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Xdegenerate

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Posts posted by Xdegenerate

  1. It's a great suggestion. I have now added a dash move, but I couldn't work out how to get the opponent to use the spinning animations of Kabal? They don't even work on his character... not the ones I have anyway. (Kabal, and Unmasked Kabal)

  2. The cars are slow? They go pretty fast on my end, could it be a setting somewhere that is different? oh, and you're using Mugen 1.0 right? However, they do slow down a bit when two plays are moving in the same direction... not sure if there is a way to fix that or not? If I could find sprites for that FMM Hornet, I would make it in an instant! Kitt is a fav show of mine, BTTF is a fav movie, and Daytona to me is still the greatest arcade racing game of all time (tho I cant get sega model 3 to run on my pc, so I don't know about Daytona 2).... but I think I'm done with cars at the moment... Unless I can find some M.A.S.K sprites around somewhere?

  3. Posted Image

    My first character Orphues (Battle of Olympus - nes) a sprite swap of "Nes Link" is now updated and working better.

    I fixed the collision stuff, added new palette colors, a few sprite fixes, reduced the overall size of the original, and fixed a few shitty looking things.

    The only thing I didn't edit or fix was Links chain grab move... Orphues instead throws a fire ball to attract the opponent to him... I was going to remove the move all together, but figured, euhh, a character like this needs those sorts of things.... I may come back to it soon to give him a better move to attract with... as a fire projectile makes no sense.

    There is also the old stages made, plus a couple of new ones.

    All can be found here

  4. Road Runner

    Posted Image

    Nothing spectacular about this character, I just found the sprite sheet and figured why not? it would be a quick character to make, and it was.

    I used to own the game on SNES (who cares?), and I don't think anyone has made it before? (still don't give a rats do you?)

    As I said, there is nothing special about this character, he pretty much only has pecking attacks, apart from a jumping claw attack, but he runs, he meep's and pokes his tongue out like the Road Runner. The specials are mostly just pecker moves... just a simple character for any Road Runner/Loony Tunes fans out there... also comes with the stage you see.

    Updates:

    ~ Fixed some collisions

    ~ Added new dash move.

    http://maniac1075-mu...oad-runner.html

  5. Posted Image

    This is a completely original character of the Knight Industries Two Thousand... or K.I.T.T if you prefer.

    I know this is a car, and they haven't been all that popular within MUGEN before, but I really hope you enjoy this character. This is NOT a sprite swap, nor does this character act in anyway like the Delorean (back to the future time machine) I previously released, or whatever the character was I used to sprite swap that original car with.

    Kitt can move back and forward, but cannot jump, as that would be stupid for a car, but he can shoot a laser beam from the light on his fender, attack you with his grappling hook, or just run you down with Super Pursuit Mode rams... if thats not enough, try the Turbo Boost and have Kitt take to the sky and land on your opponent.

    Also comes fully equipped with sounds from KITT and a surprise when you do your taunt! Not only that, but included is a Knight Rider stage... a desert with a purple shade, like the intro of the original series, with a parked F.L.A.G Mobile Unit (semi-truck) with Devon, Bonni and April enjoying the show from the sidelines... not to forget a couple of cars you might recognize driving along the highway!...oh, and has background music too... the ole' Knight Rider theme, but in a more rockin' way!

