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Matiu

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Everything posted by Matiu

  1. Anyways, i would think that even Muteki's Gulity Gear Characters' A.I are brutal, sometimes are almost Cheap as hell. People Disagress with Kazmer's MK Characters.. you can see in Youtube at these times now, i don't know why they're still hating them. even, i know that Raulix makes good RBLX Characters but few are bit awful, who knows about it? even how he could make Sonso in M.U.G.E.N?
  2. Matiu

    ROBLOX

    the links are almost broken on the different Noob Versions.
  3. Probably here's something worse as i think up. there's some worse Characters (including my half good and some bad creations) Enjoy the list: My Yoshi Vore Creation (Zandro) and his Omega crap part Josh's Himself Character Kazmier13's MK Characters Wlanmania's Characters My Gunner and Henchman creations (never released) Omega Flowey Invisible Noob (Raulix) the Symbiote Creations Builderman Probably there it goes something called disapprovement around at doing these weirder things around, what goes even up with these ideas.
  4. Congratz you all.
  5. Error State during the play off of the character (requested) Code: Error Message: Error In Command: Quick Punches Error in UltraViolet.cmd Error Loading chars/ffchartest/ffchartest.def Error loading p1
  6. as i now Comed back to Mugen, i wish to see everyone as to make a new Stick Figure Character around in the CMD command, it says that "Quick Punches" Move is doing not loading the command Codes: ;--------------------------------------------------------------------------- ; Quick Punches [State -1, Quick Punches] type = ChangeState value = 1000 triggerall = command = "Quick Punches" triggerall = statetype!=A trigger1 = ctrl [Command] name = "Quick Punches" command = ~F, Y [Statedef 1000] type = S movetype= A physics = S poweradd= 100 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, 1] type = HitDef trigger1 = Time = 0 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 attr = S, NA ;Attribute: Standing, Normal Attack damage = 20, 20 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -60 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S1, 0 ;Sound to play on hit guardsound = S1, 1 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -2.4 ;Velocity at which opponent is pushed airguard.velocity = -1.6,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.5,-4 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 14 ;Time before opponent regains control in air [State 1000, VelAdd] type = VelAdd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 x = 2.5 y = 0 [State 1000, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 Don't ignore me and please awnser me of what is wrong with it.
  7. i'm now curently away from this work, if you wish to edit the character or collaborate up to fix up the movement and such the qualities of the character, you have permission to do it.
  8. seems interesing to test them...
  9. this is the FIRST character that isn't is a Edit or a palleteswap or a spriteswap... just he's a normal stickman but he still is in Beta.. he has some specials and hypers but dosen't seem to work yet.... This Stickman is a bit Cheap due of a bit Overpowered attacks and he was some animations that are badly made but in future cases can be fixed up..... he nearly does a bit of Combos on the basic attacks (including to add a Tommy Gun Attack animation on the air normal kick,the RPG Launcher on the hard hit and a Riot Shotgun on the Hard kick),He has no A.I and a bit of not good coding and he dosen't have Win,Lose and Intro Animations for the moment.. this stickman is totally still unfinished. sorry for the bad english that i have up. you can see the stand of this Stickman Stickman here: The Download Link : http://www.mediafire.com/download/af9jt9xswqm27tk/Light+God+Beta+V.1.zip -MetalGuy213
  10. I Think I MUST need some help of my stickman too... but those specials and Hypers dosen't seems to Work Up.. is there any Help to send me? Specials: ;--------------------------------------------------------------------------- ; Model 1887 Shooting [Statedef 1000] type = S movetype= A physics = S juggle = 8 poweradd= 50 ctrl = 1 velset = 0,0 anim = 1000 [State 1000, Shooting Sound] Type = Playsnd Trigger1 = animelem = 1 Value = S3, 0 [State 1000, 1] type = HitDef trigger1 = Time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 60, 10 ;Damage that move inflicts, guard damage animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = L ;Flags on how move is to be guarded against hitflag = MFPD ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 18, 18 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -56 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 5 ;Sound to play on hit guardsound = S0, 5 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 10 ;Time that the opponent slides back ground.hittime = 15 ;Time opponent is in hit state ground.velocity = -7, -3 ;Velocity at which opponent is pushed airguard.velocity = -5,-2 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.slidetime = 10 air.type = High ;Type: High, Low, Trip (def: same as ground.type) ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 fall = 1 fall.type = Hard ;Time before