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Thread: Screenshots

  1. #41
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    Default Re: Screenshots

    LOL, I Hacked MUGEN.
    https://i.imgur.com/WPIFtni.png
    I Did a test with Doppel's Shiho Nagaoka and then i had to insert rainbow colors under statedef -2.

    [State -2, Rainbow PalFX.]
    type = AllPalFX
    trigger1 = enemynear,name = "Shiho Nagaoka" && enemynear,authorname = "Doppel"
    time = 1
    add = floor(sin(gametime/8)*64),floor(sin((gametime-85)/8)*64),floor(sin((gametime-170)/8)*64)

    Credits to altoiddealer.
    Last edited by Jansen121; 26th February 2019 at 17:32.

    Eien no Yume ~Eternal Dreams~ (MUGEN Blog) (Banner link FREE)

    Current W.I.P.S:

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  2. #42
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    Default Re: Screenshots

    Knife aerial battle of recycled sprites
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    Meanwhile in some weird rule 63 universe
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    Triple kick
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  3. #43
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    Default Re: Screenshots

    This is war

    Click image for larger version. 

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    AKA me testing something stupid in the 4 vs 4 build.

  4. #44
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    Default Re: Screenshots

    It's alright to be nervous, even Goku can't stand needles.

    Click image for larger version. 

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  5. #45

    Default Re: Screenshots

    Click image for larger version. 

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  6. #46
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    Default Re: Screenshots

    Click image for larger version. 

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    Okay then...

  7. #47
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    Default Re: Screenshots

    Finally got that nice double KO.

    Click image for larger version. 

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  8. #48

    Default Re: Screenshots

    That spacemouse blackscreen is the best OMG xd

  9. #49
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    Default Re: Screenshots

    Dude didnt even let her touch the floor. Just combo'ed her right on the first hit to death. Brutality.

    Click image for larger version. 

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  10. #50
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    Default Re: Screenshots

    Screenshot from a future video
    Using these gorgeous lifebars thanks to @Juu-bei7
    Click image for larger version. 

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  11. #51
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    Default Re: Screenshots

    An April Fools match

    Click image for larger version. 

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    Last edited by AGenericDude; 1st April 2019 at 07:01. Reason: "Quality" writing

  12. #52
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    Default Re: Screenshots

    Get in the robot, you idiots.

    Click image for larger version. 

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  13. #53
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    Default Re: Screenshots

    Ken wins antologicaly (Is this even a word?).

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  14. #54
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    Default Re: Screenshots

    Geese: What? Who the heck are you?
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    Nothing can stop Maya!
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    You Spin Me Round
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ID:	5199

  15. #55

    Default Re: Screenshots

    Click image for larger version. 

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    Click image for larger version. 

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  16. #56
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    Default Re: Screenshots

    Click image for larger version. 

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    Click image for larger version. 

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    Yes, This screenshot was taken from 2015
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    And heres my 2019 remake of my of screenshot back in 2015

  17. #57
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    Default Re: Screenshots

    When your parents kick you out of the house
    Click image for larger version. 

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    Click image for larger version. 

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    When a unstoppable force meets an immovable object
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ID:	5231
    Click image for larger version. 

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  18. #58
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    Default Re: Screenshots

    nicee

  19. #59
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    Default Re: Screenshots

    Showcasing a damage dampener code i made.
    https://i.imgur.com/4aCuI43.gif
    It's a basic dampener/proration code i made different than other dampener/proration codes, but using integer var (For combo hits) & float var (For total damage increased).

    Here's the code in case you are curious to see:

    Code:
    ; Damage Proration System by Jansen121.
    ; NOTE: Free to use, But don't forget to put me in the credits.
    
