Jump to content

Hiperhazz

Member
  • Posts

    15
  • Joined

  • Last visited

1 Follower

About Hiperhazz

  • Birthday 12/16/1996

Basic Info

  • Gender:
    Male
  • Location:
    There. You know, there.

Network Usernames

Recent Profile Visitors

1,439 profile views

Hiperhazz's Achievements

Becoming Regular

Becoming Regular (3/20)

  • Listener
  • Warming Up
  • Cruisin
  • Slightly Reactive
  • Forum Fan

Recent Badges

2

Reputation

  1. Hopefully this doesn't count as double posting, its been a while, in any case, plas, since I technically released the new version of kyurem would you mind adding it to the collection?, I plan on keeping that same link when updating so that's a non issue
  2. So I made a topic about this in the WIP section, but I think now Kyurem is (not complete :p) ready for more exposition which I think it may get here, anyway, I've been postponing this for a few days, actually uploaded an updated version and didn't say anything about it In any case, since this is a new topic it probably deserves a new description and new images and all the good stuff Kyurem is a boss type character in the vein of “has super armour but is slow”, when you hit it it will shake and freeze for a brief period of time which means you can get in a do some damage but should not stay there for too long or you’ll probably get hit Kyurem features 3 different formes. In a single battle, Kyurem will only use 2 of them however, randomly picking the white or black forme after the base forme has been defeated, however the fight does technically have 3 phases which are as follows: Phase 1: “Gray” forme; the base forme of Kyurem, it moves slowly, a lot of its attacks are also slow, he does have one or two that come out faster, being the base forme it has a kind of mixed moveset with both ranged and close range attacks, it will usually try to keep its opponent away and shoot projectiles from a safe distance, its projectiles can usually be destroyed so a ranged character with better projectiles will likely win this very easily. It has a very powerful projectile that shoots in the direction of the opponent but takes a long time to charge, which makes it easy to punish and/or block, however if you try punishing it for too long it may become stronger, it also has a few hypers based off moves Kyurem learns in the games. Phase 2a: Black forme; Kyurem’s most physically oriented forme. Its movement speed increases, and most of its attacks become melee rather than ranged, while it still retains one or two longer ranged attacks in general it will try to get in close quarters and use its claws to inflict the most damage, in general you may want to look for the attacks with most cooldown and punish them or play safe with a projectile character. Like base Kyurem, black has a variety of attacks based off its moves in the games. Phase 3a: Black forme – Overdrive mode; Kyurem’s final phase breaks the limits, not only does it get an electric aura and tubes that pump energy to its body, it also no longer freezes when hit and its attacks become, faster, more powerful or both, additionally its power bar gets slow passive regeneration Phase 2b: White forme; This is Kyurem’s special attacker forme, which basically means, projectiles, and a lot of them. Almost every attack of Kyurem in this forme involves a projectile of some sort, this guy will try to keep you at a distance and attack from afar, this is probably Kyurem’s most dangerous forme, its blue projectiles can still be broken but red ones will be harder to beat, not only that, but even if you manage to get close some of its attacks are designed to push you back. Beating this guy will truly a challenge unless you either spam projectiles like crazy or are a cheap character of some sorts, it is sure to keep you at bay and give you a hard time. Phase 3b: White forme – Overdrive mode; probably the deadliest forme of them all, like black’s overdrive it will remove the freezing when hit and make Kyurem’s moves faster, strong or both, also Kyurem will no longer shoot blue projectiles and some of its attacks will get a new properties, good luck, you’re gonna need it. As you can see, Kyurem has a series of advantages that make it a very challenging opponent, and as you probably expected he has a number of peculiar traits to keep him from being (too) overpowered. For starters, you only have to beat him once, there is no next round against Kyurem, win once and that’s it, of course, this means both formes happen on the same round, but don’t worry, should you beat base forme on one round, you’ll start at phase two next round. Also, unlike most fighters he will not fully heal between rounds, instead only half its health will be recovered, so deal as much damage as possible to gain an edge in the next round. This is still in the works so I’d really appreciate any comments or feedback that can be given, good luck and thanks for your time! You can download Kyurem: here
  3. I think the download link for the second victiny is dead, I have no idea where it's going to now
  4. 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
  5. 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
  6. 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).
  7. 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:
  8. I don't know why, but that made me laugh XD.
  9. 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
  10. 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
  11. 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.
  12. 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).
  13. Iknow not many people commented here since last update but anyway, Here's a new version!
  14. 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.
×
×
  • Create New...