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Posts posted by The Unexpected Visitor
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I am pretty sure noone likes ads that might fuck up your computer.
I am also pretty sure noone likes the content on the ads either.
And I am also pretty sure no forums want to have trouble with the law when people use copyrighted material to gain money due to ad refferals.
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j
in [ NINTENDO ]
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j
in [ NINTENDO ]
When people are not funny.
- Yamori X and Infinite Kyo
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j
in [ NINTENDO ]
Trini's statement is full of ween
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j
in [ NINTENDO ]
twenty nine fucking posts? Are you joking me? is this how childish the mugen community becomes?
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UPDATED! Check it out:
Â
http://www.mediafire.com/download/k770r6m39re78al/HongMiling_D9x7.zip
Â
Changelist:
Spoiler-Launcher type moves cause autorecovery. (DP+P (not 2P), 1Z)
-Command throw: 7F invuln added.
-Nerfed: DP+2P causes knockdown, air unblockable, completely invulnerable through startup and unlikely to trade, kinda like DP+Y, but covers the same distance as DP+Z)
-Special Moves/ Supers are generally air unblockable if they're ground based, no restrictions if they're projectiles.
-Different damage dampening. Added Bounce Penalty. (70% proration)
-All normals sped up! (thank u yamori)
-Reduced power gain
-First attack bonus no longer is attained if the first attack happens to be a super!
-Added more knockback to stronger moves.
-Added getting up movement. (Hold FWD/BCK to slide to a certain direction right when you get up)
-EX Moves now cost 1000 Power (& Their respective cost on timed mode)
-Score should appear naturally whenever a round ends.
-Made 3X/Y/Z startup slower.
-Misc. Command Fixes. Should be able to F,QCF for a DP. B,QCB for a RDP. Holding Forward then HCF should no longer activate a super if trying to do a command throw.
-Adjusted Power Gain formula.
-Added Bart's Nightmare lifebars onto her. You should see them if you ever face her 1v1!
-Jump starting is now 3F. Compare to what it used to be, 6F.
-Several other things.
-Aligned j.5Y hitspark.
-Air Combo frame window for jumping is tighter.Â
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The Follin Bros are the shit.
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It should be working on all versions of MUGEN and all Localcoords, I might be wrong, but we will see.
Â
Baet Nitemare was chosen because of this picture, since I dont want to get sued by FOX :p:
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Hello! I come here to release some sort of compatibility add-on thingy, I am not sure if this is the appropiate section so move it if you want.
These lifebars is the thing I wanted to show and share, basically they are some sort of fun and quirky lifebar that I recreated from the game Bart's Nightmare into MUGEN just for fun, included in the file there will be the files necessary, they use the following sprite groups: 31223, 31224 and 31230.
If you do want to add these lifebars into your MUGEN characters (essentially, be compatible with this lifebar thingamajic) You should add this code:
;BAET LIFEBAR [Statedef 3563200] type = A physics = N velset = 0,0 movetype = I anim = 0 [State No] type = NotHitBy trigger1 = 1 value = SCA [State No] type = AssertSpecial trigger1 = 1 flag = nobardisplay [State No] type = AssertSpecial trigger1 = 1 flag = invisible [State 0, PalFXWiz] type = PalFX trigger1 = 1 time = 2 add = 256,256,256 mul = 256,0,0 sinadd = 0,0,0,1 invertall = 0 color = 256 [State Get P1 Life] type = VarSet trigger1 = !Time v = 3 value = 35 [State Get P1 Life] type = VarSet trigger1 = !Time v = 9 value = 35 [State Get P1 Life] type = VarSet trigger1 = !Time v = 0 value = root,life [State Get P1 Power] type = VarSet trigger1 = !Time v = 1 value = root,power [State Reset Time from successful hit] type = VarSet trigger1 = !time trigger2 = root,movetype != H v = 10 value = 0 [State Time from recovery] type = VarSet trigger1 = !time trigger2 = root,movetype = H && var(11)>2 v = 11 value = 0 [State Huge Damage Sound] type = PlaySnd trigger1 = var(0)-root,life >= lifemax/6 value = S24795,1582 abspan = 0 channel = 5 [State Decrease current damage] type = VarAdd triggerall = time%4=0 trigger1 = (var(9)!