestroySelf though, you can set ignorehitpause=1 as I mentioned before and change the trigger to something time-based instead. That way, your trigger won't be relying on the animation, which will be paused during hits.
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