welp, time to try build my first mugen char. If I succeed you will be the first to know. Both this remake and the original tutorials answered many questions I had. So thank you for making them 😊
Wow very detailed video and i liked the way you explained cond(arithmetic expression)very clear and simple.Can you explain more of these arithmetics codings in the next video and how to do fatalities?Up to here fantastic👍thanks.Later i'll say it again..
Hey bro, your videos have been extremely helpful, thank you, which is why I'm hoping you can help me. I have an issue where characters are just suddenly regenerating back to full health during a match and it happens during same said matches constantly practically making it an endless fight Like for example P1 Hp= 70% and P2 Hp= 20% but then all of a sudden both of them just regenerate back to full health and its become quite annoying honestly. So Im really hoping you can help me out on this bro Thank you
probably a stupid question, but are you making sure you aren't in training mode? I believe training mode restores your health constantly by default so your training dummy cant die.
He is. And I would love to. But for me personally.. they have to really connect with me, you know? Death Adder and Guyver are my 2 fave MVC characters i've made.
Ray McDougall 3 special moves is 1. Big tornado which is the hadouken move 2. Dynamite tackle which was the shoulder charge and 3. Wheel kick. SPOLIER: Super was the thunder dynamite tackle
Me halfway through: I hope this covers how to fix landing the character whenever I use a an air attack my character flips to the other side. And when he lands he's noticably lower... Idk how to fix that.
your landing state does not half a posset code that sets the y value to 0. if you don't have a landing state then make one. alternatively setting your characters physics to A, will auto do it for you.
Ryon, i need help.. I'm doing Geese character now., i want to make a move of him where he will do the following: - Attact his opponent(any meelee attact like punch, kick etc) - Then p2 will get dizzy while Geese doing his "Comon" pose, - Then after that, p2 will Attact him, - Then Geese will use his "Predictable" counter.. Please Ryon, how to do that?
@@RyonMugen Ok thanks, i already make it., i used Shingo's state codes on his special where he's reading his notes while his enemy is getting dizzy as my reference., actually i'm just copying codes from original characters whenever i'm making a character., i want to build my own mugen where all characters are made by me with uniform Hitsparks, Hitsounds, Supersparks, Speed, Styles, etc.. like it was a real well made fighting game, then enjoy playing it when it's already finish... 😁😁😁
You have a "cond" code Anim = cond(facing=1, 100,101) So then if facing equals 1. Which I believe is facing right. Play animation 100, if it's not facing right then play animation 101
For the Condition code I have it written like this is this correct because the recording did a wonderful job of blurring and the difference between , and . is kinda hard to tell. fall = Cond(Enemy,statetype =A,1,0)
Hey bro, your videos have been extremely helpful, thank you, but i need help with this: everytime my opponent attacks the Helper Projectile, it turns into another Player. is there any fix?
Yes you need to use a hitoverride code, to redirect the reaction to the hit so instead of the helper resorting to the players 5000s, it's going to go to whatever state you specify. I have a tutorial on Striker characters and another video on the H Sctrls. You should check out both
@Ryon hi there , thanks for your tutorials :D , i am looking for a specific tutorial since years, the one about how to port an animation from a character to another one, for example: if i want sagat to perform the hadoken of ryu, how can i proceed? consider that i am talking about the body movement , not about how to make sagat trow a projectile, i am specifically talking about how to make sure that a character get the same movements of another character
you would have to completely redraw them. There is no tutorial on that because its not a coding based issue, Its a graphical one. I am not good at drawing sprites, so I can not help with this. I do have a video about copying moves but not making a character do another characters animation.
