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wicloud

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Posts posted by wicloud

  1. 1 hour ago, cartwheel champion said:

    So, it's another minigame? You have to play actual Tetris?

    yes, while your opponent can hit the blocks 1 space towards the direction they face, be warned though, this thing is glitched, it's AI is derp...but it's still kinda fun. If you face off with characters keep in mind this minigame's sprpriority is pretty low...so assists, full-screen hypers, and projectiles will obscure your vision, also stages with foreground objects with no transparent properties. 

     

    Tetris also starts getting very fast after you make the first 3 lines...making it harder to actually beat someone with this mini-game...if i could I'd leave it at it's level 0 speed, since your opponent is trying to mess you up on purpose, i feel it doesn't need the added difficulty...

    also a few glitches to note.

    -Stacking more than 10 blocks may cause other blocks to become invisible...

    -The AI can get this invisible block glitch and it will never end...

    -add more attack to this thing...100 won't do shit to opponents who can restore health, it onlys deals 100 damage per line made (so 2 lines 200...3 lines 300 etc etc...).

  2. chloe.png

     

    Moku made an original, she's a furry character. her looks are more dog like than anything else. 

    Her AI kinda...derps in a team fight...im guessing it's not fully done or like his ponies it's failing to recognize more than one opponent...

     

    Her gameplay is very similar to his ponies, however she can't combo forever like them. So be careful if you choose to fight her.

    Download: https://onedrive.live.com/?id=C72E9F7073C84A19!243&cid=C72E9F7073C84A19

     

  3. 9 minutes ago, IDGCaptainRussia said:

    Also, Wicloud was grumpy and not on his best behavior, I can assure you TBM and CS put alot of work and love into this character.

    yeah...im willing to help avion and tbm, dunno what help i'd be, apologies dizzy, mornings aren't my best time...since i have problems irl, i do try to show my patience as much as i can, also, crashem...i dunno what haughty means, but if you were offended by my comment i would also like to apologize, seeing a friend of mine be upset kinda...get's me in my smart-ass mode and i don't like doing that...

     

    on topic, tbm, avion, if either of you need my help with sprites, then i'd be glad to help you there, i'll even try to help you fix any of the pointed out mistakes, mentioned by brawl and dizzy.

  4. 47 minutes ago, ᵈᶤᶻᶻʸᵐᵒᵒᵍᵉᶰ™ said:

    He's right about that. And with the addition to BrawlTheMan's feedback:

     

    - No movelist?<---------i look in the command, helps me figure out the moves just as quick....

    - Holy cow! the suspense on that massive debug flooding is killing me! Does the coder not know how to code XCostume properly, then again, it looks like he just copypasta'd and called it a day.<-----was not necessary...i know caillou and he ain't no master at codes...but he gives great effort

    - Is having so many collision and hitboxes really that necessary? You don't have completely detailed with them you know. Two or three would've been just fine.<---------easy fix.....i do it all the time when i DL characters...

     

     

    Also, whoever created the readme, aside from the nice things mentioned, shows nothing but being a jerk. No offense.<-----just lighten up...they said the character isn't done...

    sorry if this seems a bit rude but caillou and tbm are friends of mine...they're doing their best, give them time, the feedback is useful but we don't need any negative comments...

  5. On 8/20/2016 at 2:49 AM, smhungary89 said:

     

    one moooore thing....she gets stuck performing infinite fatals on characters with hyper armor...like mechabirdo or headlesshorseman....these characters have constant hyper armor...but her AI still keeps attempting it on them no matter what.

  6. On 8/20/2016 at 2:49 AM, smhungary89 said:

    Minipatch released today.

     

    Changes:
    - Transformation intro fixed.
    - One of the get hit animations was incorrect, fixed.
    - Psycho Crusher hyper move is now protected, and cannot be interrupted.

     

    Installation: If you play in 4:3 ratio, just copy the files from the system folder, and override the same files in the character's system folder. If you play in 16:9 ratio, you just need the pinkamena.AIR file from the system folder, and copy the others from the widescreen folder.

     

    Linkhttps://www.4shared.com/rar/k_1DKR7nce/pinkamena_new_patch.html

    thanks man, now her psycho crusher won't be as useless as it was...most fighters in my roster always slapped her out of it, also...is the "pinky party" mode suposed to make her invincible?

