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Okami

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  1. Wow
    Okami got a reaction from MafiaPlay in Jojo's Bizarre Adventure All Star Battle SP (Custom) (1280x720)   
    Watched Part 5, got inspired.. ish.
     
    Tried to replicate the game screenpack, though I have to make a lot of things from scratch.
    Seems easy but yeah this is just what I have so far ._.
     
    Most of it is close or just custom =o
     

     

  2. Like
    Okami got a reaction from Nulo in Jojo's Bizarre Adventure All Star Battle SP (Custom) (1280x720)   
    Watched Part 5, got inspired.. ish.
     
    Tried to replicate the game screenpack, though I have to make a lot of things from scratch.
    Seems easy but yeah this is just what I have so far ._.
     
    Most of it is close or just custom =o
     

     

  3. Upvote
    Okami got a reaction from Troy Kusanagi in Jojo's Bizarre Adventure All Star Battle SP (Custom) (1280x720)   
    Watched Part 5, got inspired.. ish.
     
    Tried to replicate the game screenpack, though I have to make a lot of things from scratch.
    Seems easy but yeah this is just what I have so far ._.
     
    Most of it is close or just custom =o
     

     

  4. Like
    Okami got a reaction from mostazaniikkkk in Jojo's Bizarre Adventure All Star Battle SP (Custom) (1280x720)   
    Watched Part 5, got inspired.. ish.
     
    Tried to replicate the game screenpack, though I have to make a lot of things from scratch.
    Seems easy but yeah this is just what I have so far ._.
     
    Most of it is close or just custom =o
     

     

  5. Upvote
    Okami got a reaction from Sete in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  6. Thank You
    Okami got a reaction from Mekstik in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  7. Upvote
    Okami got a reaction from 中野 三玖 ( 𝓣𝓱𝓲𝓻𝓭) in How to convert stages from Normal Resolution to HD Resolution   
    Apparently, I'll give a tutorial to people who wants to convert to HD but don't want to because of said hassles that it comes to play in HD.
     
    First, there are two choices of HD, 850x480(true hd but not really the kind of res you probably want), and 1280x720p, the res that supposedly is HD.
     
    So, how do you convert stages from single res to hd res? It depends on the stage itself. Make sure the stage's length can support the HD res (some are only made for 640x480 (bg sprites being about this size for normal res stages).
     
