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Ex✭Cᴀʜᴍ reacted to ArtistofLegacy in I'M ON FIRE!
That's probably the only thing in this topic that made me laugh. -
Ex✭Cᴀʜᴍ reacted to Otasira in Otasira's Color Palettes
Request is complete! Jam as Litchi and Justice as Nu-13 have been completed and uploaded! Doing these actually put a big grin on my face when I saw the final product! They look so awesome!
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Ex✭Cᴀʜᴍ got a reaction from Kazagami in [Kula Clone] Yukino_MA by Michaelarmaros
In my opinion she is the best Kula edit but i think the author could work a little more on her sprites..... But ok Downloading........ Thanks for the sharing Ryo!
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Ex✭Cᴀʜᴍ reacted to Vibrant in Death Valley Mountain
Enjoy, click image for link.
Features
-Animated-
-High Jump-
Preview
http-~~-//www.youtube.com/watch?v=ftRqC-QG-SQ
Side Note
-Credit to Aoha (Twintail) for the original still image.-
-Stage updated since video.-
-If you don't like the dragon, just remove the block labeled with dragon in the name.-
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Ex✭Cᴀʜᴍ reacted to Vibrant in [Hi-Res] Cultural Festival Meta
Enjoy.
Features
-Animated-
-High Jump-
Preview
http-~~-//www.youtube.com/watch?v=GGmYW6lOvNU
Link 1
Link 2
Side Note
-Not a perfect conversion, but when I get the actual game I'll go back and update all the stages I've done from it.-
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Ex✭Cᴀʜᴍ reacted to Ryon in [Stage] How to code Animations
You need your animations seperate. from the stuff in your SFF.
I recommend using Fighter Factory 3 to open up the SFF.
this is the ideal way to have your sff. (or at least MY ideal way)
Background Sprite (group 0, image 0)
Midground Sprite (group 1, image 0)
Foreground (group 2, image 0)
animation object 1 (group 3, image 0)
animation object 2 (group 3, image 1)
animation object 3 (group 3, image 2)
This way each little piece of the stage is broken up into groups. the way groups and image work is basically organization. each group is allowed to have any number of images, and images are not restricted to 0 1 2 3 4 5, you could have image 0 , then image 10, then image 5000. thats perfectly fine.
just as long as you remember what number you put your ok. So consider your (Group, Image) To be your reference points.
This is your basic stage coding, to display a single image from the SFF to Mugen.
[bG 0] ; This is the label for the code/sprite
type = normal ; This is the kind of sprite, its either normal single sprite, or anim animation set
spriteno = 0, 0 ; This is where you use your "reference points" from your SFF to implement the image. (group no, image no)
layerno = 0 ; This is used to tell how it should appear -1 = Behind, 0 = Same Layer as player, 1 = Infront of player
start = 0, 0 ; This is the start position of the image, on the stage. If you align the stage properly in the SFF, you can leave this to 0,0.
delta = 1,1 ; This is used to tell the image how to move itself when the character is walking, leaving it to 1,1 it wont move it'll stay in its position, if you use a lower value or higher value it will slide when the player walks.
l=====================================================================================l
Now this is a example of how the basic stage would look if you used the back/mid/fore ground images like i mentioned above.
[bG Background] ; Displayed behind all characters and objects
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 0
delta = .9,1 ; This delta in the X axis, is .1 lower than normal, the reason why is so when the character moves around on the midground, the background will slide a little bit, giving the feeling that its part of a faraway background.
[bG Midground] ; Displayed behind all characters and objects, BUT infront of the background.
