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Posts
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Everything posted by Ryon
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He definately loves Dick.
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wait so the skullgirls are MADE? huh. dude im amazed how you manage to make these stages, so accurately. and still so beautifully.
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your picking my brains alright. can you edit your post. and space out your sentences? cause that shit is CONFUSING! please make multiple paragraphs,
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it cant find parameter "name" strange issue, I think I had a issue as well loading up Oni.
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[Preview] [Download] http://www.mediafire.com/download/bgtb5bb4qsy5rfq/GH_Nicole_Neil.zip https://onedrive.live.com/?cid=95617500DFB4E9E5&id=95617500DFB4E9E5!253 [Comment] Copied from read me. Name : Nicole Neil Origin : Guardian Heroes Prowess : Magic Minor : Physical Version : Release 1 =Preface= Nicole is by far the hardest Guardian Hero character I've made so far. Not because of her attacks but because of the damn Cape. Nicole made by WZ_4, has the cape on the character as a single sprite but in game it was a transparent cape, So I wanted to implement it properly. If I followed the accurate method (WZ_4) she would be a slow and not very fighting game like character, So I made her alot more fun to play with compared to his slower version in the actual game. Very easy to string together combos and such. Nicely exaggerated supers.
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Alpha 2 for me. the gameplay just felt more solid than in alpha 3. plus it didnt have those shitty ism's. Plus... THIS.
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OH the reason behind that. FONT. nicole is for a full GH game im making. and im using 1.1, with 1.1 fonts
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release imminent! Just gotta do some pals and shes up for release!
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im hyped for the new chars honestly. brawl is pretty dry nowadays. Project M helps alot. Shulk especially, since i beat Xenoblade Chronicles
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Borewood has reportedly left MFFA. For Mugen Multiverse. you can follow his updates and topics there.
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Hey kinda late but. All of her is complete. She is practically done (minus AI) she is definately beefier than her GH version. but im having a little trouble with her transparent cape.
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try trigger1 = numpartner = 1 && partner,life > 0 also tagin was meant to be in mugen by default, it was suppose to have MVC like system. but i suppose due to time constraints elecbyte NEVER finished the code, but in winmugen it exists in the code. so for mugen 1.0 and 1.1, im sure they removed it.
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well it helps if you pick a color that is NOT on the character. for instance if you pick a character who wears purple, and has a silver sword, make the background green. now in terms of selecting the alpha color (the color that becomes invisible) you can best do it in Paintshop Pro, Paint.Net, or any of the other fancy graphics programs.
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journey to florida. sounds like your either driving or WALKING it. don't do what they did in Lord Of The Rings, Don't walk it! its not about the journey! Its about getting back in peace.
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Power Blood Coming Soon From Ragnarok [Web Manga]
Ryon replied to Himeko_Tatsumi's topic in [ RANDOM CHATTER ]
the pink hair on that dude is HOORRRIBBBLLLEEE. also in terms of art style, I think your going a bit over board with the black lines of wrinkles in there clothing. the shading is fine but the wrinkles are a bit much. also this could be the adult in me, but why the heck do they allow a girl with a sword in the school?! -
as long as its respectable! YOUR CHARACTERS SUCK!! nah but really. I think Sarah should fight a bit more? is it possible to have her follow up with some of her own combos? like her left, right (punch) knee (kick) also can you control her at all?
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the idea i had which didnt work for whatever reason. use a pal fx code based on a varaible (to decide if the character is a robot, human or reptile) to change into whatever color. it didnt work but when i used trigger = 1, the colors did change accordingly. thats as far as i got, then i gave up.
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In regards to this. This is a gaming forum. We are gamers. Majority of us separate our gaming lives from our normal lives. So Keep your religion talk out of this. No part in the bible can ask or beg for anything on your behavior, or others behavior. Soooooo STOP IT!
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The Magical MUGEN Disappearing Act! Starring... My Frustration.