    First: Playing with bounds
     
     
    [Camera] startx = 0 starty = 0 boundleft = -32 <- Normally it is higher, but make it smaller since when you convert the stage you might notice empty spaces, so do it properly by configuring values boundright = 32 boundhigh = -45 boundlow = -10 tensionhigh =240 tensionlow= 60 tension = 100 overdrawhigh = 0 overdrawlow = 0 startzoom = 1,1 zoomout = .7 zoomin = 1   You only really need to worry about bounds at this point, later you'll get used to other modifications for stages if you need to.   [PlayerInfo] p1startx = -200 <- Starting positions must be changed to 200 from 70(For normal res) Do it for p1 and p2 p1starty = 0  p1facing = 1 p2startx = 200 p2starty = 0 p2facing = -1 p3startx = -180 p3starty = 0 p3facing = 1 p4startx = 180 p4starty = 0 p4facing = -1 leftbound  = -1000 rightbound =  1000   [stageInfo]  - Most important - Most stages can use localcoord = 850,480 perfectly fine to make it well on HD. Some stages are already HD so need to edit the def file if it is already made for HD zoffset = 444.0  <- It used to be 222, double the value of the offset when you use localcoord = 850,480 or play HD res autoturn = 1 resetBG = 0 localcoord = 850, 480    Take out Hires = 1 always when converting HD stages.   IMPORTANT TO 1.1 USERS (If you are one) Note to any 1.1 users, converting stages also use this method but if you're converting any 1.0 stage to 1.1, change the deltas of the stage by a half if a stage is using a delta that is higher than 1   An example stage def converted properly:   [info] name = "Apple Place" displayname = "Apple Place" versiondate =  mugenversion = 1.1 author = "PandoraSM"   [Camera] startx = 0 starty = 0 boundleft = -32 boundright = 32 boundhigh = -45 boundlow = -10 tensionhigh =240 tensionlow= 60 tension = 100 overdrawhigh = 0 overdrawlow = 0 startzoom = 1,1 zoomout = .7 zoomin = 1   [PlayerInfo] p1startx = -200 p1starty = 0  p1facing = 1 p2startx = 200 p2starty = 0 p2facing = -1 p3startx = -180 p3starty = 0 p3facing = 1 p4startx = 180 p4starty = 0 p4facing = -1 leftbound  = -1000 rightbound =  1000   [bound] screenleft = 30 screenright = 30   [stageInfo] zoffset = 444.0 autoturn = 1 resetBG = 0 localcoord = 850, 480   [scaling] topz     = 0 botz     = 50 topscale = 1 botscale = 1.2   [shadow] color = 0,0,0 yscale = .2   [Music] bgmusic = sound/Apple Place.mp3 bgvolume = 255   [bGdef] spr = stages/Apple Place.sff debugbg = 0   [bG Sky] type = normal spriteno =11,0 start =0, -235 trans = none mask  = 2 Velocity = -1, 0 delta = 1,1 tile = 1,0   [bG BackGround] type   = normal spriteno = 10, 0 start = 0,-235 delta = 1,1 mask  = 1   [bG Sakura] type = anim actionno = 1 start = 0,-50 delta = 1,1 mask = 1 layerno = 1   [begin Action 1] 6,0, 0,0, 3,, A 6,1, 0,0, 3,, A 6,2, 0,0, 3,, A 6,3, 0,0, 3,, A 6,4, 0,0, 3,, A 6,5, 0,0, 3,, A 6,6, 0,0, 3,, A 6,7, 0,0, 3,, A 6,8, 0,0, 3,, A 6,9, 0,0, 3,, A 6,10, 0,0, 3,, A 6,11, 0,0, 3,, A 6,12, 0,0, 3,, A 6,13, 0,0, 3,, A 6,14, 0,0, 3,, A 6,15, 0,0, 3,, A 6,16, 0,0, 3,, A 6,17, 0,0, 3,, A 6,18, 0,0, 3,, A 6,19, 0,0, 3,, A   SPECIAL NOTES: Some stages may require other localcoords to look better: An example could be localcoord = 960,720   Answers to questions will be saved under here:
  8. Upvote
    Okami got a reaction from Kurutsuki in Under Night In Birth EXE LATE Remake SP 1.1 [1280x720] Screenpack   
    Welcome to the remake of UNIB (Updated version of my previous SP)
    Wasn't really satisfied with how my previous SP was so I remade it and mixed in elements to make this. I hope you enjoy it!
    IMAGES
    Options

    Team Select

    Versus

    Title

    Victory

    Select

    In-Game

     
    DL Link:
    https://mega.nz/#!7AkjBB4Y!22cPuo8R11KZ7zXu9EF4EHyqBuC7rvP0710CbLxZXqQ
     
    Portraits can be either requested here or a thread can be made in edits and addons.
    Tutorial video is uploaded (It's long):
    (still uploading)
    Credit is given!
    Feel free to request though I rather just help if you guys have problems =)
     
     
  9. Upvote
    Okami got a reaction from Mugen4Anthony in AI Tutorial - For Beginners!   
    Whats up! Welcome to a Beginner Guide on AI Coding. Since there are a lot of AI tutorials that are a bit in depth, but not really helpful to others (DON'T KNOW WHY), Guess I'll post a tutorial on AI Coding.

    First, to start AI coding, YOU MUST KNOW HOW TO CODE A CHARACTER WITH SOME EXPERIENCE (Well at least understand the codes)
    (Important or you'll get confused like an idiot =x)

    First, there are 2 different methods of implementing AI in terms of compatibility:
    Var AI coding:
    Coding AI through variable activation. Usually having a var set at either the CMD or the CNS file. Use this to recognize if this is the player or not the player, and must include various cpu commands for AI through this method.
    NOT recommended since this is old AI coding, refer to mugendocs if you want to do the hard way for custom AI.

