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DivineWolf

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Everything posted by DivineWolf

  1. No problem. Thanks for the support. Lol it's all good. Thanks.
  2. By Li Kun and myself. Please refer to ReadMe for info. As always, special thanks to all for their testing, help, and pal contributions. Get her in my folder at TrinityMugen. Link: http://www.trinitymugen.net
  3. I'll test these updates out when I get a chance. Thanks for the share. As for the Tifa remark... I'm not sure I understand what I was trying to say myself lol. It was a long time ago, so I don't remember.
  4. I think the buildings were taken from a HnK(Hokuto no Ken) PS2 stage. I have DL'd the stage yet, though if the color loss is from the buildings, you may want to check that out for a possible update. Anyway, great idea to actually create the stage. As it did look like a great concept design. Thanks for the share.
  5. I may not be around if the guy has any more questions regarding this. So, feel free to if I'm not around to answer him. If I am around though, I can cover it.
  6. You have the right idea going into it. I'm assuming you mean for it to work like an SRK(Shouryuken)? The velset you have is fine. Basically, having the char rise on the anim frame they're suppose to/you want them to. You have to change the statetype and physics of the move once your char is in the air though. Use a statetypeset script to change the char to air type(type=a) and most times people generally use no physics(physics=n). However, you don't have to use no physics, this is only if you want to fully control all the chars momentum, gravity, etc. once they're airbourne. If you want, you could just set the physics to air type (physics=a) and MUGEN will handle all that automatically based on your char's parameters. It's up to you how you want to go about that. Have the statetypeset script trigger on the same anim your char rises from the ground. So, in this case above, it would be AnimElem = 3. You anim should also loop or have an time of -1 for the last frame. Whichever is more befitting of said anim. This is so you char won't change anim in the air or repeat the entire anim over again. Once you have that out of the way, you need to possibly create a landing state for the attack, or have you char go to their default landing state. MUGEN reads state 52 as the default land from jump state. So, you could do something like this... [state #, Land from uppercut] type = ChangeState trigger1 = StateType = A trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 The first trigger1 has MUGEN check if you char is air type. This is so your char won't change to the landing state prematurely. The 2nd trigger1 has MUGEN change your char's state once they reach ground level. You can create you own landing state. In which case, you'll have to change the value number to said state. Along with making sure to put a posset script inside said landing state, with a y value of 0. This is so you char won't sink into the floor. There's several ways you can modify this and so on, but this basis should be good to work with. MUGEN is all about trial and error, so don't feel discouraged if you get some thing wrong at first. Experiment and try different things. Eventually, you'll get the hang of it. I hope this helps.
  7. =4/19/2014= -Normals timings tweaked -New pals added -ReadMe updated I had based the original timings from Waru's Rock, though I had changed them up myself a bit. Now, I have just used his Rock's timings exactly, save for a few things. Like close.HK and Ark Kick. Lost_Avenger let me know that Waru's timings are pretty close to being accurate and having tested it myself, Rock can now pull of some of those links mentioned by others.
  8. I like the look of this. Will try it out. Thanks for the share.
  9. What? No, not at all. The Axe Kick from close HK and the MB are the only edits. The Axe Kick was edited from NGBC(I don't think Rock was in KOF XI...), which may look a bit different. Though overall, blend pretty well imo. If you're referring to anything else, then I'm afraid IDK what you're talking about. They're all CvS default sprites.
  10. Few more updates for Rock: -Decreased the vel for HP Hard Edge a bit -First hit of HP Hard Edge can now be super cancelled -A few tweaks to timings on several standing/crouching normals
  11. =4/11/2014= Rock updated: -^Midnight Bliss added(thanks Xenomic+Girard) -Winpose cancel bug fixed(I hope lol. If not, please let me know.) Skullomania updated: -Added extra winquote
  12. Done. Sorry about that. Thanks for the support.
  13. Extra special thanks to everyone for their support, testing, and pal contributions. For all my other chars, it's miscellaneous tweaks. Like changing the super finish SFX, adding winquotes(except for Yuka), etc. Get them all in my folder at TrinityMugen. Link: http://www.trinitymugen.net/forum/index.php
  14. Victory's Takuma made Winmugen compatible. A changelog is included to specify everything I tweaked if you'd like to know. Download here.
  15. My only gripes about her are mostly cosmetic/nitpicks. I'm not too fond of all the fanservice going on. I'm also not fond of the lack of a voice, along with your choice for SFX. They sound just as generic as the hitsounds and all that come standard with MUGEN. Other than that, her system and mechanics are spot on. You can pull off some great combos and all with proper timing and skill. She's a shoto clone, so there's really no way she could be bad. Unless the coder programming her wasn't good. Though of course, that's not the case. Well done and thanks for the share. On a side note, I am interested in trying out your Tifa. Have you released her or no? I seen at this girl's release thread at MFG you mentioned something about Tifa. While also mentioning her here. What's the word from you though on Tifa?
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