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Hiperhazz

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About Hiperhazz

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    New Guy
  • Birthday 12/16/1996

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    There. You know, there.

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  1. I think the download link for the second victiny is dead, I have no idea where it's going to now 😛
  2. Ayou using winmugen, 1.0 or 1.1?, it loaded fine for me using 1.1, in any case, the error points to this chunk of code in statedef 400004: [State 0];?? type = Explod trigger1 = time = 100 anim = 30068 pos = -7.3,-28 postype = p1 sprpriority = 4 removetime = 59 bindtime = -1 supermovetime = 9999999 pausemovetime = 9999999 removeongethit = 1 ownpal = 1 scale = .15,.15 Says something about expecting an int value and getting a float instead, so my assumption would be that 7.3 pos or less likely .15 scales, so maybe you can try tweaking those a bit, but then again, it did load correctly for me
  3. Well, you're using "movehit" as a trigger along with the command press "A", this basicallt tells mugen "hey, as soon as the move hits and the command is pressed, go to the next state", you want the animation to be over before changing so adding an "animtime =0" would help accomplish that, you could also use "Animelem(0) = whatever element goes after the secoxnd hit" so that it will wait out for it before going to the next state, however I see a small problem here, you have a single hitdef that triggers obnly once on each state, so even if you get to the second hit in your animation it would not do anything after the first hit, so you'd have to trigger the hitdef again for that second hit, or, add a second hitdef that trigger later if you want the second hit to have other properties, hope this helps 😛
  4. Bump That's it, bye ... You still here?, all right, fine, you got me there's more 😛 So at the moment I'm working on another character, but I decided to take a break from inkling to give kyurem some love based on a friends feedback, so there's a few tweaks compared to last version, lets see it now stops its current action for a short while when hit, this stops happening when it enables overdrive mode Some unused or repeated srprites were removed so he should be lighter 😛 a new hyper was added to every forme, t were in the old version, draco meteor and stealth rock, gray got breakign swipe some basic attacks were tweaked a little bit, the "sniper" atatck as I call it for example has more startup and has a visual indicator that kyurem is gonna use it I tried to give the code some order so i easier to read, so its now kinda split in sections, also a bunch of unused code was removed kyurem now uses sffv2 so no more act files for palletes And that's what I can remember at the moment maybe something else changed but I forgot 😛 And with that, I leave once more to the shadows, if anyone has anything to say I'll gladly listen, until then, bye (Download link is still the same).
  5. Today I learned that even after 7 years I'm still terrible at making names up, anywaySo, just recently I got a bit (or maybe a ton 😛 ) of inspiration and decided that I wanted to give character creation another shot, truth be told, my works years ago were pretty... unbalanced to say the least, not to mention how much of an spaguetthi my code was (and probably still is, some bad habits never die, but we'll see), anyway, while I have another character in mind to begin with, some problems with it made me decide to take a break and try soemthing else, and that's when I looked back and saw one of the last thing I made; kyurem. Designed as a boss character, it was very very broken, the little sprites I had to work with limited my ideas a bit and I was focusing on making it extremely strong, even added a cheapie mode, silly me 😛 With all that in mind, I decided I would completely overhaul him, completely changing its moves, graphics, rewriting code, pretty much everything, tho I did en reusing some of the old code I won't lie, functionally it is a completely different character, and this time around, I'm trying to make an actually fair boss character (well, as fair as a boss of his kind can be i guess:p) So far balance wise my ideas have been these in contras to the older version: Kyurem only rrecovers a fraction of its life when winning a round, older version fully healed every time Kyurem will retain its forme in between rounds, so if base forme beats you, you'll face it again, if you beat base forme and the next one kills you, you'll face that other forme, old kyurem returned to base forme every round you only have to beat Kyurem once, if you defeat both formes, next round you will be given a free ko ending the fight, essentially givingyou (usually) two rounds to beat him once, old Kyurem required beating him from base form those same rounds And maybe more, knowing my memory its probably the case 😛 And now, after all that speech, this comes into play, I am still working with this guy, trying to improve and be creative, maybe add more moves, etc, so my request here is mostly to ask wh help balancing this guy, truth be told, I'm not the best when it comes to balancing stuff, so I'd be really thankful if some of you guys could take the time to test and help me out with that, feel free to leave any other suggestions of course, I'll gladly listen (or read) all of them and try my best to make something that is actually good. With all that said, if you're willing to help out, or just want to test or have an extra boss in your roster cause why no, here's the link. And of course, some screenshots:
  6. You're prolly not active here any more, but happy construction day all the same, friend.

