Infinity MUGEN Team
IMT Main => M.U.G.E.N Releases => Topic started by: Acey on March 15, 2011, 05:30:56 PM
-
A short while ago we quietly upgraded the EoH character creation template. It's beend uploaded and ready for use ever since so it seems like a good time now to mention it:
(http://img571.imageshack.us/img571/9756/ffu.png)
Details:
* Standard Winmugen and Mugen 1.0 compatable
* Default gethit placeholders with linked sprites
* Preprogrammed statedefs including hyper states with full FX
* Specials states include guard push, recovery roll, move before match, launcher and super jump
* MvC 2 announcer text and vocals included
* Includes all custom EoH FX
* Standard var(59) AI template
* Var Documentation
* CMD combo chains
* Mugen 1.0 Winquotes, preset for 5 different languages
* Standard mugen portraits including 9000,0 9000,1 and the new 9000,2
* Custom EoH version 6.0 common1.st
Download EoH Template verision 9.0 (http://www.infinitymugenteam.com/Uploads/ACEY/SMvCCharacterTemplate90.rar)
-
I logged on to find your 1.0 screenpack and found this release. I really like that you included the guard push state. Im guessing that the announcer sounds is for the combos?
-
I logged on to find your 1.0 screenpack and found this release. I really like that you included the guard push state. Im guessing that the announcer sounds is for the combos?
Exactly, the announcer is only available for combo hits and "danger".
-
Exactly, the announcer is only available for combo hits and "danger".
Sweet being new to coding myself this will save some time and headaches :thumbsup:
-
Is there a wall & ground bounce & normal>special>hyper moves cancel
-
Is there a wall & ground bounce & normal>special>hyper moves cancel
as far as I remember this template, yes.
-
Like O Ilu said, yes and yes, but the special moves aren't preprogrammed to cancel in the air, that would require additonal code, which anyone using the template would have to become familiar with anyways.
-
Hello.
Please let me use the your template.
I might want to confirm it.
Jumping medium punch doesn't go out because of the error. :'(
It seems that it is not in my description mistake because it had happened before I describe it.
Are you per mind?
-
Hello.
Please let me use the your template.
I might want to confirm it.
Jumping medium punch doesn't go out because of the error. :'(
It seems that it is not in my description mistake because it had happened before I describe it.
Are you per mind?
Jumping Medium Punch doesn't go out?
-
No, it stops in the jump motion of timing in which Y is pushed though this is behavior after I register the picture, and it lands as it is.
It becomes a hit only when airX→airY and pushing why by the motion of Jumping light Punch→Jumping light Punch.
The hit sound seems to have been emitted with light→Medium.
-
No, it stops in the jump motion of timing in which Y is pushed though this is behavior after I register the picture, and it lands as it is.
It becomes a hit only when airX→airY and pushing why by the motion of Jumping light Punch→Jumping light Punch.
The hit sound seems to have been emitted with light→Medium.
Consider it a test in trouble shooting, Your Jump Medium Punch action is 611 but your statedef is looking for value = 610. The solution is easy, change the animation number to 610.
-
Why are the hitsounds so buggy? You should consider replacing them with better quality rips.
-
Why are the hitsounds so buggy? You should consider replacing them with better quality rips.
Could you explain buggy?
-
It's hard to explain. It's as if there's allot of feedback due to the sounds having their volume increased by too much.
The EOH characters use SFA3 hitsounds right?
http://www.mediafire.com/?7a4clge73esbhc9 (http://www.mediafire.com/?7a4clge73esbhc9)
Compare these sounds to the ones that EOH uses.
-
Thank you. ;)
When the part pointed out was corrected, it was splendidly repaired.
It was easy solution like that.
In an early comment,
I am Japanese. The translation site was used, and I am sorry in poor English.
I work hard that I adhere to your eyes this time as a M.U.G.E.N. creatress.
-
Thank you. ;)
When the part pointed out was corrected, it was splendidly repaired.
It was easy solution like that.
In an early comment,
I am Japanese. The translation site was used, and I am sorry in poor English.
I work hard that I adhere to your eyes this time as a M.U.G.E.N. creatress.
日本語でもいいですよ。またM.U.G.E.N ヘルプ所はここです。
http://www.infinitymugenteam.com/Forum_345/index.php?action=collapse;c=13;sa=collapse;sesc=cc8e55f004f85d0b57d757b983477b1a#13 (http://www.infinitymugenteam.com/Forum_345/index.php?action=collapse;c=13;sa=collapse;sesc=cc8e55f004f85d0b57d757b983477b1a#13)
-
CvS2 sounds will be perfect. As well the attack FX.
-
So are the sounds going to be changed?
-
So are the sounds going to be changed?
The template uses MvC2 hitsounds, right now there are no plans to change them. I'm listening to them right now and they sound good to me. What am I missing?
-
Where did you get these sounds from, and who said they were from MvC2?
They don't sound anything like MvC2 hitsounds.
There's also allot of static [and chipping I believe] because someone tried to increase the volume of the original sounds by too much.
-
Where did you get these sounds from, and who said they were from MvC2?
They don't sound anything like MvC2 hitsounds.
There's also allot of static [and chipping I believe] because someone tried to increase the volume of the original sounds by too much.
You know, I'll go plus into my TV tonight with the nice stero system and check out the sounds closer, here on my lappy they sound great. The sounds come from Cloudius.