    Simple steps however:
    Varset - var(59) occasionally for AI activation
    Trigger - var(59) = 0 or var(59) > 0 to see if this is an AI command or Human Command

    Example:

    CPU COMMANDS : <- NEEDED, usually complex hard to implicate for humans

    [state -1, AI TRIGGER] <- TRIGGER FOR AI
    type = Varset <-VAR SETTING
    triggerall = RoundState = 2 <- Occurs if RoundState = 2 (ROUND START)
    trigger1 = command = "cpu1" <- make the commands like x,d,f,d,x,f,x -> etc
    trigger2 = command = "cpu2"
    trigger3 = command = "cpu3"
    trigger4 = command = "cpu4"
    trigger5 = command = "cpu5"
    trigger6 = command = "cpu6"
    trigger7 = command = "cpu7"
    trigger8 = command = "cpu8"
    trigger9 = command = "cpu9"
    trigger10 = command = "cpu10"
    trigger11 = command = "cpu11"
    trigger12 = command = "cpu12"
    trigger13 = command = "cpu13"
    trigger14 = command = "cpu14"
    trigger15 = command = "cpu15"
    trigger16 = command = "cpu16"
    trigger17 = command = "cpu17"
    trigger18 = command = "cpu18"
    trigger19 = command = "cpu19"
    trigger20 = command = "cpu20"
    trigger21 = command = "cpu21"
    trigger22 = command = "cpu22"
    trigger23 = command = "cpu23"
    trigger24 = command = "cpu24"
    trigger25 = command = "cpu25"
    trigger26 = command = "cpu26"
    trigger27 = command = "cpu27"
    trigger28 = command = "cpu28"
    trigger29 = command = "cpu29"
    trigger30 = command = "cpu30"
    v = 7 <- Variable is 7 -> var(7)
    value = 1 <- Value is 1 -> var(7) = 1

    Example of how this works: <- Duplication State Method - One for AI and One for You

    [state -1, Stand Medium Left Punch] ; Human State
    type = ChangeState
    value = 900
    triggerall = var (7) != ; Trigger for When var(7) != 1 -> Its Human!
    triggerall = command = "Stand Medium Left Punch" ; Human Command
    trigger1 = statetype != A ; Your state should not be equal to A - Hence AIR
    trigger1 = ctrl ; You Have Control
    trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact
    trigger3 = (stateno = 901 && time > 17) && movecontact
    trigger4 = (stateno = 902 && time > 28) && movecontact
    trigger5 = (stateno = 903 && time > 10) && movecontact
    Triggers 1-5 are the conditions when it can happen and how many it can be linked or duplicated
    Important as you can use more complex triggers for better custom AI

    [state -1, Stand Medium Left Punch AI] AI State State
    type = ChangeState
    value = 900
    triggerall = var (7) Trigger for When var(7) = 1 -> Its CPU
    triggerall = !Win ; Don't need but usually AI turns on if the AI did not win and won't go again after win.
    triggerall = P2bodydist X = [0,20] Move should occur if p2bodydist x is around 0-20 pixels
    triggerall = P2StateType != L Move should occur if p2statetype is not lying down
    trigger1 = statetype != A Can't do this move in AIR to prevent bugs in AI
    trigger1 = ctrl AI must have control to use this
    trigger1= random <= 300 Not recommended way to do random, you can use triggerall = random <= (expression) for better transition
    trigger2= random <= 300
    trigger3= random <= 300
    trigger4= random <= 300
    trigger5= random <= 300
    trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact
    trigger3 = (stateno = 901 && time > 17) && movecontact
    trigger4 = (stateno = 902 && time > 28) && movecontact
    trigger5 = (sta teno = 903 && time > 10) && movecontact
    Triggers 2-5! IMPORTANT FOR AI linking combos and states for better AI

    Note: AI can be scaled through variable by having a variable placed in the random with an expression, must be for moderate coders only =P
    Advantages : Can be used for custom combos really well, if you know how to code more complex triggers and using other triggers and expressions.
    Disadvantages: Coding may be complex, and CPU commands tend to override Human commands. Basically, ending up being controlled by the CPU while you SUPPOSE to play.