@@RyonMugen i see thanks , in any case the interesting fact about those characters is that they don't look like they got redraw from the very first pixel, it look like someone know a coding-like way to do that, but aside of this i appreciate your tutorial, infact i want to know if you could ever create a tutorial were you explain how to correctly code the counter attack from igniz , you know, that boss from king of fighters 2001, unfortunately none ever use the characters from snk for the tutorials :\
Hi, i'm still having some issues and hope you can help me (sorry if its so long) 1) i'm creating a move where i throw a fireball in midair (should be same input as hadouken, but while airborne), but after the move the character sinks a little to the ground as you said. I tried putting the PosAdd command but nothing changes. I put the physics of the move to N and velset 0,0 cause i want the character to stop while throwing the fireball in air, then come down with the gravity command you show in the video (please tell me if that's the problem). Only thing i was able to notice was that the amount of pixels i sink trough depends on the height at wich i perform the move (if i do it as soon as i leave the ground he sinks less, if i do it at the apex of my jump he sinks more) 2) I can't figure out how to make the same move do 2 different things on ground and in air. I tried to copy the hadouken command in the commands file and adding "trigger1 = statetype = A". 3)not really a problem, just a question: is there a way to go frame-by-frame in the training mode?
1. For the air projectile. Set physics to N. Do not have a velset in the statedef. Use a velmul (which allows you to multiple the velocity either slow or fast) a bit like this Type = velmul Trigger1 = time < 10 X = .5 Y = .5 test it out, change trigger and values as needed. Then add gravity code with trigger such as trigger1 = time >= 10 This way the gravity kicks in after the velmul stalls you in the air. Also your changestate should have a trigger and value like this... Trigger1 = pos y > 0 && vel y >0 Value = 52. State 52 Is jump land.
2. In the command file you should use 2 changestates. 1 with triggerall = statetype = A And another with triggerall = statetype !=A That will differentiate being in the air, versus not being in the air.
3. Sadly no. In mugen you can not slow the game down by default. If you want it to slow down at a constant slowness. Go to your characters constants file (.cns) At the very bottom under-3 statedef add this code. [State -3, slowdown] Type = pause Trigger1 = time%2=0 Time = 1 Movetime = 0 This code will cause the game to pause every 2 ticks, giving it a slow down look. If your using Ikemen Go, pressing Ctrl + S several times will slow down the game.
I have a question, do you know how to change a character color gradiant to a different color For Example, For Ash Crimson MA by MichaelArmaros, i want to change his purple flame gradient to his classic green flame gradient, do you know how and could you make a video on this? Thanks
It depends on how Michael coded it. If the effects shares the same palette as his character, you can change the in there per palette. If they are there own color, you would need to extract the images, change them using a graphic editor program, then readd them
thank you so much for this tutorial! just have one question, when the helper leaves the screen, I cant shoot it again, I guess because it was never destroyed. How do i fix that? Sorry if I missed that on your video hehe
@@RyonMugen ok so, if the player is doing powerful backflip kick like Scorpion's hellfire kick and it sends the opponent (2nd player) into the air. I put on fall = 1 and i wonder know how can you rise the player's Y velocity fall in the air
ok but it shows it without the splash tho they are maybe a way to show the splash with it depends anyway here:[State 0, DestroySelf] type = DestroySelf anim = 1022 trigger1 = pos y > 0 && vel y > 0 ignorehitpause = 1
@@HonkG.Womblatin destroyself will completely REMOVE the helper, the anim= 1022 line is the error. if you want the helper to blow up when it hits the floor. the helper needs toe changestate at that trigger, and in a NEW state. play the animation and a destroyself with a trigger1 = !time
here the right one: ;lazy bone attack [State -1, lazy bone attack] type = ChangeState value = 1020 triggerall = command = "x" trigger1 = statetype != A trigger1 = ctrl triggerall = power >=500 not including other attacks the x is not supposed to be the right command but its my only choice
He he heeee, I got lazy and didn't finish ... However! This was a remake of the original series, which you can still find on my channel... this series was meant to be shorter than the original.
