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About PlasmoidThunder

- Birthday 08/29/1996
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My mugen build's characters are very unbalanced,how to solve?
PlasmoidThunder replied to akiri's topic in [ MUGEN LOUNGE ]
Quick answer: Adjust their stats. Correct answer: Every character operates under its own idea of balance (if at all), so global balance across completely different characters requires you to decide what balance is, understand why they're not balanced, and edit them accordingly. -
You'd need to look into how they calculate damage. That's all there is to it.
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Not really, I'm just very busy these days. It'll get updated whenever.
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OneDrive imploding has been a right pain in the arse, little bit like when Megaupload died. Unfortunately, it seems QK2key hasn't been active since 2022, so not especially likely they'll refresh the link. Ah, it seems you didn't pay much attention to my last message. That's fine, just don't post in any more help topics since you're clearly incapable.
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Since you're clearly new here as well, friendly reminder that posting unhelpful comments like this when someone's asking for assistance doesn't fly here. Now you know, so don't do it again.
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BGM Loopstart + Loopend Coding
PlasmoidThunder replied to NYC 4-8-4 Niagara's question in [ MUGEN CODING Q&A ]
Loops function exactly the same there. -
BGM Loopstart + Loopend Coding
PlasmoidThunder replied to NYC 4-8-4 Niagara's question in [ MUGEN CODING Q&A ]
That's not how loops work in MUGEN. bgmloopstart and bgmloopend take sample values, not their own music tracks. As an example: [Music] bgmusic = sound/Voile, the Magic Library.mp3 bgmloopstart = 754837 bgmloopend = 4030012 bgmusic is the path to the music file. bgmloopstart is the position where the loop starts, in samples. bgmloopend is the same, but where the loop ends. Which translates to this (click to zoom in): -
How do I upscale 640x480 lifebars?
PlasmoidThunder replied to NYC 4-8-4 Niagara's question in [ MUGEN SOFTWARE Q&A ]
You'd then have to manually resize the screenpack, as everything will now appear larger. -
How do I upscale 640x480 lifebars?
PlasmoidThunder replied to NYC 4-8-4 Niagara's question in [ MUGEN SOFTWARE Q&A ]
Lifebars are silly because they have to match the screenpack's localcoord, so in this instance, your screenpack's localcoord is larger than 640x480. You have three options: Get a 640x480 screenpack Manually resize and reposition the lifebars Use Ikemen GO, which allows lifebars to use their own localcoord. -
The top of Kung Fu Man's .cmd file explains everything you need to know. ; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10
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Welcome to MFFA! Introduce yourself here!
PlasmoidThunder replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Heya (surprise!). Welcome to MFFA!