    Note: You can have one state for both AI and Human, just set it different triggers and don't use triggeralls that only apply to AI or Human or it will cause errors.

    This is the old method to use, but I recommend the AILevel method.


    AILevel Method Coding:
    This method of Coding is the most up to date and the best way to code characters as it includes a very handy feature: Adjustable Diffuculties!

    There is no need to include CPU commands or variables to activate AI, however, you can use complex expressions and vars for AI custom combos and human commands.

    Example: -> You can do it the Duplication State Way
    NOTE: For Human Commands
    YOU MUST HAVE TRIGGERALL = !AILEVEL TO SPECIFY THAT YOU ARE NOT AI
    While Triggerall = AIlevel is applied to CPU commands.



    [state -1, Lotus Sinking Fangs AI]
    type = ChangeState
    value = 1200
    triggerall = AIlevel ; Applied if AI is activated
    triggerall = random <= AIlevel*10 ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated.
    triggerall = p2bodydist x = [0,20] ; Distance trigger as explained above
    triggerall = power >= 3000 ; IMPORTANT, AI MUST HAVE THIS TRIGGER OR ELSE THEY CAN SPAM SUPER!
    trigger1 = statetype = S ; Has to stand to activate move
    trigger1 = ctrl ; AI is in control

    You can have more triggers to activate this move more by adding other expressions and more triggers. Most you probably need is 10 for triggers, for 10 different outcomes * state triggers outcomes in other states.
    THIS WAY OF CODING IS EASIER AND IT IS RECOMMENDED TO BE USED FOR BEGINNERS

    Moderate and Expert Coders Occasionally Use Vars and AIlevel coding together for Good AI, but AIlevel is all you really need for AI activation, and triggers are used to define the right trigger to make the move work without bugs and to work properly for AI


    NOTE: IF any questions is asked, I will answer and update this post and give feedback on it!
  10. Upvote
    Okami got a reaction from Flowering Knight in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  11. Upvote
    Okami got a reaction from DartzPie in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  12. Upvote
    Okami got a reaction from gui0007 in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  13. Upvote
    Okami got a reaction from Infinite Kyo in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  14. Upvote
    Okami got a reaction from DuckMannnn in Street Fighter V 1280x720 Screenpack [NOTE: Ram Heavy]   
    INTRODUCTION
    Welcome! Been quite a long time that I've released something. This is SFV SP at Beta. What's left to be done is just the lifebars. If you need help with the PSD files I'll gladly post a tutorial later. Right now it's just for release purposes and opinions to frequently update or give separate motifs for this screenpack. This screenpack comes with 84 select slots with 1 random slot in the half of each row. 
    SCREEN PREVIEWS OF SCREENPACK
    Main Menu

    Character Select:

    Options:

    Versus:

    Win:

    Stage Select:

    Mode Select:

    VIDEOS
    - In Progress - 
    PORTRAITS
    PSD Files are located in the download link. Try to figure it how to use it but the localcoords used at the moment is 426.66,320.25 for traditional 320,240 characters. Sizes are doubled for 850x480 resolution. Sizes are triple for 1280x720 resolution. A comprehensive portrait tutorial will be made in this section later.
    Requests can be made that is not a select port for cursor (since it is SFF edited) and I included a motif psd file if you guys want to customize your roster slots.

    Download Link:
    https://mega.nz/#!uIMxWbjb!FpmuMRW4Ab1eXS8C9wRBrfmlJdE95B3GDr4zuS7bIdQ
     
    Credits:
    Street Fighter Vs Tekken (Capcom) for Sound FX for System.snd
    DivineMorrigan and Yamori X for Morrigan and Lilith characters as template holders for portraits.
    Street Fighter V (Capcom) for Music Sounds and Theme Integration for screenpack.

