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PlasmoidThunder

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  1. Like
    PlasmoidThunder got a reaction from jrm1007 - Rin in Why IKEMEN is NOT the future people think it is... for now anyways   
    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.
  2. Upvote
    PlasmoidThunder got a reaction from jrm1007 - Rin in Why IKEMEN is NOT the future people think it is... for now anyways   
    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.
  3. Upvote
    PlasmoidThunder got a reaction from akiri in My mugen build's characters are very unbalanced,how to solve?   
    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.
  4. Upvote
    PlasmoidThunder got a reaction from Basara-kun in Pokémon   
    Not really, I'm just very busy these days. It'll get updated whenever.
     
  5. Upvote
    PlasmoidThunder got a reaction from 8-BitBird in Why IKEMEN is NOT the future people think it is... for now anyways   
    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.
  6. Like
    PlasmoidThunder got a reaction from Scrumble Bumble in Pokémon   
    [ Characters ]
    Word of warning, the majority of these are terrible and not worth a spot in your roster. Then again, perhaps you want a roster full of Pokémon, no matter how awful :U
     
    Please be aware that NSFW (not safe for work) content exists within this collection, even if I don't actively go looking for them. For those who wish to avoid them, I've added a small icon to the download box of each one:
     
     - The content is NSFW because of sprites contained within the sprite file, though these sprites don't show up in normal gameplay, or in the case of characters, only show up as compatibility sprites against NSFW characters.
     - The content is completely NSFW, or whatever makes them NSFW shows up in normal gameplay.
     
    In addition, some content has extremely flashy strobe effects that may cause seizures; such content has been marked with a .
     
    This collection is also missing characters that I have been unable to retrieve due to dead links and the like. I'd be most grateful if you helped me find them!
    Missing characters:
    HCL's Jigglypuff Lance.9's Mewtwo InvincibleMugenGuy2013's Snivy  
     - No known M.U.G.E.N version specifications.
     - DOS M.U.G.E.N only.
     - WinMUGEN only.
     - M.U.G.E.N 1.0 only (likely still works in 1.1).
     - M.U.G.E.N 1.1 only.
     - I.K.E.M.E.N only.
     - Download is unavailable/broken.
     
     

     

























     
     

     










     
     

     












     
     

     









     
     

     







     
     

     


     
     

     


     
     

     

     
     

     

     
     

     





     
     
    [ Stages ]
     
     

     



     
     

     



     
     

     

     
     

     

     
     

     

     
     

     

     
     

     


     
     

     

     
     

     



     
     

     



     
     

     






     
     

     




     
     

     




     
     
    [ Misc. ]
    Screenpacks, lifebars, patches... You want it? It's yours my friend, as long as you have enough bandwidth.
     
