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Mugen battle arena screenpack
Mugen battle arena screenpack













This is a way to use GokuM's var(1) when his MUGEN Victim is being put in his MUGEN Custom State like Statedef 1007 and to need to use the var(1) only when the MUGEN Victim's is exactly "Goku" (or any other MYTHOS MUGEN character).of course, it is all up to you. Value = 1007 no need to "+var(1)" because it is a non-MYTHOS MUGEN character Value = 1007+var(1) need to "+var(1)" because it is a MYTHOS MUGEN character Triggerall = name = "Goku Mythos" || name = "Sonic Mythos" || name = "Luffy Mythos" || name = "Mario Mythos" || name = "Zero Mythos" Thank you for the feedback - always appreciated!ĮDIT: I'll also be posting the new updates to this main thread as well. That's embarrassing and unintentional.īy the way, I'm already making a lot of progress - I was going to release eight characters this time, but I think I'll finish the fourth one soon and then finish the other four later. I can only do so much, right?Īs for Goku being able to cancel into his projectile in the air.

mugen battle arena screenpack

That issue has been completely fixed for the next release, and all characters should be able to safely interact with all other MUGEN characters! The only issues I can't really help with are the custom animations of other characters or their hitboxes not allowing the combos to properly chain, but oh well. These inconveniences are precisely why the MYTHOS project characters were to be used exclusively among themselves. The only issue, as you mentioned, is that this causes problems with other MUGEN characters.

mugen battle arena screenpack

Var(1) is used for transformations and transformation animations, so when put in a custom state, it adds the opponent's var(1) value onto the animation so that the transformed animation plays instead of the base form animation (take, for example, your note earlier on how Goku's hair would turn black again during a throw due to the custom state not detecting the transformation). These are very accurate notes, especially the notes about the enemy's variables - But there was a reason for that, at least. There's no exact limits as to who can or can't be accepted for the Mythos project, barring a lack of resources or interest, though any characters specifically made by me will likely be made out of interest for the character/franchise. (Please note, however that any fully-programmed characters may be edited by myself for compatibility with other characters or bug fixing)

mugen battle arena screenpack

If you have any contributions at all, ranging from glitch reports to moveset advice to sprite sheets to full characters, I would be humbled to happily accept them with open arms.

mugen battle arena screenpack

Possibly a screenpack for a full game containing all of these characters (and the potential bosses and minigames) Competent AI (I need assistance for this one, please) A way to cancel Combo1 into Combo2 or visa-versa (without it being cheap) Various edits to make characters fit their source material better















Mugen battle arena screenpack