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Everything posted by PlasmoidThunder
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-Fixed link to Kakeypurai's Tubotubo. -Fixed link to the following characters by OrochiLucario: -brilhYUm -All his various Lucario characters (I'm not listing them individually) Also replaced the image for the third Lugia because calling the author [ MOON RUNES ] wasn't exactly a sensible thing to do, past me.
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Uncle Plas' M.U.G.E.N Videos
PlasmoidThunder replied to PlasmoidThunder's topic in [ VIDEO SHARING ]
It took me this long to make a video about something I released recently. I sure am on top of things. -
32-bit RGBA graphics become blurry when upscaled in MUGEN. If you want to avoid the blurry upscale completely, you'd have to index the sprites to a 256-colour palette, though an alternative would be to increase the original size of the sprites and use a smaller scale value/bigger localcoord, but even then that'd only work for as long as MUGEN's resolution is equal to or lower than the character's.
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Welcome to MFFA! Introduce yourself here!
PlasmoidThunder replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Ocean man, take me by the hand, lead me to the stuff you've been working on. But seriously, it's always nice to see new people around here and in the community in general. Looking forward to what you've been cooking up, and welcome to MFFA! -
How To Receive Triple Damage
PlasmoidThunder replied to Creamy_Goodness's question in [ MUGEN CODING HELP ]
Because the VarSet for the Life var (in your case, var(4)) needs to be in state -2 with the LifeAdd sctrl, and like the thread says, it needs to be placed below the LifeAdd. In addition, you're multiplying the result of (var(4) - life) by -3, so you're adding Life again; setting it to 3 works, but results in massive damage. [State -2, Triple Damage] type = LifeAdd triggerall = var(3) = 3 ;Triple damage flag set triggerall = alive && movetype = H trigger1 = (var(4)-life) > 0 value = (3-1)*ifelse((var(4)-life) < life, -(var(4)-life),0) ;Multiply damage by 3 [State -2, VarSet] type = VarSet trigger1 = 1 var(4) = life ignorehitpause = 1 All you need to do is set var(3) as you have been doing and this will work. Since you mentioned above that the value of var(3) equates to the damage multiplier, you could modify the LifeAdd sctrl like so: [State -2, Damage Multiplier] type = LifeAdd triggerall = var(3) > 1 && var(3) <= 3 ;Damage multiplier flag set, failsafe in case the opponent messes with your variables and sets var(3) to something higher than intended triggerall = alive && movetype = H trigger1 = (var(4)-life) > 0 value = (var(3)-1)*ifelse((var(4)-life) < life, -(var(4)-life),0) ;Multiply damage by the value of var(3) The bolded text is what I changed. -
Welcome to MFFA! Introduce yourself here!
PlasmoidThunder replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Heya. Welcome to MFFA! -
Nah, it was some bot false flagging things. Someone reuploaded it a while ago (which is where I was linking to), but they've since removed it from their OneDrive. So yeah, if you have the original version, then I'd be most grateful if you could rehost it.
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How To Receive Triple Damage
PlasmoidThunder replied to Creamy_Goodness's question in [ MUGEN CODING HELP ]
Gethitvar(damage) isn't very reliable as it doesn't take the first hit into consideration or something to that effect, though it's worth noting that your code would actually restore your character's Life because you're applying the damage as a positive value to your Life stat. I recommending looking at this alternative for the broken DefenceMulSet sctrl and then modifying it for your own purposes: http://mugenguild.com/forum/topics/making-broken-defencemulset-sctrl-161617.0.html It circumvents the gethitvar(damage) issue by using something more reliable. -
Flandre Scarlet [UPDATED - 12/09/20]
PlasmoidThunder replied to PlasmoidThunder's topic in [ EDITS & ADD-ONS ]
Flandre updated. Playtesting against _Data_Drain_ showed off some unintentional stuff that's now been fixed. - Comet Bow: Effect now disappears if Flandre is hit before leaving the ground. - Straight Flush: Effect now disappears if Flandre is hit before leaving the ground. - Secret Barrage "And Then Will There Be None?": Fixed power gains with finisher version. - Secret Barrage "And Then Will There Be None?": Fixed issue where Flandre would enter the finisher animation despite the opponent surviving the attack. -
Welcome to MFFA! Introduce yourself here!