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 0
delta = 1,1
[bG Foreground] ; Displayed infront of all characters and most objects (unless there coded otherwise, nothing you can do)
type = normal
spriteno = 0, 0
layerno = 1 ; The layerno here is 1, which means it appears in front.
start = 0, 0
delta = 1.1 , 0 ; The delta in the X axis, is .1 higher than normal. the reason is because the object is closer to the player so when the character moves this object will move faster as if your viewing the fight from behind a object. If you want a better example, set to cups on a table, one on the edge, and one in the middle. now bring your face down to table level, and move your head from left to right almost half way around the table, you will notice how the cup near the edge appears to move faster than the cup in the middle of the table, This is a real life perspective that the delta is used for.
l======================================l
Now for how to code animations
[bG Animation 1]
type = anim ; type = normal for single sprite, type = anim , for animation set
actionno = 0 ; spriteno is replaced with actionno, or else you get error. your action number needs a "reference point" just like spriteno.
layerno = 0
start = 0, 0
delta = 1,1
[begin Action 0]
3,0 ,0,0 ,5
3,1 ,0,0 ,5
3,2 ,0,0 ,5
Now [begin Action 0] is animation set 0, and the number (0) is your reference point which you use in the actionno = . This is a explanation of what those numbers under Begin Action mean.
Group No , Image No, X Position, Y Position , Time
If you recall above i set group 3, image 0 1 and 2, to be animation sprites? well we are gonna use those.
We dont need to make it move a position, but other wise you could use the X and Y to move it around.
The time code tells you how many ticks that sprite will be shown in the animation. higher number to show longer, lower number to make really fast. 0 (is like infinite) -1, is like infinite. 1 ~ whatever, will display it at that speed. so for the example i used 5 ticks.
[begin Action 0]
3,0 ,0,0 ,5
3,1 ,0,0 ,5
3,2 ,0,0 ,5
its easier to understand now yes?
well thats all there is to coding animations in stages. there are ALOT more advance triggers but you do not always need them.
so in short how do you make a animation on a stage?
you need type = anim, and you need actionno which points to a animation set
then you need the actual animation set itself, using the [begin Action #] code.
If you read in the Doc's folder a file named "bgs" it explains all about stages.
VIDEO FORM!
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Ex✭Cᴀʜᴍ got a reaction from Noside in Bienvenidos! El Foro Esta Abierto!
Un pequeño jueguito de cordenadas..............X(horizontal)-Y(Vertical) Dime donde esta la N..... MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMNMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM Suerte
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Ex✭Cᴀʜᴍ reacted to Noside in Bienvenidos! El Foro Esta Abierto!
Como no hay mucho trabajo en la oficina, me puse a "jugar" este juego, me tomo 1 segundo en encotrar la "N", el juego mas tonto y facil del universo.
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Ex✭Cᴀʜᴍ got a reaction from Sou-Bot in What version of mugen i should use for testing Hires Stages & SPs.
Is truth what Zombie-Bro says. Mugen 1.0!!!! STATUS: Wating for screenshots of your stuff!
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Ex✭Cᴀʜᴍ got a reaction from Kazagami in Creator's Collection: Pre-To
Hmmmmm I like the look of the Type-Moon chars...... Edit: Tested......Liked! +2 for the share!
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Ex✭Cᴀʜᴍ reacted to HALE R@CE CAES@R in R@CE 45 STYLE TMNT WIP Thread
Hey guys, its been along time since I posted anything over here so I decided to show you guys what I have been up to as of late.
I have been working on the TMNT from the SNES Tournament Fighters game that was released in the early 90's
Why you may ask? Well because I always wanted to shape them into the way I wanted to, and now with mugen I can.
Now Let's get down to the story of the Turtles: Originally the turtles don't have any kind of powers, and they are just butt kickin' humanoid looking turtles. But however, I am a fan of the Original 80's TMNT and the 03 TMNT and in that series came Season 5 "Ninja Tribunal" arc.
See link on more info : http://en.wikipedia....003)_(season_5)
In that season the turtles started training with the mysterious Ninja Tribunal ninja group, experimenting with new powers and weapons. And it is with that season that led me to come up with the idea of giving them special powers and bringing them to life in mugen
Now the powers for each turtle is not the same as they were on the show. But however after thinking really closely on it, I think I have managed to give the right power to the right turtle
Note : My purpose of showing you guys this is to give you a glimpse on what's to come. Now also Every special move and hyper move is not shown here in the screen shots. Those are merely to show off their powers and give you a sample of what they can do.