    http://maniac1075-mugen.blogspot.com.au/

  6. I wouldn't look at it as someone stealing your work, your project is still the one most people want to see. Even if people make their own versions, add new things and whatever... the original project was yours, and I don't think too many people out there would see the ripped mugen chars as anything more as a taste of things to come. I myself was devastated when I read that the original TerrorDrome game was being axed due to copyright. But now you have the chance to complete your work via Mugen, and I wouldn't go looking at the negatives of people editing your work ... my favorite band (AC/DC) had an album come out a couple of years ago, and a couple of weeks before it was officially released, it had been leaked on the net, and so many people where downloading it via torrent that it, I think, became the highest amount of leechers and seeders a torrent has ever seen within a couple of days... but it still didn't stop the album from being released, and it still went to #1 and blah blah blah I'll admit, i'd suck a cock to have gotten those Terror Drome chars on my regular mugen... but it still wont stop me from downloading your completed game when it's done. And I'm still hoping you are dedicated to completing it. And if it comes down to it, i'll get on my hands and knees and do the deed for you to send me the completed version of Terror Drome if you ever continue that one too. well...not really suck a cock tho, more just kiss some ass and stuff, so ZombieBrock...*whip*.....down boy.

  7. Man, this is doing my head in. I've been trying to follow that guide, but I can't seem to get the new throw animation (which is the multiple punches to just dropping the opponent, like in DD) to stop repeating itself.I've done so much to codes in places that I don't even know where I screwed up?

    ;Kung Fu Throw - Attempt

    ; CNS difficulty: medium-advanced

    ; Description: Throws are not difficult to make, although then can be

    ; tedious at times. Throw attempt states have a HitDef of a

    ; special format. The key parameters in a throw are p1stateno

    ; and p2stateno. If the HitDef successfully connects, then

    ; the attacker will change to the state number specified by

    ; p1stateno, and the opponent will be change to the state

    ; number assigned to p2stateno. The special thing about p2stateno

    ; is that the opponent will be temporarily brought into the

    ; attacker's state file. In this case, no matter who the

    ; opponent is, he will be taken to state 820 of this file (kfm.cns)

    ; and remain here until the end of the throw (look at his debug

    ; information when he is being thrown; the text changes to yellow

    ; to mean that he is in another player's state file).

    [statedef 800]

    type = S

    movetype= A

    physics = S

    juggle = 0

    velset = 0,0

    ctrl = 0

    anim = 800

    sprpriority = 2

    ; Notes: The '-' symbol in the hitflag field means that it only affects

    ; players who are not in a hit state. This prevents KFM from combo-ing

    ; into the throw. The priority should be set to a low number, such as

    ; 1 or 2, so that the throw does not take precedence over normal attacks.

    ; The type of priority must always be set to "Miss" or "Dodge" for throws,

    ; otherwise strange behavior can result.

    [state 800, 1]

    type = HitDef

    Trigger1 = Time = 0

    attr = S, NT ;Attributes: Standing, Normal Throw

    hitflag = M- ;Affect only ground people who are not being hit

    priority = 1, Miss ;Throw has low priority, must be miss or dodge type.

    sparkno = -1 ;No spark

    p1sprpriority = 1 ;Draw p1's sprite in front of p2

    ;p2's sprite priority is set to 0 by default

    p1facing = 1

    p2facing = 1 ;Force p2 to face KFM

    p1stateno = 810 ;On success, KFM changes to state 810

    p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns

    guard.dist = 0 ;This prevents p2 from going into a guard state if close

    fall = 1 ;Force p2 into falling down

    [state 800, 2]

    type = ChangeState

    Trigger1 = AnimTime = 0

    value = 0

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;Kung Fu Throw - Throwing the opponent

    ; Description: In this state, KFM throws the opponent by binding him to

    ; various offsets based on his current frame of animation. For

    ; example, [state 810, Bind 1] binds the opponent to an offset of

    ; 28 pixels in front of KFM. That puts him around where KFM's hand

    ; is at. Is is important to keep the opponent bound using a

    ; TargetBind controller at all times, until you let him go. This

    ; is especially important if your player has a Clsn2 box that

    ; allows him to get hit while throwing someone. Each time a player

    ; gets hit, all his bound targets will be set to a fall state. If

    ; the opponent is not bound, then he may get stuck in his thrown

    ; state when his attacker is knocked out of the throw halfway.

    ; Notes: There is a TargetLifeAdd controller to decrease the opponent's

    ; life, and a TargetState controller to change his state to a

    ; falling state when KFM lets go of him.

