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Posts posted by DuckAzz
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No matter,daniel told me what I need to do.....Problem solved!
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Here's the full code:
[statedef 7053]type = Smovetype = Aphysics = Svelset = 0,0anim = 6169ctrl = 0[state 3000, Super B]type = AfterImagetrigger1 = AnimElem = 1time = 2[state 3000, Super C]type = AfterImageTimetrigger1 = AnimElemTime(1) >= 1 && Time < 80time = 2[state 1000]type = envcolortrigger1 = animelem = 1time = 28value = 0,0,0ignorehitpause = 1persistent = 0under = 1[state 1000]type = superpausetrigger1 = animelem = 1time = 28poweradd = -4000anim = -1ignorehitpause = 1p2defmul = 1[state 1000]type = explodtrigger1 = animelem = 1anim = 6107postype = p1pos = 4,-75under = 1removeongethit = 1ignorehitpause = 1supermovetime = 9999pausemovetime = 9999[state 1000]type = explodtrigger1 = animelem = 1anim = 6108postype = p1pos = 4,-75ontop = 1removeongethit = 1ignorehitpause = 1supermovetime = 9999pausemovetime = 9999[state 1000]type = playsndtrigger1 = animelem = 1value = S1566,21[state 1000]type = changestatetrigger1 = animelem = 2value = 7054ctrl = 0;========================================================================;One state more[statedef 7054]type = Amovetype = Aphysics = Nvelset = 0,0ctrl = 0[state 3000, Super B]type = AfterImagetrigger1 = AnimElem = 1time = 2[state 3000, Super C]type = AfterImageTimetrigger1 = AnimElemTime(1) >= 1 && Time < 80time = 2[state 1000]type = velsettrigger1 = 1x = 10y = -0.5[state 1000]type = playsndtrigger1 = animelem = 2value = S105,0[state 1000]type = playsndtrigger1 = animelem = 3trigger2 = animelem = 9trigger3 = animelem = 20trigger4 = animelem = 27value = S200,2[state 200, 3]type = HitDeftrigger1 = animelem = 4trigger2 = animelem = 5trigger3 = animelem = 6trigger4 = animelem = 7trigger5 = animelem = 10trigger6 = animelem = 11trigger7 = animelem = 12trigger8 = animelem = 13trigger9 = animelem = 21trigger10 = animelem = 22trigger11 = animelem = 28attr = A, HAanimtype = Heavy;Metaldamage = 100,5air.juggle = -1guardflag = MAFgetpower = 0hitflag = MAFpausetime = 4,4sparkno = 12sparkxy = -20,-65hitsound = S1566,8guardsound = S150,0ground.type = tripground.slidetime = 25ground.hittime = 25ground.velocity = -5,-5ground.cornerpush.veloff = 0air.velocity = -5,-5air.cornerpush.veloff = 0air.animtype = Heavy;Metalair.fall = 1air.hittime = 25yaccel = .6fall = 1fall.recover = 1envshake.time = 15[state 200, 3]type = HitDeftrigger1 = animelem = 29attr = A, HAanimtype = Hard;Coredamage = 500,5guardflag = MAFgetpower = 0air.juggle = -1hitflag = MAFpausetime = 25,30sparkno = 3sparkxy = -15,-95hitsound = S240,0guardsound = S150,0ground.type = highground.slidetime = 25ground.hittime = 25ground.velocity = -5,-5ground.cornerpush.veloff = 0air.velocity = -5,-5air.cornerpush.veloff = 0air.animtype = Heavy;Metalair.fall = 1air.hittime = 25yaccel = .6fall = 1fall.recover = 1envshake.time = 55envshake.freq = 100envshake.ampl = -20envshake.phase = 160[state 1000]type = changestatetrigger1 = animelem = 30value = 7055ctrl = 0;========================================================================;Finish[statedef 7055]type = Amovetype = Aphysics = Nvelset = 4,-9ctrl = 0[state 1000]type = veladdtrigger1 = 1y = .42[state 1100, 5]type = ChangeStatetrigger1 = Vel Y > 0 && Pos Y >= 0value = 52ctrl = 1 -
From animelem 3 in first hitdef...
Last hitdef is very weak....
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When p1 hits p2 with first few attacks,next attacks do low damage (attacks don't respect damage which i set in hitdef).
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So I was working on this hyper and when I tried it, the health of p2 was very strange when the p1 hit p2....
I think it's juggle or something because my hyper is an air type....
