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Ryon

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Everything posted by Ryon

  1. recent trailer released by nintendo. shows off some gameplay. http://www.nintendolife.com/news/2012/06/a_very_short_pokemon_black_and_white_2_teaser_trailer
  2. RSA? Ryon's Sayajin's Alliance?
  3. Coding is ALL of the character. it wouldnt be yours in anycase unless YOU CODE IT. you cant call this a work in progress topic, if your asking or looking for a coder. learn to code yourself and do it. I learned the hard way by messing with Kung Fu Man. read his CNS file in notepad or fighter factory. cause elecbyte wrote ALOT of notes in there which will help you greatly.
  4. Oh my god its a live recording! SFA3 PS1 Vs. Saturn. Saturn is over all better why? Much Faster load times. all characters unlocked from the start. dramatic reverse battle and more options in dramatic battle. all modes unlocked at start. the controller (directional) feels GODLY.
  5. yeah its time killers.
  6. it looks great and all, but personally way to much work for me. also Thanks Ulti! Love you bundles baby cakes!
  7. I gotta say your idea for this stage is definately superb! But i feel you could have add more of the stage to it.
  8. You need your animations seperate. from the stuff in your SFF. I recommend using Fighter Factory 3 to open up the SFF. this is the ideal way to have your sff. (or at least MY ideal way) Background Sprite (group 0, image 0) Midground Sprite (group 1, image 0) Foreground (group 2, image 0) animation object 1 (group 3, image 0) animation object 2 (group 3, image 1) animation object 3 (group 3, image 2) This way each little piece of the stage is broken up into groups. the way groups and image work is basically organization. each group is allowed to have any number of images, and images are not restricted to 0 1 2 3 4 5, you could have image 0 , then image 10, then image 5000. thats perfectly fine. just as long as you remember what number you put your ok. So consider your (Group, Image) To be your reference points. This is your basic stage coding, to display a single image from the SFF to Mugen. [bG 0] ; This is the label for the code/sprite type = normal ; This is the kind of sprite, its either normal single sprite, or anim animation set spriteno = 0, 0 ; This is where you use your "reference points" from your SFF to implement the image. (group no, image no) layerno = 0 ; This is used to tell how it should appear -1 = Behind, 0 = Same Layer as player, 1 = Infront of player start = 0, 0 ; This is the start position of the image, on the stage. If you align the stage properly in the SFF, you can leave this to 0,0. delta = 1,1 ; This is used to tell the image how to move itself when the character is walking, leaving it to 1,1 it wont move it'll stay in its position, if you use a lower value or higher value it will slide when the player walks. l=====================================================================================l Now this is a example of how the basic stage would look if you used the back/mid/fore ground images like i mentioned above. [bG Background] ; Displayed behind all characters and objects type = normal spriteno = 0, 0 layerno = 0 start = 0, 0 delta = .9,1 ; This delta in the X axis, is .1 lower than normal, the reason why is so when the character moves around on the midground, the background will slide a little bit, giving the feeling that its part of a faraway background. [bG Midground] ; Displayed behind all characters and objects, BUT infront of the background. type = normal spriteno = 0, 0 layerno = 0 start = 0, 0 delta = 1,1 [bG Foreground] ; Displayed infront of all characters and most objects (unless there coded otherwise, nothing you can do) type = normal spriteno = 0, 0 layerno = 1 ; The layerno here is 1, which means it appears in front. start = 0, 0 delta = 1.1 , 0 ; The delta in the X axis, is .1 higher than normal. the reason is because the object is closer to the player so when the character moves this object will move faster as if your viewing the fight from behind a object. If you want a better example, set to cups on a table, one on the edge, and one in the middle. now bring your face down to table level, and move your head from left to right almost half way around the table, you will notice how the cup near the edge appears to move faster than the cup in the middle of the table, This is a real life perspective that the delta is used for. l======================================l Now for how to code animations [bG Animation 1] type = anim ; type = normal for single sprite, type = anim , for animation set actionno = 0 ; spriteno is replaced with actionno, or else you get error. your action number needs a "reference point" just like spriteno. layerno = 0 start = 0, 0 delta = 1,1 [begin Action 0] 3,0 ,0,0 ,5 3,1 ,0,0 ,5 3,2 ,0,0 ,5 Now [begin Action 0] is animation set 0, and the number (0) is your reference point which you use in the actionno = . This is a explanation of what those numbers under Begin Action mean. Group No , Image No, X Position, Y Position , Time If you recall above i set group 3, image 0 1 and 2, to be animation sprites? well we are gonna use those. We dont need to make it move a position, but other wise you could use the X and Y to move it around. The time code tells you how many ticks that sprite will be shown in the animation. higher number to show longer, lower number to make really fast. 0 (is like infinite) -1, is like infinite. 1 ~ whatever, will display it at that speed. so for the example i used 5 ticks. [begin Action 0] 3,0 ,0,0 ,5 3,1 ,0,0 ,5 3,2 ,0,0 ,5 its easier to understand now yes? well thats all there is to coding animations in stages. there are ALOT more advance triggers but you do not always need them. so in short how do you make a animation on a stage? you need type = anim, and you need actionno which points to a animation set then you need the actual animation set itself, using the [begin Action #] code. If you read in the Doc's folder a file named "bgs" it explains all about stages. VIDEO FORM!