    Pokemon: MUGEN Edition screenpack by LunarDash
    Pokemon Type Wild screenpack by Seth Lee
    Pokémon Type:Wild Beta 5.3 Arrange screenpack by PeeJay Bonobo
    Pokèmon MUGEN screenpack by mugenshock
    Pokemon vs Digimon screenpack by Dhegul488
    Pokemon Puzzle Challenge lifebars by Ky/Squirtle
    Pokemon X & Y lifebars by S38074
    Marvel vs. Capcom gameplay patch for Kater15's Gardevoir by Nodog
    A.I. patch for Gladiacloud & Dylanius9000's Charizard by AnotherOrochi
    A.I. patch for Shadowtak's Pikachu by Goemon
    A.I. patch for Gladiacloud & Dylanius9000's Pikachu by Galeo
    A.I. patch for Minoo's Nidoran by IX
    A.I. patch for Willoughby Jackson's Jigglypuff by Goemon
    A.I. patch for Terui's Weezing by Hyde233
    A.I. patch for Claymizer's Chansey by Mayyyro
    A.I. patch for Minoo's Gyaradosu (Gyarados) by Guy Kazama
    A.I. patch for Minoo's Putera (Aerodactyl) by IX
    A.I. patch for Ðshiznetz's Snorlax by Goemon
    A.I. patch for The 100 Mega Shock!'s Mewtwo by AnotherOrochi
    A.I. patch for Gladiacloud & Solarflared's Mewtwo-Y by AnotherOrochi
    A.I. patch for Gladiacloud & Dylanius9000's Heracross by Galeo
    A.I. patch for Minoo's Bangirasu (Tyranitar) by Bakisimu
    A.I. patch for Ðshiznetz's Gardevoir by Tudura
    A.I. patch for nadagetsu's Lunatone by Guy Kazama
    A.I. patch for Claymizer's Registeel by Poyochan
    A.I. patch for Minoo's Ramparudo (Rampardos) by Goemon
    A.I. patch for Minoo's Ramparudo (Rampardos) by Dusk
    A.I. patch for Moku's Lucario by Goemon
    A.I. patch for Claymizer's Gallade by Dark Chaos
    A.I. patch for Z.A.I.'s Shandera (Chandelure) by Kuron
    A.I. patch for Kozeni's Maggyo (Stunfisk) by IX
    A.I. patch for Megane-111's Mienshao by Aetonal
    A.I. patch for Z.A.I.'s Aiant (Durant) by Laharl
    A.I. patch for Minoo's Gatigorasu (Tyrantrum) by Bakisimu
    A.I. patch for akiyu's Ghetsis Head
    A.I. patch for googoo64's Monster Ball by Goemon
    A.I. patch for Ria Corst's Pikaman by IX
    A.I. patch for ryun's Pikaman by Poyochan
    Additional palettes for various Pokémon by Oliver As Latias
    Shiny palettes for various Pokémon by TheShadowJester
    Game Boy palette for Gladiacloud & Dylanius9000's Charizard by TOMMY Attacks!
    Additional palettes for Gladiacloud & Solarflared's Pikachu by StrikeFreedomGirl555
    Additional palettes for Dylanius9000's Jigglypuff by Kater15
    Additional palettes for Nyancha's Mewtwo by SpazMaster
    Additional palettes for Nyancha's Mewtwo by Kater15
    Shadow Mewtwo palette for Nyancha's Mewtwo by Oddworld-2001
    Additional palettes for Gladiacloud & Solarflared's Mewtwo-Y by Kater15
    Additional palettes for The_None's MissingNo. by Kater15
    Additional palettes for Hestrir's Umbreon by Kater15
    Additional palettes for Gladiacloud & Dylanius9000's Heracross by Kater15
    Additional palettes for Some Guy's Smeargle by Endercreeper
    Additional palettes for Ðshiznetz's Gardevoir by Kater15
    Additional palettes for Minoo's Ramparudo (Rampardos) by PlasmoidThunder
    Additional palettes for TOKATHIKI's Haruka (May) by Jamesx15
    Additional palettes for ryun's Pikaman by PlasmoidThunder
    Shiny palette for vo-jk's Pachirisu by YochiThMaster333
    Pokémon X & Y cries for DJ HANNIBALROYCE's Ditto by Oliver As Latias
    PokeAwesome voice for Xedarts' Pikachu by Urrnge
    PokeAwesome voice for Xedarts' Pikachu by Sergio P
    Male voice for Yogoreneko's Flareon
    Female voice for Yogoreneko's Jolteon
    Super Smash Bros. Ultimate voice for PichuMario 650's second Pichu
    Silly voice for YochiThMaster333's second Marill by JoeyTheMarillFan
    Silly soundpack for The_None's MissingNo. by Oliver As Latias
    English voice for YAMAKICHI's Achamo (Torchic) by YochiThMaster333
    English voice for vo-jk's Pachirisu by YochiThMaster333
    Super Smash Bros. 4 voice for Ðshiznetz's Lucario by Fist Dracon
    Male voice for Yogoreneko's Glaceon
    PokéPark/anime voice for YochiThMaster333's first Emolga by gabe2006
    Super Smash Bros. 4 voice for Dylanius9000's Chespin by YochiThMaster333
    Palette patch for Ðshiznetz's Gardevoir by GarchompMatt
    'Weak Patch' for Joey Faust's Wigglytuff by YochiThMaster333
     
     
    [ Full Games ]
    Gotta play 'em all!
     
    Pokemon Mugen Edition by Bruno_SS
    Project Catch 'Em All by Ryon, Alexei & Txpot (update patch)
    Pokemon by AxKing
    Pokemon by AxKing (M.U.G.E.N 1.1)
    The Best MUGEN 1.1 (PKM Version) by evil_dark_lxs
    Sonic vs Pokemon by YochiThMaster333
    Pokemon II by AxKing
    MugenMon by LucarioGamer2006
    Pokemon Stadium Mugen by chuchoryu
    Pokémon Type Wild EX by snowy997
     
