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Werewood

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Everything posted by Werewood

  1. Thanks for the tip! Changed topic title now! @Trinitroyakata-sama: >> Well, you inbox is appearantly full. Oh let me check and clear.............
  2. The same way I did with my Custom TRF2 Beatrice.... Couldn't send me a PM??? Impossible!
  3. A want a completely new Broly too!!!!! Is it possible to have all three (3) phases of Broly please?
  4. When a cartoon character became a GTA criminal......... Let is "Snow" => Let is "Blow"
  5. Pacific Rim? You mean that sci-fi movie or something else?
  6. U Raidou updated by Luck incense 2014-06-21: One more original Raidu! Yay~ Oh the MUGEN Author's name, "Luck incense", isn't it a rare treasure to collect in the SMT series!? Luck incense's OneDrive: https://onedrive.live.com/?cid=6E5238C7D70CA707&id=6E5238C7D70CA707%21130 *My Google Chrome gave a false virus alert for the raidou117.zip, after download I scanned the ZIP file with Avira Antivirus and Malwarebytes Anti-Malware and the scan result was negative.
  7. Yo I don't think you need to install that program; you may just drag your .dgc file to the dgca.exe and click OK to let the program extract to a new folder. Oh it is also better to change your M$ Windows system locale to Japanese to make sure dgca.exe is happy with that. If it still refuses to work for you, then you might upload your .dgc file here, or PM to me, and I can extract it and ZIP it up and upload the ZIP for you.
  8. Chuchoryu going for KOF stuff!? Then more SNK CVS'ished.....
  9. Thanks for your WB 3.0 update! Yeah, how is your Luffy doing? Any update soon so that I might need to borrow more stuff from it?
  10. Werewood

    Varnage

    This video is unavailable. Sorry about that.
  11. Sometimes I use a combination of TimeMod trigger and Persistent = # where # can be up to the value of 12.
  12. Boss Ryon you are back!!!!!!!!!!! How was your relaxing vacation doing? Took some cool pictures? Well, for that "move reverse time machine" what help I want is, how to simplify the whole process by just working on the CNS MUGEN code. i.e. only one (1) ChangeAnim rather than a bunch, shall be needed to do the animation reverse, even no need to duplicate a reversed an AIR action........now I would like to know a MUGEN Pro's hint......
  13. Updates are good and necessary. And my old Math. tutor told me, "all computer software is beta". Just look at those M$ Windows updates....... Updates by the author himself/herself/itself only mean he/she/it cares.
  14. Share your top/bottom # video game character name(s) in here yo! Please put aside the visual and audio designs and game plays of the video game character name(s), just focus on the name itself, I mean the word or the noun (i.e. Peter, Susan, Hello Kitty...etc.). It can be related to the source game and its story though. My top five (5) video game character names: 5) Sir Arthur - from the Ghosts 'N Goblins series * he took the name of a legendary king of medieval Britain, as a Chinese, I have been fascinated by Western knights riding white handsome horses in cartoons and movies. A knight in the name of "Arthur" gives me an impression that he must be a very brave and righteous man. I think all societies need some knights more than heroes because I think knights are smarter than heroes. And I guess you guys know what it means by "white-knighting" something/someone....... 4) Lufia - from the RPG Lufia aka Estpolis Denki series * is "Luifa" an actual English female name (my English is bad.....)? Lufia is said to be a separate personality of Erim, the Sinistral of Death. I really like the fact that the other three (3) Sinistrals can keep coming back when Lufia (Erim) has not been completely dead. Name-wise, I note that most names ending with "-a" usually refer to a female. So, One Piece Luffy, after a gender switch, can be called "Lufia" too? LOL! 3) Edmond Honda (or the common E. Honda) - from the Street Fighter II and up series * everybody knows "Honda/本田" refers to a Japanese surname and a well-known Japanese car manufacturer. I like the name "Honda" as a video game character as much as my favorite Honda car: 2) Thomas - from the Kung-Fu Master aka Spartan X series * a very common English mail name indeed, yet, to me, "Thomas" is a special name to me. It is because he is the hero in the world's first sideways-scrolling beat-em-up video game. Even the "Karate Champ", the world's first one-on-one fighting game, was based on the Kung-Fu Master aka Spartan X. The game itself was based on an old Chinese Kung-Fu movie "Wheels on Meals/快餐車", starring Jackie Chan (as Thomas) and Benny "The Jet" Urquidez (a sub-boss). "Jackie Chan versus Benny Urquidez" was one of the most famous scenes of all old Chinese Kung-Fu movies: 1) Ax Battler / Kain Blade - from the Golden Axe series * wholly molly the Golden Axe series is my favorite Sega action game! Ax Battler / Kain Blade is my