@@RyonMugen OK, I'll take a look to that other series, I got one question for you, after some time watching your videos I still can't figure what am I doing wrong, you'll see, am trying to make my character Hanzo from world heroes perfect game to use the power or special if you want to call it that way, so far it works but... The low part of the projectile pass by one side of the enemy, do you know what am I doing wrong??? I just try the spripriority code but it's the same, it goes now from the front to the back 😅😅
@@RyonMugen the special move it's in 2 parts, the one on the tip is like a whirlwind, and the one on the bottom is like a reppuken, like the one from geese howard??? Anyway Iwas looking through the DEF file and it looks like the second part it's a Explode type Def??? I copy all the codes of the original char but it's the same thing, it keeps going for one side or another of my char 😅😅
Hehehe. I lost the files for this character. I also did not finish the video series for this guy. But essentially special attacks are the same as hyper attacks. Just with extra codes. You can use a superpause code for the effects or you can break it down further. And limit it in the cmd file with a trigger such as Triggerall = power >=1000
Hi Im facing a problem and I find the solution from nowhere Im big fan of KOF Game and whenever I play any mugen Game the is start from the power of ( 1 ) and I should hit the multiple hit to another character to get 1 more power until the time up! So is anyone guide me how to play Mugen game in Maximum Power Gauge 5 that will retain in whole game I've tried a lot of ways for example changing th CNS File of character power from 3000 to 5000 and i get nothing result. ( Please )
changing in CNS will ALLOW for 5 guages. What do you want to do exactly? Because I dont understand. You want to start the match with full super? or start with 1 power guage?
@@RyonMugen Yeah my answer is is there a way to play mugen game in Maximum Power Gauge 5 for entire match and it doest mater wich character that I will chose the power will dont dicrease basically play mugen game in full power for this reason I will never be bored to play any mugen game.
I DID ITT I FINALLY DID A PROJECTILE IT TOOK ME SO LONG but wait isn't that supposed to be easy the whole projectile thing is copy paste and add some already saved code...uhmm rip me
Puedes activar los subtitulo automáticos del vídeo. Puede que no lo traduzca de forma tan literaria, pero te podría dar una idea. Eso yo estoy haciendo :D Edit: Ya llevo bastante tratando de hacer a Orochi Kyo, se que suena loco eso, porque el -char- ya existe, pero quiero crear mi propio personaje con sus propios ataques especiales :'v
My autistic brother has been watching your videos step by step making his game how he wants it 🙏🏾
That is excellent! I have an Autistic son so I can understand what it's like!
It would be really great if someone made a tutorial on how to add stage portraits at stage select screen.
@King TT4 Thank you!
Its a FONT trick.
A very nice tutorial that's beginner friendly.
welp, time to try build my first mugen char. If I succeed you will be the first to know. Both this remake and the original tutorials answered many questions I had. So thank you for making them 😊
Thank you and good luck!
Are you still working on the next part?, keep doing the great work ^^!
Not really I fell out of love with Mugen again lol. But I this is a remake video the original 10 part episodes are on my channel
Wow very detailed video and i liked the way you explained cond(arithmetic expression)very clear and simple.Can you explain more of these arithmetics codings in the next video and how to do fatalities?Up to here fantastic👍thanks.Later i'll say it again..
Fatalities are tricky, i have not mastered it yet. But i try to show the most efficient way to code things
Hey bro, your videos have been extremely helpful, thank you, which is why I'm hoping you can help me. I have an issue where characters are just suddenly regenerating back to full health during a match and it happens during same said matches constantly practically making it an endless fight
Like for example
P1 Hp= 70% and P2 Hp= 20% but then all of a sudden both of them just regenerate back to full health and its become quite annoying honestly.
So Im really hoping you can help me out on this bro
Thank you
probably a stupid question, but are you making sure you aren't in training mode? I believe training mode restores your health constantly by default so your training dummy cant die.
what screenpack do you use for mugen?
my own usually.
Thanks for the tutorial bro!
Btw, I wanted to know. Is your Death Adder is 6-button? And you plan on doing more Vs Style chars?
