Jump to content

Ryon

Administrator
  • Posts

    6,420
  • Joined

  • Last visited

Everything posted by Ryon

  1. Open the screenpack's system.def file ,which is located in the data folder. and press CTRL + F, to find this [VS Screen] Right below [VS Screen] says time = , change that value to extend the vs screen time.
  2. you need your winpose to have a REALLY long time, and use helpers. i've never properly done this myself but definitely need a helper.
  3. You can downgrade a character, but its better if the creator is the one who downgrades it. because there are specific 1.1 codes that do not exist in mugen 1.0. so unless you know for sure you don't need a code or an alternative it would be impossible. ALSO, some people (like myself) would just put the mugenversion = 1.1 in the def, so make them compatibile with some latent feature to 1.1. but they would work perfectly fine in 1.0, so try changing versiondate to 1.0
  4. in !draw what I would do is I'd take the characters sprites, 3 or so, and effects that are including and using the palette box i'd readd them on the image, in the form of a square, or a circle so people can edit it easier to make a template.
  5. I've never heard this question asked before, I honestly don't think there is.
  6. Ok so from what i've been told. No the Small and Big portraits DO NOT need to be shared palettes. This comes with a small lose. When the images are not shared palette, and the character is set on fire or ice in the game, there portraits will NOT turn color as the character is. but your method is the right method, find the stance, edit it to be the right size. OH also you know it may have to do with positioning INSIDE the SFF. older winmugen characters the small portrait is placed at the front, while current mugen 1.0 characters and up, the small portrait (9000,0) is placed at the back or in the number order.
  7. its a simple issue. when you put the filenames in the .def file it has to be like this stcommon = data/common1.cns but for some reason people put \ a backslash instead of a forward slash. just replacing the dashes may help.
  8. We are always willing to take donations. As of now The domain name (mugenfreeforall.com) will survive until september 2017. Balls, I made mffa as a "safehaven" of sorts for people to come to to share there characters works and things they find online without being harassed by strict rules such as don't post someone elses work because you didnt make it, and stuff to that sense. I NEVER wanted MFFA to have ad's, the less clutter and distractions the better, ya know. The heart and soul I put into this place is what makes us a Family. I always tell people who decide to leave, They are always welcome back, I would never delete their accounts. and the people I have banned, Those people are the ones that have TRULY pushed me passed my limit, I HATE Banning people. I don't agree with it. I hope you can enjoy yourself here. Having talked to rice has made me rethink things a bit. However Donations are very welcome. (Especially since my car ended up being broken, all of my tube/pipes underneath it, for oil, gas, and some other stuff were so badly rusted that repairs are close to 1000 dollars, which Is just about how much I have in my savings account, if it was something else I wouldnt spend it but its my car I need it to get my son and wife to places. so BLEEH)
  9. I'm sorta trying to find someone.
  10. Ok its worth noting its not closing down. MFFA is not closing. According to Alexa MFFA has been alive for 8 years, 3 months and a few days.
  11. In the operating room we have a quote that we tell all our patients family members. "It's NEVER a goodbye, It's a see you later" However I feel my time here on MFFA is up. Being the creator of the site, watching it turn from a baby to a full grown community. The memories I have with this place, The wars, The alliances, The brother sites, The threats. Some of the BEST memories I could EVER ask for. It has given me some of the best friends I could ever ask for. (Van, Daniel, Roberto, Steve, Cody, "Big Sally") It's really hard to write this honestly. I am not quitting mugen. I am just never really online (on the forum), I'm ALWAYS on skype, making stuff for mugen, or RPG Maker, or playing games, or doing homework (online college). I have been neglecting MFFA for the past 2 years it feels like - to be continued.
  12. you need to use a program such as photoshop or paintshop, I personally use !draw3 to make palettes.
  13. in the hitdef code there is a line that says damage = 0,0 I do not know if it says 0,0 , but you need to change those values to increased damage.
  14. none. you can not preform "stage" fatalities normally. you have to code it in the character as you would code everything else. its purely character side coding.
  15. see the problem is. majority of mugen characters roughly 95% of them (which is about over 10,000) are using sprites from other licensed games, and using that and selling is illegal. in terms of effects and hitsparks and stuff, again majority of the characters out there use effects from other games, I myself use effects from MVC in particular. You can not sell them as it is there (companies) original work, and you would be fined.
  16. I've personally used this for ingame cutscenes and specials. my Young Goku's Oozaru Transformation. My Raging Akuma's SGS.
  17. there is a line that says projpriority = set to 9 that will make it "Eat" other projectiles. HOWEVER, a "Helper Projectile" will always eat that.
  18. Honestly its all opinion. I personally loved " Cell HD " I don't remember the name of the creator but its Perfect Cell from Hyper Dimension, made way back in 2000.
  19. do you have Gimp, or Paintshop, Or Photoshop, or Paint.net ? if so, just google " How to index a image in -"
  20. I've never heard of FF3 not being compatible, even if you get the missing mvrs error you can download it from microsofts website. in anycase. DUuuude that is hella messed up, If i wasnt as busy as I am i would help you with this more. Sorry.
  21. a custom version? then I think you should provide a link to this version since I've never heard or seen a MVC version of either one.
  22. Holy shit. Thats hella impressive! tell me what is your ratio for accuracy vs. mugen limitations? 90:10 ? or 100:0 ?
  23. I made a screenpack starter kit, its empty other than the screenpack but its a good size.
  24. ok well. the game over screen is sorta limited. you can't do much with it other than a series of animations. most people just do a single animation. how does that RPG game's gameover screen look? like the picture?
  25. Ryon

    ask

    [State 1000, Projectile] type = Projectile trigger1 = animelem = 1 ProjID = 1000 projanim = 1000 projhitanim = 1010 projscale = 1,1 projremove = 1 projremovetime = -1 velocity = 5,0 projhits = 1 projpriority = 5 projsprpriority = 3 offset = 20,-60 postype = p1 supermovetime = 0 pausemovetime = 0 attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = light ;light,medium,hard,back,up,diagup air.animtype = light priority = 4,Hit ;Hit,Miss,Dodge damage = 75,5 pausetime = 10,10 sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = s0,0 guardsound = s0,0 ground.type = High ;Low,Trip,None air.type = High ground.slidetime = 15 ground.hittime = 15 air.hittime = 20 ground.velocity = -8,0 guard.velocity = -2 air.velocity = -8,-3 airguard.velocity = -2,-2
×
×
  • Create New...