long-time Sega hero! literally Ax might mean an "Axe" and Ax Battler might be someone who had battle against an axe wielder like the Death Adder, hence a "sword vs axe" battle. Not to mention I like a barbarian good guy as much as a brave and righteous knight. If you know my MUGEN forum habit, then you might have noticed that I have been using Kain Blade avatar since the first day in all MUGEN forums that I have registered to: My bottom five (5) video game character names: 5) Son Goku - from the Dragon Ball series * according to my topic, Dragon Ball series is my top #1 anime, so why would Son Goku be in my bottom list? It is because, the Japanese name "Son Goku/孫悟空", was stolen from a character of a Chinese fictional classic novel widely known by Chinese people - the original Sun Wu Kong/孫悟空, the main character in the "Journey to the West", who is the king of all monkeys. This is the only part that I consider a "flaw" in the Dragon Ball series. 4) Gill - from the Street Fighter III series * in an English dictionary, "Gill" means an organ found in fishes. How could a fighter god like Gill use a fish's organ to name himself? Unless someone is going to explain to me why Capcom used the name for Gill, even he is my favorite SF boss, I am still not fond of his given name like this.......Seth in SF IV is a much better boss name, even though not so original...... 3) Guile - from the Street Fighter II and up series * in an English dictionary, "Guile" means sly or cunning intelligence. Heck, Street Fighter Guile's strategy is too straight-forward to call it anything like sly or cunning! There are far many more sly and cunning characters than Guile! Capcom's video game character naming convention is indeed very sly and cunning! 2) Akari - from The Last Blade series * I usually make a mistake that Akari = Akira because of their similar spelling. So confusing..... 1) Scharlachrot/Petra Johanna Lagerkvist/Lieselotte Achenbach - from the Arcana Heart series * now Arcana Heart fans are gonna hate me! I am not fond of long-assed and hard-to-pronounce names like these.......not to mention it is too hard to spell and remember too! As a Chinese, I only know of some popular English names and understand some of the meanings. But for these Arcana Heart ones, I have no idea at all.......
  15. So, is it safe for me to say, Top MUGEN making hard time: the lack of sprites (Boss Ryon once said, "no sprites, no MUGEN motifs/add-ons/characters/stages) Next big MUGEN making hard times: the lack of time, the lack of interest/idea, the lack of computer hardware co-operation
  16. Your MUGEN passion is so high that even in a hospital bed you keep thinking of MUGEN..........I am so touched! Thank you for your cool one and get well soon!
  17. >> -Idk if you're using a different screenpack for his big portraits, but they're not the usual size.... Hmmmmmm.........I am not using any other MUGEN motif/screenpack but only the default one that comes with MUGEN1.0: The reason I didn't use the usual 120x140 dimension for my Custom SD Luffy is, his localcord was set to "localcoord = 528,396" in his .def file. If I didn't change his 9000,1 and 9000,2 big portraits dimension then it would look bad in my MUGEN1.0 default motif/screenpack screen....... >> Concerning his new attack: Gomu Gomu no Hanabi (And that it's a level 3), it last almost way too long for it to finish (and it's quite repetitive during >> the attack), and well.. >> For a lvl 3 that does 90 hits, it does very little damage. >> compared to other lvl1 supers, this move seems useless: I get that it's an almost-full-screen attack but it should deal more damage... Sorry but it was sole my intention to make this Gomu Gomu no Hanabi behave like that. And, it is not a level3 super; it is still a level2 super just like Gomu Gomu no Storm: In my MUGEN Manual.txt: ................... super moves: - Gomu Gomu no Head & Butt D, DF, F, D, DF, F, x/y (with a cost of power = 1000/3000) - Zoro's Triple Slashes D, DB, B, D, DB, B, x/y (with a cost of power = 1500/3000) - Gomu Gomu no Storm D, DB, B, D, DB, B, a/b (with a cost of power = 2500/3000) - Gomu Gomu no Hanabi D, DF, F, D, DF, F, a/b (with a cost of power = 2500/3000) ** about Gomu Gomu no Hanabi: + very wide attack - long start-up - SD Luffy is vulnerable during the whole course, or after P2 has blocked/guarded that - damages are low ................... I deliberately set up Gomu Gomu no Hanabi as a cheap super move (i.e. almost a full-screen attack), at the same time I nerfed the cheapness down by making it vulnerable during the whole course, have long start-up, and have low damages. Its long duration time was also used to let SD Luffy show more of his Gomu Gomu no Hanabi. Perhaps I might make a different version then (i.e. light kick the same behavior; strong kick a different behavior). >> Also, the roll should have CLSNs, the nothitby code (which you already have but changed to null code) and the playerpush Thanks for this tip! I will update his roll accordingly!
