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Everything posted by Werewood
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Nice update! Downloading.....I will test her out for sure! So, I must use her in MUGEN1.1 not MUGEN1.0 right?
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>> april fools What................but how...................sorry I didn't get it.............and it is still March? Anyway, sorry about my reply post............I removed my "bug report"....... [EDIT]: oh sir ShirokinoKaijin, your quote of my reply still showing it..........
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What a cool cunning smile of hers! Another interesting MUGEN stuff from Hanma who loves Gradius option ships so much
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Alice Bogard!?!!?!?!?!?!?!? ------------------------- Some (slow) progress of my custom MUGEN Original Endless Golden Witch: * Goat Servants SP is the next...........
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I think I can reduce the damage that of his OP move.........but at first I have to open its MUGEN file to examine how the damage is established....
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Yes too here, I saw one with a similar edit-style some time ago.
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Finally a newer Awaken Kagami boss! Cool news~
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Welcome to MFFA! Introduce yourself here!
Werewood replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
>> ....I have a bad reputation when it comes to MUGEN.... I have a "bad-der" reputation than you do. So no worry. >> ....Currently I have a lot of planned characters.... Cool! Can't wait to see more from you! >> ...Hopefully I can change things up from crappy to great! Good direction good luck to you! -
[Stop Motion] Lego Harry Potter - Magic Battling
Werewood replied to Winmugen11's topic in [ VIDEO SHARING ]
The YT author's latest release: * Luffy proved that melee can beat the **** out of fireball-happy dudes * This is the part 2. The part 1 is here: P.S. Oh I love the YT author's Perfect Cell toy very much! IT'S PAAFEKUTO! -
I can finally be able to see your sprites! Your Tokun Miroka is my favorite!
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LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL!!!!!!!!!!!111111 Have never known Duck King possesses this gift!
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Long time ago I wished some cool spriters could have refined those PSX DBZ UB22 sprites. Well at least the sprites ripped are close to the source (i.e. Chaos Breaker/Dark Awake sprites ripped in the similar case). Don't get me wrong. PSX DBZ UB22 sprites and animations are cool. Just its "fuzziness"....
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Making a move blockable for Homura (by cycbeam)
Werewood replied to Bjay's question in [ MUGEN CODING HELP ]
The issue you posted is not about HitDef guardflag problem, rather, it is about the facing of P1 and P2. Well, this is a little bit difficult to explain just by words, please see my MUGEN screenshots: When I perform Homura's "~B, D, DB, c" move, KFM is sitting and guarding on the left side, while Homura is coming from the right side. You see when Homura's Projectile is about to hit KFM, Homura's facing is already the same as KFM's, it only makes KFM do an auto turning so KFM is trying to guard from behind, which is the wrong side. The consequence is KFM being hit: On the other hand, if KFM can foresee Homura's "~B, D, DB, c" move coming, a human KFM player (not sure about CPU A.I.) may hold FORWARD or DOWN FORWARD to be able to guard Homura's Projectile: Yet, this kind of "reverse-guarding(?)" is somehow against a fighting game guard rule..........I think Cyclops beam takes this MUGEN's advantage to make Homura's "~B, D, DB, c" move "hard to guard" while it has perfectly guard-able Projectile HitDef, the only requirement is, you, the human player, or the CPU A.I., need to "guard the other way around"............... By the way, this is not the first time I see MUGEN characters taking this kind of MUGEN's advantage. Most noticeable when you are playing MUGEN 2vs2 team mode. -
Oh I forgot to mention that I am using MUGEN1.0 (not 1.1). And my MUGEN setup is: ;Game native width and height. ;Recommended settings are: ; 640x480 Standard definition 4:3 ; 1280x720 High definition 16:9 ; 1920x1080 Full HD 16:9 GameWidth = 640 GameHeight = 480 And I was testing with your http://www.4shared.com/rar/o6tsjJhTba/BSB_Samus__1_.html version. Or did you post your more updated one somewhere else please? >>-Really? Then i just forgot to edit some stuff. But i think i shouldn`t make beam-to-the-foot version of charge beam being guardable only when crouching because it can hit lying down target already and what if it hits at point-blank range? Well, my "P2 can stand-guard Samus' crouching kicks..." is not a bug, just some casual observation from other MUGEN characters. And you may just disregard my "...(and some aim-at-P2's-foot projectiles too)" :) >> -I lack both sunburst bug and icon bug. Are you using mugen 1.1? I am using MUGEN1.0. I rarely use MUGEN1.1. >> -Wave Beam (thats the name) exists for too long, thats why. I will use different trigger for destroyself then. Yeah! Wave Beam! This wave beam is from which Metroid game please? Sorry my memory isn't that good because I am getting old.... >> -The only debug flood i have is after using Hyper Beam and just a debug error/notice when using Wave Beam throw. Maybe thats because i have slightly different version of this beta (since im working on her)...but i didn`t had any of those bugs in alpha version and early beta version. I can`t fix bugs i don`t have. And she isn`t 1.0 size character, so, i had to use *const(size.somethingscale) to properly scale and pose helpers and explods. I was not saying your use of *const(size.somethingscale) is wrong; I just wanted to let you know without using the ceil()/floor(), the "expression truncated to integer" MUGEN debug flood will take place (like in your above "Proof or whatever its called" YT video) because, most pos = x, y values accept integers only, so, for example, ceil(-66*const(size.xscale)) can help you get rid of the "expression truncated to integer" MUGEN debug flood. Can't wait your next update!
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Yes, how was it doing in 2013 please?
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Sham you like high-school horror and gore? Have you tried playing the Obscure survival-horror video game? @Legendary DeMoNk@I: >> 1) DBZ (the days of the VHS subtitles & japanese) Yes! Yes! Yes! More DBZ please~~~~~~
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Very cool beta! Just a few things from my quick test: - * P2 can stand-guard Samus' crouching kicks (and some aim-at-P2's-foot projectiles too) - * There is a sun-burst thingy besides Samus' small portrait whenever she tries to shoot projectiles, and the longer the shoot is charged, the bigger it grows - * The weapon slot & missile slot HUD show double (even triple) when Samus is doing a screen-scrolling dodge - * When her purple electricity projectile (forgot the official move name...) misses P2, even after it is off screen for some time, its sound effect still stays a little bit too long And as you see in my MUGEN screenshots above, there is some MUGEN debug flood going on. Most of it is due to your Helper, Explod, TargetBind,...etc. in which their pos = x, y is using non-integer values i.e. -66*const(size.xscale) I think it is good to use ceil() or floor() to fix this one
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In MFFA here, we have kitchenware like The Magic Toaster. I didn't know that thing shown in the above YT video can be a kitchenware too......
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New Version of Street Fighter 4
Werewood replied to Krypto 'SAM' saiyaN's topic in [ EVERYTHING GAMING ]
Gill is a god. Gill is a god. Gill is a god. ..... ..... -
I read someone doesn't like small towns. So I bet he/she/it must not like this extra-small town:
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I seldom get mad when I play video games. It is because in most video games I play I usually set the difficulty level to the lowest. I voted "Look at GameFAQs" mainly because most video games I play on my PC are the emulated ones. My favorite video game types: - action (i.e. Double Dragon & Golden Axe & Final Fight) - shooting (i.e. R-Type & Gradius & Salamander) - RPG (i.e. Lufia & Shin Megami Tensei & Dragon Quest) - fighting (i.e. SFII/III/IV & Golden Axe The Duel & DBZ Super Butouden 1/2/3)
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I am curious about what FTG or MUGEN characters your sister uses..........