opponent regains control in air name = "Model 1887 Shooting" [State 1000, Want a Flash?] type = EnvColor trigger1 = time = 20 trigger2 = animelem = 3 value = 255,255,255 time = 10 [State 1000, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------- ;Triple RPG Shoot Arm [Statedef 1100] type = S movetype= I physics = S juggle = 4 poweradd= -100 ctrl = 0 velset = 0,0 anim = 1100 [State 1100, Sound] type = Playsnd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 value = S2, 2 [State 1100, RPG Launcher Arm] type = Projectile trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 ProjID = 1100 Projanim = 221 Projscale = 1, 1 ProjRemove = 1 ProjRemoveTime = 200 projedgebound = 60 projstagebound = 40 projheightbound = 50, 40 projpriority = 1 projsprpriority = 3 postype = p1 ;p2,front,back,left,right attr = S,SP hitflag = MAF guardflag = MA animtype = Hard priority = 50,Hit ;Hit,Miss,Dodge ProjHits = 1 Velocity = 4.6 Damage = 50, 20 Hitsound = S2, 3 GuardSound = S2, 3 ground.hittime = 6 ground.velocity = -6 air.hittime = 6 air.velocity = -6 sparkno = S222 guard.sparkno = S222 offset = 53,-73 sparkxy = -10, -30 pausetime = 8, 8 fall = 1 fall.xvelocity = -5 fall.type = Hard name = "Triple RPG Shoot Arm" [State 1100, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 Hypers: ;-------------------------------------------------------------------------- ;Ak47 Shooting [Statedef 3000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 3000, Width] type = Width trigger1 = AnimElem = 3, >= 0 value = 15,0 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 1, 3 pos = 25, -57 anim = 100 sound = 20, 0 poweradd = -1000 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 1, 3 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(3) >= 1 && Time < 60 time = 2 [State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 3 value = , NA, SA, AT time = 11 [State 3000, Super E] type = NotHitBy trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(14) < 0 value2 = C, NA time = 1 [State 3000, ChangeState] type = changestate trigger1 = animtime = 0 value = 3001 ;--------------------------------------------------------------------------- ;ALLAHU AKBAR! [Statedef 3001] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3001 ctrl = 0 sprpriority = 2 [State 3001, Allahu Akbar Sound] type = playsnd trigger1 = animelem = 1 value = S4, 1 [State 3001, AK-47 Shooting Sounds] type = Playsnd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 value = S4, 0 [State 3001, INSERT MOVING HERE!] type = Posadd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 trigger9 = animelem = 9 trigger10 = animelem = 10 trigger11 = animelem = 11 trigger12 = animelem = 12 trigger13 = animelem = 13 trigger14 = animelem = 14 x = 2.8 [State 3001, Hitting The Hell Up..] type = HitDef trigger1 = Time = 0 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 attr = S, NA ;Attribute: Standing, Normal Attack damage = 20, 5 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = ;Flags on how move is to be guarded against hitflag = MAFPD ;Flags of conditions that move can hit priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 5, 5 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -56 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 5 ;Sound to play on hit guardsound = S0, 5 ;Sound to play on guard ground.type = Trip ;Type: High, Low, Trip (def: Normal) ground.slidetime = 10 ;Time that the opponent slides back ground.hittime = 15 ;Time opponent is in hit state ground.velocity = -8, -4 ;Velocity at which opponent is pushed airguard.velocity = -8,-4 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.slidetime = 10 air.type = Trip air.velocity = -8, -4 ;Type: High, Low, Trip (def: same as ground.type) ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 fall = 1 ;Time before opponent regains control in air name = "Ak-47" [State 3001, Changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 Commands (if there is something Wrong): [command] name = "Model 1887 Shooting" command = ~D, F, DF, x Time = 8 [command] name = "Triple RPG Launcher Arm" command = ~F, x time = 8 [command] name = "AK-47" command = ~F,D,y+z Time = 10 So Thanks for the helping if you can send me a way. for me... -MetalGuy213/Shadow Zandro
  11. however.. the projectile will be dissapear if i add lesser hits and will be dissapear.
  12. well...... i will be choose my nomination chars: Zagi/Robo-Jagi by Ukege - 1 Omega Red by Cyanide - 1 Venom by Big Eli King - 1
  13. there are other error: [State 3100, Proj 1] trigger1 = animelem = 3 type = Projectile ProjID = 3100 Projanim = 3101 Projscale = 0.5, 0.5 ProjRemove = 1 ProjRemoveTime = 600 projedgebound = 40 projstagebound = 20 projheightbound = 40, 20 projpriority = 2 projsprpriority = 4.2 postype = p1 ;p2,front,back,left,right attr = S,SP hitflag = MAF guardflag = MA animtype = high priority = 150,Hit ;Hit,Miss,Dodge ProjHits = 99999999999999999 Velocity = 0 Damage = 150, 80 Hitsound = S3000, 1 Guardsound = S3000, 1 ground.hittime = 2 ground.velocity = -8.4 air.hittime = 2 air.velocity = -8.6 sparkno = -1 guard.sparkno = -1 name = "Beam Power Crusher" offset = 30,-60 sparkxy = -10, -20 fall = 3 that says to me.. of this coding. saying a expected Int Value and says that i just need read float.... i don't know whats the error nevermind.. i've fixed that.....
