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MKImpc7R

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  1. Im now allergic to MK3 / UMK3/ MK1/ MK2 character and Stages sprites and my liking for MK started with them.
  2. New Mortal Kombat is on the rise, what does that mean? new M.U.G.E.N Mortal Kombat project based on the latest. I started M.U.G.E.N MK with customizing existing old MKP, then my first specific project was M.U.G.E.N Mortal Kombat Armageddon back in 2011/12. Pity that when I needed stages, characters from more recent MK's or MKA they were nowhere to be found only those modified MK3 chars, now there are MKA, MKD stages, some more characters that would have been great for that. And since these stages and chars are not relevant for newer MK's and I have no plans to use them, pity for '3D' chars like Blaze or Onaga, Hotaru and others when for so long I was using the old imitations of them. M.U.G.E.N Mortal Kombat 9 thanks to Maxi's screenpack was overall made and used and entirely complete. I was starting to work on MK9 stages but ended up with temporary ones, never made them properly. M.U.G.E.N Mortal Kombat X, I started with the main menu and FightFX, then I kind of hand no time for it, years passed and making the MK9, MKX stages still remain for all these new MK's where they would be relevant. Too bad for Goro MKX and so well made Corrupted Shinnok (cant be in MK11). So, any new chars like MKX, MK9 (yay for Kintaro) or MK11 are more than welcome! I myself will add sprites for Cyrax (LK-4D4) Triborg but can't code chars. (have to find out how they made Torr on better background to apply the same method) This is where there's no label for MK fighters, then it's not/will not be available. When red, then dead by story. The label shows the MK they are coming from by sprites. The newer, the better. Since the Characters are MANY, perhaps some of the MK chars will be on rotation, available in M.U.G.E.N but some will be used instead of others over time. Non-MK chars are trivial and of course I have them for being favorite from other games, and that's about M.U.G.E.N they can be cross-over, well MK game itself does cross-overs. A MK project would heavily feature MK chars and some of the non-MK's while the rest are on rotation. Some of the SF fighters are interesting to have too. Here is the first video: There used to be some MKP specific forum called MK myfreeforum where all such chars were showcased but it disappeared I guess? Well this is a new place then.
  3. Why dont you use a game recorder such as fraps and disable music to hear only sound effects?
  4. MKImpc7R

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    del.me
  5. Does this stage exist as stand-alone and where to dl? It is from 'Mortal Kombat Defender Earth 3 M.U.G.E.N' but i dont know if the arena is available separately or where it is from. That is a protected project and i dont feel like dl-ing for 1 stage anyway.
  6. Where can I get this Rainbow Dash? EDIT: Never mind, I found her under and maybe latest http://www.4shared.com/rar/0HrsC6JT/Rainbow_dashv08.html
  7. Yes I remembered and corrected it, so I use var(59). I use it in statedef -3 and I dont get why the TargetState executes in Round 1. So the idea of my thread will be to figure out how to make it remember that it has to execute the TargetState only when the char has one won round. I can use RoundNo != 1 trigger but it won't help because if P1 (main player) made P2Life < 2 at round 2 and P1 lost round 1, then it would execute at round 2 which would be his first won round and in such case should happen in round 3 only. My triggers run the TargetState in round 1 and I dont know why. I did the second 'VarAdd' to be adding it after the first won round as Win should happen just once but doesnt work to only happen after 1 won round. [State -3, VarSet] type = VarSet trigger1 = StateNo = 5900 var(59) = 0 [State -3, VarAdd] type = VarAdd triggerall = Win ;triggerall = PrevStateNo != [9000,9010] ;trigger1 = P2Life < 2 trigger1 = Var(59) < 1 var(59) = 1 [State -3, VarAdd] type = VarAdd triggerall = Var(59) = 1 triggerall = PrevStateNo != [9000,9010] trigger1 = P2Life < 2 trigger1 = RoundState >= 2 var(59) = 1 [State -3, Non-MKP Sent To Finish] type = TargetState triggerall = Var(59) = 2 ;in round 1 this value becomes = 2 already triggerall = P2Life < 2 triggerall = statetype = S || statetype = C triggerall = stateno != [9000,9010] triggerall = prevstateno != [9000,9010] trigger1 = NumPartner = 0 value = 9001 ctrl = 0 Adding this code is useless, though I was trying to see if I can count won rounds in a match for other purposes too.
  8. I have IntPersistIndex = 58 on the char, so if I used e.g var(61) which is higher, it shouldn't reset? I'm trying to send an enemy char into a finish state like in mk for characters that dont share the mkp code, as right now non-MK chars dont get KOed. And im doing this by putting the code into the mkp chars, who are the only ones that cant KO the non-MK chars. I wanted to use a controller different from Hitdef but im not sure if there are others. I have to put the code in the MKP characters, the ABOVE triggers dont work tho, I dont see the enemy char sent to this 9001 state when I added variable.
  9. Something I've been trying to figure how to do, at first without variable if possible. What triggers do you use to count number of won rounds for the char within an Arcade match? i'm trying to run actions only when a char has won one round and is about to win the 2nd (when P2 life reaches 0 etc). But if the player doesnt win round 1, then round 3 has to be that time.
  10. Hi, making things is fun but once you decide to do a thing, then you want to do another and many, and that starts taking a lot of time.
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