  18. Play Street Fighter on the super mega ultra big screen in a football stadium! https://www.youtube.com/watch?v=9hwrRl1esak * fast forward to 4:35 * $$$$ warning: only for rich people to enjoy such deluxe enjoyment! $$$$
  19. A new KOF related video game for iOS/Android mobile platform! Out of my expectation of a new KOF! Official web site: http://game.snkplaymore.co.jp/official/rof/
  20. This time I use MUGEN1.1 to test your New Ridley (ver. 18.06.2014) and it is very awesome! I made a video showing how awesome your New Ridley is, and tried to let the nicovideo.jp MUGEN folks know of your awesome New Ridley: More than a good job that you did!
  21. Monster vs Magic - 怪獸 vs 魔法 Who is winning? Watch to see! if you don't have a nicovideo account: http://en.niconico.sarashi.com/?sm23810678 if you have a nicovideo account: http://www.nicovideo.jp/watch/sm23810678
  22. Any way to do a proper "move reverse time machine" in MUGEN? Don't be mistaken with "move reversal". This of my "move reverse time machine" idea might be the first one in all fighting games/engines history (correct me if I am wrong). What I mean by "move reverse time machine" is, a feature that when during a MUGEN character's move, upon pressing some button or something like that, his/her/its move reverses the animation and/or any velocity/position changes. Simply put, I want to do something like a simple time machine for a MUGEN character's move. Let me explain by the KFM Light Kung Fu Palm special move. This is when the KFM Light Kung Fu Palm is performed normally: The result is not hard to be predicted (KFM gets hit by Haohmaru's standing strong slash): First of all, I add an extra Action 1001 to kfm.air which is a reversed same animation of Action 1000: ; Light Kung Fu Palm [begin Action 1000] Clsn2: 2 Clsn2[0] = -14, 0, 15, -80 Clsn2[1] = -6, -94, 7, -80 200,0, -5,0, 1 Clsn2: 3 Clsn2[0] = 32, -39, -25, 0 Clsn2[1] = 16, -39, -10, -73 Clsn2[2] = 2, -86, 13, -72 1000,0, 0,0, 2 Clsn2Default: 3 Clsn2[0] = 31, 0, -34, -33 Clsn2[1] = -8, -67, 20, -33 Clsn2[2] = 5, -81, 18, -67 1000,1, 0,0, 2 1000,2, 0,0, 2 1000,3, 0,0, 1 Clsn1: 1 Clsn1[0] = 68, -66, 9, -44 Clsn2: 4 Clsn2[0] = 29, 0, -37, -32 Clsn2[1] = 21, -32, -8, -65 Clsn2[2] = 5, -74, 17, -61 Clsn2[3] = 21, -66, 68, -46 1000,4, 0,0, 3 Clsn2: 4 Clsn2[0] = 29, 0, -37, -32 Clsn2[1] = 21, -32, -8, -65 Clsn2[2] = 5, -74, 17, -61 Clsn2[3] = 21, -64, 68, -46 1000,5, 0,0, 7 1000,7, 0,0, 4 1000,2, 0,0, 3 1000,1, 0,0, 3 Clsn2: 3 Clsn2[0] = 32, -39, -25, 0 Clsn2[1] = 16, -39, -10, -73 Clsn2[2] = 2, -86, 13, -72 1000,0, 0,0, 3 Clsn2: 2 Clsn2[0] = -14, 0, 15, -80 Clsn2[1] = -6, -94, 7, -80 200,0, -5,0, 2 ; Reversed Light Kung Fu Palm [begin Action 1001] Clsn2: 2 Clsn2[0] = -14, 0, 15, -80 Clsn2[1] = -6, -94, 7, -80 200,0, -5,0, 2 Clsn2: 3 Clsn2[0] = 32, -39, -25, 0 Clsn2[1] = 16, -39, -10, -73 Clsn2[2] = 2, -86, 13, -72 1000,0, 0,0, 3 Clsn2: 3 Clsn2[0] = -34, -39, 32, 0 Clsn2[1] = -5, -73, 21, -39 Clsn2[2] = 7, -85, 18, -71 1000,1, 0,0, 3 Clsn2: 3 Clsn2[0] = -34, -39, 32, 0 Clsn2[1] = -5, -73, 21, -39 Clsn2[2] = 7, -85, 18, -71 1000,2, 0,0, 