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Risotto

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Posts posted by Risotto

  1. Hi pals, sorry for the wait, my internet was cut for my house moving. Now its ok, all i need is a fix for my BIG and correct some cns, the character is mostly done, just one touch and it will be a decent release (i hope ^^), i think about a video exhibition for the char, the important thing is i didnt want to release a crappy char, so its took more time than foreseen, a little more patience !

  2. Hello people, this time I try to correctly position a pic for my B.I.G victory animation => in this animation he walk out the screen then a big pic of him appear on the opposite high corner of the screen (to surprise the player as if B.I.G has jumped on the screen), so my point is : the image position, I want it to position itself at the exact opposite top hand corner of the screen B.I.G depart too, however after many try the image (coded as an explod) dont position itself correctly as you can see on this pic : 

     

    475775bigbug.png

     

    In this case it should position at the top left hand corner of the screen however it is not the case and the image appears misplaced all the time in many stages so how can i manage to force it to appear exactly at the top hand corner of the screen ? 

     

    Here the code I using : 

     

    [state 183, 7]

    type = Explod

    trigger1 = Anim=182 && AnimElem=16

    Anim = 186

    id = 186

    pos = 0,0

    sprpriority = 100

     

    Any help/advice would be greatly appreciated.

  3. Yoshikage Kira in his Kousaku Kawajiri awakened form !

     

    Entirely new character (stand mode ect)!

     

    ASB standard for MUGEN !

     

    Amarimono quality ! 

     

    241819ukira.jpg

     

    Video  : 

     

    http://www.nicovideo.jp/watch/sm24230569

     

    Download link : https://onedrive.live.com/?cid=B733B36D722D358F&id=B733B36D722D358F%21135&sc=documents

     

    The kid in the background (Ayato Kawajiri) is a reverse supporter char and can be disabled in kousaku config. 

  4. Thx for your help ! However the trigger dont work properly...i put it under the first trigger of the 2007 state but B.I.G stay in mid air when punching. 

     

    If i modify the two lines of code the p2 follow B.I.G until he land instead of falling on the ground, which is worse. 

  5. Hi people, here my trouble, when i launch my special move with B.I.G all doing well except during "throw" phase (3 phase : B.I.G jump, catch the opponent, punch then release him), the char float above the target as you can see in this pic :

     

    notori10.jpg

     

    Here the code for the move (in red the faulty one) : 

     

     

    ;B.I.G Grasp (jump)

    [statedef 2006]

    type = A

    movetype= A

    physics = N

    velset = 4.5,-10

    anim = 2006

     

    [state 2006, 0]

    type = HitOverride

    trigger1 = time = 0

    time = -1

    attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP

    slot = 0

    stateno = 2008

     

    [state 2006, 2]

    type = PlaySnd

    trigger1 = time = 0

    value = 1, 8

     

    [state 2006, 3]

    type = PlaySnd

    trigger1 = time = 0

    value = 11, 19

     

    [state 2006, 7]

    type = gravity

    trigger1 = 1

     

    [state 2006, 8]

    type = hitdef

    trigger1 = vel Y > 0

    attr = A,HA

    damage = 0

    animtype = Hard

    guardflag = MA

    pausetime = 0,4

    sparkxy = -10,-65

    hitsound = S1,11

    guardsound = S6,0

    ground.type = High

    ground.slidetime = 0

    ground.hittime = 80

    ground.velocity = 0, 0

    air.velocity = -4

    p2facing = 1

    p1stateno = 2007

    p2stateno = 2011

     

    [state 2003, 6]

    type = ChangeState

    trigger1 = MoveGuarded

    value = 2008

     

    [state 2001, 1]

    type = turn

    trigger1 = MoveContact

     

    [state 2001, 1]

    type = turn

    trigger1 = P2Dist X < 0 && MoveGuarded

     

    [state 2003, 6]

    type = ChangeState

    trigger1 = vel y >= 9

    value = 2009

     

    ;B.I.G Grasp (punch and tail)

     

    [statedef 2007]

    type = S

    movetype = A

    physics = S

    velset = 0,0

    anim = 2007

    sprpriority = 3

    ctrl = 0

     

    [state 2007, 1]

    type = TargetBind

    trigger1 = Time = 0

    pos = 15, 0

    time = 66

     

    [state 220, 1]

    type = PlayerPush

    trigger1 = time >=0

    value = 1

     

    [state 2007,2]

    type = PosAdd

    trigger1 = Time = 0

    x = 26

    y = -1

     

    [state 2007, 3]

    type = PlaySnd

    trigger1 = AnimElem = 4

    trigger2 = AnimElem = 7

    trigger3 = AnimElem = 10

    value = 1,4

     

    [state 2007, 4]

    type = PlaySnd

    trigger1 = AnimElem = 10

    value = 1,18

     

    [state 2007, 5]

    type = TargetLifeAdd

    trigger1 = AnimElem = 4

    trigger2 = AnimElem = 7

    trigger3 = AnimElem = 10

    value = -35

     