Respectable Feedback/Ideas are welcome and will be taken into consideration
Thank you for your time,
R@CE 4Fever
Leonardo - The Elemental Power Of Ice
Leonardo Shining Cutter
Leonardo's Rotto Cutter
Leonardo's Endless Screw
Leonardo's Level 1 Hyper : Super Shining Cutter
Raphael - The Elemental Power Of Fire
Raphael's Fire Shot
Raphael's Blaze Streak Kick
Raphael's Flame Impaler
Raphael's Blaze Streak Somersault Kick
Raphael's Level 1 Hyper : Super Fire Shot
Michelangelo - The Power Of The Ogre
(Mystic Ki Arts/Earth Bending/Enhanced Speed, Strength and Agility)
Mikey's Dragon Breath
Mikey's Ogre Kick
Mikey's Chuckin'
Mikey's Wood Bender
Mikey's Level 1 Hyper Super Dragon Breath
Donatello - The Elemental Power Of Wind/Air
Don's Wind Gust
Don's Hyaku Retsu Tsuki
Don's Tornado Attack
Don's Super Wind Gust
Gameplay consists of:
6 Button Layout
Ground & Air Chaining
Launcher
Superjump
Normal Attacks can chain into Special & Hyper Attacks
Special Attacks can chain into Hyper Attacks
Parry
Power Charge
Damage Dampering
Dashing Forward & Back
Dodge
Hitfall Recovery
Mugen 1.0 AI
Each Turtle is also equipped with their very own custom made voice-overs made by me R@CE 45, and will fit their unique personalities.
Stay tuned for the release
They will be 1.0 only as well
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Ex✭Cᴀʜᴍ reacted to Kazagami in Creator's Collection: Pre-To
CREATOR'S COLLECTION
PRE-TO
Click each images to get the characters!
Pre-To's blog: http://hacriel.blog12.fc2.com/
CHARACTERS
TYPE-MOON STYLED
TASOFRO STYLED
OTHER STYLED
COLLABORATIVE WORKS
ADD-ONS
Palette fix for J_Cirno, J_Marisa and Haizilyo
Extra Palettes for Assiette
Extra Palettes for Iari
Extra Palettes for Youhei
Extra Palettes for Gengetsu
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Ex✭Cᴀʜᴍ reacted to Kazagami in Creator's Collection: Pre-To
You're welcome everyone :) Added the rest of his characters, now if someone could leaked Kthanid that would be awesome.
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Ex✭Cᴀʜᴍ reacted to mAdLaX in Show one sprite of your originals or edited chars.
Might as well show this to everyone.
Name: Regine
it is based on Yukino, ArchType: Earth, and Kalumon's Mikoto
Name: Freesoul/FS
I forgot what base did I took from this character, I sprited this 2 years ago.
Name: mAdLaX
Based on the anime series Madlax.
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Ex✭Cᴀʜᴍ reacted to Otasira in Otasira's Color Palettes
Whelp, I figured I'd use a good clean slate for this thread.
Everything was simply unorganized in my opinion as well as my blunder of not mention the character's author.
Here we go yet again, if you have a request, I'd be happy to cooperate.
1 - Nitori by "minoo"
(Adeleine)
http://www.mediafire.com/?6zjlyxar7fgvwv4
2 - Sogne by "ƒŠƒAƒXŽ®ŠCŠÝ"
(That's how it shows in my computer)
(Taokaka)
http://www.mediafire.com/download.php?6r7aw8rfwcphb97
3 - Trap Satoko by "baggy"
(Noel Vermillion)
http://www.mediafire.com/download.php?zk8ahnhb4agr9t3
4 - Bridget by "muteki"
(CvS(?) Style)
http://www.mediafire.com/download.php?sqnnu10ssuz0cic
5 - Labrys by "SxVector"
((Custom))
(Ameia)
http://www.mediafire.com/download.php?b2ba482883xddl6
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Ex✭Cᴀʜᴍ got a reaction from Noside in Imagenes Graciosas!
La primera estubo buena Noside!
Aqui hay mas!
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Ex✭Cᴀʜᴍ reacted to Sou-Bot in Some Sigs For MFFA
Just droping these, dont mind me.....
Im making them for personal purposes and i thought it will be nice if i change the writing for"MFFA"...hope you like them, also welcome back MFFA.
The Original picture
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