  9. @ Laharl : be nice.give him some leeway since he is new at this.you havent made more than 2 stages and thats with help. me on the other hand i've made well over 60, i can talk shit. @ CyTheMortal if you want to learn how to make stages that arent using guides that mess with your head. (i never read a guide in my life, and i make badass stages) trial and error. if you actually open up MountainSideTemple.def kung fu man's stage and READ it, it has FULL explaination of all the triggers and codes in a stage file. there is also the docs folder and BGs.html file which explains advance codings. so if you really want to make a stage, then i suggest you take some time and reach the docs and mountainsidetemple.def also you dont need to use cybaster's stage tool as a base. I've never used it, and you know why? overall file size. Cybasters stage tool can turn a single image into a stage with like 3mb or so. I could do it myself with less than 500kb.
  10. soooo... WHAT are you doing exactly?
  11. yeah its not gonna be easy. also.. interesting first stage. so thats really the first stage you've made? honestly speaking NOT TO BASH or INSULT. if you used cybasters stage tool, then its not your stage at all its cybasters. also your Zoffset should be lower, there feet should be in the middle of the wood.
  12. YES WELCOME TO OUR HUMBLE ABODE! Please make yourselves a home, throw your bags anywhere our maid tohno will pick em up.
  13. animation, great looking floor. I LOVE IT! great job!
  14. Wow, You know normally i never watch these type of matches. But man KOF Zillion has really turned into a complete commercial looking game. I wish i could do something like that. Also you played pretty badass with Hotaru, she was my favorite in Garou... second to Terry.
  15. althought i'm not one for stick people. i'll gladly beta test and help you with your character. i'm over experienced. (5 years plus or so)
  16. It only sounds good in theory. the actual bulk of the work is sprites, and thats ALOT harder than you could imagine, especially for a MMOrpg where the characters and ground levels are constantly moving.
  17. nice and free! to bad I dont care for these old games like that.
  18. nah i looked into it, its still being made for wiiware. thats why i posted it
  19. I like Rain cause of his Round House Kick. it sent you flying!
  20. hey who knows. I just know its like a HUGE compliations of all the classics into 1 major intwining story.
  21. I believe this is a remake of the original Zombi game made by Ubisoft way back in the day, It was there first game. Watch the 2nd video to see gameplay and understand more of the game.
  22. This game takes place after Pikman 2, and believe it or not you dont play as Captain Olimar. Nintendo hasnt given much detail as to where Olimar is but be sure its a suprise. With the addition of new Rock Pikman, it adds more strategy to the game. also the new HD resolutions make this game look more beautiful. with more realistic sceneries, and an impressive "zoom out" feature to still see your pikman while far away, add's great pleasure in this game.
  23. There arent enough words to describe this game. It is a new game coming out that has the retro 8 bit look and feel, while adding features you'd see in gaming today. some parts feel like Driver from GBC, then Grand Theft Auto from the GBC, then other strange things. watch the trailer!
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