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Posts posted by The Unexpected Visitor
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j
in [ NINTENDO ]
Ok I bet half of the supposed Touhou fans in this forum don't even know where the fuck the (9) joke came from so I will tell it how it is:
This is a manual for a Touhou game, As you can see, Cirno is on screen and she is reffered with the circled 9 symbol, in the item 9 you can clearly see with a bit of hiragana/katakana background that it says "baka", which translates to idiot. I don't know how that picked up but all touhou meems kind of suck to suck completely sooooo..
Now shove off all of ya Touhou fan posers, or I'll roast yas!
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Amazing thread HoF and lock, mods anyone?
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j
in [ NINTENDO ]
...why the fuck did you had to quote the post that is RIGHT ABOVE YOU?!
The coinnoseur of posting has spoken, comply now everybody.
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Me fighting against the clock in diverse settings:
I might put more videos if I want.
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j
in [ NINTENDO ]
ermano ke wea
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j
in [ NINTENDO ]
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j
in [ NINTENDO ]
Don't mind Trinitronity, he has problems.
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j
in [ NINTENDO ]
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j
in [ NINTENDO ]
The best TV program ever.
- ろくお 石田 (旗 の 心) and Dan
- 2
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j
in [ NINTENDO ]
I honestly don't know how the fuck that happened, but it's been fixed. I can assure you it wasn't me though,
Also changed my password just to be on the safe side.
Your track record says otherwise m8.
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j
in [ NINTENDO ]
I blame Ricepigeon as per usual
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j
in [ NINTENDO ]
I don't care if it's "mysoginist" or anything, if you put a song in a page that's supposed to be silent I will instantly hate you.
Noone likes autoplay in Tumblr.
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Why don't you promote you OCs that much?
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j
in [ NINTENDO ]
Why am I being singled out here, I wasn't the only one who said that.
SPRI YAR ZON said,
"19. Most girls. (Other examples: Schoolgirls, princessess, faries, etc......)
SPRI YAR ZON never said women were meant to be weaker so:
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That's probably what Optimal100s was referring to >.>
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4: Matt pointed that out already, didn't he? No need to repeat stuff.
I don't see the reply here where he points it out. How was he supposed to know
5: It's as if I can predict a "Rice N Pals use an UU Pokémon" video coming right around the corner...
no.
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j
in [ NINTENDO ]
are you freddy for ready
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j
in [ NINTENDO ]
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Updated again!
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GUISE She's UPDATED!!!
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[State blugrhghg]
type = Trans
trigger1 = 1
trans = addalpha
alpha = ceil(256*ifelse(power>=3000,1,power/3000.0)),256
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For setting bounce speed, you can always try fall.xvelocity and fall.yvelocity
Usually I do a copypaste of this state:
;Ground Bounce basic:
[Statedef 660]
type = A
movetype= H
physics = N
velset = 0,0
[State 1025, Anim] ;Freeze
type = ChangeAnim
trigger1 = 1
value = 5160
[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 661
;Le ebin groundbounce
[Statedef 661]
type = A
movetype= H
physics = N
velset = 0,0
[State freezeanim]
type = ChangeAnim
trigger1 = Time = 0
value = 5160
[State Get my Hit X and Y vels]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State Ensure my speed]
type = VelAdd
trigger1 = Time
y = gethitvar(yaccel)
[State truck]
type = ChangeState
trigger1 = vel y > 0
trigger1 = vel y + pos y >= Const(movement.down.bounce.offset.y)
value = 662
ctrl = 0
;Le ebin groundbounce
[Statedef 662]
type = A
movetype= H
physics = N
velset = 0,0
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"||name="Training"
value = 5200 ;HITFALL_RECOVER
[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"||name="Training"
value = 5210 ;HITFALL_AIRRECOVER
[State Forced into ground]
type = PosSet
trigger1 = Time = 0
y = 0
[State 0, Offset]
type = Offset
trigger1 = Time < 8
x = 3*ceil(Cos(2*pi*time/4.0))
y = 3*ceil(Sin(2*pi*time/4.0))
[State get sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2
[State AAAAAAAAA]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 2,2.5
ontop = 1
ownpal = 1
removeongethit = 0
[State freezeanim]
type = ChangeAnim
trigger1 = time<=7
value = 5100
[State anim]
type = ChangeAnim
trigger1 = time=8
value = 5160
[State Get Hurt]
type = HitFallDamage
trigger1 = Time = 0
[State 0, HitFallVel]
type = HitFallVel
trigger1 = Time = 8
[State special gravity]
type = VelAdd
trigger1 = Time>8
y = gethitvar(yaccel)
[State Truck]
type = SelfState
trigger1 = vel y > 0
trigger1 = vel y + pos y >= Const(movement.down.bounce.offset.y)
value = 5110
ctrl = 0
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When P2 bounces up from hitting the ground, P2 will ALWAYS have statetype = L, even when P2 is flying in the air from bouncing up. So you're forced to make a custom state simulating a bounce.
j
in [ NINTENDO ]
Posted
Hey guys what's u-HOLY SHIT