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Ex✭Cᴀʜᴍ

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Everything posted by Ex✭Cᴀʜᴍ

  1. Link: Onedrive.com Thread: Mugen Fighters Guild.com
  2. Finally someone uses that Background for something usefull.
  3. Lightflare Da Realest and Alpyne
  4. yeah tried to make it look like when he is about to shoot the Plasma Blast. Overworked the efects again >:
  5. Made for a small signature contest at other forum: Based on @Zemilia idea but added some efects.
  6. almost legit lol except for those MB lifebars but overall looked like the real game.
  7. cant remmeber where i saw that powerbar...
  8. Fuu looking sexy XD Nice sketches
  9. (LOL Story so far:) that had huge asses and
  10. Not much to say tho could probably add some Gradient on the select screen round icons and probably add a light over those small circles around it. looks good atm
  11. Sprite work is awesome kinda looks like a HD Cell Shaded 3D sprite (Kinda like that old Budokai HD Goku) now thats some real spriting skill.
  12. Okey just a quick view from the screenshots. Tropical Resort ACT2. - Those KOF dudes sprites clash with the Env coloring maybe darker them a bit and give them a slighty purple coloring could help. Planet Wisp ACT 1,2,3. - The mist trasparency make it look too glowy sugest use an Addalpha of around 200 or 180 rather than just "Add" to make it more trasparent and less glowing. Aquarium Park ACT 1,2,3. - Everything clash compared to those chinese building coloring and spritewise due being of a higher quality than the rest of the sprites used on the stage also imo reflection would fite more rater than shadow. Some stages. - these would look better with a slighty coloring overlay such the night stages having a dark blue or black overlay and the sunset stages having a orange overlay imo. Gona give them a try later cuz the concepts looks nice but thats what i see from the screenshots himself.
  13. I think u could have atleast colored the "Versus" on the timer and "Name" text with some blue glowing fonts. but yeah looks nice regardless.
  14. Insanus riping those Aquapazza stages and chars.
  15. Being able to animate via pencil or atleast being able to sketch again.
  16. Ex✭Cᴀʜᴍ

    j

    listen to the music, fight with the music, live for the music XD
  17. Ex✭Cᴀʜᴍ

    j

    http://cristgaming.com/pirate.swf
  18. NIcely done! I googled and made a sprite animation of it XD Thanks mate
  19. 1 - U wont get it. 2 - Wall by Margatroid. 3 - Broodway DIstric by Motvn. http://www.4shared.com/rar/7AumFvdh/Broadway_District.html
  20. Nobody is epic enoght to handle my boobs huehuehue +1 Dat Mio's ribbon love u Ryou
  21. you could also just set the overlay to "tile" like.... [bG Overlay] type = normal spriteno = 1,0 start = 0,0 delta = 0,0 trans = add layerno = 1 tile = 1,1 Or if is an animation... [bG Intro, Flash] type = anim actionno = 1 start = 0,0 delta = 0,0 layerno = 1 tile = 1,1 tilespacing = 640,480 <Change this value acording to the size of the overlay.
  22. Iam lazy so ima request if someone want to take it: size: 400x175 (Nothing big) render: http://2.bp.blogspot.com/-Mmd-0zcLoKU/Un13v39jccI/AAAAAAAAAFo/iWmJkJKifRI/s1600/Blue-Eyes+White+Dragon+Alternate+3.png Text: Forever be Fearsome. Other: Try to keep the colors into Blue, light blue and White nothing too dark kinda like the one iam using right now.
  23. -startx and starty set it to 0 and never move those values. -Bounds arent equal (as before...)The reason why should Bounds should stay the same is because having diferent values gives the adventage to the other Char since the other Char would be cornered more fast due the lower value. -Set Floortension to 50 and verticalfollow to 0.5 since is a stage with a low Boundhigh value looks weird how the camera moves when you jump or superjump. -Shadows are way too dark try seting the color to 255,255,255 and set "intensity" around 80 or 120 this fits more acording to the light sources imo. -Get rid of the codes you arent using such as Velocity, Tilespacing, ect sometimes those cause problems kinda basically keep your DEF ordered and clean. -Zoffset is too low IMO raise it to 225 because some bigger chars stands out of what supose to be the floor. -You have a lot of useless sprites on the SFF even if you gona use a older stage as base get rid of the sprites you arent going to use to make the SFF size smaller. -Those fog sprites looks really bad because already have a lot of colorloss and have bad cuts around it which are even visible while playing: You may need to look around for new ones. -Sprite 0,4 is on the SFF two times and one of them has the color really screwed and a diferent position. -The trees on the far BG has some really notable cuts: You gona need to sprite the missing parts to fix it. -The sprites 1,2 and sprite 1,3 would look better and they would blend better if they werent single colored IMO. -The green of the floor doesnt blend with the green of the forest on the BG isnt really that far as i see so should have a diferent color tone at all imo. -Why there is snow falling at the start of the match on the stage? i guess u tried to make them look like the fireflyes that are around the forest in the game? try coloring those into multyple colors like on OoT also how they blink look really odd imo. You need to work more on the graphics part atm you are decent with the code imo Nice choice of BGM btw does gives a Zelda feel.
  24. You should have used those 3D Samus and Ridley on that screenshot man V: Nice release btw
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