=var(2)) && (root,movetype != H || root,ctrl) && var(11) >= 1 ;emulate a bit of MUGEN's innacuracy trigger1 = var(9)=[0,35] v = 9 value = ifelse(var(9)>var(2),-(var(9)>0),(var(9)<35)) [State Find current index for the sprite (0-35)] type = VarSet trigger1 = 1 v = 2 value = ifelse(var(0)>=root,lifemax,0,ifelse(var(0)<=0,35,35-ceil(35*var(0)/(root,lifemax/1.0)))) [State Reset Shit] type = VarSet trigger1 = var(10) = 0 && root,movetype = H && var(11) >= 1 var(9) = (var(2)) [State Reset Shit] type = VarAdd trigger1 = root,stateno=5150 && var(9)<35 && time%4=0 var(9) = 1 [State Try catching it] type = VarAdd triggerall = time%4=0 trigger1 = var(2)!=var(3) v = 3 value = ifelse(var(2)>var(3),1,-1) [State if updated] type = RemoveExplod triggerall = numexplod(3563200) trigger1 = time%4=0;var(2)!=var(3) id = 3563200 [State if updated] type = RemoveExplod triggerall = numexplod(3563201) trigger1 = time%4=0 id = 3563201 ;anim = 3563200+var(3) [State if updated] type = RemoveExplod trigger1 = time%16=0 id = 3563202 [State if updated] type = RemoveExplod triggerall = numexplod(3563203) trigger1 = time%16=0 id = 3563203 [State if updated] type = RemoveExplod triggerall = numexplod(3563206) trigger1 = time%4=0 id = 3563206 [State Find current index for power number] type = VarSet trigger1 = 1 v = 4 value = var(1)/1000 [State 0, PlaySnd] type = PlaySnd triggerall = time%16=0 trigger1 = var(4)>var(5) value = S24795,1580 abspan = 0 channel = 5 [State Try catching it] type = VarAdd triggerall = time%16=0 trigger1 = var(4)!=var(5) v = 5 value = ifelse(var(4)>var(5),1,-1) [State Try catching it] type = PlaySnd triggerall = time%2=0 triggerall = var(7)>=root,powermax trigger1 = var(7)!=var(8) value = S24795,1581 abspan = 0 channel = 5 [State Try catching it] type = VarSet trigger1 = time%2=0 var(8)=var(7) [State Find Difference] type = VarSet trigger1 = 1 v = 6 value = root,power [State Try catching it] type = VarAdd triggerall = time%2=0 trigger1 = var(6)!=var(7) v = 7 value = ifelse(var(6)>var(7),1,-1)*ifelse(abs(var(6)-var(7))>10,floor((abs(var(6)-var(7))**0.65)),1) [State 0, ModifyExplod] type = ModifyExplod trigger1 = numexplod(3563205) ID = 3563205 pos = ifelse(teamside=1,ceil(const240p(67))+ceil(const240p(floor(44*(var(7)%1000)/1000.0))),ceil(GameWidth)-ceil(const240p(67))-ceil(const240p(floor(44*(var(7)%1000)/1000.0)))),ceil(const240p(50)) postype = left [State Damage Bar] type = Explod trigger1 = !numexplod(3563206) anim = 3563200+var(9) ID = 3563206 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 98 ownpal = 0 removeongethit = 0 [State Make face] type = Explod trigger1 = !numexplod(3563200) anim = 3563250+(var(3)>=6)+(var(3)>=12)+(var(3)>=18)+(var(3)>=24)+(var(3)>=30) ID = 3563200 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = 1,1;ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make bar] type = Explod trigger1 = !numexplod(3563201) anim = 3563200+var(3) ID = 3563201 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Digit1] type = Explod trigger1 = !numexplod(3563202) anim = 3563240+ifelse(var(5)>=99,9,var(5)/10) ID = 3563202 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(95))),ceil(const240p(16)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Digit2] type = Explod trigger1 = !numexplod(3563203) anim = 3563240+ifelse(var(5)>=99,9,var(5)-ifelse(var(5)>9,10*(var(5)/10),0)) ID = 3563203 pos = ifelse(teamside=1,ceil(const240p(83)),ceil(GameWidth)-ceil(const240p(79))),ceil(const240p(16)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Power Gauger] type = Explod trigger1 = !numexplod(3563205) anim = 3563237 ID = 3563205 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(111))),ceil(const240p(50)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(1)),ceil(const240p(1)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Power Bar] type = Explod trigger1 = !numexplod(3563204) anim = 3563236 ID = 3563204 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(67))),ceil(const240p(50)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(1)),ceil(const240p(1)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Update stuff] type = VarSet trigger1 = 1 v = 0 value = root,life [State Update stuff] type = VarSet trigger1 = 1 v = 1 value = root,power [State Time from successful hit goes up] type = VarAdd trigger1 = root,movetype = H v = 10 value = 1 [State Time from recovery] type = VarAdd trigger1 = root,movetype != H || root,ctrl v = 11 value = 1
And then add in statedef -3:
