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Werewood

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Everything posted by Werewood

  1. Burn! Baby Burn!! All You Can Burn!!!
  2. Binjyo Brothers [3-in-1] released by マンドラフ 2014-07-12: マンドラフ's MUGEN blog web site: http://mandoraf.blog.shinobi.jp/ マンドラフ's OneDrive: https://onedrive.live.com/?cid=776506F05FC91CEA&id=776506F05FC91CEA%21506#cid=776506F05FC91CEA&id=776506F05FC91CEA%21102
  3. Oops...........didn't see that my bad..... [EDIT]: changed to another news
  4. [Full Game] Call of Cthulhu DEMO released by yuureisouB 2014-07-13: DL URL: http://www1.axfc.net/u/3275038 * download password is "mugen" (without quotes)
  5. update_notes_2014-07-12: - disabled most visuals-only Helper state controllers in hope of reducing lagging in MUGEN1.0 * the Magic Item Show 「マジックアイテムショー」 ― D,DF,F,D,DF,F,z lvl2 super move still makes MUGEN1.0 lag though..... Please download the Custom_OMK_Virgarra_light_patch_2014-07-12.zip update file from my OneDrive here: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!584
  6. For with the A.I. patch by 大艦さん, the float bug takes place when cvsyuri tries to air-throw P2. In 大艦さん's custom cvsyuri air-throw state: [statedef 970] type = A movetype = A physics = N juggle = 0 ctrl = 0 anim = 950+var(6) poweradd = 89*(1000+var(24))/1000*!(var(15)||var(16)) ..................................... The "anim = 950+var(6)" line is the culprit. The var(6) is being set from the values from 0 to 28 in 大艦さん's custom [stateDef 50]. I don't quite understand the relationship between 950 and var(6) values. These value only lead to some invalid animation Actions that makes cvsyuri's animation get stuck (i.e. the animation time is -1 forever). If a MUGEN character's animation gets stuck in a state, the usual ChangeState with trigger1 = AnimTime = 0 near the end can never take place. As a result, cvsyuri gets stuck in her air-throw state forever. One fix I can think of is, change that "anim = 950+var(6)" line to the original one Warusaki3 uses -- "anim = 920". For 大艦さん did the same thing, the only difference is 大艦さん didn't change Warusaki3's original state number for cvsguile's air-throw state: [statedef 920] type = A movetype = A physics = N juggle = 0 ctrl = 0 anim = 950+var(6) ;;; change this line back to anim = 920 poweradd = 89*(1000+var(24))/1000*!(var(15)||var(16))
  7. Your MUGEN soccer stage is as hot as the current World Cup 2014. Just so hot......... That Toki-wanna-be is a 2DFighterMaker2nd game character and I am in the progress of ripping stuff from that and I will be posting my rips in " topic in the [REROUCES] forum. Oh about this Kohaku UNI, M3 is so nice that he has included both MUGEN1.0 and MUGEN1.1 versions in one! How nice~
  8. Borewood2013, on 08 Jul 2014 - 6:01 PM, said: >> I use GL to take my mind off of mainstream hentai. >> BL is ... let's just say no sane guy, unless he's gay, would watch it. >> Other hentai types, ahh idk. I just watch/look/read Yuri and Hentai. I'm not really into rape hentai, they're just a bit too much for a 14 year old. Now a pretty keen question for you: Have you ever gotten caught by your families/friends/colleagues when you are enjoy your hentai moment? * you may ignore this question of mine completely if you feel uncomfortable *
  9. Kohaku UNI released by M3 2014-07-10 A Kohaku with Melty Blood Actress Again + UNDER NIGHT IN-BIRTH styles DL URL: http://page.freett.com/mugen_m3/
  10. The bugs in which Red Arcueid was missed and dislocated during Custom OMK Beatrice's cat-box super move, and her shoulder tower Meta super move bug. I think her 2014-05-08 update has already fixed these two (2) bugs. Let me double check.........
