-
Posts
6,420 -
Joined
-
Last visited
Everything posted by Ryon
-
Need help choosing which color to make my next character!
Ryon replied to Nny's question in [ MUGEN CODING HELP ]
1 -
idealy by my crazy untested idea. you can simply store life into a variable and have it set to the variable at the 2nd round, fade in. sooooo... [State -3, VarSet] type = VarSet trigger1 = 1 v = 10 ;fv = 10 value = life [State -3, LifeSet] type = LifeSet trigger1 = roundno = 2 && roundstate = 0 ;roundstate 0 should be fade in if im correct. value = var(10) [State -3, LifeSet] type = LifeSet trigger1 = roundno = 3 && roundstate = 0 value = lifemax the 2nd lifeset code is incase of a double KO, the 3rd round they have full life again. but i think just the first 2 is needed. for the 2nd question, are you refering to a "special lose" pose? like POTS' Geese, when he loses first round he gets back up and shakes his fist, before round 2. something like that??
-
Need help choosing which color to make my next character!
Ryon replied to Nny's question in [ MUGEN CODING HELP ]
All. why not use all for the pals? -
there are some codes in the def file i think its called "down.bounce" or something that bounces them back up. but sometimes it doesnt let you hit them. so the long way is a custom state, the easy way is to tweak the hitdef to make it bounce them off the ground.
-
no you can't have loop bound stages but you can make the images never ended by tiling them, and making your bounds like 99999
-
normally i would help. but these things require time, which i tend to not have much of nowadays. my request of you is to find the move or reason for them to drift off. usually just find the last thing they are doing before they drift.
-
ok go into the character find every single hitdef and look for "sparkno = " and maybe "guard.sparkno = " those are hitspark codes, every hitdef needs it. replace the values (looks like s8200) with a value from the fightfx.air file. (looks like = 10)
-
well... huh.. are you helped?
-
fixed.
-
[Preview] [Download] https://onedrive.live.com/?gologin=1&mkt=en-US#cid=95617500DFB4E9E5&id=95617500DFB4E9E5!3613 [Comment] I've wanted to make these for a while, But i've been lazy. However I pushed that out and made em. I think there best used for Timer fonts honestly.
-
good. personally its to green for my taste. but great job none the less.
-
Welcome to MFFA! Introduce yourself here!
Ryon replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Funny how he says your named after a meme, while he is named after the winmugen engine. Welcome brother! -
Did you relize that in this topic only you have replied to yourself and you fixed your own problem? LOL
-
if you want to make a sprite sheet from the SFF, you take the sprite out and paste it in a sheet. this is 1 of the several extraction/save as buttons.
-
no. extract as in to TAKE OUT OF THE SFF.
-
Welcome to MFFA! Introduce yourself here!
Ryon replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
im from new york, how are you? -
How Can I Code Throws? Pls Explain!
Ryon replied to It'sOver9000!!'s question in [ MUGEN CODING HELP ]
since you asked about those 2 things. TargetBind , should be placed within the PLAYERS state, and it will "bind" the OPPONENT to whatever position you set, it can be tricky but it can also be fun. BindToTarget, Is a code for use in HELPERS, to bind the HELPER TO THE OPPONENT. You could also bind the player to the opponent but that's just kinda awkward. -
i could add that, but it always seemed like a wierd move to me. i dont plan to add it.
-
What games would you like to have sequels?
Ryon replied to Legendary DeMoNk@I's topic in [ RANDOM CHATTER ]
Power Stone 2. Sonic Adventure 2. Final Fantasy 8 and 9 -
Winmugen, can you verify boyzboyz is the same as .... the other guy who's name i can't pronouce?
-
Pneophen's Sub-Zero can't do fatality
Ryon replied to Macaulyn97's question in [ MUGEN CODING HELP ]
its not to hard, but at the same time i remember you don't understand coding that much. you basically need to make another state PRIOR to the fatality state that makes him walk to position then, change to fatality state. -
lol. consider this the final version of young goku. anything coming to him now would be bug fixes and such. G.O.D on guild pointed out some issues that i will get fixing, but its nothing game breaking.
-
well how do you kill it in the special way?
-
manual screencap is a option. me personally. i use a program that allows me to download youtube videos in to avi or mp3. then using camtasia, i output as AVI or GIF. using irfanview, i export all the frames of the GIF/AVI file. and depending you get 50 ~ 300 frames of animation. my Young Goku uses clips from the dragon ball series.
-
yes infact i believe in Juano16's Shang Tsung, he comes with 17 .def files as well. so you could technically stand alone with any of the characters, or use shang tsung and play em all.