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PlasmoidThunder

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Everything posted by PlasmoidThunder

  1. Oh cool, someone made use of those sprites. Thanks! CHARACTERS -Added Pikachu by HoodNerd88. -Added Sandshrew by Willg8686. -Added Red Gyarados by INTENSe BLUe. -Added toto (Xatu). -Added Steelix by Anomi polis(?). I'm not 100% sure on this one. -Added Sableye by Mighty Stymie. -Added Bossgodra (Aggron) by fu-lin & kirbey. -Added He Lucathicc (Lucario) by KK Hell. -Added Vivid (Oshawott) by *checks notes* MLPYellowSavis & TheWonderSymbioteAndSpinToMUGEN. -Added Pansear by Starmie. -Added Kyle the Squirtle by KTurner. -Updated Ash Ketchum by GTAguy. -Updated James Rocket by GTAguy. MISC. -Added A.I. patch for Claymizer's Chansey by Mayyyro. There's a decent backlog of stages, so I'll get to them another time.
  2. Your English is fine. I guess it wasn't posted here, but the latest version can be found in this thread:
  3. It's not a screenpack, it's a modification of files intended to be used with a much older version of IKEMEN GO. A lot (if not all) of these features have since been incorporated into the current build of GO.
  4. For anyone thinking I've forgotten or abandoned this, I haven't, I'm just a little busy at the moment. Your patience is appreciated :)
  5. Might want to make it public. Access is denied currently.
  6. https://mugen.fandom.com/wiki/Poison_(effect)
  7. That's likely your problem then. The DirectX renderer cannot display RGBA graphics, so you'll need to switch over to OpenGL; this can be done via mugen.cfg.
  8. Oh, my mistake. I made a typo in the thread name. Sorry for any confusion that caused. The point of interest is the Pikaman on the right, which is using the new default palette I made.
  9. Now now, I know what you're thinking. "Oh, that fucknugget Plasmoid is releasing a joke character on April Fools again." But no, I'm not releasing a joke character today. I've decided to subvert that just this once. Anyone who knows me knows Pikaman is one of my all-time favourite MUGEN characters, so I couldn't joke around with this one. I really hope you enjoy this one! Download PlasmoidThunder's Scrapheap
  10. Dr. Robonik's Mean Bean Machine is now available to play in M.U.G.E.N itself! Kirby's Avalanche is best played against a human player, as the A.I. won't know what to do. Bit tricky in these current times, but hey. Playing Dr. Mario in simul mode has Puyo Puyo's teammate show up on the opponent's side. Download Gudine's Chamber
  11. Also, willg's Sandshrew is on MA but it's over 10 MB so I can't get it. Any help would be appreciated!
  12. CHARACTERS -Added unknown28 by kagenui. -Added Grovyle by willg8686. -Added Solrock by Mighty Stymie. -Added Luvdisc by Mighty Stymie.
  13. There's a move that looks and sounds like Bayleef is humping the opponent. I could be completely wrong on the implication, but I'd rather err on the side of caution.
  14. CHARACTERS -Added Pikachu by This Boy. -Added Jigglypuff by This Boy.
  15. The sensible thing to do is adjust the charge buffer so that it increments whenever the character could feasibly be holding that direction and resets/decrements when they couldn't be. Of course that requires the character to have a proper charge buffer in the first place, but they really should anyway since MUGEN's default charge handler is completely broken. [State -2, Back Charge Increment] type = VarAdd trigger1 = command = "holdback" trigger2 = !(stateno = 0 && ctrl && time > 0) && !(stateno = 40 && prevstateno = 0) && !(stateno = 100 && time <= 1) && AILevel > 0 trigger3 = !(stateno = 20 && command = "holdfwd") && !(stateno = 40 && sysvar(1) >= 0) && AILevel > 0 var(47) = 1 ignorehitpause = 1 [State -2, Back Charge Reset] type = VarSet trigger1 = command != "holdback" && AILevel <= 0 trigger2 = ((stateno = 0 && ctrl && time > 0) || (stateno = 40 && prevstateno = 0) || (stateno = 100 && time <= 1)) && AILevel > 0 trigger3 = ((stateno = 20 && command = "holdfwd") || (stateno = 40 && sysvar(1) >= 0)) && AILevel > 0 trigger4 = stateno = 1100 && var(47)>42 && AILevel > 0 var(47) = 0 ignorehitpause = 1 As seen here, the back charge buffer will not increment for the A.I. if: The character is idle and has ctrl. They're about to jump from idle. They've just initiated a forward dash. They're walking forward. They're about to jump forward. It also resets under those circumstances, as well as when they've successfully activated the move associated with the back charge. Naturally this form of buffer sets another variable once it has reached a certain value; other types may instead decrement the buffer under the same circumstances.
  16. Assuming the dummy character is KFM, he doesn't have one by default, but he does have a section for it above state -3; simply add [Statedef -2] to that section.
  17. Put a LifeSet with a value of 0 in the dummy character's state -2 with any trigger that makes sense (such as life > 0). This kills the character.
  18. You can specify a different set of orders between single and team arcade, so have the single bosses be an order that doesn't show up in team and vice versa; sure this means you'll need to have two entries for the boss(es) in select.def, but that's just the way it is.
  19. I don't believe that's possible in the traditional sense. You could code everything into the characters, but I'm willing to bet you're not wanting to do that I suppose the easiest thing to do is have a dummy character that KOs itself and pair the boss up with it.
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