  11. Hey Duralminn, is this your MUGEN video too? * please see below reply posts * If this is your MUGEN video then I think you were using the old version of my Custom OMK Beatrice, hence there were some bugs shown in your MUGEN video. My Custom OMK Beatrice was updated on 2014-05-08 so if you are interested in my update on her then please download her again at my OneDrive here: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!406 Thank you very much!
  12. >> P.S. I can't accept requests for about 5 weeks from now on.. :(I have to go back to army.. >> I can accept request again after about 5 weeks.. :) Stay safe & cool with your army session! I will think of another MUGEN video request for you when you come back from your army session!
  13. Very solid MUGEN release I must say! Even I am not a Shuma-Gorath player and not quite familiar with it I find your MUGEN version cool! I like The Spawning super (quite a creative super!) I think it shall not be easy to code. I also like the custom get-hit state for P2 when P2 is hit by Mystic Ray. Only one thing I found (I am using MUGEN1.0): - the Devitilization move: both human player and A.I. are not able to block/guard it. I know this move should be able to be blocked/guarded because its HitDef has a guardflag = MA But! Since its the first frame of its animation Action has a Clsn1, for some strange reason (I think it's MUGEN1.0's fault), both human player and A.I. are not able to block/guard any attack whose animation Action has a Clsn1 in the first frame. I encountered this strange MUGEN1.0 issue before too. [begin Action 500] Clsn1: 1 Clsn1[0] = -64,-35, 76, 8 Clsn2: 1 Clsn2[0] = -64,-55, 76, 8 700, 0, 0, 0, 3 Clsn1: 1 Clsn1[0] = -64,-35, 76, 8 Clsn2: 1 Clsn2[0] = -64,-55, 76, 8 700, 1, 0, 0, 3 When I was working with this strange MUGEN1.0 issue with my MUGEN stuff, I did the fix by one (1) of two (2) ways: 1) add a frame before that first frame without a Clsn1: [begin Action 500] Clsn2: 1 Clsn2[0] = -64,-55, 76, 8 700, 0, 0, 0, 1 ;; 1 + 2 = 3 Clsn1: 1 Clsn1[0] = -64,-35, 76, 8 Clsn2: 1 Clsn2[0] = -64,-55, 76, 8 700, 0, 0, 0, 2 ;; 1 + 2 = 3 or leave it as 3 like before Clsn1: 1 Clsn1[0] = -64,-35, 76, 8 Clsn2: 1 Clsn2[0] = -64,-55, 76, 8 700, 1, 0, 0, 3 OR 2) add one (1) game tick to the trigger1 = Time = 0: [state 250, 1] type = HitDef trigger1 = time = 1 ;; added 1 = 0 + 1 attr = A, NA damage = 100, 10 animtype = Heavy guardflag = MA hitflag = MAF ................. After either way of fixes, P2 can block/guard the Devitilization move now: I am not sure whether this strange issue happens in winmugen or not, as I have given up using winmugen for long.
  14. Syrian Jihadist Leader Fan Of Hello Kitty? Seems like someone thinks a manly soldier shall not use Hello Kitty goods...
  15. Ok my 2nd fix attempt for Dot's throw: - see some MUGEN screen shots (after my 2nd throw fix attempt): As you see from the above MUGEN screen shot, some shows proper throw positions while some shows improper ones. It is because some P2's have wrong head.pos and mid.pos values: - see some MUGEN screen shots of some P2's head.pos and mid.pos values: Seeing some P2's have wrong head.pos (the most) and mid.pos (the least) values, the original PosAdd in Dot's [stateDef 810] was using target,const(size.head.pos.y), afterwards I changed it to using target,const(size.mid.pos.y). Also I added x = target,const(size.ground.front) to try to make Dot position herself closer to the being-kissed P2. Moreover, since the kiss is actually a HitDef that makes P2 ChangeAnim2 to a custom Action 820 which uses required sprite 5000,10 and since not P2's required sprite 5000,10 looks the same plus some P2's are shorter than Dot. As a result, it is not easy to make her kiss-throw perfect.............perhaps someone with better MUGEN authoring skill might want to give a helping hand..... Toshio so please check your PM, I just sent to my Dot-Warner_throw_fix_attempt_2014-07-11.zip to you.
