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Everything posted by NotAGoodName
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Daikan(Or Taikan's ai patch issue)
NotAGoodName replied to Cook4251's question in [ MUGEN CODING HELP ]
I might look at this later, but it will have to be next week. I'm very pressed for time this week and will infact be working on like 5 hours of sleep tomorrow/today. -
Daikan(Or Taikan's ai patch issue)
NotAGoodName replied to Cook4251's question in [ MUGEN CODING HELP ]
for some reason, there was a change in how one of the hit states works in Warusaki characters. I think it's statedef 5101 that needs to be changed to physics = A. Use debug mode to make sure. -
ok Find this in dragon-ken.cns [Statedef -3] ;-Este bg control permite cargar 5000% de poder cada vez que cambies a una ;-animacion como vez he puesto todos las animaciones, asi la barra se llenara ;-mas pronto que el del oponente, si quieres que cargue solo un poco ;- solo cambia el valor a 50 o 30 y asi lo hara. ;-practicamente tendras barras de poder infinitas. [State -3, PowerAdd] type = PowerAdd triggerall = anim =[0,5300] trigger1 =time=0 value =5000 ignorehitpause =1 persistent = 1 change type = poweradd to type = null;poweradd
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The first statedef for every super needs poweradd = -1000 (or whatever value is appropriate where 1000 is one stock) Example ;Dreaded Ultimate Low Kick Of Death [Statedef 1222] type = S physics = S movetype = A anim = 1022 + (100 * var(40)) velset = 0, 0 sprpriority = 1 facep2 = 1 ctrl = 0 poweradd = -1000
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All 1.0 stuff works on 1.1. I'm too lazy to update my screenpack, too. :(
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I'm not going to test it, but the answer is almost always yes. Sometimes, characters need a dose of to fix some SFF palette issues. If a character crashes because of DisplayToClipboard states, they'll need to all be nulled out. Very easy to do with with notepad. If there's any other issue, then the author should have done a better job. And why stop at Mugen 1.0? If your computer wasn't made in the stone age, use Mugen 1.1. Even if you can't use the OpenGL renderer for some reason, you lose nothing.
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Hmm...he's kinda wierd. Galactica Phantom doesn't have the traditionally slow wind up that it should and his DMs all seem to be much weaker than they should be. Oh well. At least it's not like his Krauser.
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Pneophen's Sub-Zero can't do fatality
NotAGoodName replied to Macaulyn97's question in [ MUGEN CODING HELP ]
Screw this. I'll fix this POS. brb *edit* lol, I did the fatality on the first try at both sizes. Ok, enough bragging. Back to work. *edit* Ok, that was easy. http://www.4shared.com/zip/b1DTGb8qce/a0sub1.html Also, it's not 100% compatible with cns scaling, but I'll leave it up to you. It's not like I go through all my Capcom characters and edit them for xscale = .833 even though I should. -
Pneophen's Sub-Zero can't do fatality
NotAGoodName replied to Macaulyn97's question in [ MUGEN CODING HELP ]
Don't use xscale and yscale to change his size. That will screw up a lot of stuff. It's probably your problem entirely. For 87% smaller, open the DEF and add a line under pal.defaults... localcoord = 362,lol -
This is probably the first full game that I'm legit excited to play. I will come back with more feedback. *edit* Well its not completely accurate, but it's good. Probably the best thing anyone has ever done with Fido's crappy SF2 characters.
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Top Fighter 2000 MKVIII Characters Updated (2014/04/26).
NotAGoodName replied to JokerintheButt's topic in [ 2014 ]
I can see it. Lrn2internet and use ref control. -
Mr. Karate released, Sean and Takuma updated (04/25/14).
NotAGoodName replied to JokerintheButt's topic in [ 2014 ]
Where has this guy been all my life? There's a CVS-ish Juggernaut and no one told me? Yay! Back on track... This Mr. Karate is pretty good. Unlike Takuma, his default palettes are quite acceptible. More roster shuffling. :( -
Looks great. Not sure why you needed to beef up the AI though. He was already crazy hard. Now he's basically untouchable for any remotely crappy character.
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Natsuki Kisumi by Ankokunaitou released (4/23/2014)
NotAGoodName replied to Kazagami's topic in [ 2014 ]
I for one liked this character. It's interesting. Then again, I like a lot of classic-ish characters that are hardly even competitive, so YMMV. -
Galford released by misao (24/04/2014)
NotAGoodName replied to sтαя∂υsт cяυsα∂εя's topic in [ 2014 ]
Yay, a really good Galford. Only B and C swapped from what I prefer on these goofy SS3-6 chars. I approve. 1993. I was really fond of the Sega Genesis version and played it a lot in like 1996-1998 or so. Eventually, I had the PC version of Samurai Shodown 2 which was relased in 1997 (according to the EXE). For a caveman like me that grew up on 6-button Samurai Shodown, these wierd new fangled versions are pretty hard to get used to. -
Open the def file in notepad. Change mugenversion = (some stupid date) to mugenversion = 1.0 If you're using winmugen, quit using winmugen.
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Winmugen Edits and Conversions to 1.0/1.1
NotAGoodName replied to gui0007's topic in Reign Of Kreation
Good work. Fight the power! And by "the power", I mean winmugen. It needs to die. -
Check debug and see what state Hulk is stuck in. He's probably got some custom "being hit" state with physics=N that isn't recieving a variable it wants. Making it physics=A usually helps. I've seen some other CVS2 and such characters do this. Really annoying and unnecessary.
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Another sufficient ironjw character. Nothing to write home about with strange controls and such, but it works. For those who are as compulsive as I am about these things, use localcoord = 374,lol to make it look normal vs regular sized sprites.
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Try making override states. Copy what you want edited from common1.cns, add it to your character's CNS, edit it until it works.
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I don't get what's so Capcom style about this.
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[Preview] http://youtu.be/S3j255cY_U0 [Download] 4shared Folder (AbigailSF1989.zip) [Comment] To celebrate the upcoming holiday which hopefully won't be accompanied by another 4/19 or 4/20 act of terrorism, here's Abigail in the fashion of my other SF1989 characters. I've gone to some lengths to make sure he isn't exactly like Andore. Where possible, he should be fairly source accurate. 4 buttons Move List: Dash Punch - (b),f+P // Projectile invincibility during the run Angry Punch - (b),f+PP // this does a lot of damage, but you have absolutely no protection Air Whirl - dp+K // Anti-air throw which allows for hilarious combos.
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Changing Infinite's default palettes?
NotAGoodName replied to Cook4251's question in [ MUGEN CODING HELP ]
http://mugenguild.com/forum/topics/fighter-factory-3-0-final-release-preview-v2-137126.0.html