Kaze No Ken Posted August 24, 2015 Share Posted August 24, 2015 How to stretch the image the flash Link to comment Share on other sites More sharing options...
0 Ryon Posted August 25, 2015 Share Posted August 25, 2015 it depends on the characters mugen version. if your using winmugen, there is NO way to do it.... wait... at least I don't think so. in 1.0 and 1.1 its easier. Link to comment Share on other sites More sharing options...
0 Kaze No Ken Posted August 26, 2015 Author Share Posted August 26, 2015 But how try to do it? Link to comment Share on other sites More sharing options...
0 Ryon Posted August 26, 2015 Share Posted August 26, 2015 what version are you using and what version is the character? Link to comment Share on other sites More sharing options...
0 Kaze No Ken Posted August 26, 2015 Author Share Posted August 26, 2015 Mugen 1.0, the characters are different, and winmugen and 1.0! All versions of a problem with flash! Link to comment Share on other sites More sharing options...
0 AxSeeker Posted August 26, 2015 Share Posted August 26, 2015 Reuse the same explode but set its position a little further to the right so it continues seamlessly next to the first one while they play simultaneously. Try pos = 300, 0 or you could use scale = 4, 1 But this will distort the quality. Link to comment Share on other sites More sharing options...
0 Kaze No Ken Posted August 26, 2015 Author Share Posted August 26, 2015 what file I need to change? Link to comment Share on other sites More sharing options...
0 AxSeeker Posted August 26, 2015 Share Posted August 26, 2015 In your character's folder, look for a .cns file, there may be more than one, look for hyper/supers, typically they are labled as state 3000 or higher Look for the explode code, similar to this ;background splash screen effect[State 3000, splash]type = Explodtrigger1 = time = 1anim = 3000ID = 3000pos = 0,0;floor(ifelse(Target(0), pos X <= 0, 135, 185) + target(0), pos x), floor(target(0), screenpos y - 50)postype = back;bindtime = 999removetime = 150supermove = 150pausemovetime = 150sprpriority = -9999ownpal = 1hitcountpersist = 1facing = 1;ifelse(Target, Pos X >= 0,1,-1)scale = 1.2,1.2 Play around with these numbers and see what they do, check the mugen docs for a description of what they can do. Go to the .air file in fighter factory and see what number is that green splash screen and use find function in the cns file to locate the code. Link to comment Share on other sites More sharing options...
0 Ryon Posted August 26, 2015 Share Posted August 26, 2015 and for the record its not called FINAL FLASH. its called SUPER KO BACKGROUND. Link to comment Share on other sites More sharing options...
0 Dhillon521 Posted August 28, 2015 Share Posted August 28, 2015 and for the record its not called FINAL FLASH. its called SUPER KO BACKGROUND. Does it really matter? Link to comment Share on other sites More sharing options...
0 Ryon Posted August 29, 2015 Share Posted August 29, 2015 YES, because Final Flash is actually a move by a character that i'd say alot of people know. so saying scale of the final flash its sounds like you want a beam to scale. not a background. Link to comment Share on other sites More sharing options...
0 Dhillon521 Posted August 29, 2015 Share Posted August 29, 2015 YES, because Final Flash is actually a move by a character that i'd say alot of people know. so saying scale of the final flash its sounds like you want a beam to scale. not a background. I never really watched Dragon Ball Z But still makes sence. Link to comment Share on other sites More sharing options...
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Kaze No Ken
How to stretch the image the flash
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