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NotAGoodName

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Everything posted by NotAGoodName

  1. So where it changes to 200 (in CMD?) use... value = ifelse(power >= 1000,300,200)
  2. It's that crazy wrestling style again. Have fun, all four people that dig that.
  3. I don't usually go for MVC types, but this is amazing. Yeah, it's a keeper.
  4. So what about him doesn't work in 1.1? I just tested it and it seemed to work fine.
  5. That's because you don't want negative. Behind the opponent is further in his direction. You need to change your pos x to something like (enemy, pos + (50*facing))
  6. This character is pretty awesome. I do wish that Capcom could figure out how to make a character that doesn't fit under the trope of "monster", "karate man", or "whore". SNK doesn't have this problem.
  7. wtf. Are you using the 1.1 exe? Install it right and everything? That error message should be impossible. That is not what it displays when you attempt to run Mugen 1.1 in OpenGL on an unsupported video card. *edit* You know what? I just tested it and yes. You are using the wrong exe.
  8. Welp, I think it's supposed to be a sort of Saturday Night Slammasters style or something, but it's not like Descolor's characters. 4+2 buttons Punches and kicks as usual. Z = Grab (push d-pad after connect to do stuff, typical) C = focus attack? wtf He runs like that style character, but doesn't have flying attacks or clothesline. @_@ I don't know. I hate it.
  9. Make sure you have proper video drivers installed and not just MIcrosoft defaults.
  10. QCF,QCF+KK, your choice of another SDM. He probably has a DM combo you can do out of that with your last 3 stocks, but I didn't really investigate.
  11. Looks great, but kinda cheap with 5000 power.
  12. Anything is an option. Furthermore, you can run Mugen in any whole multiple of the localcoord and it will look fine. I advise doing so. More pixels means better scaling.
  13. The Master's Fighter on Playstation 1. Be sure to use some kind of utility and/or emulator that can rip higher than native resolution. The sprites are very large and scaled real time in game (which looks like shit).
  14. Pretty cool King, albeit a bit overpowered compared to many characters. Charge with 5 stocks and crazy strong DMs. Yikes. But the controls feel really smooth for some reason.
  15. Screenpack and lifebars must have the same localcoord. Clearly your previous screenpack was not the same. Also, you can fix fullscreen fit problems in Mugen 1.1 very easily, but I'm pretty sure you're one of these Mugen 1.1 naysayers, so you won't like that answer.
  16. You don't shoot fireworks inside a city if you can help it. Above the water is correct. They're just too low and/or too big.
  17. Light punch electricity is broke because it's missing a trigger in the CMD file for it to come out during light punch (unless you combo into it). I added "trigger8 = StateNo = 200" to the state for it, but it should probably be more specific. Too lazy to fix it properly :\
  18. Borewood has all the right in the world to bloat his releases and outlash however he wants. It's not like he posted this here. Of course, I suppose everyone else also has the same right to be ironically surprised and complain. Could use a little more self-awareness, though. In other news, I hate this character. Mainly because I hate 3-button fighters and overwhelmingly Japanese wrestling.
  19. Not gonna lie. I thought this would be some kinda terrible, but it's actually really cool. He has some nasty corner combos and is quite competent.
  20. Yep. The real character doesn't move. Just stands there with an invisible frame.
  21. Step 1) Make the intro animation blank Step 2) Create a helper that uses an animation that is the player running (or moving however you want). Said helper should be spawned by the edge of the screen. Step 3) Destroy the helper when it reaches (or exceeds) the player's location Step 4) Change player animation when helper is destroyed Example from my AbigailSF9189 ;--------------------------------------------------------------------------- ; Introduce Yourself [statedef 191] type = S ctrl = 0 anim = 8001 velset = 0,0 [state 191, 1] type = AssertSpecial trigger1 = 1 flag = Intro [state 191, 2] type = Helper trigger1 = time = 0 helpertype = normal name = "Intro" ID = 190 pos = -320,0 postype = P1 stateno = 10190 facing = parent,facing [state 191, 3] type = ChangeAnim trigger1 = time > 10 trigger1 = numhelper(190) = 0 value = 0 [state 191, 3] type = ChangeState trigger1 = numhelper(190) = 0 trigger2 = helper(190),parentdist x < 0 value = 0 ;--------------------------------------------------------------------------- [statedef 10190] type = S ctrl = 0 anim = 100 velset = 4,0 [state 399, 2] type = PlaySnd channel = 0 trigger1 = AnimElem = 1 value = 0, 100 [state 10190, 3] type = DestroySelf trigger1 = parentdist x < 0
  22. Did you save the palettes into the SFF? They have to be saved as palette 1,(1-12) in the SFF. Not as act files. Also, unless you're actually going to use an SFF V2 feature for the character, you don't need SFF V2 to make a 1.x character. Mugen isn't that finicky.
  23. Yes, always resort to localcoord scaling first. Don't use CNS scaling except when you really have to. Usually bad stuff happens. With Mugen 1.x, it's only useful for things like Capcom sprites which aren't meant to be displayed at 1:1.
  24. Really easy. Not sure how you didn't find it. In the CMD for the character, add a trigger to the -1 state for the move that uses the life variable EXAMPLE...! triggerall = (life <= lifemax/4)
  25. That does not work. If whatever program (such as notepad) tries to open Shift-JIS as ANSI, that's what you get. It's the problem with txt files and having encoding that doesn't have a way to state what it actually is. It's not that he's missing the characters. Best thing to do is use notepad++ in these situations, change the language manually (under encoding menu), and then (if you can't discern what it's saying) hit up Google Translate and hope for the best. Japanese doesn't translate very well.
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