    [statedef 810]

    type = S

    movetype= A

    physics = N

    anim = 810

    poweradd = 60

    ; Here a variable, var(2), is used to remember whether or not the

    ; player was holding forward at the start of the state. This variable

    ; is checked later on to turn KFM around if necessary.

    [state 810, Holding fwd?]

    type = VarSet

    trigger1 = Time = 0

    var(2) = command = "holdfwd"

    [state 810, Grab Sound]

    type = PlaySnd

    trigger1 = AnimElem = 2

    value = 1, 1

    [state 810, Grab Sound]

    type = PlaySnd

    trigger1 = AnimElem = 4

    value = 1, 1

    [state 810, Grab Sound]

    type = PlaySnd

    trigger1 = AnimElem = 6

    value = 1, 1

    [state 810, Throw Sound]

    type = PlaySnd

    trigger1 = AnimElem = 11

    value = 800, 0

    [statedef 810]

    type = S

    movetype= A

    physics = S

    juggle = 0

    velset = 0,0

    ctrl = 0

    anim = 810

    [state 810, 1]

    type = NotHitBy

    trigger1 = 1

    value = SCA

    time = 1

    [state 810, 0]

    type = PlayerPush

    trigger1 = 1

    value = 0

    [state 810, 0]

    type = Width

    trigger1 = 1

    edge = 20,0

    [state 810, 0]

    type = VarSet

    triggerall = Anim != 810 ;816

    trigger1 = AnimElem = 1

    trigger2 = AnimTime = 0

    v = 0

    value = 1

    [state 810, 0]

    type = VarSet

    trigger1 = AnimElem = 2

    v = 0

    value = 0

    [state 810, SprPriority]

    type = SprPriority

    trigger1 = 1

    value = 1

    [state 810, Bind]

    type = TargetBind

    trigger1 = AnimElem = 1

    ;trigger1 = AnimElemTime(2) < 0

    pos = 30, 0

    [state 810, 2]

    type = PlaySnd

    trigger1 = AnimElem = 2

    value = 0, 2

    [state 810, PlaySnd]

    type = PlaySnd

    trigger1 = AnimElem = 3

    value = 10, 2

    channel = 0

    [state 810, PalFX]

    type = PalFX

    triggerall = Time > 0

    triggerall = Time < 55

    triggerall = Var(0) = 1

    trigger1 = command = "x"

    trigger2 = command = "y"

    trigger3 = command = "z"

    trigger4 = command = "a"

    trigger5 = command = "b"

    trigger6 = command = "c"

    add = 50,50,50

    time = 1

    [state 810, TargetState]

    type = TargetState

    triggerall = Time > 0

    triggerall = Time < 55

    triggerall = Var(0) = 1

    triggerall = Anim != 811

    trigger1 = command = "x"

    trigger2 = command = "y"

    trigger3 = command = "z"

    trigger4 = command = "a"

    trigger5 = command = "b"

    trigger6 = command = "c"

    value = 816

    [state 810, ChangeAnim]

    type = ChangeAnim

    triggerall = Time > 0

    triggerall = Time < 55

    triggerall = Var(0) = 1

    triggerall = Anim != 810

    trigger1 = command = "x"

    trigger2 = command = "y"

    trigger3 = command = "z"

    trigger4 = command = "a"

    trigger5 = command = "b"

    trigger6 = command = "c"

    value = 810

    [state 810, TargetState]

    type = TargetState

    trigger1 = Time = 55

    value = 810

    [state 810, ChangeAnim]

    type = ChangeAnim

    trigger1 = Anim = 811

    trigger1 = AnimTime = 0

    trigger2 = Time = 55

    value = 810

    [state 810, 1]