  16. Tenryuu, thanks for testing out my MUGEN stuff again >> At least shorten down the superpause time? For now, it seems like I have to wait around a couple of secs for the super to come out. That was made totally for the Kill Bill siren sound effect. The original Kill Bill siren sound effect is way longer than that, and I had to cut it for the SuperPause state controller: >> ...her Dropkick in close, the opponent doesn't really bounce off the wall like it's supposed to...it looks like she's just floating in the air. This was by my intention. I tweaked KFM default wall-bounce MUGEN code to make it like, wherever P2 gets a wall-bounce, he/she/it usually lands close to P1. I began this custom KFM default wall-bounce with my Custom SD Luffy. >> Her taunt makes it looks like she's got something to say, but no voice clip......Speaking of which, I understand why she might be silent (probably the source game having no voice clips), but having none almost seems quite awkward at times Duel Toys 2 has no voices at all. And I don't know how and where to find Beatrix Kiddo voices so I just let her be silent all the time..... >> Why is her "superjump" just a regular hop? This is the way in Duel Toys 2: http://dueltoys.blogspot.hk/2009/07/how-to-play.html >> Maybe it's because I didn't read the readme, but I don't really understand her "B" move (I can understand how it's used as a command, but as a standing "normal", she just stands there while she's wearing another costume) This is my MUGEN idea: with commands with the button "b", she can cosplay four (4) different Duel Toys 2 girls and perform one (1) special move of each of them. Without commands with the button "b", she just stands there doing a stance cosplay. During which she is completely hittable by P2. So, the player has to be careful not to forget to input commands........hmmmmmmm.......so you think this is a bad MUGEN idea? >> No Roll? Duel Toys 2 has no neutral rolls but only dodge. The rolls are used for get-up recovery rolls. >> Maybe it's just me, but I don't think a DP needs this many red Hitboxes Well, if not using multiple ones like that, I didn't know how to make a single cover the whole arc..... >> I noticed that the "stun system" in Beatrix is the same as Luffy's. Intentional? Yes. And I made it need longer to make P2 get dizzy.
  17. You are right! GONZO-'s KOF MUGEN stuff is very cool! I love his A.I. very much! And ICCHA's Zero & Original Zero are the best!!! Of course you were right, I posted it in the wrong section :o
  18. Not quite able to figure out what was happening............
  19. Oops, what a terrible typo I made, now just corrected :p About that P2 BOOB LADY, she is from Power Instinct V Matsuri which I believe not yet converted to MUGEN......
  20. I once mugenized the very first KOFXIII character which was Boss Saiki (ripped from TTX2 PC hack version, by my usual "take-screenshots-clean-images" way) in 2010-1011, way before any one that made use of the official sprite-rip by aokmaniac13. http://page.freett.com/werewood/mugen.html But then I gave up any KOF mugenization because everybody seemed to prefer accurate KOF mugen stuff and I had no source-game-accuracy MUGEN authoring skill. For your information, I only like to use bosses in KOF (MUGEN). Alright then, how about ChangeState or ChangeAnim?
  21. [re-post] Kurumi Mirumati by kagetsu yuki updated 2014-07-09 Re-posted because the same previous one I posted was mysteriously gone, like some other posters' News posts....... MUGEN screen shot: DL URL: https://onedrive.live.com/?cid=4E02B697B0639B98&id=4E02B697B0639B98!217
  22. [Orochi edit] OROCHI-Soul by Mojack Some Orochi edit in which Orochi can cosplay other KOF ROTB fighters MUGEN screen shots: DL URL: http://ux.getuploader.com/MOJACK/download/3/OROCHI-Soul.zip
  23. Anybody else here owning more MUGEN data than yours? >> For making things, it's been hard time as of recent. Lack of resources and ideas to use, it's sucks hard I am your opposite case; I usually have found resources I want (if no finding then I will try to take that by myself) and have many MUGEN ideas I want to do. The only sucky thing is, time is so limited! So, will you have a celebration when your post count reaches 6,000?
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