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ShinLucho

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  1. https://mega.nz/#!jIgmQRiS!h3l9DW8uPeWliaE3OkFqVz-k1nxJFIn0iAbgV8VF0PM mirror http://www.mediafire.com/file/u4i2nw24wstjn8t/SK'Gohan+Adult+Extreme.7z
  2. Trunks released http://mugenfreeforall.com/index.php?/topic/27863-trunks-eb-released
  3. After a couple months doing nothing with this dude, I decided to finish my first and maybe only completed char. Readme copy: Preview: Download: http://www.mediafire.com/download/h8xgrld9mm9s9a8/Trunks.zip Link broken cause copyright. You can download it from GitHub or from Mugen Archive.
  4. Your helper is already simple, it just need some fixs ;--------------------------------------------------------------- ;Projectile helper [statedef 222] type = A movetype= A physics = n ctrl = 0 anim = 230 sprpriority = 2 velset = 0,1 [State hitdef] type = HitDef trigger1 = !time attr = S, NP hitflag = maf animtype = Medium damage = 200,0 guardflag = MA pausetime = 1,1 sparkno = s1 hitsound = s5,2 guardsound = s6,0 ground.type = high ground.slidetime = 0 ground.hittime = 0 ground.velocity = 0 air.velocity = 0,0 [State to exploding state] type = ChangeState trigger1 = movecontact trigger2 = vel y > 0 trigger2 = pos y > -vel y value = 223 ;--------------------------------------------------------------- ;Exploding projectile [statedef 223] type = A movetype= A physics = n ctrl = 0 anim = 240 sprpriority = 2 velset = 0,0 [state safe pos ground] type = posset trigger1 = !time trigger1 = pos y > 0 y = 0 [State end] type = DestroySelf trigger1 = !animtime
  5. I think this trigger is the one that doesn't work properly. It tries to resolve the condition pos y > 5, then divide it with vel y, and then check if the result is greater than -5. Its odd if you only want to check if the helper hit the ground. You can use trigger1 = pos y >= 0 or trigger1 = vel y > 0 trigger1 = pos y > -vel y as alternative to that trigger. First one is simpler, but can allow the helper go below the ground very often. Second one is what I'm using and works pretty well, took it from here. Anyway, on state 224 you're resetting its pos y to 0, which is great because you're preventing it to go below ground. Keep in mind that multiple helpers are generated every tick on state 221. Edit: Or you can just replace / with && and it will work fine :P
  6. I can use it in a video as bgm. Oh great. Thanks guys c: Also, finished the counter move.
  7. New beta added on first post.
  8. I don't have any plan on other character, I'm looking to move to RPG Maker or keep working on an Unity project. About moves, maybe he misses a special but I have to look on sprites to see what I can do. And yeah, do what you want with him, I would like to see your site when you host him.
  9. Added download link on first post. There are some missing stuff listed on readme file but is playable, I uploaded him because don't have time to work on him at the moment and I wanted a backup :P
  10. Ups, I forgot to say which movement it is :P Yes, is Burning Attack, but I'm not sure what it's it actual color. Anyway, with yellow look like this: Some dust effects and done with burning attack's FXs.
  11. Still working SLOWLY on him What do you think? Should I keep it blue or change it's color to yellow?
  12. True, I will fix that. They look ok IMO, anyway, I could add a config.txt in order to change hitsparks easily. Thanks for the tips :)
  13. Yep, another DBZ EB WIP thread. Trunks has a 3 buttons gameplay, 3 attacks and 2 extras -charge ki and zanzoken- He misses some systems like recovery near ground, zero counter, and some launcher in order to do an aerial combo. Some supers I would like to add are Burning Attack (lvl1), Heat Dome (lvl2), and Shining Sword Attack (lvl3). Also an aerial one but not I'm not very sure. Video: Palettes: Download: http://mugenfreeforall.com/index.php?/topic/27863-trunks-eb-released/
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