He is. And I would love to. But for me personally.. they have to really connect with me, you know? Death Adder and Guyver are my 2 fave MVC characters i've made.
I still hope that one day you will upload part 5
indeed me too LOL
Ray McDougall 3 special moves is 1. Big tornado which is the hadouken move 2. Dynamite tackle which was the shoulder charge and 3. Wheel kick. SPOLIER: Super was the thunder dynamite tackle
how do I make a special move where it can be done on both the ground and the air?
code it twice, one on ground one in air.
Me halfway through: I hope this covers how to fix landing the character whenever I use a an air attack my character flips to the other side. And when he lands he's noticably lower... Idk how to fix that.
your landing state does not half a posset code that sets the y value to 0.
if you don't have a landing state then make one.
alternatively setting your characters physics to A, will auto do it for you.
"I will leave that to what it is " Ryon 2019
Ryon, i need help.. I'm doing Geese character now., i want to make a move of him where he will do the following:
- Attact his opponent(any meelee attact like punch, kick etc)
- Then p2 will get dizzy while Geese doing his "Comon" pose,
- Then after that, p2 will Attact him,
- Then Geese will use his "Predictable" counter..
Please Ryon, how to do that?
A custom state, you need to out p2 In a custom state to control their actions and animations
@@RyonMugen Ok thanks, i already make it., i used Shingo's state codes on his special where he's reading his notes while his enemy is getting dizzy as my reference., actually i'm just copying codes from original characters whenever i'm making a character., i want to build my own mugen where all characters are made by me with uniform Hitsparks, Hitsounds, Supersparks, Speed, Styles, etc.. like it was a real well made fighting game, then enjoy playing it when it's already finish... 😁😁😁
Hey Ryon! It's been a while, hope all is well. Question: Do you have any idea how to create custom intros and endings?
Hey Yeah it's all story board stuff. Look up KFMs intro for a better idea. I never made a tutorial on it
@@RyonMugen Alright cool. Thanks man! I've always wanted to center my games around a story. I enjoy writing very much. Well, thanks again!
That kick is just a stranger version of Terrys crack shoot
Can you do a tutorial on how to make a two sided character, a character that has different sprites based on which direction they are in?
You have a "cond" code
Anim = cond(facing=1, 100,101)
So then if facing equals 1. Which I believe is facing right. Play animation 100, if it's not facing right then play animation 101
For the Condition code I have it written like this is this correct because the recording did a wonderful job of blurring and the difference between , and . is kinda hard to tell. fall = Cond(Enemy,statetype =A,1,0)
hello ryon, I’ve been following the tutorial, when I place my character it comes out huge, and I can’t find a resize option in fighter factory, help
Go to character def file look for localcoord and try 640,480 or 1280,720
@@RyonMugen Found it, thanks!
Hey bro, your videos have been extremely helpful, thank you, but i need help with this: everytime my opponent attacks the Helper Projectile, it turns into another Player. is there any fix?
Yes you need to use a hitoverride code, to redirect the reaction to the hit so instead of the helper resorting to the players 5000s, it's going to go to whatever state you specify.
I have a tutorial on Striker characters and another video on the H Sctrls. You should check out both
@Ryon
hi there , thanks for your tutorials :D , i am looking for a specific tutorial since years, the one about how to port an animation from a character to another one, for example: if i want sagat to perform the hadoken of ryu, how can i proceed? consider that i am talking about the body movement , not about how to make sagat trow a projectile, i am specifically talking about how to make sure that a character get the same movements of another character
you would have to completely redraw them. There is no tutorial on that because its not a coding based issue, Its a graphical one.
I am not good at drawing sprites, so I can not help with this. I do have a video about copying moves but not making a character do another characters animation.