;;;;;Life Meter by Daniel9999999;;;;; [State Make lifebar] type = Helper ;Bar Exists triggerall = enemy,animexist(3563200)&&enemy,animexist(3563201)&&enemy,animexist(3563202)&&enemy,animexist(3563203) triggerall = enemy,animexist(3563204)&&enemy,animexist(3563205)&&enemy,animexist(3563206)&&enemy,animexist(3563207) triggerall = enemy,animexist(3563208)&&enemy,animexist(3563209)&&enemy,animexist(3563210)&&enemy,animexist(3563211) triggerall = enemy,animexist(3563212)&&enemy,animexist(3563213)&&enemy,animexist(3563214)&&enemy,animexist(3563215) triggerall = enemy,animexist(3563216)&&enemy,animexist(3563217)&&enemy,animexist(3563218)&&enemy,animexist(3563219) triggerall = enemy,animexist(3563220)&&enemy,animexist(3563221)&&enemy,animexist(3563222)&&enemy,animexist(3563223) triggerall = enemy,animexist(3563224)&&enemy,animexist(3563225)&&enemy,animexist(3563226)&&enemy,animexist(3563227) triggerall = enemy,animexist(3563228)&&enemy,animexist(3563229)&&enemy,animexist(3563230)&&enemy,animexist(3563231) triggerall = enemy,animexist(3563232)&&enemy,animexist(3563233)&&enemy,animexist(3563234)&&enemy,animexist(3563235) triggerall = enemy,animexist(3563236)&&enemy,animexist(3563237) ;numbers exist triggerall = enemy,animexist(3563240)&&enemy,animexist(3563241)&&enemy,animexist(3563242)&&enemy,animexist(3563243) triggerall = enemy,animexist(3563244)&&enemy,animexist(3563245)&&enemy,animexist(3563246)&&enemy,animexist(3563247) triggerall = enemy,animexist(3563248)&&enemy,animexist(3563249) ;faces exists triggerall = enemy,animexist(3563250)&&enemy,animexist(3563251)&&enemy,animexist(3563252)&&enemy,animexist(3563253) triggerall = enemy,animexist(3563254)&&enemy,animexist(3563255) ;not simul mode. triggerall = enemy,teammode != Simul || teammode != Simul trigger1 = !Numhelper(3563200) helpertype = normal ;player name = "Life-o-Meter" ID = 3563200 stateno = 3563200 pos = -9000,-9000 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 supermovetime = 99999999 pausemovetime = 99999999 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
After adding the code into your character, it's time to add the rest of the resources, first, to add the sprites you need, import the groups 31223 and 31224 (in fighter factory, go to Project > New > Empty > Character, then go to Sprite > Open and find the sprite file for this thing, then open the air file in the Animations tab, and then the SND file (if you wish to add the lifebar sounds)), then add the animations into your character(s) (via text mode or importing), and then the sounds (via importing).
After all that's done, if you wish to add some face portraits like Lilith there, you can use the sprite 31223,66 included as a template, and thus, crop some facial expressions for your character, and even your own! Remember it's 6, one for each health tier.
Why did I share this?
You might be thinking, MUGEN's lifebars are fine, why are you doing this? Well I wanted to just make a little thingy in the mean time that I can use in my MUGEN vids and I wanted to share my work as well, besides I'm wondering if you guys will make some stuff for this, it's not very hard to implement other than just using fighter factory's importing features and voila. You can even change the palettes for the lifebar to suit your fancy, so go crazy!
Welp, here are the files:
http://www.mediafire.com/download/d9n4h9xbwe15qsv/lifebar_baetnitemare.zip
Have fun!
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j
in [ NINTENDO ]
As far as I can tell, he made a character, ryoucchi cleaned it up because it was a mess of a character rar, borewood got mad for some odd reason and tried to take down the file and got himself on ridicule.
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j
in [ NINTENDO ]
Fawx news, the people who brought us disasterous graphs like these:
for more: http://foxnewsgraphs.tumblr.com/
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j
in [ NINTENDO ]
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Hello! Enjoy your stay here in the forum!
Hola! Disfruta tu estadia en el foro :3
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j
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who's paying now?! :S
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You mean MvC launchers right?
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j
in [ NINTENDO ]
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j
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SUPER SAIYAN 100!
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j
in [ NINTENDO ]
I swear to god I saw this coming the moment the thread title was changed. Honestly you guys seem pretty fond of forcing your jokes/stuff onto others... As much as I dislike whining and stuff you gotta think a bit from the side from people who don't like touhou.. or pantyshots in general.
MFFA's Character of the Month January 2016: Nominations
in [ MUGEN LOUNGE ]
Posted
Lilith By Yamori X - 1