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Everything posted by PlasmoidThunder
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Following recent changes in how the MUGEN Archive handles downloads, I've gone and replaced all links to the Archive with the exception of the Type: Wild screenpack. Seeing as I've been indefinitely banned from the Archive for poking fun at them on a different website, I can't download the file in order to re-host it on my MediaFire, so I'd appreciate it if someone else could re-host it :)
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@Eclaire Farron #1 Yer music bgmloopstart = 926044 bgmloopend = 3466118 #2 Yer music bgmloopstart = 995762 bgmloopend = 5554868
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MUGEN reads what's known as samples, which is a measurement of time that's dependant on the sample rate of the audio (all music featured in the OP is 44100 hz, which translates to 44100 samples per second); Audacity is capable of displaying samples, hence why I use it to loop music.
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BGM looping works in MUGEN by telling the engine which two points to loop between (A (intro) -> B (loop start) <-> C (loop end)). You know how video game music typically loops indefinitely? Same principle. Requested music has to naturally loop instead of being one long piece of music, meaning I can't find loop points in a piece of music that doesn't actually loop, and I don't create custom loops (well, I sometimes do, but on my own accord and not via request). As for your request, it doesn't loop. It plays the same melody a few times, but the instruments are different.
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@Zio #1 Yer music bgmloopstart = 315938 bgmloopend = 3138338 Noice. Shame your second request wasn't Evil Kung Fu Man's theme :P #2 Yer music bgmloopstart = 704727 bgmloopend = 2656617
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Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Good to hear :) -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Increasing the number would only change the tick it activates on. You'll need to set a range of ticks if you want the effect to last more than one tick, though the range can only go as high as the number of ticks in that animation frame, meaning you may also need to mess with the animation timings if you want to achieve the desired effect. Using [1,20] would cause the VelSet to activate on ticks 1 to 20 of the animation frame, though I doubt there are actually 20 ticks in a single frame, hence why I said you'll need to adjust the animation timings. -
Robotic Operating Buddy and Rocko V.3
PlasmoidThunder replied to WlanmaniaX's topic in [ CREATION LAB ]
Yes, how dare I note that Wlan didn't make the original sprite. How could I be such an arsehole? What's the harm in crediting the original artist? Jarquin put effort into the sprite, so surely it's just common courtesy to at least credit him somewhere, right? If it makes you feel better, I'm not saying Wlan has to credit him, but rather it'd be nice if he did. Also, if he's going to use another sprite as a base, he should at least keep sprites he made consistent with it. I know that doesn't matter to you, but it's noticeably jarring when the character's proportions are inconsistent between animations. I care. Am I nobody? Possibly. What were you saying about my statement being a 'dick move'? -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Ehwhat? Trigger1 = AnimElemTime(2) != 1 Trigger2 = AnimElemTime(9) != 1 Trigger3 = AnimElemTime(16) != 1 Trigger4 = AnimElemTime(23) != 1 These should be added to the other VelSets, not the stopping one; you want the character to stop moving at these points, right? Moving Velsets should look like this (with the command and x value being changed according to whether it's forwards or backwards movement; note that the command trigger is triggerall, not trigger1): [State 20, 1] Type = VelSet TriggerAll = PalNo != 12 TriggerAll = Command = "holdfwd" Trigger1 = AnimElemTime(2) != 1 Trigger2 = AnimElemTime(9) != 1 Trigger3 = AnimElemTime(16) != 1 Trigger4 = AnimElemTime(23) != 1 X = Const(Velocity.Walk.Fwd.X) Stopping VelSet should look like this: [State 20, ‘«‰¹] Type = VelSet Trigger1 = AnimElemTime(2) = 1 Trigger2 = AnimElemTime(9) = 1 Trigger3 = AnimElemTime(16) = 1 Trigger4 = AnimElemTime(23) = 1 X = 0 It's also worth noting that your character is only going to stop moving for 1 tick, which isn't very noticeable. -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Post your current code up. -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Jump floatiness is usually handled by the yaccel constant; a lower value is floatier, while a higher value is heavier. -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