@@RyonMugen i see thanks , in any case the interesting fact about those characters is that they don't look like they got redraw from the very first pixel, it look like someone know a coding-like way to do that, but aside of this i appreciate your tutorial, infact i want to know if you could ever create a tutorial were you explain how to correctly code the counter attack from igniz , you know, that boss from king of fighters 2001, unfortunately none ever use the characters from snk for the tutorials :\
damn this shits helpful considering me and my friend are trying to make a fan made fighting game
Hi, i'm still having some issues and hope you can help me (sorry if its so long)
1) i'm creating a move where i throw a fireball in midair (should be same input as hadouken, but while airborne), but after the move the character sinks a little to the ground as you said. I tried putting the PosAdd command but nothing changes. I put the physics of the move to N and velset 0,0 cause i want the character to stop while throwing the fireball in air, then come down with the gravity command you show in the video (please tell me if that's the problem). Only thing i was able to notice was that the amount of pixels i sink trough depends on the height at wich i perform the move (if i do it as soon as i leave the ground he sinks less, if i do it at the apex of my jump he sinks more)
2) I can't figure out how to make the same move do 2 different things on ground and in air. I tried to copy the hadouken command in the commands file and adding "trigger1 = statetype = A".
3)not really a problem, just a question: is there a way to go frame-by-frame in the training mode?
1. For the air projectile. Set physics to N. Do not have a velset in the statedef.
Use a velmul (which allows you to multiple the velocity either slow or fast) a bit like this
Type = velmul
Trigger1 = time < 10
X = .5
Y = .5
test it out, change trigger and values as needed.
Then add gravity code with trigger such as trigger1 = time >= 10
This way the gravity kicks in after the velmul stalls you in the air.
Also your changestate should have a trigger and value like this...
Trigger1 = pos y > 0 && vel y >0
Value = 52.
State 52 Is jump land.
2. In the command file you should use 2 changestates.
1 with triggerall = statetype = A
And another with triggerall = statetype !=A
That will differentiate being in the air, versus not being in the air.
3. Sadly no. In mugen you can not slow the game down by default. If you want it to slow down at a constant slowness. Go to your characters constants file (.cns)
At the very bottom under-3 statedef add this code.
[State -3, slowdown]
Type = pause
Trigger1 = time%2=0
Time = 1
Movetime = 0
This code will cause the game to pause every 2 ticks, giving it a slow down look.
If your using Ikemen Go, pressing Ctrl + S several times will slow down the game.
@@RyonMugen Thank you so much! I tried right away and it works already!
@@Squiddo_ excellent! Great work!
Hey there! Is making AI on the characters within those tutorials? Do you maybe have a extra vid about it?
Another tutorial dedicated to it
@@RyonMugen Alright thank you!
How the hell do you even get started🤦😂😂😂😂
I have a question, do you know how to change a character color gradiant to a different color
For Example, For Ash Crimson MA by MichaelArmaros, i want to change his purple flame gradient to his classic green flame gradient, do you know how and could you make a video on this?
Thanks
It depends on how Michael coded it. If the effects shares the same palette as his character, you can change the in there per palette.
If they are there own color, you would need to extract the images, change them using a graphic editor program, then readd them
thank you so much for this tutorial! just have one question, when the helper leaves the screen, I cant shoot it again, I guess because it was never destroyed. How do i fix that? Sorry if I missed that on your video hehe
A destroyself either with time = x or a frontedge > x
@@RyonMugen where do you put it and what's the code for it
Can I ask you to how to code Victory Quotes Fro example when Kung Fu man Wins it says "Winner!" Like that I want to edit my quotes
what do you want???????
victory quotes are literal sentences in the characters .cns file?
How do i make a specail attack where the character charges forwards
use a velset code with physics = N
Is it possible to make mugen on Android phones or is it just on computers?
There are apps that allow you to run mugen on Android. But I don't know how to use it. If in correct it's a windows emulator for android
Yo mr ryon sir. How do i show coords ? I cannot find it anywhere.
what do you mean coords?
