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sтαя∂υsт cяυsα∂εя

Elder
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Everything posted by sтαя∂υsт cяυsα∂εя

  1. Im rarely online but seeing this I gotta hand it to you Ry Im loving this Guyver project.
  2. Im rarely online but seeing this I gotta hand it to you Ry Im loving this Guyver project.
  3. I really love your SCWU conversions bro, cheers on the release
  4. The screenpack looks pretty cool, nice overall effects But I would fix the "Please Waint" text in the loading screen
  5. Finally, its nice seeing an SCWU char after Rario, will definitely test her out. Did u recreate her SCWU gameplay or something original?
  6. https://onedrive.live.com/?id=93AEE5C435948592!211&cid=93AEE5C435948592 Look for the file " 瑞鳳α版 "
  7. Been playing a lot of Brave Frontier, Seven Knights & Fantasy War Tactics these past few days. Gave me inspiration for making a concept for a lifebar
  8. It was posted by Oyaji (the author) in a BBS in January, very alpha and only has standing sprites
  9. The links to DivineMorrigan & Urien dont seem to lead to a download link
  10. The wait is indeed over, congrats on the release bro
  11. Hey guyz, V here I converted my MBC lifebars to 640x480 resolution, I made a new release thread since I think this conversion does need its own topic. These lifebars are compatible with standard MUGEN portraits, but I added an option to use custom portraits as well. Remember that the localcoord in your system.def needs to be 640,480 [Info] name = "Default" ;Name of motif author = "Elecbyte" ;Motif author name localcoord = 640,480 To use these lifebars make sure the MugenClimax folder in in your data folder. Going back to your system.def for default ports use the VP_Fight.def, for custom portraits use the VP_Fight_Custom.def. I have also provided PSDs for the custom portraits and a kfm char with custom ports implemented as a guide on adding them to a character. [Files] spr = system.sff ;Filename of sprite data snd = system.snd ;Filename of sound data logo.storyboard = ;Logo storyboard definition (optional) intro.storyboard = ;Intro storyboard definition (optional) select = select.def ;Character and stage selection list fight = MugenClimax/VP_fight.def; (default ports) or fight = MugenClimax/VP_fight_Custom.def; (custom ports) Screenshots Default ports Custom port DOWNLOAD http://www.mediafire.com/download/924gc5tjwkwxkaj/VP_MugenClimax640.rar
  12. My own interpretation of Ryu's Kaze no Ken. Edited Ryu by Mr. Ansatsuken for this one
  13. ;========================== MUGEN Battle ClimaX by V-Nix ;========================== Hey guyz, I haven't released stuff in a while and probably won't release a lot due to personal life taking over most of my time as of now. I just wanted to release this one screenpack before continuing back with my work and my studies. This is a pretty complicated screenpack portrait wise since it uses 100% custom ports, and also you need to edit the VP_MBCStage sprite and def file to show previews of the stages you've added. It might not be something new to people who are already used to screenpacks utilizing custom ports or to people who have made stage previews before for their stages. I've included one character and 3 stages with this to show how the portraits work in general. I've included all the all the relevant PSD templates for you to use which includes all the portraits and the stage portrait template. I took inspiration from many different games for the aesthetics, most notably Vanguard Princess & Under Night In-Birth. I hope you guyz will enjoy this screenpack and lifebars I've made. Screenshots Download Link: http://www.mediafire.com/download/klb3mxxuupnrfrv/VP_MUGENBattleClimaX.rar ~V-Nix
  14. Another realization, didnt know that round.anim can stay longer than default.anim, allowing me to still manipulate the sprite at the back (the round.anim) when the fight.anim appears
  15. I am thinking of releasing it once I am satisfied with it, still experimenting here n there
  16. I didnt move them, just a simple trick of overlaying some parts at certain time frames to hide parts of the portrait. This is how the portraits look like without any layers hiding parts of it & this is the sprite I used to overlay them
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