PlasmoidThunder replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Heya. Welcome to MFFA. -
Flandre Scarlet [UPDATED - 12/09/20]
PlasmoidThunder replied to PlasmoidThunder's topic in [ EDITS & ADD-ONS ]
Quick bugfix to sort out an annoying debug error. Please redownload. -
Whoa hey, so I decided to edit RicePigeon's Flandre. Video preview: The idea to rework her moveset dates back to early February, but it took a while to plan everything out and subsequently edit it all in, plus a month or so of beta testing and such; also remember to factor in my innate ability to procrastinate like nobody's business. I'll be brutally honest, while at first I was OK with Flan's moveset, I gradually grew to dislike it over time because to me it just feels like an amalgamation of two completely different characters whose movesets don't really work well together at all, much less on a character who was stated to have unrelenting rushdown and close-range pressure. In short, I found her boring and incredibly linear; that is of course my opinion, so don't take that as fact. That's enough of me being unnecessarily mean, so here's the changelog: Download PlasmoidThunder's Scrapheap Original RicePigeon's MUGEN Spot
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You imply that Braixen is actually good. CHARACTERS -Added Sylveon by sonaz.
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How To Receive Triple Damage
PlasmoidThunder replied to Creamy_Goodness's question in [ MUGEN CODING HELP ]
So I'm guessing this isn't working then? You didn't exactly ask a question. While not necessarily the answer to your question, using the intro to set a variable isn't reliable since it can be skipped, whereas the round initialisation state (5900) is always processed. -
CHARACTERS -Added Umbreon by Hestrir.
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Welcome to MFFA! Introduce yourself here!
PlasmoidThunder replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Welcome to MFFA! Always nice to see new people get introduced to this old engine. -
CHARACTERS -Added Meikai Shandera by kagenui.
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Hopefully you understood that I was referring to different projectiles, not multiple instances of the same one; it just comes across as strange that a character whose moveset consists primarily of projectiles can only have one type of projectile on screen. You say you're concerned about corner pressure, but outside of the really dumb stuff this character has, it doesn't have much going for it, what with its frankly awful melee attacks and heavy focus on projectiles effectively forcing it to play keepaway despite being unable to do that due to the limitations on its projectiles. On the subject of projectiles, none of them can be beaten out by other projectiles due to them lacking hurtboxes.
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Scummy adf.ly shit. CHARACTERS -Added Lugia by ElManic16. -Added Ho-Oh by ElManic16.
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CHARACTERS -Added Pansage by Starmie. I have quite a few issues with it, some stemming from the character's core design and would thus require an entire rethink of the whole thing, but the less vague issues are as follows: -Tri Attack is an easy infinite at point-blank range. -Seems rather detrimental that you can only have one type of projectile on-screen at any one time, given that the character's entire moveset consists of projectiles. -You need to make sure moves that use Power don't give it back. -Rock Tomb Hyper is too good, since it spawns very quickly at the opponent's exact position and thus has to be blocked, but it's very safe on block (+31!!!) and sends the opponent miles away, plus it combos into itself... All for just 1000 Power. -Ultra Solar Beam is really silly considering that despite requiring 3000 Power, it's a frame 11 fullscreen that does 1000 damage on hit; you'd just use this as a punish for an easy win. At least it's -88 on block.
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Ricepigeon's Coding Tutorial & Code Snippet Repository
PlasmoidThunder replied to RicePigeon's topic in [ TUTORIAL LIBRARY ]
It's worth noting that IKEMEN does support recursive redirects by default, so while root,target(###),stateno won't work in MUGEN without the cond exploit, it will in IKEMEN. But for compatibility, you might as well use the cond exploit regardless. -
Wow, that was quick. Seems like such a shame that you sprited the entire stage floor for only a tiny amount of it to be visible, though on that subject, the drop shadow you've applied to the central ring seeps over onto the BG colour; had more of the stage been visible, you'd see a pink/purple outline around that ring.
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CHARACTERS -Added Bootleg Pikachu Plushie by Makaibros.
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CHARACTERS -Added Eelektross by Jewel men10.
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CHARACTERS -Added Gardevoir by mattttt. -Added Eelektross by Noahshime. -Added Tyrantrum by Arethousleepy. STAGES -Added Temporal Tower by willg8686.