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lyr

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Posts posted by lyr

  1. Here are a few Optical Flares that i have made, when i was an amateur at this stuff, but still you should take an look.

    Download Link: Media Fire

    How to use them?

    Answer:- To use it paste it on the pic you want and select blend mode screen or Lighten and press Ctrl+t to make it small or larger as you want(these instructions are for Photoshop).

    If you have any Question ask here.

    Preview:

    Posted ImageThese are a few of them there are 56 of them.

  2. Welcome to Graphics Artists United!

    We are a group of Photoshopers that make custom avatars signatures for fellow users on MFFA. We also do some other miscellaneous works.

     

    This is the official GAU graphic request thread!

    Please use this thread to request for a custom avatar/signature/combo/MUGEN Character Graphics/and more. This thread follows a "hair salon" method of operation; users are free to pick a specific artist if he/she is available, or otherwise will be served by the first available artist. Please be respectful and have a clear description or idea of what you would like in your graphic piece. Also, remember that customers are served on a first come-first serve basis, and members of the team have a priority above all others.

  3. [PREVIEW]
    Posted Image


    [Download]
    Version 1.2 = http://ubuntuone.com/0QPmnaPwMUbFyclxOswIlT

    [Comments]
    My very First Stage.
    This is from Dragon Ball...Piccolo Daimao's Stage this is where Evil Piccolo was defeated by Goku.
    Well this is an very Basic Stage made by Me thanks to Ryon's Basic Stage Creation Tutorial.

    I really don't know how to Release an Stage so this is enough.

    [Change Log]
    Fixed the Boundleft and BoundRight in version 1.1
    Fixed the Delta Values in the Version 1.2


    older versions are no more downloadable

  4. This is an tutorial maybe?

    Okay here is the code i use.

    I will explain codes line by line.

    ;----------------------------------------------------------------------------------

    ; go to fly mode

    [statedef 999] ;< Statedef, this is the process to go in fly from standing.

    type = A ;< Make sure you use A = Air as type

    movetype = I

    physics = N

    juggle = 0

    velset = 0,0

    ctrl = 0

    anim = 999 ;< Enter the anim you want

    ;go up (whether you are in ground or air before you went to this state, you go up)

    [state 0, VelSet] ;< This is for make the character go up till the Anim ends

    type = VelSet

    trigger1 = 1

    x = 0

    y = -3

    [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying

    type = ChangeState

    trigger1 = animtime = 0

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly stance

    [statedef 1000] ;< This is fly stance

    type = A ;< Make sure you use A = Air as type

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1000 ;< here enter the number of anim which you want as Fly idle

    velset = 0,0

    ;limit for flying up

    [state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay.

    type = PosSet

    trigger1 = pos y <= -180 ;< Limit -180 is ideal for it

    y = -180

    ;fly stance float up

    [state 0, VelSet]

    type = VelSet

    trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real

    x = 0

    y = -1

    ;fly stance float down

    [state 0, VelSet]

    type = VelSet

    trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real

    x = 0

    y = 1

    ;turn

    [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10

    type = Turn

    trigger1 = P2dist X < -10

    ; fly dash forward

    [state 0, ChangeState] ;< This is the command for fly dash forward.

    type = ChangeState

    trigger1 = command = "FF"

    value = 1100

    ctrl = 1

    ; fly dash backward

    [state 0, ChangeState] ;< This is the command for fly dash backward.

    type = ChangeState

    trigger1 = command = "BB"

    value = 1105

    ctrl = 1

    ;fly forward ;< This is the command for fly forward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdfwd"

    value = 1020

    ctrl = 1

    ;fly backward ;< This is the command for fly backward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdback"

    value = 1021

    ctrl = 1

    ;fly up ;< This is the command for fly up

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdup"

    value = 1040

    ctrl = 1

    ;fly down ;< This is the command for fly down

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holddown"

    value = 1041

    ctrl = 1

    ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Win = 1

    value = 50

    ctrl = 1

    ;go back to damage fall state ;< If you get hit then this will happen.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Life = 0

    trigger2 = roundstate = 3

    value = 5050

    ctrl = 1

    ;go back to fly land state

    [state 0, ChangeState] ;< This is to come down from Fly mode

    type = ChangeState

    trigger1 = pos y >= 0

    value = 1047

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly fwd

    [statedef 1020] ;< Fly walk fwd

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it

    velset = 0,0

    [state 0, Turn]; < Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk fwd

    type = VelSet

    trigger1 = 1

    x = 4

    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd

    type = ChangeState

    trigger1 = command != "holdfwd"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly bkd