  14. Thanks man.
  15. an creation made by me.. but he was some illuses with a Hyper named "Evastion BullCharge" i've added some coding attack but seems to do not work it.... the Coding: ;-------------------------------------------------------------------------- ;Evastion BullCharge [Statedef 3050] type = S movetype= I physics = S juggle = 4 velset = 0,0 anim = 3050 ctrl = 0 sprpriority = 2 [State 3050, Width] type = Width trigger1 = AnimElem = 2, >= 0 value = 15,0 [State 3050, Super A] type = SuperPause trigger1 = AnimElem = 2, 1 pos = 0, -50 anim = S4000 sound = S2, 2 poweradd = -1500 [State 3050, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 10 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 40 time = 10 [State 3050, Super D] type = NotHitBy trigger1 = AnimElem = 2 value = , NA, SA, AT time = 5 [State 3050, Super E] type = NotHitBy trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(6) < 0 value2 = C, NA time = 5 [State 3050, 2] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 3050, 4] type = PosAdd trigger1 = AnimElem = 2 x = 5 [State 3050, 3] type = PosAdd trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 Trigger8 = AnimElem = 9 Trigger9 = AnimElem = 10 Trigger10 = Animelem = 11 Trigger11 = Animelem = 12 x = 10 [State 3050, Sound] type = playsnd trigger1 = animelem = 2 value = S2, 3 [State 3050, HitDef 1] type = HitDef trigger1 = animelem = 2 trigger2 = animelem = 3 trigger3 = animelem = 4 trigger4 = animelem = 5 trigger5 = animelem = 6 trigger6 = animelem = 7 trigger7 = animelem = 8 trigger8 = animelem = 9 trigger9 = animelem = 10 trigger10 = animelem = 11 trigger11 = animelem = 12 attr = S,NT ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA ;B,E,F animtype = light ;light,medium,hard,back,up,diagup air.animtype = light damage = 5,5 pausetime = 0 ,0 sparkno = 0 guard.sparkno = 0 sparkxy = -30,-15 hitsound = S1,12+random%2 guardsound = S1,10 ground.type = High ;Low,Trip,None air.type = High name = "Evastion BullCharge" ground.slidetime = -2 guard.slidetime = -2 ground.hittime = -2 guard.hittime = 0 air.hittime = 20 ground.velocity = 0,0 air.velocity = 0,0 sprpriority = 2 p1getp2facing = 0 [State 3050, HitDef 2] type = HitDef trigger1 = animelem = 18 trigger2 = animelem = 19 attr = S,HT ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA ;B,E,F animtype = Hard ;light,medium,hard,back,up,diagup air.animtype = Hard damage = 30,10 pausetime = 25 ,25 sparkno = 0 guard.sparkno = 0 sparkxy = -30,-15 hitsound = S1,12+random%2 guardsound = S1,10 ground.type = high ;Low,Trip,None air.type = High ground.slidetime = -2 guard.slidetime = -2 ground.hittime = -2 guard.hittime = 0 air.hittime = 20 ground.velocity = -20,-10 air.velocity = -25,-15 name = "Evastion BullCharge" sprpriority = 2 p1getp2facing = 0 fall = 4 fall.yvelocity = 10 fall.recover = 2 fall.recovertime = 6 fall.type = Hard fall.damage = 50 [State 3050, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 i've tested the hyper but dosen't work the attack Damage hit combos.... -MetalGuy213
  16. :S i aleast i dont' gonna add it.. sorry for it....
  17. must wait to put it.
  18. i've maded an edit of Omega Red (OnslaughtX's Version) in M.U.G.E.N... Fixes Of Him: Nerfed Omega Destroyer and Omega Strike Ground Velocity of Omega Destoryer is fixed and changed at 0. can be like near good edit of Him by me. Download Link:http://www.mediafire.com/download/wrupxb8902tz26y/MvC_Omega+Red+EDITED.zip must Enjoy! -MetalGuy213 click to watch the image: http://vignette1.wikia.nocookie.net/mugen/images/2/2c/Bandicam_2015-06-16_17-52-55-533.png/revision/latest?cb=20150616215526
  19. totally later will be make ungrabbeable like Garionfield's OTW in his Gold Pallete and making some extra coding at this...
  20. It's April fools.. calm down.
  21. April Fools??? really.... The Current Doomguy of doom is of Ironmugen's version if he's cheap totally Good Joking...
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