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Demitri

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Everything posted by Demitri

  1. We need less touhous and more kancolle :3
  2. Check this out http://mugenguild.com/forum/topics/damage-dampener-145091.0.html
  3. No overlays? :O
  4. i heard MF was acting up earlier
  5. you're pretty damn good ._.
  6. i wanna thank the academy
  7. we're all wiiiiiiiiners
  8. Why the quotation marks?
  9. It's almost like a staple that every mugen site has the docs uploaded :)
  10. He wants you to tell him the author of that Kaede If i remember right, it's not good to code movelists in chars because even though everything is paused, your character is still allowed to move hence why it isnt done often. You can probably get away with it in a fullgame since more control
  11. Love it. Personal gripe with the pics, the name font kept changing x.x some are hard to read
  12. O_+O
  13. thank you. are you aki himself?
  14. yeah axfc has been pretty bad (at least for me) lately
  15. i think they look at it like a "like" button. Though even then, who likes their own statuses?
  16. The anims looks pretty fluid for the most part,but i'd suggest a few more transitional frames on some. Will be keeping a eye on this one.
  17. I mean it'd depend on how you want the stance to change. Is it simply a button press that changes it, is it because the HP is low, etc. Like DarkFlare said, it'd required a variable if you wanted the stance to stay changed until whatever the above requirement would be changes. For example sake, let's say it was when your HP is low. _________________________________________________________________________________________________________________ Lets say this is state 0/the stand state [StateDef 0] type = S physics = S moveType = I velSet = 0,0 sprPriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 value = 0 [State 0, Dead] type = ChangeState trigger1 = !Alive value = 5050 To do what you want, you'll want something like this [StateDef 0] type = S physics = S moveType = I velSet = 0,0 sprPriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 value = Cond(Var(x)=1,a,b) [State 0, Dead] type = ChangeState trigger1 = !Alive value = 5050 X isn't a real variable just a placeholder for whatever number you'd want to use. a and b aren't real either, just placeholders for your anim numbers What this means is, if Var x is active/equal to 1, then use anim a for the stance. If it doesn't equal 1, then use anim b. Now you wanna define what this variable is [state 0, VarAdd] type = VarSet trigger1 = life <= 500 v = (x) value = 0 [state 0, VarAdd] type = VarSet trigger1 = life > 500 v = (x) value = 1 ------------------------------------------------------------------- So your code becomes [StateDef 0] type = S physics = S moveType = I velSet = 0,0 sprPriority = 0 [State 0, Alt.Stance] type = VarSet trigger1 = life <= 500 ;if your HP is less than or equal to 500 v = (x) ;you choose this number value = 0 [State 0, Normal Stance] type = VarSet trigger1 = life > 500 ;if your HP is more than 500 v = (x) ;you choose this number value = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 value = Cond(Var(x)=1,a,b) [State 0, Dead] type = ChangeState trigger1 = !Alive value = 5050 You can use other values but to make this simple, i used those. the code i wrote can prob be condensed a little because iirc just using Var(x) without the =1 will give the same result
  18. 100%!? That was fast.
  19. hugs
  20. yay now my version doesnt need to feel accurate at all, can't wait to see how this turns out How did you go about his slash effects?
  21. Maybe you should get help from Chuchoryu in spriting Shredder, for multiple reasons.
  22. ok fine only because im a nice guy :3
  23. Although this version of Rebirth is outdated (Mid-Revamp Alpha), im slowly getting a roster together that I like.
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