Const is merely pulling a value from the character's constants file (in this instance, forwards walking velocity); replacing it with your own value will not prevent conflicts. I've already told you that you need to tell the other VelSet controllers to not activate when your stopping conditions are met, meaning you'll need to use the same conditions as your PlaySnd controller, but with a != operator. Your stopping VelSet code should look like this, providing you haven't done this already: [State 20, ‘«‰¹] Type = VelSet Trigger1 = AnimElemTime (2) = 2 Trigger2 = AnimElemTime (9) = 2 Trigger3 = AnimElemTime (16) = 2 Trigger4 = AnimElemTime (23) = 2 Value = 0 -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
You won't learn anything if I tell you exactly what code needs to be written. I'm also not sure what part of my message you are replying to, seeing as you quoted the entire thing. If trigger1 = var(50) = 1, the state controller activates if the value of var(50) is 1. If trigger1 = var(50) != 1, the state controller activates if the value of var(50) is not 1. Apply the same logic to your triggers. -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
I also forgot to mention that your VelSet code will not function because all of those triggers have to return true at the same time, which is impossible; notice that the PlaySnd controller above it has each condition as its own trigger number. Also, 'vel' on its own is invalid, as you're not specifying the axis of the velocity (vel x or vel y, for example). As for getting it to work, you'd have to tell all the other VelSets to not activate when the stopping conditions are met, to prevent conflicts. EnvShake should work in the same manner as the PlaySnd. -
Trying to alter a Monster's Movement
PlasmoidThunder replied to MugoUrth's question in [ MUGEN CODING HELP ]
The other VelSets are conflicting with yours; they're telling the character to move a set amount of pixels every tick. Also, Value = Vel = 0 is wrong, as it would return either 1 or 0 depending on whether the statement is true or not (and it returns false (0), as the character is moving). You want value = 0. -
@Zio #1 Yer music bgmloopstart = 311688 bgmloopend = 2373571 #2 Yer music bgmloopstart = 1065983 bgmloopend = 10190367 Deceptive little bugger, this one; it plays roughly the same tune three times before actually looping, though the waveforms had me believe it was only two. @Sans Yer music bgmloopstart = 132897 bgmloopend = 5219445 Not a fan of music with heavy bass, especially when it spikes.
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MFFA's Off-topic Thread - Version 2.0
PlasmoidThunder replied to RicePigeon's topic in [ RANDOM CHATTER ]
Even if TF2 does die down, the characters are far too memorable to be forgotten. -
@Sans You requested this: And I responded with this:
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@Sans #1 Yer music bgmloopstart = 1165860 bgmloopend = 4675769 #2 Yer music bgmloopstart = 437017 bgmloopend = 2253496 No advances on your previous request?
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Uncle Plas' M.U.G.E.N Videos
PlasmoidThunder replied to PlasmoidThunder's topic in [ VIDEO SHARING ]
Double trouble! -
The future of MFFA CotM (and why it might be discontinued)
PlasmoidThunder replied to RicePigeon's topic in [ STAFF HQ ]
I've never understood why people feel the need to nominate their own stuff, then vote for it during the voting phase; if people liked the character, then surely there's no need to give it that extra push. Perhaps it's just me being modest, but I don't see the honour in voting for your own stuff. -
You're asking for opinions? Well... -That'd have to be Jetgoshi's. Not necessarily because it's actually a good character, but because the other options are dreadful. -That'd have to be Claymizer's. Not necessarily because it's actually a good character, but because the other options are dreadful. -They're both exactly the same outside of palettes and compatibility. The vore one is vore, so I dunno what else you want to expect from that. -Neither of them are any good. Khanny's plays like a traditional character but is overpowered as heck, while the other one is a cheapie thing that's basically 'press button to activate attack', though it's A.I.-only unless you know which settings to fiddle around with. -It alright.
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CHARACTERS -Added Kirlia by Meloetta Team. What's Kirlia like? Well, um...
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[Gen7] Pokemon Sun & Pokemon Moon discussion thread
PlasmoidThunder replied to Galvatron's topic in [ NINTENDO ]
Well, if we're posting fanart...