    [State -2, Combo Counter] ;This Variable will detect the number of hits that the character reached, it's required.
    type = VarAdd
    triggerall = numenemy
    trigger1 = hitpausetime = 1 ;Required, do not remove, for combo detection purposes only
    trigger1 = enemynear,movetype = H ;Opponent has been hit
    trigger1 = movehit ;Hit detection
    trigger2 = projhittime(0) = 1 ;Projectile hit detection
    v = 0    ;fv =
    value = 1
    ignorehitpause = 1 ;Required, Do not remove
    
    [State -2, Combo Counter Reset]
    type = VarSet
    trigger1 = numenemy
    trigger1 = (enemynear,movetype != H) ;Opponent not being hit
    trigger2 = !(numenemy)
    v = 0    ;fv = 10
    value = 0
    ignorehitpause =  1
    
    [State -2, Normal Damage] ;This Float variable will detect the total damage the character did while doing a combo.
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 0
    trigger1 = var(0) <= 1
    fv = 0    ;fv = 10
    value = 1.0 ;100% of Damage
    ignorehitpause = 1
    
    [State -2, 90%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 1
    trigger1 = var(0) <= 2
    fv = 0    ;fv = 10
    value = .9 ;90% of Damage
    ignorehitpause = 1
    
    [State -2, 80%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 2
    trigger1 = var(0) <= 3
    fv = 0    ;fv = 10
    value = .8 ;80% of Damage
    ignorehitpause = 1
    
    [State -2, 70%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 3
    trigger1 = var(0) <= 4
    fv = 0    ;fv = 10
    value = .7 ;70% of Damage
    ignorehitpause = 1
    
    [State -2, 60%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 4
    trigger1 = var(0) <= 5
    fv = 0    ;fv = 10
    value = .6 ;60% of Damage
    ignorehitpause = 1
    
    [State -2, 50%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 5
    trigger1 = var(0) <= 6
    fv = 0    ;fv = 10
    value = .5 ;50% of Damage
    ignorehitpause = 1
    
    [State -2, 40%]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 6
    trigger1 = var(0) <= 49
    fv = 0    ;fv = 10
    value = .4 ;40% of Damage
    ignorehitpause = 1
    
    [State -2, Last Damage]
    type = VarSet
    triggerall = numenemy
    trigger1 = var(0) >= 50
    fv = 0    ;fv = 10
    value = .3 ;30% of Damage (Or Final damage)
    ignorehitpause = 1
    
    [State -2, Dampener]
    type = AttackMulSet ;This sctrl multiplies the character damage
    trigger1 = 1
    value = fvar(0)
    ignorehitpause = 1
    
    [State -2, Debug] ;Now check if the dampener system is working correctly (Debugging purpose lol)
    type = DisplayToClipboard ;This sctrl displays text for debug purposes only.
    trigger1 =  1
    text = "fvar(0) = %f"
    params = fvar(0)
    ignorehitpause = 1
    
    Copy and paste the damage code for the dampener:
    
    damage = ceil(??*fvar(0))
    
    If your char has a helper projectile you could use ceil(??*root,fvar(0)) instead so this will work.
    
    But don't forget this extra code (Copy & paste on your helper's state):
    
    [State ???, Combo Counter for Helper] ;This Variable will detect the number of hits that the character reached, it's required.
    type = ParentVarAdd
    triggerall = numenemy
    trigger1 = hitpausetime = 1 ;Required, do not remove, for combo detection purposes only
    trigger1 = enemynear,movetype = H ;Opponent has been hit
    trigger1 = movehit ;Hit detection
    v = 0    ;fv =
    value = 1
    ignorehitpause = 1 ;Required, Do not remove
    Last edited by Jansen121; 26th July 2019 at 15:08. Reason: Updated code (Now character can deal 30% of damage if reached 50 hits).

    Eien no Yume ~Eternal Dreams~ (MUGEN Blog) (Banner link FREE)

    Current W.I.P.S:

    Tamao Mitsurugi (V.G. Custom/Advanced V.G. 2)
    Tia/Tio(Konjiki no Gash Bell!!! Yuujou no Zakeru Dream Tag Tournament)


    Support me on Patreon for MUGEN Works.

  20. #60
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    Default Re: Screenshots

    many good scenes!

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