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NotAGoodName

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Everything posted by NotAGoodName

  1. Crap style. SF2 with 4-buttons. Special move spamming AI. Mugen 1.0.
  2. Make sure the characters sprites are using palette 1,1 in the SFF. If they aren't, then you can do some modifying to make it work. Add this to a CNS somewhere ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Change palette type = RemapPal trigger1 = 1 source = 1,1 ;; <--- Change this to the palette that the sprites are using. It might be 0,0? dest = 1,palno [State 5900, 4] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 [State 5900, 5] ;All other rounds type = ChangeState trigger1 = 1 value = 0
  3. In the CMD, change all statetype != A to (StateType != A || stateno = 40). This is a problem on tons of charge characters. Also, uhh....I am very interested in this character. /pretendontopic
  4. I'm not gonna lie. I doubt that anyone really "likes" making AI patches. I know enough to make a Mugen 1.0 compatible patch, but there's nothing fun about doing it. The fun is when you finally have it working and you can watch it fight competently. My character AI's are decent, but they still get their rumps handed to them by AIs that are more conscious of getting maximum combo damage and such. It takes a lot of knowing how the character works and what combos it is capable of. Or you know, you could just let the AI cheat. That works, too.
  5. http://web.archive.org/web/20090528014417/http://gebo255.hp.infoseek.co.jp/rila.zip
  6. If you have even a current generation AMD computer, you should be able to run such a game on PCSX2 from the disk.
  7. Get real. I'm poor as all get out and had a good enough to computer to run this like 5 years ago. http://youtu.be/0v9spNk1HOs
  8. What the hell is there to not be happy about? It runs 3300% faster than Mugen 1.0, has hardware scaling so you can use whatever screenpack you want on your monitor with undoubtedly shitty resolution, and doesn't have any glitches that Mugen 1.0 didn't. 99.9% of problems with Mugen 1.1b are your computer being a piece of shit. But really, even OpenGL incompatibility, as pitiful as it is, isn't an excuse since you can still use the software renderer. And I don't want to hear some steroetype spiel. I use still use a 32-bit OS and drilled a hole with a bit and brace like 6 days ago. I am not upgrade guy.
  9. My less than impressive computer has been running since April 21st and had no problems with this character in Mugen 1.1b. It happily chugged away while Dark Ash and Saiki spamming each other with black crap. Y'alls need to get some new hardware.
  10. I don't know what SNK has to do with it. They don't program characters for mugen. The main problem is that the aura isn't displayed when you play as them so it's probably not the easiest thing in the world to rip, if it's even sprites. Also, mugen doesn't have a "current sprite" variable, so that's a problem. In other news, I tried letting the AI use this for kicks and giggles. It's a really confusing mess to watch him fight.
  11. You just ask him to fix all of the characters that are broke! ^_^
  12. Short answer: yes. Bad answer: Figure out why the character's built in AI is being activated. Good answer:
  13. I'm not sure I like how NRF does Samurai Shodown characters. However, I like Samurai Shodown characters. And now there's basically every version of Galford.
  14. I've literally only had one winmugen character that I couldn't get to work on Mugen 1.0. It was some stupid Guilty Gear character that kept causing infinite loop. For everything else, if you can freaking comprehend a simple error message, you can fix the character and make it work on Mugen 1.0. It's almost always limited to stupid crap like flagrant errors and displaytoclipboard states (which can easily be nulled). Also, since the troll accused me of trolling, I will oblige and say that all you freaking cavemen (op included) need to use Mugen 1.1.
  15. Meet the number one reason why 16:9/16:10 is stupid for Mugen.
  16. In [stageinfo] there is xscale and yscale which applies to the entire stage. If you modify this, you need to modify the bounds of the stage accordingly. As far as I can tell, there is no scaling for BG states.
  17. You need to either resize the stage or put the black bars back. It doesn't really make any sense to delete them unless you're going to stretch the size to fullscreen anyways.
  18. single button moves need to be lowest in the order. Most complicated at the top.
  19. Troll thread is troll. Someone close this before it gets worse.
  20. You can to convert the GIF to its individual frames. Add each frame as a 256-color indexed sprite in the SFF (all need to use the same palette btw). And then program the animation in the stage's DEF file. It's a lot of "fun".
  21. Uhh...in main CNS [velocity] walk.fwd = # (I think it's measured in pixels per frame) ?????
  22. 4-button kinda sorta Garou-ish Duck King. Absolutely awesome. I approve, not that my approval means anything in particular. And lol @ f,b,f,f,b,f+X+Y being a command. That's some kinda crazy SNK stuff right there.
  23. That's not his default palette. A lot of authors make palette 6 the one that is chosen by Mugen for some reason...dumb. Palette 4 (X) is regular Strider. In other news, this is a good character.
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