-
Posts
4,029 -
Joined
Everything posted by lyr
-
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: These are a few of them there are 56 of them.
-
okay, thx, lol I will post some of my works soon
-
Current Members: 1)Gopal 2)Hyde Phantasma (Celest) HE IS BANNED NOW. I am waiting for more people to join this group
-
ehhh, My system = LAG IN MUGEN(when on Hi-Res Stages)
-
the first one looks good, but the second one....pixelated so use more res images, and you should use the latest CS6 tho it has better features(more expensive too) lol but nice job lol
-
[Lifebar1280] Spectral Vs Generation
lyr replied to Phantom Blood's topic in Phantom Blood's Creations
WOW, just 383 KB i was expecting something like 4-8 MB lol nice one -
where is the latest link?
-
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.
-
nope the first one is original
-
Nice one Phantom, downloading it
-
Simple: go to WindowsPerformanceWinSATDataStore then edit the xml files to get the SCORE you want. lol Easy.
-
Here is mine post yours. Also please do not EDIT ANY RATING FILES TO GET MAX RATING hahaha i can also get max rating!You have to say please to know how to get MAX Rating!
-
lol WB btw, what the hell happened to MFFA before?
-
thanks bro.
-
woops, i forgot about it. Will fix that. *Fixed Version 1.1 = http://www.mediafire.com/?7ec2p4q4v8g0h98
-
[PREVIEW] [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
-
lol then how you done other tutorial?
-
Is it just me or everyone seeing it like this......
lyr replied to lyr's topic in [ RANDOM CHATTER ]
I am using Firefox now but it is fixed automatically, i don't know what happened -
Is it just me or everyone seeing it like this......
lyr replied to lyr's topic in [ RANDOM CHATTER ]
Laharl is not an moderator any more? Check this Some crazy stuff there example; SxVector Members All Forums Today, 12:55 PM lol He is not an moderator but he can moderate all Forums? -
The alignment of the forums names are maybe(because it may be only me) wrong
-
lol I am waiting for your fly tutorial
-
So it is still cheap, right? How about to add an time time limit to stop fly after 1000 ticks then don't fly for another 1000 ticks
-
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
-
Never mind. btw, nice signature pic