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PlasmoidThunder

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Everything posted by PlasmoidThunder

  1. Not everyone has the time to work for free. But past that, the project isn't organised at all and significant information has been omitted. For all the characters listed, how do you want them to play? What archetype will they fall into? What's the general balance of the game to know what damage values, hitboxes, or frame data to work off? You provided a template, but that only helps to serve as a base for making the character, not having it fit within the game's style. If your answer is "do whatever" or anything similar, then you seriously need to rethink this. Is there any part of this project that you'll personally be working on, or is all the work being passed on to other people?
  2. CHARACTERS -Added both versions of Pichu by This Boy. Even though they're functionally identical.
  3. 0 on the Y axis is the floor. PosAdd adds to the current position by the amount(s) specified. A PosAdd with 0 for both its X and Y parameters does nothing. Why not simply make the effect an Explod? Explods are positioned relative to the screen, so you can set the Y pos value to gameheight*0.5 and give it a postype of back.
  4. You could've just bumped your old thread.
  5. Oh cool, thanks Cozy! I somehow missed your post, sorry. CHARACTERS -Added Kararita by c.r. -Added Chikorita by c.r. -Added Pikachu by Hi-Saturn Pikachu. -Added Tsareena by SansTheSkeleton.
  6. Oh well. STAGES -Added Torre Prisma by Edwin0N.
  7. Four ways: Rename the .def file to match the folder name. Rename the folder to match the .def filename. Add the character to the select.def in full. Normally you'd simply write their folder or .def filename because they'd be the same and MUGEN would know what to look for, but you can also write out the folder name followed by the .def filename (with extension); for example, if you had a character where their folder and .def filename were both kfm, you'd write kfm in the select.def, but if you had one where the folder name was kung_fu_man and the .def filename was kfm, you would write kung_fu_man/kfm.def in the select.def. Use VSelect, which does method 3 for you.
  8. To be more specific, the following changes were made: The first victory quotes against Hong Meiling and Lie Meiling were replaced: "Don't slack off. Unlike me, you have limited time." -> "Meling. Stop slacking off! Don't Make Me Kill You." "Goodbye, Meiling..." -> "Im sorry Meiling. I could not save you." Spell Cards and Last Words were made easier to activate: Spell Cards are now activated with only a single QCF or QCB, which overrides her QCF and QCB Specials when she has 1000+ Power, killing her stage control game. Last Words are now activated with DD instead of QCFx2 or QCBx2, though since the negative edge inputs haven't been changed, you can still activate them with the old motions that way. The bit about killing her stage control game is important since it's an integral part of the character's gameplay. Not being able to throw out knives when she has 1000+ Power without first wasting that Power cripples her.
  9. You literally have a character that does it. The code is right there.
  10. Did you try seeing how that character does it? One method I know that works is that assuming the move KO's the opponent, they are SelfStated into their liedead state and moved far off-screen via PosSet.
  11. Silly me for assuming things. Fixed. Fingers crossed, lol.
  12. CHARACTERS -Added Symbiote Snivy by TheWonderSymbioteAndSpinToMUGEN. MISC. -Added PokeAwesome voice for Xedarts' Pikachu by Urrnge. -Added PokéPark/anime soundpack for YochiThMaster333's first Emolga by gabe2006. There's a Pikachu on MA I can't get that's attributed to "Hi-Saturn Pikachu". I tried looking elsewhere for it, but no such luck.
  13. STAGES -Added Pokemon Gym by treckooxx.
  14. CHARACTERS -Added Gardevoir by PikminPro64X.
  15. Most people use Hamachi or Radmin VPN.
  16. CHARACTERS -Added Zoroark by Dan Hollandsworth. It's a spriteswap of Mr. Giang's Scarecrow this time.
  17. I'm legitimately unsure why you decided to scale the character via its animations instead of using a localcoord or xscale/yscale; not only does it arbitrarily mean the character only functions properly in MUGEN 1.1, but it'll revert to its actual size whenever it's not using its own animations, which is typically when put into a custom state. Also, please crop the sprites; 100 MB for a sprite file is already pushing it, especially when that can be easily reduced with zero effort since Fighter Factory has a button that automatically does this for you. Other than that, it's just a spriteswap of Mr. Giang's Scarecrow.
  18. Not everyone has a functional A.I., and very few have a dedicated one that properly takes advantage of their kit.
  19. Not by default, no. It's technically possible since you're making a fullgame, but it would require you to code most of it into the characters themselves.
  20. Wow, thank you for your incredibly worthwhile and constructive post that isn't in any way an unnecessary jab at the creator.
  21. CHARACTERS -Added the following characters by Dan Hollandsworth: -Charmander. -Squirtle. They're spriteswaps of YAMAKICHI's Torchic/Achamo and Ky's Squirtle, respectively.
  22. Anyone who has already downloaded either the full v3.0.1 build or the patch should redownload the patch as it fixes a slight oversight with the original upload.
  23. It's possible the character's A.I. scales with your MUGEN's difficulty setting via AILevel triggers.
  24. CHARACTERS -Added Ivysaur by Crocok 6.
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