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aa250

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2009)
« Reply #30 on: January 24, 2010, 10:20:29 PM »
My Sprites not in yet?
d*mn :D

They are, but the code is buggy. So I disable it for this release It works, but if you want to go ahead and activate it go to State -2 look for this code. The bug is it make the opponent wait 15 second after he get defeated.

;Custom State when losing
[State -2]
type = null;ChangeState
trigger1 = Time = 10
trigger1 = MatchOver = 1
trigger1 = Lose = 1
trigger1 = stateno = 5150
value = 5151

Change it to

;Custom State when losing
[State -2]
type = ChangeState
trigger1 = Time = 10
trigger1 = MatchOver = 1
trigger1 = Lose = 1
trigger1 = stateno = 5150
value = 5151
« Last Edit: January 24, 2010, 10:29:45 PM by aa250 »
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JDubbsIII

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2009)
« Reply #31 on: January 24, 2010, 10:31:17 PM »
wow now i really have to rebuild my mugen now. does he have the helmet rolling off?
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aa250

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2009)
« Reply #32 on: January 24, 2010, 10:32:52 PM »
wow now i really have to rebuild my mugen now. does he have the helmet rolling off?

Read the post above.
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The Question

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2009)
« Reply #33 on: January 25, 2010, 10:12:46 AM »
I love this Magneto, the coding is great. Good job aa250.
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jasontodd

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #34 on: January 26, 2010, 10:35:38 AM »
and one more to download   W00T
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he is coming :)

DoktorAvidan

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #35 on: January 26, 2010, 12:36:43 PM »
the helmet's pretty good...though it seems it rulls from underneath him and underground or something. This seems to just be an alignment issue.

Can you send me a sprite of Magneto so i can fix the helmet palette?

I'll also make some better transition sprites for when the helmet actually comes off and some better blueprints.
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aa250

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #36 on: January 26, 2010, 03:13:32 PM »
the helmet's pretty good...though it seems it rulls from underneath him and underground or something. This seems to just be an alignment issue.

Can you send me a sprite of Magneto so i can fix the helmet palette?

I'll also make some better transition sprites for when the helmet actually comes off and some better blueprints.

Try adding this code in Statedef 5151

[State 5151]
type = PosSet
trigger1 = Time = 0
y = 0

mess with the number in y axis to try to bring up the helmet. I'm assuming this is why it misaligned.

As for sprites do you want the sprites you sent me a few weeks
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DoktorAvidan

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #37 on: January 26, 2010, 04:09:34 PM »
Just whatever sprite (one with a helmet) that way I can fix the palette problem.
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DoktorAvidan

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #38 on: January 29, 2010, 01:29:10 PM »
Alright, sprites corrected and sent.


Now some more ideas..

How about instead using generic scrap metal for his summon metal attack
he uses parts of Cyberbots, Metal Slug, Iron Man armour, Cap's Shield, Sentinels, Cyrax, Dr. Doom...and so on.
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aa250

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #39 on: January 29, 2010, 02:11:37 PM »
Alright, sprites corrected and sent.


Now some more ideas..

How about instead using generic scrap metal for his summon metal attack
he uses parts of Cyberbots, Metal Slug, Iron Man armour, Cap's Shield, Sentinels, Cyrax, Dr. Doom...and so on.

The new helmet sprites I have already added I haven't had a chance to check out if it work since I have been working on other stuff. As for your idea concerning the metal I really don't like it.  It easy to do though you would have to swap those metal sprites and align the boxes. Feel free to release a patch for that if you want.
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DoktorAvidan

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Re: Magneto by aa250 updated to v1.2 (updated Jan 24, 2010)
« Reply #40 on: January 29, 2010, 02:37:05 PM »
Alright
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