    [statedef 1021] ;< fly Walk Back

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it

    velset = 0,0

    [state 0, Turn] ;< Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk back

    type = VelSet

    trigger1 = 1

    x = -4

    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back

    type = ChangeState

    trigger1 = command != "holdback"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly up

    [statedef 1040] ;< Fly Up

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1040

    velset = 0,0

    [state 0, Turn] ;< Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet for the speed of Fly Up.

    type = VelSet

    trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit.

    x = 0

    y = -4

    ;limit for flying up

    [state 0, PosSet]

    type = PosSet

    trigger1 = pos y <= -180

    y = -180

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command != "holdup"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly down

    [statedef 1041] ; Fly down

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1041

    velset = 0,0

    [state 0, Turn]

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ; The speed of fly down

    type = VelSet

    trigger1 = pos y < 0

    x = 0

    y = 4

    ;go back to jump/fall state

    [state 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state

    type = ChangeState

    trigger1 = pos y >= 0

    value = 1047

    ctrl = 1

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command != "holddown"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly landing

    [statedef 1047] ;< Airplane is landing

    type = S

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1047 ;< I have commented this out because i didn't had an fly land

    velset = 0,0

    [state 0, PosSet] ;< You know PosSet

    type = PosSet

    trigger1 = pos y >= 0

    y = 0

    [state 0, ChangeState] ;< This is to take the character to the Jump Land state.

    type = ChangeState

    trigger1 = Animtime = 0

    value = 52

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly dash forward

    [statedef 1100] ; Fly Dash Fwd

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1100 ;< Anim to the Fly dash Fwd

    velset = 0,0

    [state 0, VelSet] ;< Speed of Fly Dash Fwd

    type = VelSet

    trigger1 = time = 0

    x = 5

    [state 0, VelAdd]

    type = VelAdd

    trigger1 = 1

    x = 0.1

    [state 0, ChangeState] ;< To stop him

    type = ChangeState

    trigger1 = frontedgebodydist < 2

    trigger2 = command != "holdfwd"

    trigger3 = command = "BB"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly dash backward

    [statedef 1105] ; The fly dash back is same as the fly dash forward

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1105

    velset = 0,0

    [state 0, VelSet]

    type = VelSet

    trigger1 = time = 0

    x = -5 ;-0.2

    [state 0, VelAdd]

    type = VelAdd

    trigger1 = 1

    x = -0.1 ;-2

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = backedgebodydist < 2

    trigger2 = command != "holdback"

    trigger3 = command = "FF"

    value = 1000

    ctrl = 1

    ________________________________________________________________________________________________

    ;If you want to make the character fly even after getting hurt then make the 5000s state's type "A"

    ----------------------------------------------------------------------------------------------------------------------------------------------------------

    EVERYTHING WHICH IS COMMENTED OUT IS IN RED COLOR.

    I hope this helps, credit to sgn15 because he told me how to code fly.

    TO make Fly Attacks copy the codes and make the type = A.

    And do something like this in you CMD

    ;---------------------------------------------------------------------------

    ;Fly

    [state -1, Fly] ;< This is the Fly code command

    type = ChangeState

    value = 999

    trigger1 = command = "c"

    trigger1 = statetype != C

    trigger1 = ctrl

    ;flying Light Punch

    [state 0, ChangeState] ;< There are fly attacks

    type = ChangeState

    trigger1 = command = "x"

    value = 2000

    ctrl = 1

    ;flying Strong Punch

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "y"

    value = 2100

    ctrl = 1

    ;flying Light Kick

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "a"

    value = 2300

    ctrl = 1

    ;flying Strong Punch

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "b"

    value = 2400

    ctrl = 1

    ;Now an example of the CNS code of the fly attacks:

    ; Fly Light Punch ;< This is an example

    [statedef 2000]

    type = A

    movetype= A

    physics = S

    juggle = 1

    velset = 0,0

    ctrl = 0

    anim = 200

    [state 2000, 1]

    type = HitDef

    trigger1 = AnimElem = 2

    attr = A, NA

    damage = 23, 0

    animtype = Light

    guardflag = MA

    hitflag = MAF

    priority = 3, Hit

    pausetime = 8, 8

    sparkno = 0

    sparkxy = -10, -56

    hitsound = 5, 0

    guardsound = 6, 0

    ground.type = High

    ground.slidetime = 5

    ground.hittime = 11

    ground.velocity = -4

    airguard.velocity = -1.9,-.8

    air.type = High

    air.velocity = -1.4,-3

    air.hittime = 15

    [state 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air

    type = ChangeState

    trigger1 = AnimTime = 0

    value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes

    ctrl = 1

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