    [state 801, 3]

    type = TargetVelSet

    trigger1 = Time = 82

    x = -6

    y = -5

     

    [state 801, 4]

    type = TargetState

    trigger1 = Time = 82

    value = 803

     

    [state 801, 4]

    type = TargetState

    trigger1 = AnimElem = 12

    value = 803

     

    [state 2003, 6]

    type = ChangeState

    trigger1 = AnimElem = 12

    value = 2008

     

    ;B.I.G Grasp (backflip)

     

    [statedef 2008]

    type = S

    movetype= I

    physics = N

    anim = 2009

     

    [state 220, 1]

    type = PlayerPush

    trigger1 = time >=0

    value = 1

     

    [state 2001, 1]

    type = PosSet

    trigger1 = time = 0

    y = -14

     

    [state 2001, 1]

    type = HitOverride

    trigger1 = time = 0

    time = -1

    attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP

    slot = 0

    stateno = 2008

     

    [state 2003, 6]

    type = VelSet

    trigger1 = Time = 0

    x = -2.5

    y = -10

     

    [state 2220, 120]

    type = VelAdd

    trigger1 = Time >= 0

    y = 0.45

     

    [state 2003, 6]

    type = VelSet

    trigger1 = Pos Y >= 0

    x = 0

    y = 0

     

    [state 2003, 6]

    type = ChangeState

    trigger1 = Pos Y >= 0

    value = 2009

     

    [statedef 2009]

    type = S

    movetype= A

    physics = S

    velset = 0,0

    anim = 2010

     

    [state 220, 1]

    type = PlayerPush

    trigger1 = time >=0

    value = 1

     

    [state 3009, 1]

    type = PlaySnd

    trigger1 = time = 0

    value = 1, 9

     

    [state 2001, 1]

    type = HitOverride

    trigger1 = time = 0

    time = -1

    attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP

    slot = 0

    stateno = 5050

     

    [state 2003, 6]

    type = PosSet

    trigger1 = Time = 0

    y = 0

     

    [state 2003, 6]

    type = ChangeState

    trigger1 = AnimTime = 0

    value = 0

    ctrl = 1

     

    [statedef 2011]

    type = A

    movetype = H

    physics = N

    ctrl = 0

    velset = 0, 0

     

    [state 2011, 1]

    type = NotHitBy

    trigger1 = 1

    value = SCA

     

    [state 2011, 1]

    type = PlayerPush

    trigger1 = 1

    value = 0

     

    [state 2011, 2]

    type = posset

    trigger1 = 1

    y= 0

     

    [state 2011, selfstate]

    type = changestate

    trigger1 = time = 220

    value = 11556

     

    [state 11556, die]

    type = SelfState

    triggerall = life <= 0

    trigger1 = 1

    value = 5050

    ctrl = 14

     

    [state 802, 1]

    type = ChangeAnim2

    trigger1 = time = 0

    value = 2011

     

    [statedef 803]

    type = A

    movetype = H

    physics = A

    ctrl = 0

     

    [state 803, 2]

    type = NotHitBy

    trigger1 = 1

    value2 = SCA

    time = 3

     

    [state 803, 3]

    type = SelfState

    trigger1 = Pos Y >= -3

    value = 5100

     

    [state 803, 3]

    type = SelfState

    trigger1 = vel Y >= 9

    value = 5100

     

    By the way if i want to add sparks for the hit (punchs hit during the throw) were must i add the values in the code ? Sorry pals, my questions can seems ubernoobs ones, but i'm not a coder and i dont like ask help, but i have tried many unsuccessful manipulations...

  6. Hi guys, long time no see ! I come with a good news for JJBA fans.

     

    ==>At the end of this month, august 2014, I will release part V "Notorious B.I.G" as my very first custom char for mugen. Expect an average char with 3 supers, one or two special moves and custom stats (like slow regeneration or wall cilmbing), not cheap, just what we need. 

  7. Part 3 character Z.Z and his stand "Wheel of the fortune" :

     

    http://www.youtube.com/watch?v=35jSsqKDQB8

     

    The password is ZZ (dont forget capital letter). EDIT : "David bell" char edit apparently. Thiys guy should give credit to original creator at last.

     

    If you dont know who is Z.Z just wait until next JJBA episode in english come out (PartIII). It just after the "Empress" episode. This char color is based on his first apparition in "Heritage for the future", green car. Otherwise see : http://jojo.wikia.com/wiki/Wheel_of_Fortune

  8. Niiiiice ! I found it yesteday morning, he is more close to his manga counter part than his ASB version on ps3 from my point of view. Maybe author will make him again but with his "C-Moon" and "Stairway to Heaven" stands. Currently he use "Whitesnake" which can seal opponents memories (in muge one of his super seal opponent stand ability for a short time).

     

    Others jojos chars are actually WIP, Annasui by Chiyuri for example.

     

    Anyway will you release your delightful lifebars one day ?

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