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Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2
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Pilgrim
Posts : 475 Join date : 2012-12-02
Subject: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 5th 2022, 12:15 pm
Season 2 of Ranma 1/2 Mugen, added 6 new Chars (Moose, Obaba, Ukiou, Kunou, Kodachi & Kouchou), added new chars to the intro, Fix little bugs. I forgot in the topic before, all the stages are from Cenobite, Sprites or codebase creators named in the defs. Hope all of you enjoy, positive feedback will be recieved, I'll tested a lot but you never know if someone find any bug, pleas tell me.
Last edited by Pilgrim on January 11th 2022, 11:44 am; edited 2 times in total
RenatoNat.J likes this post
Shining
Posts : 4811 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 5th 2022, 12:50 pm
Great news... The game is almost complete I will try new characters tomorrow but I'm sure they are welldone Thanks for sharing and to partecipate to MMV Christmas event with this awesome game
brucewayne74
Posts : 998 Join date : 2012-11-29
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 9th 2022, 4:22 am
I love how you made this game,I tryied to use ranma on my roster,but has a flashing bug
Pilgrim
Posts : 475 Join date : 2012-12-02
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 9th 2022, 5:28 am
Maybe is because I programed all with a command that allows to flash the char when power is full, if you don't want only have to go ranma1.cns or akane1.cns ...1.cns and delete the first -2 state:
[State -2, NotHitBy] type = PalFX trigger1 = power >= 1000 && stateno != 5150 && time = 1 time = 100 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,25 invertall = 0 color = 256 persistent = 1
It beging in line 0003 so it's easy to find.
But there are a incompatibility with any char, this is because the transformation, when char is transform every anim is the same than the original but with 10000 added to the number as the sprites too, so every state like throw in any char needs 2 anims for the state of 2nd player, so if you have a anim call 810 for the reaction of the 2nd player you need a anim called 10810 for the transformed sprites plus you have to write in the code after the anims + (var2) like this
[State 813, 1] type = ChangeAnim2 trigger1 = !Time value = 820 +var(2)
In every anim who correspond to the 2nd player reactions
Pilgrim
Posts : 475 Join date : 2012-12-02
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 11th 2022, 11:46 am
Upgraded with logo sequence added, new background to the options menu, replace of some sounds and new P-chan sprites
Link Updated in the 1st post
Shining
Posts : 4811 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 11th 2022, 12:09 pm
You are completing the game! I tried new chars...nice Thanks a lot
Last edited by Shining on January 13th 2022, 7:22 am; edited 1 time in total
brucewayne74
Posts : 998 Join date : 2012-11-29
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 11th 2022, 12:13 pm
Completed!yeesss
kiku
Posts : 2 Join date : 2022-01-01
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 15th 2022, 3:19 am
thanks for sharing
Doom
Posts : 10477 Join date : 2014-08-22
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 January 16th 2022, 1:29 pm
Shining
Posts : 4811 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Xmas Ranma 1/2 Mugen Beta (With Transformations enabled) Season 2 March 13th 2022, 10:25 am