    Feel free to ask any questions. Requests will be taken. The system.def file has another stage font edited for only text if one may wants to use more than the stages that can be provided through only ASCII fonts. Also radar effect also has been done but there are no videos for it to show it yet. Lifebars will be done after through time. Download link will be up when it is fully uploaded. NOTE: RAM HEAVY, must have good computer to run this. 1.1 only.
  15. Upvote
    Okami got a reaction from rubenkof in Valeri Flux Screenpack 1.1 Full Release   
    https://mega.nz/#!rZNlgJDY
  16. Upvote
    Okami got a reaction from DartzPie in Valeri Flux Screenpack 1.1 Full Release   
    I guess I'm finished with one of my SPs, more proud of this one than anything else. I like the design so I went with it. I like the lifebars too but if anyone needs a port video I'll do it later. =P   However, here it is with screens:                 Videos (some progress videos):   https://www.youtube.com/watch?v=VpGwFmTkd7M   https://www.youtube.com/watch?v=agQa8rMbkC8   Download Link:   https://mega.co.nz/#!yYFBQCiZ!kod1HmfuxSFughJh1KSVxLQu4i9cad52nccn0eZ_3mA
  17. Upvote
    Okami got a reaction from DartzPie in 1st Strike CVS Mugen Screenpack 1.1 1280x720   
    Hi, this is SXVector here. This is my rendition of 7th's SP, but it's more open sourced. There will be tutorials on this thread later on so be aware of the quad posts later on.
    Screenpack:
    Size: 1280x720
    Mugen Version: 1.1
    Ram Required: At least good 4 GB Ram
    Lifebars: Credits to 7th (I'll be replacing them with new ones I make soon)
    File Size: 320 MB
    Author: SXVECTOR

    Screenshot:
    Main Menu
    [img resized=1 width=800 height=450]http://i.imgur.com/SSV1qw1.png
    Options
    [img resized=1 width=800 height=450]http://i.imgur.com/zadrwGO.png
    Select
    [img resized=1 width=800 height=450]http://i.imgur.com/3r6zt7x.jpg
    Versus
    [img resized=1 width=800 height=450]http://i.imgur.com/Lifnn77.jpg
    Victory
    [img resized=1 width=800 height=450]http://i.imgur.com/dv9STvz.jpg
    Gameplay
    [img resized=1 width=800 height=450]http://i.imgur.com/uXAL6OU.png
    Video:
    https://www.youtube.com/watch?v=TW5eT8kgm-8
    Here you go, but tutorials will be posted in the later posts and ports can be requested here.
    Ports Requests:
    1.
    2.
    3.
    4.
    5.
    Ports Done:

    DL LINK:
     
    FULL:
    https://www.mediafire.com/?r95hlvtfjg8q9b5
     
    Yeah it is really complicated. Ill try to make a video today anf give you the new update.
    Tutorial Link:
    https://www.youtube.com/watch?v=GPwL_HknmFo&feature=youtu.be
    DL Link:
    http://www.mediafire.com/download/r95hlvtfjg8q9b5/1st+Strike+CVS+Mugen+1.1+SP.rar
  18. Upvote
    Okami got a reaction from gui0007 in 1st Strike CVS Mugen Screenpack 1.1 1280x720   
    Hi, this is SXVector here. This is my rendition of 7th's SP, but it's more open sourced. There will be tutorials on this thread later on so be aware of the quad posts later on.
    Screenpack:
    Size: 1280x720
    Mugen Version: 1.1
    Ram Required: At least good 4 GB Ram
    Lifebars: Credits to 7th (I'll be replacing them with new ones I make soon)
    File Size: 320 MB
    Author: SXVECTOR