3 Clsn2: 4 Clsn2[0] = -34, -39, 32, 0 Clsn2[1] = -5, -73, 21, -39 Clsn2[2] = 7, -85, 18, -71 Clsn2[3] = 18, -63, 54, -46 1000,7, 0,0, 4 Clsn2: 4 Clsn2[0] = 29, 0, -37, -32 Clsn2[1] = 21, -32, -8, -65 Clsn2[2] = 5, -74, 17, -61 Clsn2[3] = 21, -64, 68, -46 1000,5, 0,0, 7 Clsn1: 1 Clsn1[0] = 68, -66, 9, -44 Clsn2: 4 Clsn2[0] = 29, 0, -37, -32 Clsn2[1] = 21, -32, -8, -65 Clsn2[2] = 5, -74, 17, -61 Clsn2[3] = 21, -66, 68, -46 1000,4, 0,0, 3 Clsn2: 4 Clsn2[0] = 29, 0, -37, -32 Clsn2[1] = 21, -32, -8, -65 Clsn2[2] = 5, -74, 17, -61 Clsn2[3] = 16, -66, 63, -46 1000,3, 0,0, 1 Clsn2: 3 Clsn2[0] = 6, -86, 18, -65 Clsn2[1] = -6, -73, 18, -41 Clsn2[2] = -31, -46, 34, 0 1000,2, 0,0, 2 Clsn2: 3 Clsn2[0] = 6, -86, 18, -65 Clsn2[1] = -6, -73, 18, -41 Clsn2[2] = -31, -46, 34, 0 1000,1, 0,0, 2 Clsn2: 3 Clsn2[0] = 32, -39, -25, 0 Clsn2[1] = 16, -39, -10, -73 Clsn2[2] = 2, -86, 13, -72 1000,0, 0,0, 2 Clsn2: 2 Clsn2[0] = -14, 0, 15, -80 Clsn2[1] = -6, -94, 7, -80 200,0, -5,0, 1 Now I try to edit the KFM Light Kung Fu Palm Statedef 1000 to let KFM be able to reverse his special move: (The bolded MUGEN code is the one I edit and add): [statedef 1000] type = S movetype= A physics = S juggle = 4 poweradd= 55 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [state 1000, 1] type = PlaySnd triggerall = Anim = 1000 trigger1 = Time = 8 value = 0, 3 [state 1000, 2] type = PosAdd triggerall = Anim = 1000 trigger1 = AnimElem = 2 x = 20 [state 1000, 3] type = PosAdd triggerall = Anim = 1000 trigger1 = AnimElem = 3 trigger2 = AnimElem = 13 x = 10 [state 1000, 4] type = PosAdd triggerall = Anim = 1000 trigger1 = AnimElem = 5 x = 5 [state 1000, 5] ;Opponent near type = HitDef trigger1 = AnimElem = 5 trigger1 = p2bodydist X < 40 attr = S, SA animtype = Hard damage = 90, 4 priority = 5 guardflag = MA pausetime = 15,15 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 17 ground.velocity = -4,-3.5 air.velocity = -4,-3 fall = 1 [state 1000, 6] ;Opponent not near type = HitDef trigger1 = AnimElem = 5 trigger1 = p2bodydist X >= 40 attr = S, SA animtype = Hard damage = 85, 4 priority = 4 guardflag = MA pausetime = 15,15 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 17 ground.velocity = -7 air.velocity = -4,-2.5 [state 1000, 6] type = PosAdd triggerall = Anim = 1000 trigger1 = AnimElem = 9 x = -5 ;;;; "move reverse time machine start" ;;;; [state 1000, AssertSpecial] triggerall = AnimTime < 0 && !movecontact trigger1 = time <= -AnimTime trigger1 = command = "c" flag = timerfreeze flag2 = nomusic ignorehitpause = 1 [state 1000, SuperPause] type = SuperPause triggerall = AnimTime < 0 && !movecontact trigger1 = command = "c" time = -AnimTime endcmdbuftime = 1 anim = -1 sound = -1 darken = 1 poweradd = 0 unhittable = 0 movetime = -AnimTime/2 pausebg = 1 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0 trigger1 = command = "c" value = 1001 elem = 12 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 trigger1 = command = "c" value = 1001 elem = 11 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 trigger1 = command = "c" value = 1001 elem = 10 