Ryon replied to OroCrimson's question in [ MUGEN CODING HELP ]
it could literally just be a computer related issue. Mugen is great, Moleboxing it, ... it WORKS yes but it has its flaws. some stages will replay a couple times. MP3's might not get played. it would randomly crash, and such... so.. its not a uncommon issue. Can I have a link to your game? -
as far as i know. No. you would need to re-molebox and update the download link.
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The Above GIF is part of her introduction. after selecting the character you will be introduced to the Bio of the character and the move list. This is the first time i've ever made a storyboard, for.... anything mugen. the above Gif is mostly beta. It will become better looking this is only temporary. SO I'm making Nicole from Guardian Heroes, for mugen. whats to know? Only 1 other version of her Exists (to my knowledge) and its fairly accurate, minus 1 small detail. Nicole has a cloak, thats transparent, The other version of her has it as a solid object, Where as I will be coding it seperately and as a transparent cloak. She will follow the same mechanics as my other Guardian Heroes characters. X Y Z , 3 button gameplay. Combo friendly. Super friendly. Easy to play as,(at some point) Hard to master. as for now shes mostly coded, Im missing the 5000's, but her basic attacks and special attacks are all coded. INTRO is 1.1 ONLY. Character is 1.0.
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honestly, I would just go to 1.0. I would personally move to 1.1, given I had the right materials i'd make awesome zoomy stages.
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this is how my stages look for mugen 1.0 MINUS ALL OF THE CODING. ;-------------------------------------------------------- [Info] name = "EFD - Clouds" displayname = "Clouds" versiondate = 10,20,2013 mugenversion = 1.0 author = "Ryon" ;-------------------------------------------------------- [Camera] startx = 0 starty = 200 boundleft = -500 boundright = 500 boundhigh = -170 boundlow = 0 verticalfollow = .8 floortension = 50 tension = 50 overdrawhigh = 0 overdrawlow = 0 cuthigh = 35 cutlow = 25 ;-------------------------------------------------------- [PlayerInfo] p1startx = -70 p1starty = 0 p1facing = 1 p2startx = 70 p2starty = 0 p2facing = -1 leftbound = -1000 rightbound = 1000 ;-------------------------------------------------------- [Bound] screenleft = 15 screenright = 15 ;-------------------------------------------------------- [StageInfo] zoffset = 206 ;zoffsetlink = autoturn = 1 resetBG = 1 localcoord = 320, 240 xscale = 1 yscale = 1 ;-------------------------------------------------------- [Shadow] intensity = 32 color = 0,0,0 yscale = -.02 fade.range = 0,0 ;-------------------------------------------------------- [Reflection] intensity = 0 ;-------------------------------------------------------- [Music] bgmusic = sound/clouds.mp3 bgmvolume = 100 ;======================================================== ;-------------------------------------------------------- ; Background definition ; *** ;------------------------------------- ; [BG x] ; type = Normal / Parallax ; spriteno = 0, 0 ; id = 0 ; start = 0, 0 ; delta = 1,1 ; trans = None / Add / Add1 / AddAlpha / Sub ; mask = 1 ; velocity = 0, 0 ; tile = 0, 0 ; tilespacing = 0, 0 ; window = 0,0,640,480 ; windowdelta = 0,0 ; positionlink = 0 ; sin.x = ?,? ; sin.y = ?,? ;-----------------------------Parallax-only: ; xscale = ?, ? ; width = ?, ? ; yscalestart = 100 ; yscaledelta = 0 ;------------------------------------- [BGdef] spr = Clouds.sff debugbg = 0 its basically the top part of the code that tells it, its a 1.0 stage. also the other parameters not in winmugen stages.
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1. its impossible in a sense, because the death cry is always group 11, index 0. there is no way to work around it. 2. in your state 180 you need a code like this. [state 180, 1] type = ChangeState triggerall = enemynear, name = "Ryu" && win trigger1 = !time value = 182