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Author Topic: problem with adding to 4 button chars  (Read 303 times)

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Offline prnzokoshiro

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problem with adding to 4 button chars
« on: April 04, 2010, 03:42:38 PM »
I have worked on 2 different 4 button chars (that are not really supposed to be 4 button format), and they've both yielded the same problem:  when I start adding new states, it makes a few other states either stop working, or only work if you combo into the move/s that's affected by this. 

There doesn't seem to be ANY conflict of same states being used, so I have no idea why making new additions on these chars that have two punch strengths, two kick strengths is causing other moves to be inert.  Is there some preset kind of limit that can be imposed on the number of states or something, that's the only thing I can think of, or does Mugen just get buggy with certain things?  I don't see why using the same anim on 2 different states could cause a problem, it doesn't with other chars I've worked on.  Help please?



Offline Fallen_Angel

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Re: problem with adding to 4 button chars
« Reply #1 on: April 04, 2010, 09:41:57 PM »
Could you post , exactly what you did??

Check that you arent repeating statedefs


sig made by shullbocka

Offline prnzokoshiro

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Re: problem with adding to 4 button chars
« Reply #2 on: April 05, 2010, 12:05:47 AM »
whoops, almost forgot to do this... here's the first half of what I was posting, up above is the second half

Code: [Select]
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, Invisibility Effect]
type = AfterImage
trigger1 = var(0) = 1
;time = 25
;length = 25
time = 375
length = 375
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 44
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

;[State 240, 3]
;type = PosAdd
;trigger1 = AnimElem = 7
;x = 12

[State 240, Invisibility Effect]
type = AfterImage
trigger1 = var(0) = 1
;time = 25
;length = 25
time = 375
length = 375
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 3,0
anim = 240
sprpriority = 2

[State 250, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 250, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

;[State 240, 3]
;type = PosAdd
;trigger1 = AnimElem = 7
;x = 12

[State 250, Invisibility Effect]
type = AfterImage
trigger1 = var(0) = 1
;time = 25
;length = 25
time = 375
length = 375
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 0
sparkxy = -10,-42
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
; Description: This is a 2-hit move. It is done by having two HitDefs
;     triggered, one for each frame of animation that hits.
;     Notice how the first hit cannot be guarded by an opponent in the
;     air, because of the "M" in the guardflag, meaning it can only
;     be guarded "middle". The second hit has an "MA" guardflag, so
;     it can be guarded both on the ground and in the air.
; CNS ƒŒƒxƒ‹: ˆÕ
; Ú×: ‚±‚ê‚͉£‘Å‚ª“ñ”­‚ ‚éUŒ‚‚Å‚·B
; ‰£‘Å‚Å‚«‚éƒAƒjƒ[ƒVƒ‡ƒ“‚Ì–‡‚͈êXHitDef‚ð“o˜^‚µ‚Ä‚¢‚Ü‚·B
; ˆê”­–ڂ̍UŒ‚‚ÌHitDef‚É‚Íguardflag‚ªuMvimiddle’†’iƒK[ƒhj
; ‚ɃZƒbƒg‚³‚ê‚Ä‚¢‚é‚̂ŁA‘ŠŽè‚͋󒆂ŃK[ƒh‚Å‚«‚Ü‚¹‚ñB“ñ”­–Ú
; ‚̍UŒ‚‚Ìguardflag‚́uMAvimiddle+air’†’i{‹ó’†ƒK[ƒhj‚ŁA
; ’nãA‹ó’†‚Å‚àƒK[ƒh‚·‚邱‚Æ‚ª‚Å‚«‚Ü‚·B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

;This is the second hit, triggered on the 4th element of animation.
[State 410, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-83
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

;This is the first hit, triggered on the 3rd element of animation.
[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS ƒŒƒxƒ‹: ˆÕ
; Ú×:
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;--------------------------------
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 450, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 450, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 0
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 46
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
;--------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 620, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,4
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 48
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 640, Invisibility Effect]
type = AfterImage
trigger1 = var(0) = 1
;time = 25
;length = 25
time = 375
length = 375
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add
;----------------------------------
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 650, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 650, Invisibility Effect]
type = AfterImage
trigger1 = var(0) = 1
;time = 25
;length = 25
time = 375
length = 375
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add

the entries I added aren't named (250, etc.)

then in cmd:

Code: [Select]
;Stand Light Kick
;—§‚¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Standing Strong Kick
;—§‚¿‹­ƒLƒbƒN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;-----------------------------------
;Standing Roundhouse Kick
;—§‚¿‹­ƒLƒbƒN
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 3
trigger3 = (stateno = 230) && time > 3
;---------------------------------------------------------------------------
;Taunt
;’§”­
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;‚µ‚Ⴊ‚ÝŽãƒpƒ“ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Punch
;‚µ‚Ⴊ‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;--------------------------------
;Crouching Fierce Punch
;‚µ‚Ⴊ‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Light Kick
;‚µ‚Ⴊ‚ÝŽãƒLƒbƒN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;‚µ‚Ⴊ‚Ý‹­ƒLƒbƒN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;--------------------------------
;Crouching Roundhouse Kick
;‚µ‚Ⴊ‚Ý‹­ƒLƒbƒN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó’†Žãƒpƒ“ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;--------------------------------
;Jump Fierce Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Kick
;‹ó’†‹­ƒLƒbƒN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;--------------------------------
;Jump Roundhouse Kick
;‹ó’†‹­ƒLƒbƒN
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350

these entries are Standing Roundhouse Kick, Jump Fierce Punch, Jump Roundhouse Kick.

and adding these has caused moves such as these not to work, or not work unless combo'd into; I'll give 2 examples:

edit: OK, apparently no matter what I can't post all of this without a reply from somebody else first, it keeps replacing my last post (I suppose this is in an effort to disallow shameless bumping).  So this is all I can show you for now; I'm pretty sure I'm not repeating statedefs.
« Last Edit: April 05, 2010, 02:28:34 PM by prnzokoshiro »

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