  7. Hey all! I've been busy a lot in reality, however i have been making sprites constantly, and an idea popped in my head about 2 days ago. I thought of making a transformation for an existing character, Qua by Dakusei. I was inspired by seeing Pokemon fusions on google and in some youtube videos. So i thought to myself...."why not try this on a pokemon and a mugen character?" and wallah! I made a fused sprite of Lopunny by EnderCreeper9999 and Qua by Dakusei.

     

    http://imgur.com/mrc3UAq

    mrc3UAq.png

     

    I'll be animating this sprite very soon! Also I have made an original character sprite as well, but it'll be a while before i make sprites for her...her name is Aurisha. Im into the idea of making a few anthro/furry characters since mugen doesn't have a lot of originals in that category.

     

     

    http://imgur.com/HPUipu6

    HPUipu6.png

     

    Aurisha's sprite was made last year...it'll be reworked and she'll be a bit smaller....this sprite is too large for fighter factory XD

     

    If more projects or sprites are made by me, i'll post them here! 

     


     

  8. 13 hours ago, Ryon said:

    you can do it, but there is no need to do it.

     

    i assume you are using fighter factory ultimate / classic.

     

    do not use those as they are outdated, use Fighter Factory 3.

     

    and you literally just add the sprites and it will add it's own sprites and it will work fine.

     

    Here is an example of something I did.

    ok...i found out something....my computer has been opening stuff up in ultimate...........not 3...simple mistake...thanks ryon it works perfectly! and...i need to adjust the open program...

    13 hours ago, Ryon said:

     

     

  9. i have all 3 ultimate, classic and 3. i attempted it in 3. if a sprite whose palette doesn't match the rest of the palette is detected, fighter factory 3 attempts to auto organize the sprites' palettes. That causes the character in my roster to lose access to all palettes except pal 1. I messed with Qua and Gum attempting to make a cool intro with those two *since they're on the same team* and Gum can only access it's pal 1 now, *qua remained fine*

  10. So im attempting to add a custom striker to a character using another characters striker, however im hitting a problem here, when i insert the sprite it makes it's own palette and that naturally causes the characters palette to mess up. my question is, am i able to adapt a different character's palette to another characters without having to repaint it? if not...I won't mind but the process of adding a striker to Pill will be a lot longer...

  11.  

    If something forces you into statedef 0, mugen doesn't defaultly have a means by which to make you fall down.

     

    I modified my common1.cns to have this and it not only seems to fix that, but also makes characters work on Mario Stage

     

    ; Stand
    [Statedef 0]
    type = S
    physics = S
    sprpriority = 0
    
    [State 0, 1]
    type = ChangeAnim
    trigger1 = Anim != 0 && Anim != 5
    trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
    value = 0
    
    [State 0, 2]
    type = VelSet
    trigger1 = Time = 0
    y = 0
    
    [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
    type = VelSet
    trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
    trigger2 = Time = 4
    x = 0
    
    [State 0, 4] ;Are you dead?
    type = ChangeState
    trigger1 = !alive
    value = 5050
    
    [State 0, 5] ;Are you floating?
    type = ChangeState
    triggerall = pos y < 0
    trigger1 = time > 1
    value = 50

    Thanks! It works to a good extent! however she still floats a tiny bit when throwing/attempting attacks. However the code forces her back down rather quickly instead of allowing her to float forever.

  12.  

    If something forces you into statedef 0, mugen doesn't defaultly have a means by which to make you fall down.

     

    I modified my common1.cns to have this and it not only seems to fix that, but also makes characters work on Mario Stage

     

    ; Stand
    [Statedef 0]
    type = S
    physics = S
    sprpriority = 0
    
    [State 0, 1]
    type = ChangeAnim
    trigger1 = Anim != 0 && Anim != 5
    trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
    value = 0
    
    [State 0, 2]
    type = VelSet
    trigger1 = Time = 0
    y = 0
    
    [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
    type = VelSet
    trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
    trigger2 = Time = 4
    x = 0
    
    [State 0, 4] ;Are you dead?
    type = ChangeState
    trigger1 = !alive
    value = 5050
    
    [State 0, 5] ;Are you floating?
    type = ChangeState
    triggerall = pos y < 0
    trigger1 = time > 1
    value = 50

    I'll give the "are you floating" code a try on Pill and see if it'll work on her. 

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