@@RyonMugen i figured it out buddy. On one of your other vids. X and y axis for hit sparks and alignments and stuff
If the opponent fall down into the floor. How can I make the character fall upwards like backflip kick shoots the opponent straight into the sky.
do you mean the opponent? or the player? who is kicking who?
@@RyonMugen ok so, if the player is doing powerful backflip kick like Scorpion's hellfire kick and it sends the opponent (2nd player) into the air. I put on fall = 1 and i wonder know how can you rise the player's Y velocity fall in the air
Can you help me on coding special cancels like ryu's crouch mk into hadouken?
its all about your triggers, just make it so you can do the hadouken after the crouch mk
Hi bro how can I wallbounce the enemy
Refer to Kung Fu man's coding he has a wall bounce, it's a custom state
I know I'm a year late but is there any pc you recommend for game developing
I wouldn't know, any pc is good nowadays are you making high end graphical games?
Somewhat nothing to extreme
also why when i do DF(button) it shows me a error when i try it its the same for any custom buttons and its kinda annoying
copy and paste it and show me the code
ok but it shows it without the splash tho they are maybe a way to show the splash with it depends anyway here:[State 0, DestroySelf]
type = DestroySelf
anim = 1022
trigger1 = pos y > 0 && vel y > 0
ignorehitpause = 1
@@HonkG.Womblatin destroyself will completely REMOVE the helper, the anim= 1022 line is the error.
if you want the helper to blow up when it hits the floor. the helper needs toe changestate at that trigger, and in a NEW state. play the animation and a destroyself with a trigger1 = !time
oh no...i taked the wrong code i though it was the one under
here the right one: ;lazy bone attack
[State -1, lazy bone attack]
type = ChangeState
value = 1020
triggerall = command = "x"
trigger1 = statetype != A
trigger1 = ctrl
triggerall = power >=500
not including other attacks the x is not supposed to be the right command but its my only choice
Sorry to ask but.... There's no part 5 of this video series??? 😢😢
He he heeee, I got lazy and didn't finish
...
However! This was a remake of the original series, which you can still find on my channel... this series was meant to be shorter than the original.
@@RyonMugen OK, I'll take a look to that other series, I got one question for you, after some time watching your videos I still can't figure what am I doing wrong, you'll see, am trying to make my character Hanzo from world heroes perfect game to use the power or special if you want to call it that way, so far it works but... The low part of the projectile pass by one side of the enemy, do you know what am I doing wrong??? I just try the spripriority code but it's the same, it goes now from the front to the back 😅😅
@@RyonMugen by the way, the special that am trying to use is the repuuzan, the new one that looks like a whirlwind????
@ernestomacias232 low part?? Like as in there are 2 parts of the projectile?? Or do you mean it changes layers from top to bottom when it hits him?
@@RyonMugen the special move it's in 2 parts, the one on the tip is like a whirlwind, and the one on the bottom is like a reppuken, like the one from geese howard??? Anyway Iwas looking through the DEF file and it looks like the second part it's a Explode type Def??? I copy all the codes of the original char but it's the same thing, it keeps going for one side or another of my char 😅😅
when will u do hyper attacks vid?
Hehehe. I lost the files for this character.
I also did not finish the video series for this guy.
But essentially special attacks are the same as hyper attacks.
Just with extra codes. You can use a superpause code for the effects or you can break it down further.
And limit it in the cmd file with a trigger such as
Triggerall = power >=1000
alr thx bro@@RyonMugen
wait have a question how u do double qcf command @@RyonMugen
can you make the character make a clone
i wish these vids had time stamps
The new ones do, sorry
Can i follow this tutorial to make JUS mugen char?
Yeah, it'll teach you everything except making platforms.. cause that's extremely difficult!
@@RyonMugen okay, thanks for the respon. Btw do u have a discord?
@@crescentmugen I do ryeyon
@@RyonMugenbro how do u pause on Mugen?
ryon i came bac to this video but idk why this error happens when i add qcfx 13:45
Whats the error?
@@RyonMugen Library error message: Died parsing command = "QCFx"
Error detected.
Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing triggerall
Error parsing [State -1, QCF - X]
Error in [Statedef -1]
Error in tabby.cmd:377
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Clipboard tail:
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 8
Gameflow 9
Gameflow 10
Gameflow 11
Loading match assets...
Loading stage...
Loading BG...OK
Stage loaded OK
Allocating helpers...OK
Match RNG seed: 838470979
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/ffs_0/ffs_0.def...
Loading info...OK
Loading cmd command set tabby.cmd...OK
Loading cns tabby.cns...OK
Loading cmd state entry tabby.cmd...Character ffs_0.def failed to load
i think it's saying that QCF X is not working but i want my character to do qcf x to do his move@@RyonMugen
nvm ryon i figured it out ur supposed to put qcf_x @@RyonMugen
A chi blast is another name for hadokun
Hi Im facing a problem and I find the solution from nowhere Im big fan of KOF Game and whenever I play any mugen Game the is start from the power of ( 1 ) and I should hit the multiple hit to another character to get 1 more power until the time up! So is anyone guide me how to play Mugen game in Maximum Power Gauge 5 that will retain in whole game I've tried a lot of ways for example changing th CNS File of character power from 3000 to 5000 and i get nothing result. ( Please )
changing in CNS will ALLOW for 5 guages.
What do you want to do exactly? Because I dont understand.
You want to start the match with full super? or start with 1 power guage?
@@RyonMugen Yeah my answer is is there a way to play mugen game in Maximum Power Gauge 5 for entire match and it doest mater wich character that I will chose the power will dont dicrease basically play mugen game in full power for this reason I will never be bored to play any mugen game.
I DID ITT I FINALLY DID A PROJECTILE IT TOOK ME SO LONG but wait isn't that supposed to be easy the whole projectile thing is copy paste and add some already saved code...uhmm rip me
not really no. helpers in general are tricky. but the result is ALOT better.
nice
ryon i need help
i make the command and state but it had a error
it says it have error with ffs_0 i don't know what it is
Did you set up fighter factory to load up mugen?
@@RyonMugen yeah
and do i aslo need to use a certain mugen?
im useing 1.1
Me gustaría que estuviera en español ☹️
Lo siento, no habla Espanol.
Only basic basic spanish
Puedes activar los subtitulo automáticos del vídeo.
Puede que no lo traduzca de forma tan literaria, pero te podría dar una idea.
Eso yo estoy haciendo :D
Edit: Ya llevo bastante tratando de hacer a Orochi Kyo, se que suena loco eso, porque el -char- ya existe, pero quiero crear mi propio personaje con sus propios ataques especiales :'v
@@alejandroespino3791 me salían en inglés 🤔
@@BrokenHeart_7793 Hmmm cambiale el idioma a español bro😅
@@alejandroespino3791 ya me fijé y cambié el idioma del subtítulo, estaba en predeterminado jajaj
i all ready told you my problem.
this piece of shtt crashes whenever I try to start a new project lmao
bro can u help me or not?
Help you with what? Your not telling me your problem, you just saying my name
Ryon?
What?
Can you help me with the error?
I add the state and command to do the move and I tryed to test it out then the mugen thingy had a error
Ryon? Why are you not answering?
the reason i keep saying your name cuz ur not answering
Saying it over and over does not make me respond faster. Again THIS IS NOT A CHATROOM! ITS A COMMENT SECTION.
plz ryon
ryon? u there
Bud this not a chat room, this is a comment section. You don't get replies right away
@@RyonMugen ok ill wait
RYON
I know you're doing something right now but whenever you have the time plz help. im sorry if im bothering you
What do you need help with?!
@@RyonMugen i need help with my charater
i make the command and state but it had a error
it says it have error with ffs_0 i don't know what it is
@@Numbers756 I don't know what that is either
@@RyonMugen o
Ryon.
What do you want?
@@RyonMugen can u help me with my character like i said
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