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llyyr

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Posts posted by llyyr

  1. [Preview]

    http://www.youtube.com/watch?v=LUMnThFfgt8

    [Comments]

    My first Screen Pack hope you like it.

    it has 120 Character slots, i could made it 144 but it doesn't looked well so 120 slots.

    Credit to ZION for the Life & Power Bars.

    This is inspired by Dragon Ball Z MUGEN Edition 2011, so Credit to xed & RistaR87

    I made this for the design not for huge capacity, so Rate it by it's looks and design.

    [Download]

    http://www.mediafire.com/?md7zxeburu0ez6c

    Note: I am uploading the Whole MUGEN 1.0

  2. downloading it Looks good You should add MediaFire as the Download and you Website as the Alternative EDIT: dled it and tested it. Make an Palette Keymap like this [Palette Keymap] x = 1 y = 2 z = 3 a = 4 b = 5 c = 6 x2=7 y2=8 z2=9 a2=10 b2=11 c2=12

  3. common Celest i am just 1 yrs older then you but i don't open my mouth like you do, i am a few examples: in Chat, and now. What happened in Chat? Ans.: Well i was talking to him he just started to show off his Rep points, and telling me that you have 0 points. <<< So High Rep is dangerus! I was only banned one time on an Website for the same reason that Celest did. Anyway I thinked alot about it also googled it, and found out that the there are TWO different tv shows called Fairy Tail and Fairy Tails

  4. [Preview]
    1) Auto Combo 1*(a)
    Posted Image
    2) Distructo Disc
    Posted Image
    3) Fire Ball Shower
    Posted Image
    4) Kamehameha
    Posted Image
    5) Ki Blast
    Posted Image
    6) Sprite Bomb
    Posted Image
    7) SSJ3 Terror
    Posted Image

    [Download]
    http://ubuntuone.com/3CxHOqC4qpjEzZY3HsxGJ6 <Link to the Release Version 1.2

    [Comments]
    My Second Character WIP.
    I will add this fly code in this later, also i have to add throw in this.

    Well the Moves, I have made the Moves Very easy:
    1) Auto Combos: Press "a" three times and hit the p2 or p4, to get an Auto Combo of Light Kick then Strong Punch then an Fire Ball, i could add some more but i am running out of ideas.

    2) Distructo Disc: It is kinda rare in Goku but after some Sprite editing i made this.
    command is Down, Back, x (~D, B, x) you need to have 500 Power to do this.

    3) Just tried to be Creative here, you need 1000 Power to do it.
    the command is Down, Forward, y (~D, F, y).

    4) Kamehameha, Added an Super bg in this one, you need to have 2000 power to do is. the command is Down, Forward, a (~D, F, a)

    5) Ki Blast, you need to have 1000 power to do this, the command is Down, Forward, y (~D, B, y).

    6) Sprite Bomb, you need to have 3000 power to do this, the command is Down, Forward, x (~D, F, x).

    7) SSJ3 Terror, you need to have 2000 power to do this, the command is Down, Forward, b (~D, F, b).

    Now the Tricks Goku can do(If you say like Mr. Satan "They can only do Tricks").
    Instant Transmission - b+y
    Power Charge = a+b
    Fire Ball(Single) = z
    Fly = c

    ***The Character is Created in Fighter Factory 3.0***
    Please tell me if there is something wrong.

    Well that's all i have to say.

    EDIT: NOW HE CAN FLY TOO
    EDIT2: ADDED THROW TOO

  5. It is good(Whatever that thing is).

    But you need to fix the last Sprite of the Animation 215, 220, 245, 250

    Posted Image

    See why am i seeing that White Box?

    Also the last sprite Missing of the Animation 230 (Air Left Punch)

    What the hell you have done with the hitoverride?

    Posted Image

    That should be like this SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

    You need to remove the S, NA (Stand, Normal Attack)

    Watch Ryon Tutorial to see what they mean

    Well

    S = Stand

    NA = Normal Attack

    SCA = Stand Crunch Air

    SA = Super Attack

    HA = Hyper Attack

    NP = Normal Projectile

    SP = Super Projectile

    HP = Hyper Projectile

    NT = Normal Throw

    ST = Super Throw

    HT = Hyper Throw

    Recheck your Sprite file there are some conflicts for the Group and Index Numbers

    You have added 2 or 3 Sprite with the same Group and Index Number

    There are many more issues.

    Posted Image

    Download the Latest Fighter Factory 3 to see that list, i am not sure if other version can do that or not?

    Posted Image

    Download the Latest Fighter Factory 3 and double click on the button.

    You can get the Latest Fighter Factory here: http://mugenguild.co...r-137126.0.html

    Well i guess it is just me but i hate character who Hop back make it Run Back not Hop back, okay?

    It is very easy to do it.

    You need the Sprite of Run Back or use the Run Forword with Horizizontal Flip.

    then goto common1.cns and delete the Hop Back and paste this.

    ;---------------------------------------------------------------------------
    ; RUN_BACK
    [Statedef 105]
    type = A
    physics = A
    ctrl = 0
    
    [State 105, 1]
    type = changeanim
    triggerall = var(1) = 0
    trigger1 = time = 0
    value = 105
    
    [State 105, 1]
    type = changeanim
    triggerall = var(1) = 1
    trigger1 = time = 0
    value = 105
    
    [State 105, 1]
    type = changeanim
    triggerall = var(1) = 2
    trigger1 = time = 0
    value = 3105
    
    [State 105, 1]
    type = changeanim
    triggerall = var(1) = 3
    trigger1 = time = 0
    value = 31053
    
    [State 105, 1]
    type = VelSet
    triggerall = var(1) = 0
    trigger1 = 1
    x = const(velocity.run.back.x)
    y = 0
    
    [State 105, 2]
    type = veladd
    triggerall = var(1) = 1
    trigger1 = time > 0
    x = -1
    y = -0.4
    
    [State 105, 3]
    type = posset
    trigger1 = pos y != 0
    y = 0
    
    [State 105, 2]
    type = veladd
    triggerall = var(1) = 2
    trigger1 = time > 0
    x = -2
    y = -0.4
    
    [State 105, 2]
    type = veladd
    triggerall = var(1) = 3
    trigger1 = time > 0
    x = -2
    y = -0.4
    
    [State 100, 2] ;Prevent run from canceling into walk
    type = AssertSpecial
    trigger1 = 1
    flag = NoWalk
    
    [State 105, 2]
    type = CtrlSet
    trigger1 = Time = 2
    value = 1
    
    [State 105, 3]
    type = ChangeState
    trigger1 = command != "holdback"
    value = 0
    
    [State 100, 5]
    type = makedust
    trigger1 = time > 0
    pos = 20,0
    pos2 = 40,0
    
    The makedust is optional, and you need to change everything's value to get it right.
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