Newest Post: A Special Character Release...

Good evening, readers. After years of reseaching and experimentation stuff, I finally completed a playable character, but as you can guess,  they will feature a new style format, being very different from what you are used to see in my old characters. You may even be surprised when seeing this character. It is not either Void.Schmelze or x00x00x... Ner'zhul.Seraphim: My first functional SuperNull playable character after 8 years of "hiatus", which has been  powered by the VoidShell library, allowing her to withstand most of the remote attacks while counterattacking her enemies when necessary. Contrary to other characters you have seen in the engine, she does not use a lot of visual  effects for her attacks but the ones she use are performed in an  ingenious way, so do not expect to see her full of VFXs. As she is remotely protected by her VSC threadworkers, she is virtually immune to all the CNS Obliteration and Player Replacement attack variants, so real defen...

Eikidankai Development Log(1)

Eikidankai Development Log:
Catching the WinMUGEN primary thread.

The development of Eikidankai has been somewhat tedious to program, as when there is an interesting function to add into the coding, it mostly implies to modify the structure of all the code to implement it, or else I would not be able to perform that.
That is why I am taking over 2 years or more to program that, well...

One of the functions I had implemented some months ago was the ability to manipulate the primary thread of WinMUGEN, which in the previous versions of Eikidankai were not able to perform it.

In this case, I used the SuspendThread function from an external thread to freeze the primary one.

WinMUGEN before getting suspended by Eikidankai.


Done!..

The suspend count has been increased by 1.

That is all for now, have a nice day or night.
Stay tuned for upcoming posts!




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