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MugoUrth

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Posts posted by MugoUrth

  1. Not sure if it was brought up, yet, but a few of Txpot's Pokemon Mugen Version links don't work. Any that links to his defunct site don't, the ones that link to MediaFire still do.

  2. Kangaroo in general, I guess. Shadowroo, I have, but he's anthro. Kangoo, I could be wrong, but I know a few of the Clayfighters 2 MUGEN characters are Kung Fu Man spriteswaps, though I don't know if Kangoo's the same.

    I know of a few others, including a few versions of Roo/Victy from Streets of Rage, but there's also a Kangaroo made from the same game Mo-Mo the cow came from that the author of the source-game-sprites version of the character made also made. Those are all I know.

  3. On 12/1/2016 at 3:20 AM, GarchompMatt said:

    A5Togfa.jpg

    YEAH BOI!

     

    I don't know whether to be grateful that we FINALLY get that key bulky defensive Pokemon or to be angry that it isn't basically any other bulky Pokemon besides Empoleon (who's not even that bulky looking, but still bulkier than almost everyone else in the roster. Sad :( ). I'd honestly rather have had just about most other bulky Pokemon, but I guess at least it's something.

  4. On 11/7/2016 at 2:22 PM, Ricepigeon said:

    So someone got their hands on the full version and is leaking info to 4chan...

     

      Reveal hidden contents

    ... but all I see is people bitching about how Decidueye's base Speed is lower than Chesnaught's. RIP Rowlet

     

    Oh well

     

    I hate how a Pokemon can have shit offensive stats, but no one cares. It can be completely unable to take hits, but no one cares. But if it's least important stat is just a wee bit low, then people cry BOTTOM TIER because it's not fast.

     

    Also, after looking up most of the info on Sun/Moon, I don't think I want it very much. It sounds like a very bare-bones Pokemon offering. One thing I absolutely hated about Pokemon Black and White was how little to do there was outside of battling and exploring. Pokemon Ruby and Sapphire had secret bases, contests, the riddle house, and a few other things. Emerald added the Battle Frontier. Diamond and Pearl had super contests, and Platinum added even more to it, including the underground and a new Battle Frontier. HG/SS had the Pokeathelon and Pokemon Flip. Black/White had... Pokemon Musical. ...LAME! ...But it DID add Triple and Rotation Battles. B2/W2 added the Pokemon World Tournament, which was okay, but it wasn't the Battle Frontier. X/Y added Pokemon VR, Pokemon Amie, Super Training, and a few other minigames. OR/AS improved on some of the things from R/S and had a few other things.

    And looking at Sun Moon, it basically has... nothing. No fun minigames, no diversions, just nothing but more of the same. Triple and Rotation battles are gone, bases are gone, the minigames around training and Amie are gone, just about EVERYTHING is gone. Pretty much the ONLY thing this really has going for it, from what I've seen, is Battle Royale. The Battle Tree is just the Battle Mason with nostalgia porn (which doesn't change the gameplay) and without Triple or Rotation Battles, Join Avenue is just more battling and walking around and talking, Hyper Training is Super Training without the minigames, Pokemon Refresh is Pokemon Amie without the minigames, and Pokemon Pelagio is just like Pokemon Musical, just stupid no-gameplay bullshit where you watch a bunch of pixels dance about the screen and collect stuff. Even the trials are just repackaged features with a different name. I like battling and whatnot, but added to the fact that this generation has so few Pokemon I even remotely like and there's no real diversions other than more of the same, this will NOT be a game I'm going to get anytime soon. Shame because I really like Pokemon, but I already have X and Omega Ruby, and Pokemon Sun and Moon sound like too much of a step back for me to justify paying 40 bucks for.

  5. Finally! A bulky fighter! But... Empoleon? Really? I suppose take what I can get, but honestly I would have preferred almost anyone else over Empoleon. Still, nice to have a bulky Pokemon, and a Water starter. Empoleon is better than nothing, I guess. Wave Man Reincarnate!

     

    Darkrai, though, I'm not really interested in legendaries. Scizor, in all honesty, I have nothing but negative opinions for. I think he is a wasted slot that would have been better filled by, literally, any other Bug Pokemon that isn't an ugly red lobster with stick-figure anatomy like 2/3rds of the roster already. Seriously, these are POKEMON. A large roster of skinny characters are forgivable in games about humans, but Pokemon aren't humans. There should be more than just stick-figures.