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 trigger1 = command = "c" value = 1001 elem = 9 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 trigger1 = command = "c" value = 1001 elem = 8 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 trigger1 = command = "c" value = 1001 elem = 7 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 trigger1 = command = "c" value = 1001 elem = 6 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0 trigger1 = command = "c" value = 1001 elem = 5 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0 trigger1 = command = "c" value = 1001 elem = 4 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0 trigger1 = command = "c" value = 1001 elem = 3 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime < 0 && !movecontact trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0 trigger1 = command = "c" value = 1001 elem = 2 ignorehitpause = 1 [state 1000, ChangeAnim] type = ChangeAnim triggerall = Anim = 1000 && AnimTime <= 0 && !movecontact trigger1 = AnimElemTime(12) >= 0 && AnimTime <= 0 trigger1 = command = "c" value = 1001 elem = 1 ignorehitpause = 1 [state 1000, 1] type = PlaySnd triggerall = Anim = 1001 trigger1 = Time = 26 value = 0, 3 ignorehitpause = 1 [state 1000, 2] type = PosAdd triggerall = Anim = 1001 trigger1 = AnimElem = 11 x = -20 ignorehitpause = 1 [state 1000, 3] type = PosAdd triggerall = Anim = 1001 trigger1 = AnimElem = 3 ;trigger2 = AnimElem = 13 x = -10 ignorehitpause = 1 [state 1000, 4] type = PosAdd triggerall = Anim = 1001 trigger1 = AnimElem = 8 x = -5 ignorehitpause = 1 [state 1000, 6] type = PosAdd triggerall = Anim = 1001 trigger1 = AnimElem = 4 x = 5 ignorehitpause = 1 ;;;; "move reverse time machine end" ;;;; [state 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 When I try to perform the edited KFM Light Kung Fu Palm and press the button "c" before its end time, the Action 1000 stops at the animation element at the time I press the button "c", then it change to the corresponding animation element of Action 1001, with a SuperPause effect: Then KFM is trying to reverse his Light Kung Fu Palm before he gets hit by Haohmaru's standing strong slash: As a result, KFM seems to be safe now, while Haohmaru is still in the middle of his standing strong slash. In my edited KFM Light Kung Fu Palm MUGEN code, the SuperPause state controller actually is not needed. I use that in order to slow down the whole "move reverse time machine" as the motion is too fast for me to take screen shots. Now, I want some help on this as you can see my MUGEN AIR/CNS edit method is very half-assed (hey I am The King of MUGEN Half-Ass!), is there any full-assed method to make it more effective and efficient? I have a future MUGEN WIP in which I want to achieve this kind of "move reverse time machine" feature.....
  23. Well, perhaps you might want to go to Elecbyte and download a fresh copy of MUGEN1.0 and try again to see..........
  24. I think his Lawrence release topic was made on Jun. 12. So only around 5-6 days after..........really really fast!
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