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Everything posted by PlasmoidThunder
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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! -
How do I make stages with layers????
PlasmoidThunder replied to Kaboomza's topic in [ TUTORIAL LIBRARY ]
I recommend taking a look at Mountainside Temple (kfm.def), which comes with MUGEN. Always good to reference the documentation as well: https://www.elecbyte.com/mugendocs-11b1/bgs.html -
Gohan Beast & Trunks Xeno vs Perfect Cell
PlasmoidThunder replied to minaampakistanigamer's topic in [ VIDEO SHARING ]
Hi, please avoid making new threads for each of your videos. I've merged them together, so keep it all contained here from now on. -
Again, Ikemen is a game engine. It's not going to add bloat like a character creator when the vast majority of games won't use it. Nonstandard features are what modules are for, which whoa hey look at that. You have to understand that Ikemen is a collaborative effort by volunteers, so base features that get added are made by people who want to add them.
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How do I make a attack that makes opponent's attack lower?
PlasmoidThunder replied to KF2416's question in [ MUGEN CODING Q&A ]
Pretty much, though RedirectID's value would be enemy,ID. -
How do I make a attack that makes opponent's attack lower?
PlasmoidThunder replied to KF2416's question in [ MUGEN CODING Q&A ]
In MUGEN, you have to put the opponent into a custom hitstate and apply an AttackMulSet there. You'll have to do it again if you want the AttackMulSet to reset. In IKEMEN, you can just redirectID an AttackMulSet to the opponent. In both cases, the opponent can just overwrite it with their own AttackMulSet. -
Need Help Coding in a 13th and 14th palette with RemapPal
PlasmoidThunder replied to Phantom9015's question in [ MUGEN SOFTWARE Q&A ]
Yes -
Need Help Coding in a 13th and 14th palette with RemapPal
PlasmoidThunder replied to Phantom9015's question in [ MUGEN SOFTWARE Q&A ]
Source never changes, it's always the original palette's group/index. -
Do it yourself.
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Very uninformed take tbh. It can be summarised as "it does not appeal to me based on a surface level understanding therefore it sucks". While IKEMEN features an optional new code language more akin to traditional ones, it is not required, so CNS can still be used and supports all the new triggers, sctrls, and parameters; what the new language offers is code optimisation, temporary variables, functions, and loops, among other things. You're looking at it from the perspective of a player/spectator and not a developer, so obviously the plethora of new features aimed at developers are meaningless to you, but a godsend to them. MUGEN is terrible for actual game development, in part because of all the hardcoded features (that are freely editable in IKEMEN!), but also because you can't even sell the finished product (there's IKEMEN games already on Steam!). Is not being able use cheap characters really an issue? That particular brand uses memory exploits that cannot (and should not) be made to work engine-side because neither engine shares any compiled code, so it's all different under the hood and the memory addresses don't align. You'd face this with any MUGEN clone. If all you want to do is watch A.I. cockfights then stick with MUGEN. There isn't anything any engine could offer to enhance that experience.
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I've fixed the images in your post. Images and (some) videos will auto-embed if you paste the raw link in the editor.