    You know the drill: you find something not in this collection, you post it up. If any of the links aren't working, let me know.
  7. Upvote
    PlasmoidThunder got a reaction from Kasasagi in Searching Stages   
    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.
  8. Upvote
    PlasmoidThunder got a reaction from Titanodon in Why IKEMEN is NOT the future people think it is... for now anyways   
    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.
  9. Thank You
    PlasmoidThunder got a reaction from Kaboomza in another help plsssss   
    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
  10. Upvote
    PlasmoidThunder got a reaction from Kasasagi in Welcome to MFFA! Introduce yourself here!   
    Heya (surprise!). Welcome to MFFA!
  11. Upvote
    PlasmoidThunder got a reaction from Kaboomza in How do I make stages with layers????   
    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
  12. Upvote
    PlasmoidThunder got a reaction from Kaboomza in How do I stop repeating the same animation when i press some key bind   
    I suspect the final frame of the animation doesn't have a time of -1.
  13. Upvote
    PlasmoidThunder got a reaction from Phantom9015 in Need Help Coding in a 13th and 14th palette with RemapPal   
    Source never changes, it's always the original palette's group/index.
  14. Upvote
    PlasmoidThunder got a reaction from MilllenniumSword-3Ds in Super Smash Bros. Megamix   
    Do it yourself.
  15. Upvote
    PlasmoidThunder got a reaction from SquidlyPoli1 in Why IKEMEN is NOT the future people think it is... for now anyways   
    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.
  16. Thank You
    PlasmoidThunder got a reaction from T2X in Unfinished Chars Release   
    I've fixed the images in your post. Images and (some) videos will auto-embed if you paste the raw link in the editor.
  17. Upvote
    PlasmoidThunder got a reaction from Rootatouille in How to make stage music start after the characters' intro animations in round 1? (like in older melty blood games)   
    You'd put AssertSpecial nomusic in their intro states.
  18. Upvote
    PlasmoidThunder got a reaction from TurboBorot12 in What happened to the Mugen Guild Forum?   
    This is a temporary measure to see if it eases the timeout errors, it's not permanent. The site has been dealing with some 10000+ guests/bots accessing the site simultaneously.
  19. Brilliant
    PlasmoidThunder got a reaction from JaaShooUhh in What happened to the Mugen Guild Forum?   
    This is a temporary measure to see if it eases the timeout errors, it's not permanent. The site has been dealing with some 10000+ guests/bots accessing the site simultaneously.
  20. Upvote
    PlasmoidThunder got a reaction from AdamCrazyDude2007 in Stuff on the archive I can't find anywhere else   
    Asked a friend to grab them.
    Diddy Kong
    Biscuit
    Lil Miss Rarity
    Auroral-Cerulean Dragon
    Master Dragon
  21. Upvote
    PlasmoidThunder got a reaction from AdamCrazyDude2007 in mugen archive - A Deserving Rant -   
    Some representative is probably going to contribute to this thread soon.
     
    The monetary gain debacle depends on how you look at it. Every website needs a source of income to stay online; for some, it's paid out of pocket, others through adverts and/or donations. Strictly speaking, in the case of MA, monetary gain is to pay for Dizzy's PS5 keep the site running, which in itself is fine; they're running a service after all and someone has to pay the server/hosting fees. In that aspect, it's no different from sites like MediaFire running ads on download pages. Naturally the other way to look at it is that they're profiting off licensed properties and the work of others, but again, no different from other file hosts that run ads alongside downloads. You're not actually paying to access the content...until you are.
     
    See, a lot of content is locked behind having an account. Simple enough, it's a free account on the surface, but it seems a lot of new users are finding themselves in a moderation queue that doesn't move (alt: purgatory); there's a way to skip the queue, however, but it requires making a donation. Even having an account doesn't give you access to all the content, as lower user ranks have download limits, mandating the user to contribute to the site to rank up...or donate. That's where the issue lies: they're locking content they don't own behind grinding or a paywall, like a free-to-play game.
  22. Thank You
    PlasmoidThunder got a reaction from LGM2006 in Does anyone know how to get these characters to work without getting an error?   
    It's valid, but I doubt it's correct. 01 is the same as 1. 01 = p2life = 1 && movecontact will return either 0 or 1.
     
    In short, the value can only be interpreted as the following:
    1 = 0 && 0 (returns 0) 1 = 1 && 0 (returns 0) 1 = 0 && !0 (returns 0) 1 = 1 && !0 (returns 1)
  23. Upvote
    PlasmoidThunder got a reaction from AdamCrazyDude2007 in Lasombra's IKEMEN Go WIPs   
    You don't have to pull a sob story every time you're called out on something either, it's really not that big a deal unless you keep doing it.
     
    Now then, let's avoid further disruption to this thread.
  24. Like
    PlasmoidThunder got a reaction from LOL_CXP in Lasombra's IKEMEN Go WIPs   
    You don't have to pull a sob story every time you're called out on something either, it's really not that big a deal unless you keep doing it.
     
    Now then, let's avoid further disruption to this thread.
  25. Upvote
    PlasmoidThunder got a reaction from AdamCrazyDude2007 in Lasombra's IKEMEN Go WIPs   
    Please don't pretend to be a moderator. This is his thread, he's allowed to post videos like this.
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