Jump to content

YungBlaze

Member
  • Posts

    1
  • Joined

  • Last visited

About YungBlaze

Basic Info

  • Gender:
    Not Telling

YungBlaze's Achievements

Becoming Regular

Becoming Regular (3/20)

  • Slightly Reactive
  • Forum Fan
  • Been Around
  • Ancient Wisdom
  • Dweller of the Depths

Recent Badges

2

Reputation

  1. okay i tried to index and it also messed up the image the drop shadow is grey box now and the AA was taken ways as well turned chopy, what should i try now? i watched your video and you said your skipping the part i need i think xD
  2. im trying to make some bars for my LSW project but i cant seem to get it into mugen with out it showing up destroyed. im using mugen 1.1 and ff3 this is what im trying to get in https://www.dropbox.com/s/okwsgs7su38h99s/1111.png
  3. i gave it a shot and got it to work im not 100% sure if i did it the right way but it works but iv run into a problem now when i get hit it get stuck in the air (till i jump at least) [Statedef 253, Blade 4] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = s ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 253 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 4 x = 0.5 y = -6.4 [State 0, Gravity] type = Gravity trigger1 = time > 27 ;ignorehitpause = ;persistent = [State 0, ChangeState] type = ChangeState triggerall = time > 27 trigger1 = movetype = a trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 ctrl = 0 [State 253, 1] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 trigger3 = AnimElem = 6 trigger4 = AnimElem = 7 trigger5 = AnimElem = 8 attr = a, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 5, 5 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -40, -304 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = trip ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -0.5,-6.4 ;Velocity at which opponent is pushed airguard.velocity = -7.6,-3.2 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -0.5,-6.4 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 20 ;Time before opponent regains control in air [State 253, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 253, 3] type = ChangeState trigger1 = AnimTime = 12 value = 52 ctrl = 1 this is how it came out
  4. how would i code a upper cut were sprite leaves the floor then falls after last frame? what im going for: tried to wing it but failed he just goes up forever [Statedef 253, Blade 4] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = s ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 253 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 3 x = 0 y = -5 ;ignorehitpause = ;persistent = [State 0, ChangeAnim] type = ChangeAnim trigger1 = AnimElem = 12 value = 41 ;elem = 1 ;ignorehitpause = ;persistent = [State 253, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -40, -304 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = 0,-2.5 ;Velocity at which opponent is pushed airguard.velocity = -7.6,-3.2 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -5.6,-12 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 ;Time before opponent regains control in air [State 253, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 253, 3] type = ChangeState trigger1 = AnimTime = 12 value = 4 ctrl = 1
  5. it wont let me do any move that's not a single button press im trying to get the Down+b move to work but no luck, anyone know what im doing wrong? https://www.dropbox.com/sh/s46o26fopsth81k/AACXVzQND9Lq4CtRJAaV6h3Da
  6. hey guys im yungblaze im new here a semi noob at mugen, looking to learn to do a full game project featuring LSW sprites here some of my past works
×
×
  • Create New...