    type = HitDef

    triggerall = Time <= 55

    trigger1 = Anim = 810

    trigger1 = AnimElem = 3

    attr = S, NT

    damage = 50, 0

    animtype = Heavy

    hitflag = MAF+

    priority = 3, Hit

    sprpriority = -1

    pausetime = 0, 0

    sparkno = 2

    sparkxy = -10, -70

    hitsound = S2,3 ;5, 3

    ground.type = Low

    ground.slidetime = 5

    ground.hittime = 15

    ground.velocity = 0,0

    fall.animtype = Heavy

    air.type = Heavy

    air.velocity = 0,0

    air.hittime = 10

    p2stateno = 820

    kill = 0

    [state 810, State End]

    type = ChangeState

    trigger1 = AnimTime = 0

    trigger1 = !gethitvar(isbound)

    value = 0

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;Thrown by Kung Fu Throw

    ; (a custom gethit state)

    ; Description: This is the state that the opponent changes to after being

    ; hit by KFM's throw HitDef. The important thing here is to use a

    ; ChangeAnim2 controller. The difference between ChangeAnim2 and

    ; ChangeAnim is that ChangeAnim2 changes the player's animation to

    ; an action in the AIR file of the attacker (in this case, kfm.air),

    ; whereas ChangeAnim always changes the player to an action in his

    ; own AIR file. Look at Action 820 in kfm.air for some extra

    ; comments.

    [statedef 820]

    type = A; S

    movetype = H

    physics = N ;S

    velset = 0,0

    ;poweradd = 40

    [state 820, 1]

    type = ChangeAnim2

    Trigger1 = Time = 0

    value = 820

    [state 5050, 5]

    type = SelfState

    trigger1 = AnimTime = 0

    trigger1 = !gethitvar(isbound)

    value = 5050

    ;[state 820, 2]

    ;type = SelfState

    ;trigger1 = !gethitvar(isbound)

    ;value = 5050

    ;---------------------------------------------------------------------------

    ;Thrown by Kung Fu Throw - thrown into the air

    ; (a custom gethit state)

    ; Description: This state has the opponent flying through the air and

    ; falling down onto the ground. The SelfState controller sets the

    ; opponent back using to his own state file when he his the ground.

    ; Controllers 821,2 and 821,3 allow the opponent to recover by

    ; hitting his recovery command when he is falling.

    [statedef 820]

    type = S

    movetype = H

    physics = N

    velset = 0,0

    ctrl = 0

    anim = 820

    [state 820, a]

    type = ChangeAnim

    trigger1 = AnimExist(820)

    trigger1 = Anim != 820

    value = 820

    [state 820, p]

    type = PalFX

    trigger1 = Anim = 820

    trigger1 = Time = 0

    time = 60

    add = 100,80,0

    sinadd = 64,32,5,3

    [state 820, v]

    type = velset

    trigger1 = Time = 30

    x = -1.8

    y = -9.4

    [state 820, g]

    type = gravity

    trigger1 = Time >= 30

    [state 820, 0]

    type = nothitby

    trigger1 = Time = 0

    value = SCA

    time = -1

    [state 820, t]

    type = Pause

    trigger1 = timemod = 1,0

    time = 1

    movetime = 0

    [state 820, 1]

    type = Selfstate

    trigger1 = Pos Y > 0

    value = 5100

    Character

  8. Well i've updated him to be a bit better. Given new moves and fixed a few of the suggested problems. However, doing an intro for him where the Shadow Warriors kidnap whats her face etc... maybe later, it would be very time consuming and i'm not too confident I could pull it off yet. Hopefully in future I will be able to do that.

  9. Yo, again nice stage and sick bgm. But you must have tested these stages at 1280x720. Cuz at 640x480, they have a HUGE empty space at the bottom of the stage. You also might want to adjust your y-delta so that the stages don't move up so much when you jump.

    Yeah mine is at 1280x720, I didn't even know it made a difference at different screen dimensions. Is there a coding fix for that, or is it just a matter of inserting different size layouts and adjusting them in FF?

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