     

    There's still one more slot though. I wonder who will take that.

  6. I know it doesn't have much to do with what I asked, but I also noticed that Ryugen has three special moves, but they all have pretty much the same range. So I was dinking around with his coding, and I ended up with a character that moves a lot slower, and one that is bigger, BUT to make up for this he has more life and more move variations. His normal, slow, ridiculously short ranged projectile is gone and replaced with two more useful projectiles: One that is longer ranged and very slow to act as an obstacle, and a faster, more general projectile, and I also added dark pillar attacks that work on different ranges like mid-screen and full screen dark pillars. I might also have to either buff up his grappling attack or nerf the other attacks to make it more fair.

  7. Spoiler

    [Statedef 20]
    Type    = S
    Physics = S
    SprPriority = 0

     

    [State 20, AI]
    Type = ChangeState
    Trigger1 = Var(59) > 0
    Value = 0
    Ctrl = 1

     

    [State 20, 1]
    Type = VelSet
    TriggerAll = PalNo != 12
    Trigger1 = Command = "holdfwd"
    X = Const(Velocity.Walk.Fwd.X)

     

    [State 20, 2]
    Type = VelSet
    TriggerAll = PalNo != 12
    Trigger1 = Command = "holdback"
    X = Const(Velocity.Walk.Back.X)

     

    [State 20, P12ƒJƒ‰[ŒÀ’è‚̈—]
    Type = VelSet
    TriggerAll = PalNo = 12
    Trigger1 = Command = "holdfwd"
    X = Const(Velocity.Walk.Fwd.X) * 1.5

     

    [State 20, P12ƒJƒ‰[ŒÀ’è‚̈—]
    Type = VelSet
    TriggerAll = PalNo = 12
    Trigger1 = Command = "holdback"
    X = Const(Velocity.Walk.Back.X) * 1.5

     

    [State 20, 3]
    Type = ChangeAnim
    TriggerAll = Vel X > 0
    Trigger1 = Anim != 20 && Anim != 5
    Trigger2 = Anim = 5 && AnimTime = 0
    Value = 20

     

    [State 20, 4]
    Type = ChangeAnim
    TriggerAll = Vel X < 0
    Trigger1 = Anim != 21 && Anim != 5
    Trigger2 = Anim = 5 && AnimTime = 0
    Value = 21

     

    [State 20, ‘«‰¹]
    Type = PlaySnd
    Trigger1 = AnimElemTime(2) = 1
    Trigger2 = AnimElemTime(9) = 1
    Trigger3 = AnimElemTime(16) = 1
    Trigger4 = AnimElemTime(23) = 1
    Value = 2, 4

     

    [State 20, ‘«‰¹]
    Type = VelSet
    Trigger1 = AnimElemTime(2) != 1
    Trigger2 = AnimElemTime(9) != 1
    Trigger3 = AnimElemTime(16) != 1
    Trigger4 = AnimElemTime(23) != 1
    X = 0

     

    [State 20, ‰æ–Ê‚ð—h‚ç‚·]
    Type = EnvShake
    Trigger1 = AnimElemTime(2) = 1
    Trigger2 = AnimElemTime(9) = 1
    Trigger3 = AnimElemTime(16) = 1
    Trigger4 = AnimElemTime(23) = 1
    Time = 10
    freq = 60
    Ampl = -15
    Persistent = 1
    ignorehitpause = 1

    Here it is right now.

  8. 44 minutes ago, GarchompMatt said:

    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

     

    Oh, now I think I get it. I'll try that next chance I get.

     

    I notice another good help with figuring out coding is to look at other MUGEN characters. For the steps, I looked through his state files to find the landing state which uses envirshake mechanism, and I took not from it. Maybe I should try to look for a MUGEN character with floaty jumps to try and figure out how to slow the arial antics.

  9. 3 hours ago, GarchompMatt said:

    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.

     

    Well, my main problem is I don't know all of the terms and actions there are for MUGEN characters. Like, instead of Const, what would I use instead to allow conflicting states?

  10. Just now, GarchompMatt said:

    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.

     

    Okay, but how do I do that? You are explaining what I have to do, but not how to do it. I don't do a lot of coding, to be honest.