    Screenshot:
    Main Menu
    [img resized=1 width=800 height=450]http://i.imgur.com/SSV1qw1.png
    Options
    [img resized=1 width=800 height=450]http://i.imgur.com/zadrwGO.png
    Select
    [img resized=1 width=800 height=450]http://i.imgur.com/3r6zt7x.jpg
    Versus
    [img resized=1 width=800 height=450]http://i.imgur.com/Lifnn77.jpg
    Victory
    [img resized=1 width=800 height=450]http://i.imgur.com/dv9STvz.jpg
    Gameplay
    [img resized=1 width=800 height=450]http://i.imgur.com/uXAL6OU.png
    Video:
    https://www.youtube.com/watch?v=TW5eT8kgm-8
    Here you go, but tutorials will be posted in the later posts and ports can be requested here.
    Ports Requests:
    1.
    2.
    3.
    4.
    5.
    Ports Done:

    DL LINK:
     
    FULL:
    https://www.mediafire.com/?r95hlvtfjg8q9b5
     
    Yeah it is really complicated. Ill try to make a video today anf give you the new update.
    Tutorial Link:
    https://www.youtube.com/watch?v=GPwL_HknmFo&feature=youtu.be
    DL Link:
    http://www.mediafire.com/download/r95hlvtfjg8q9b5/1st+Strike+CVS+Mugen+1.1+SP.rar
  19. Upvote
    Okami got a reaction from Zenesis in GFX For Share   
    Jinx
     

     
    Random
  20. Upvote
    Okami got a reaction from gui0007 in CVS4?   
    Title says it all.

     

  21. Upvote
    Okami got a reaction from DartzPie in CVS4?   
    Title says it all.

     

  22. Upvote
    Okami got a reaction from Mav3r1ck in Valeri Flux Screenpack 1.1 Full Release   
    I guess I'm finished with one of my SPs, more proud of this one than anything else. I like the design so I went with it. I like the lifebars too but if anyone needs a port video I'll do it later. =P   However, here it is with screens:                 Videos (some progress videos):   https://www.youtube.com/watch?v=VpGwFmTkd7M   https://www.youtube.com/watch?v=agQa8rMbkC8   Download Link:   https://mega.co.nz/#!yYFBQCiZ!kod1HmfuxSFughJh1KSVxLQu4i9cad52nccn0eZ_3mA
  23. Upvote
    Okami got a reaction from Krypto 'SAM' saiyaN in Valeri Flux Screenpack 1.1 Full Release   
    I guess I'm finished with one of my SPs, more proud of this one than anything else. I like the design so I went with it. I like the lifebars too but if anyone needs a port video I'll do it later. =P   However, here it is with screens:                 Videos (some progress videos):   https://www.youtube.com/watch?v=VpGwFmTkd7M   https://www.youtube.com/watch?v=agQa8rMbkC8   Download Link:   https://mega.co.nz/#!yYFBQCiZ!kod1HmfuxSFughJh1KSVxLQu4i9cad52nccn0eZ_3mA
  24. Upvote
    Okami got a reaction from Sir Ghostler in Valeri Flux Screenpack 1.1 Full Release   
    I guess I'm finished with one of my SPs, more proud of this one than anything else. I like the design so I went with it. I like the lifebars too but if anyone needs a port video I'll do it later. =P   However, here it is with screens:                 Videos (some progress videos):   https://www.youtube.com/watch?v=VpGwFmTkd7M   https://www.youtube.com/watch?v=agQa8rMbkC8   Download Link:   https://mega.co.nz/#!yYFBQCiZ!kod1HmfuxSFughJh1KSVxLQu4i9cad52nccn0eZ_3mA
  25. Upvote
    Okami got a reaction from Mav3r1ck in Valeri Flux Screenpack   
    So.. Idk. I got demotivated to work on that P4U SP and decided with this. I kinda.. look at some designs and I almost made similar to some other people but oh well =o. However, Idk, I kinda wanted this theme for some reason o-O                   I really hope i dont get demotivated. But I can get the menu done by this week somehow....
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