You can go here and check it out:
;Second state which comes after first state
[statedef 7054]type = Amovetype = Aphysics = Nvelset = 0,0ctrl = 0[state 3000, Super B]type = AfterImagetrigger1 = AnimElem = 1time = 2[state 3000, Super C]type = AfterImageTimetrigger1 = AnimElemTime(1) >= 1 && Time < 80time = 2[state 1000]type = velsettrigger1 = 1x = 10y = -0.5[state 1000]type = playsndtrigger1 = animelem = 2value = S105,0[state 1000]type = playsndtrigger1 = animelem = 3trigger2 = animelem = 9trigger3 = animelem = 20trigger4 = animelem = 27value = S200,2[state 200, 3]type = HitDeftrigger1 = animelem = 4trigger2 = animelem = 5trigger3 = animelem = 6trigger4 = animelem = 7trigger5 = animelem = 10trigger6 = animelem = 11trigger7 = animelem = 12trigger8 = animelem = 13trigger9 = animelem = 21trigger10 = animelem = 22trigger11 = animelem = 28attr = A, HAanimtype = Heavy;Metaldamage = 100,5air.juggle = -1guardflag = MAFgetpower = 0hitflag = MAFpausetime = 4,4sparkno = 12sparkxy = -20,-65hitsound = S1566,8guardsound = S150,0ground.type = tripground.slidetime = 25ground.hittime = 25ground.velocity = -5,-5ground.cornerpush.veloff = 0air.velocity = -5,-5air.cornerpush.veloff = 0air.animtype = Heavy;Metalair.fall = 1air.hittime = 25yaccel = .6fall = 1fall.recover = 1envshake.time = 15[state 200, 3]type = HitDeftrigger1 = animelem = 29attr = A, HAanimtype = Hard;Coredamage = 500,5guardflag = MAFgetpower = 0air.juggle = -1hitflag = MAFpausetime = 25,30sparkno = 3sparkxy = -15,-95hitsound = S240,0guardsound = S150,0ground.type = highground.slidetime = 25ground.hittime = 25ground.velocity = -5,-5ground.cornerpush.veloff = 0air.velocity = -5,-5air.cornerpush.veloff = 0air.animtype = Heavy;Metalair.fall = 1air.hittime = 25yaccel = .6fall = 1fall.recover = 1envshake.time = 55envshake.freq = 100envshake.ampl = -20envshake.phase = 160[state 1000]type = changestatetrigger1 = animelem = 30value = 7055ctrl = 0
Any help?
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Another pictures of brutality (This time is non-touhou)NFSFW:KFM: MY BALLS!
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Brutality continues to rise...NFSFW (Again):ESULA: You're gonna love this!KFM: It depends!KFM: OUUUUUUUUCH!REIMU: AAAAAAAAAAAAAAAAAAAAAAAA!ESULA: Hmmmmm from where this comes from?REIMU: Where the hell am I?ESULA:Welcome to hell! (This can be useful as a hammer.....)REIMU: NO! PLEASE! I'm too cute to die!ESULA: Cute!? I'll make you more cute!ESULA: HA!REIMU: EEEEEEEEEEEEEH!12 Brutal smashing later*Bloody Explosion*ESULA: Did you see!? I told you that you will be more cute!
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Ladies,gentleman,Loli lovers,touhou fans, and also the others,you shoud check this out! :WARNING: NFSFW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ESULA: Ha! Now you're mine!Sanae: Konichiva!ESULA: What the actual fuck!? NO matter...you look tasty....mmmmmmmmmmmmmmm.....Sanae: AAAAAAAAAAAAAAAAAAAAAAAAAAAAA!?ESULA: Just Shut up and....*Cutting,Raping,Drinking and Eating*ESULA: BURP!ESULA: Ehhhh what the hell!? I must spit this out of me!ESULA: EEEEEEEEEEEEIUUUUUUUUUUUUUAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!KFM:Ahhhhhhhhhhhhhh my eyes!
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Okay I made a fucking brutal intro for extreme sula where she freezes the time and kill some cheap character after finishing the intro...
So can you give me the full names of characters and their authors which I can put it into my intro code?
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I deleted him because I set him into the antigouki project SS. Here's the thread:
And please don't necrobump in future!
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well I don't catch too much time to work on palettes :P Thanks for comment anyway :)
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First Look at this video to see the update of this character:
https://www.youtube.com/watch?v=sA2g-FE2llo
Download on my website:
http://www.geocities.ws/duckss/
;)
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This is actually the open source music which I edited in fl studio for your use...
All Credits goes to http://vgmusic.com/ for midi files
Download it on my website:
http://www.geocities.ws/duckss/
You'll see the music section where you can download it...
Well actually I also have something new on my youtube too,so if you want to check it out,go ahead here:
https://www.youtube.com/user/duck99981
Well I got to take a brake with music and continue with my mugen stuff as well...