    1. Hiperhazz

      Hiperhazz

      hey plas, I know i'm five years late but thanks a lot 😛

    2. PlasmoidThunder
  7. I don't know why, but that made me laugh XD.
  8. I will think of a way right now and I'm gonna explain it (As I said, I just tought about it so it may not work or may not even do anything at all but it may help to some degree). First I'd have four animations: 2 for scorpion (or whatever is) using the move (one where he throws the spear and one where he pulls it back) and 2 for the spear (or the thing being used) (one of the spear being thrown and one of it comming back). After that, I'd create an state where scorpion (or anyone) uses said (trhowing something) animation. Then, on that very same state I'd code a helper. This helper would be the spear (or thing) being thrown at the opponent. Of course, it would use the being thrown animation XD. In any case, after doing that I'd add a throw into the helper so that it can catch the opponent upon being hit. Then, using that very same helper (and still using the same throw) I'd pull him towards scorpion (or anyone). How?, you may wonder, weeelll, I'd play a bit with times velocities and/or positions until I get what I want. Finnaly, After I did that I'd just free my opponent from said move BUT, not freeing him at all. Instead, I'd send him to a custom state to stay dizzy for a while. AAAAAAAANNNDDD, that'd be all. Again, I just imagined it so it may not work at all, but maybe it works (me wants to try now :D). So, as you can tell from my (not so) crazy ideas, it's just a matter of imagination. If this isn't the kind of answer you were expecting you can ask for another or wait for it or... I don't know fly to mars :D, But anyway, I hope this helps at least remotely. Now I'm gonna try these (not so) crazy things I just wrote :D. bie-bie
  9. Yep, what he said. File: Shiki-KOFM-S.cns Statedef: Statedef 1315 Delete This: [state 1390] type = DisplayToClipboard trigger1 = 1 text = "p2bodydist X:%lf,p2bodydist Y:%lf,vel X:%lf,vel Y:%lf" params = p2bodydist X,p2bodydist Y,vel X,vel Y And that's it :D
  10. I'm guessing you have something like this: [state 10000, Power Charge] type = explod trigger1 = !time helperType = Normal stateNo = 10002 ID = 10002 name = "Power Charge" posType = P1 pos = 0,0 pauseMoveTime = 65535 superMoveTime = 65535 Weeeelll....... That should work fine for a helper (if it is properly coded of course) however, explods have some different options. what you are looking for here is this one: Removetime = which controls after how long your explod will dissapear after the animation is over. If the time set in this parameter is longer than the animation itself it will loop. Since you skipped this line it gets the magical value of -2 which means that the explod will disappear as soon as the animation is over. If I'm not mistaken, what you want is to keep the explod in there until the player changes to another state so I'd recommend using another magical value: -1 which will cause the explod to stay there indefinitely. Of course that means that it will stay in there even after you stop using said move but that is no problem at all. Just use a removeexplod code like this: You must call this one BEFORE the changestate [state 10000, RemoveExplod] type = RemoveExplod trigger1 = (same as your change state) id = 10002 (that is the ID you are using) Or, in your statedef -2 [state 10000, RemoveExplod] type = RemoveExplod trigger1 = stateno != (your charge state) id = 10002 (that is the ID you are using) and that should make it work (or I'm just too dsitracted to think straight) Also, this lines are extra in your explod code: helperType = Normal stateNo = 10002 name = "Power Charge" Aaaaanddd, that's all, maybe, hope it helps.
  11. I know none has said anything in here for like... 2 or three betas, but I'm still updating this post anyway (Yup, a new version is out).
  12. Iknow not many people commented here since last update but anyway, Here's a new version!
  13. Someone finnaly made a ditto weeeee (I don't really like ditto, why am I writing ike this?... meh) I haven't tested it or anything, but it's ditto, DITTO! Anyway, This is the link.
  14. Kyurem has been updated... again.
  15. Hehe, well it took some time, butit's ok thanks. So let's see... -Ah, it's true, I forgot to change the animation for those well, not a big problem. But, apart of the assist is there any other move that does that? -Thanks for the fix, I should have thought of something like that before. -Sooo, Maybe I should reduce the power of his hyper attacs?, or maybe make it's AI more unlikely to use them?...or both? -A plfx?,hmm not a bad idea, I will consider it. -AAnnnddd... true, maybe a poweradd of damage*2 was a bit too much, I will reduce that.
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