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Ryon

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Everything posted by Ryon

  1. Ryon

    Young Goku

    which one do you mean from battle 22?
  2. Ryon

    Young Goku

    Updated! Get latest version!
  3. you can not extract a sheet. I said to MAKE a sheet (spritesheet) you need to EXTRACT the sprites from the SFF.
  4. hahaha, I did the day time of these stages. Great work KoTik!
  5. Lord M. I Think your highly confused. Clones are characters that play exactly the same with slightly varied moves. For Instance. as you said Guile, and Remy, they play the exact same, have the same moves, and same commands, only difference is sprites. He's a clone. Charlie is also a Guile Clone except with more style. Cammy, Juni, Juli, and all the other psycho girls, are all clones. storywise and gameplay wise. KOF Kyo with MVC Gameplay, thats a edit. a Edit is technically a character that plays differently form how its ment to be played as. for instance my Raging characters there all edits, even the ones that play really accurately (Dee Jay and Fei Long) there SFA characters edited to play like SSF4. Swaps, lets use the original Homer Simpson character. That was Evil Ken, prior to the addition of Iori's moves. those characters with homer's sprites. Thats a swap. So I will not remove edit from the title mainly because this is an Goddess Athena SVC Edit , To look and play like.. "Soul Caliber" .... wut?
  6. go to file and hit save as , to save it as a new image. the new image however will be located within the SFF. if you choose to take it out to make a sheet, you gotta extract it afterwards.
  7. you just said SHE then HIS. thats hilarious and disproves your point. regardless they are 2 different people. How Do I know? Because I know, i've talked to them both, and the results are different. regardless get off the topic of there DNA tests. back to the character . NAO.
  8. mugen only reasons 1 set of files for that stuff (sff, snd, etc) you could do a iori with "another" mode, based on pal. but technically speaking Another Iori has a longer jacket and in such requires his own sprites. I personally hate when people ask these questions about combining 2 characters into 1. you basically have to recode the character. all sprites from both characters need to be in the SFF. snds and whatever else might have to be there as well. you gotta transfer/add all of the 2nd characters animations manually to the 1st character. its a literal mess that would drive even the mugen gods insane.
  9. you hit the save button? by CS do you mean color seperation?
  10. If i recall according to SyN, He released the character early due to my part of leaking his beta. Because Strider uses several custom states, there is a chance 1 of his many fancy codes clash with the default team system. its always easy to code 1 on 1 stuff, but when its 2 on 2, you have alot more issues to worry about.
  11. no there is not. its tedious weather you like it or not.
  12. all this time i just thought black people loved Tienshinhan.
  13. you think i'd honestly care if you leaked someones work? as long as its not my own i dont care lol. your forever a good guy in my book brother.
  14. These are nice, they work well with my other 2 VF2 genesis stages.
  15. its not hard to learn, trust me i made a tutorial thats dummy proof. copying and pasting codes is NOT as easy as you think. there is alot to copy. especially if you understand NOTHING of coding, copy and pasting will get you nowhere. try to watch my videos it gives a general idea, then after that you can try to copy and paste it.
  16. its not really jump state. but you need to recode a jump land state. in common1.cns jump is state 40, jump land is 52.
  17. you wont learn from copying and pasting. Thomas linked to to my video series explaining in detail how to create a character from scratch. watch that. also completely wrong section, i'll move it to the right section. (mugen help)
  18. People talk about working on a character that I know is gonna be shit. Whats your caption for this gif?
  19. animated parallax's work in 1.1? i havent tested.
  20. I hate monotoned stages. to much purple, to much blue, to much red, to much of whatever color your making everything. i find it highly improbable to ever see that in real life, even with a giant fluorescent light bulb above everything. This stage looks great, but your sky should show more color changes, its never 1 color, its ususally a mixture of lights and darks and other colors. This one looks lovely, the moon and sky really set the tone. This one is also really well designed. the sky matches the scene really well. This is a No. This one is interesting, its nice but it doesnt have any real appeal. This one has been made before, there isnt much you can do to it.. maybe Sun glare at best? This is ALOT better Than This. I feel overlayers look great when used properly. when used to add more monotone to a monotoned stage it just looks horrible. the darker shades in the mock up look better. for YEARS i've harassed ExShadow about his monotoned stages and after 4 years of harassing him he finally made colored stages and they rocked balls.
  21. I only know of the idea, I've never coded it before. you have all frames of the animation on seperate parallax codes. so say first frame is [bG First Frame] type = Parallax spriteno = 0,0 id = 10 start = 0, 110 delta = 1, 1 mask = 1 width = 512,2048 tile = 1,0 tilespacing = 0,0 yscalestart = 275 the second frame is [bG Second Frame] type = Parallax spriteno = 0,1 id = 11 start = 0, 110 delta = 1, 1 mask = 1 width = 512,2048 tile = 1,0 tilespacing = 0,0 yscalestart = 275 and 3rd frame is [bG Third Frame] type = Parallax spriteno = 0,2 id = 12 start = 0, 110 delta = 1, 1 mask = 1 width = 512,2048 tile = 1,0 tilespacing = 0,0 yscalestart = 275 as you can see all 3 codes are the exact same , except for the spriteno, and id. now using a bgctrldef (THIS PART I AM NOT FULLY CLEAR ON, AS I HAVE NOT USED THIS BEFORE BUT YOU DO NEED THIS TO MAKE IT WORK.) [BGCtrlDef Parallax Floor] looptime = 500 ; Put a loop time, before it loops the entire bgctrl all over. ctrlID = 10,11,12 ; the id's that will be controlled. [BGCtrl 1] type = enabled ; This turns it invisible and stops animation. Visible is also workable here i just used this for example. time = 10,30,40 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 0 ;0 means disable [BGCtrl 1] type = enabled time = 30,40,70 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 1 ;1 means disable [BGCtrl 2] type = enabled time = 20,40,70 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 0 ;0 means disable [BGCtrl 2] type = enabled time = 40,50,90 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 1 ;1 means disable [BGCtrl 3] type = enabled time = 50,60,110 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 0 ;0 means disable [BGCtrl 3] type = enabled time = 60,70,130 ;START_TIME, END_TIME, LOOPTIME ctrlID = 10 value = 1 ;1 means disable Of course I've never done this before. But the GENERAL IDEA. Is to put all animation layers on top of each other with the same code, and using bgctrl to disable them on and off, in order to make it look animated.
  22. @ Darkflare, There will be Hitch's. Hitchs so many you'd have a field day and DIE from that field day.
  23. Oh thats another one of my uhhh "template" characters. He is a KFM with a flying code in him, I made up the code myself. You could literally copy and paste it. replace a view animations and it works.
  24. I personally do not like the MVC template out now, its very glitchy in my opinion. The end result would be. to Simply replace kfm's sprites with your own, and fix the animations up. and thats it, the template will deal with all of the coding. at least for basic movement and combos. supers and specials is all the creator.
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