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This is actually the open source music which I edited in fl studio for your use...
All Credits goes to http://vgmusic.com/ for midi files
Download it on my website:
http://www.geocities.ws/duckss/
You'll see the music section where you can download it...
Expect VOL#2 for a few days or months...
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Aaaaah i forgot to change movetype to helper... Anyway it works now...
Thanks! I will credit you for help again :P
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Like in intro decider right?
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Okay here's the problem:
1.State is repeating (But I set the state to be finished and change itself to state 0)
2.I have a super pause which it works and helper for kill with huge red hitbox which don't work (But I set supermovetime and pausemovetime to 9999)
So what I'm suposted to do?
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Thanks for this,I will report to you if I will have a bug...
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Okay here's the issue:
-I want to create the intro which will be deadly for some characters...
it will be turned on after p2 finish with it's intro and Showing "Round 1 Fight" and "Round 2 Fight" and then p1 will freeze the time and p1 will kill p2...
So the intro will be active for round 1 and round 2...
How I'm suposted to do that...
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I didn't have an idea where I can release this but I put it here :P
If you like the electronic music then you should check this out:
Anyway judge me how I Created this :P
Also have a fun listening this (maybe...)
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NSFW
tags: Metal,violence,blood and gore
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Speed Shadow Aviable for private testing...
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Anti Gouki Project SS - The experiment showdown By Ljubinko Nikolich a.k.a DuckSS
*Warning* Do not show this stuff on other forums...it's especialy for this forum...
Story: The group of scientists were working on their clones to send them into the chalenge which Dr.Deezer prepared...But their clones will notice the big rebelion.Because someone of the biggest scientists sent the powerful clone which's mission is to exterminate the whole chalenge...
Notes:Older anti goukis on my website are unaviable for now...
Basic information:
Original idea was taken from : Basara kun
Mugen version : 1.0
Number Of characters: 16 + bonus game character (beat the healthless)
List:
Anti Gouki Clones:
#1: Koryu Gouki (ver.2); Type: Bootleg Fusion (Koryu + FC) ; Done
#2: Slasher ; Type: Killer ; Done
#3: Speed Shadow ; Type: Dark/speed clone ; Done
#4: Flasher ; Type: Optic ; Done
#5: xXBreakdownXx ; Type: Hardcore Mosher ; Done
#6: Explosive ; Type: Pirotehnical clone ; Done
#7: Extremist ; Type: Brutal Killer
#8: Thrasher ; Type: Street addapted clone
#9: The Mega ; Type: Prototype reploid (Mega man Inspired)
#10: Pulse ; Type: Hard metallic/Electric clone
#11: Grinder ; Type: Speed/killer clone
#12: Low ; Type: Low gravity/Fighter clone
#13: Death Eight ; Type: killerclone
#14: Weed ; Type: Smoke clone
#15: Healthless ; Type: Powerless clone
#16: Cyber CX 2 ; Type: Armor/cyborg/weapon specialist clone
#17: The Perfect Zero ; Type: Perfect clone
List shown on picture
Number of stages: 17
Stages:
#1: Collapsed hills
#2: South of heaven (Slayer's album name cover)
#3: Darkness
#4: Mirrors paradise (The kovenant's song name cover)
#5: Moshing pit
#6: Toxic waste (Crash bandicoot's stage name cover)
#7: Gallery of suicide (Cannibal corpse's Album name cover)
#8: Thrash zone
#9: Highway (Mega man x stage's cover)
#10: Inside of electric system (Pulseman's stage cover)
#11: Sea Surfing (Dcat unfinished stage cover)
#12: Space zone
#13: Lone place
#14: Place in smoke
#15: Bonus stage
#16: Dr.Deezer's hideout
#17: Place in dust
No pictures for now :-\
Aviable characters for private testing (PM me if you want to test any of my characters):
1#Koryu (Already known character but this time I added the new moves)
Gameplay: SF+Bootleg SF2
Tested: No...
2#Slasher (With new moves of course)
Gameplay: Slice and dice
Tested: no...
3#Speed Shadow (Newer version)
Gameplay: Shadow arts
Tested: no...
6#Explosive (Prototype clone which have more moves than my older anti goukis)
Gameplay: More like Fighting game + Worms Armageddon
Tested: No...
*Note* I'm working on my older 5 characters and screenpack at the moment. so stay tuned*
Any ideas of stuff you send,I will accept (It depends :P)
(I have moved this topic from another forum...)
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any other questions? but somebody else than mkp...
Screenshots Mffa Style
in [ VIDEO SHARING ]
Posted