  11. 1 hour ago, GarchompMatt said:

    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.

     

    I kind of figured, but how do I fix it? And if I fix that, will I also be able to make the screen shake with each step?

     

    Edit: I figured out how to make the screen quake with every step, but I'm still stumped on my other two problems.

  12. I'm trying to edit this MUGEN Character's movements to make him feel a bit more... well it's hard to explain, but I'm trying to figure out a few things.

     

    1: I want this character to pause his movements during certain frames.

    2: I also want the screen to shake a bit during the same frames.

    I got the code right here. It's to one of the Ryugens.

    Spoiler

    [Statedef 20]
    Type    = S
    Physics = S
    SprPriority = 0

     

    [State 20, AI]
    Type = ChangeState
    Trigger1 = Var(59) > 0
    Value = 0
    Ctrl = 1

     

    [State 20, 1]
    Type = VelSet
    TriggerAll = PalNo != 12
    Trigger1 = Command = "holdfwd"
    X = Const(Velocity.Walk.Fwd.X)

     

    [State 20, 2]
    Type = VelSet
    TriggerAll = PalNo != 12
    Trigger1 = Command = "holdback"
    X = Const(Velocity.Walk.Back.X)

     

    [State 20, P12ƒJƒ‰[ŒÀ’è‚̈—]
    Type = VelSet
    TriggerAll = PalNo = 12
    Trigger1 = Command = "holdfwd"
    X = Const(Velocity.Walk.Fwd.X) * 1.5

     

    [State 20, P12ƒJƒ‰[ŒÀ’è‚̈—]
    Type = VelSet
    TriggerAll = PalNo = 12
    Trigger1 = Command = "holdback"
    X = Const(Velocity.Walk.Back.X) * 1.5

     

    [State 20, 3]
    Type = ChangeAnim
    TriggerAll = Vel X > 0
    Trigger1 = Anim != 20 && Anim != 5
    Trigger2 = Anim = 5 && AnimTime = 0
    Value = 20

     

    [State 20, 4]
    Type = ChangeAnim
    TriggerAll = Vel X < 0
    Trigger1 = Anim != 21 && Anim != 5
    Trigger2 = Anim = 5 && AnimTime = 0
    Value = 21

     

    [State 20, ‘«‰¹]
    Type = PlaySnd
    Trigger1 = AnimElemTime(2) = 1
    Trigger2 = AnimElemTime(9) = 1
    Trigger3 = AnimElemTime(16) = 1
    Trigger4 = AnimElemTime(23) = 1
    Value = 2, 4

     

     

    [State 20, ‘«‰¹]
    Type = VelSet
    Trigger1 = AnimElemTime (2) = 2
    Trigger1 = AnimElemTime (9) = 2
    Trigger1 = AnimElemTime (16) = 2
    Trigger1 = AnimElemTime (23) = 2
    Value = Vel = 0

     

    The stuff in Green was my attempt at changing the code. I see the "VelSet" and "EnvShake" options, but when trying to use them, nothing happens. I think it might be because of the "Const" states in the higher State sections, but I'm not sure.

     

    One more thing:

    3: I'm also trying to keep him in the air longer during a jump without raising his height.

     

    I know there's no point to this, but I don't know. He's a boss character, and I guess it's just me wanting to make him feel even more like one.

  13. On 4/11/2016 at 8:20 PM, Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ said:

    Im gonna spell it ''Beastiality'' no matter what. Because thats what it is, and Im not a Roman, speaking Latin. I think people who like vore are people who get off on being dominated and inside the person of their desire. I guess its like getting spanked or some shit? I mean if thats your thing, okay. Alot of people get off on domination. Theres dudes who like women, but want some dude like the Rock to bend them over by force. IDK, domination fetish I guess? I guess thats ok. If it was a woman or man or whatever, well, if thats your thing ok, you do you, pass. But still, turned on by a big ass pink salamander? I dont care, sexual attraction to animals is fucked up. NAH bruh. How you gonna get hot over a big pink ass amphibian?


    Maybe there are multiple reasons. For example, some people characters that are fat because of a fantasy aspect that big, fat characters are strong and really good at taking damage and abuse, while some just like their squishy, huggable appearance. Yet some people are a bit more complicated than that. I think Vore might be the same way.

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