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NEON 7

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Posts posted by NEON 7

  1. 8 hours ago, Ryon said:

    your delta for the background does not match up with the parallax speed when moving.

     

    I'm only giving this feedback based on watching the video.

     

    you should mess with the delta of your background so it doesnt move so fast compared to the top of the parallax.

     

    Yeah, I just released an (slight) update whereas only the background with the statue & tunnel (I used 2 bg's, by the way) has the same delta as the parallax. I tried making the backgrounds to the SNES game & it seems as though that I've succeeded.

     

    Video coming shortly. EDIT: Video's up.

  2. (PREVIEW)

     

     

     

    (DOWNLOAD)

    YEAH!

     

    (COMMENT)

    I'M FASTER THAN LIGHTNING! (not really)

     

    Spoiler

    By the way, I'ma make his stage from the ARCADE/SATURN version as Yabause lets you disable 3-D models switching layers on/off. Now if only PS1/MAME/N64 emulators let you do the same...

     

    Seriously, can anyone give me some tips as to how to disable models/sprites & rip backgrounds from PS1/MAME/N64 games? I'm currently trying to rip from Street Fighter EX/EX Plus, Asuka 120 Burning Fest Excellent (PS1), and Fighter's Destiny (N64) but I don't know how to go about it.

     

    Also, if you're reading this Yamori, I swear to God I thought this was easy. I apologize for not being specific enough.

     

  3. (PREVIEW)

     

     

     

    (DOWNLOAD)

     

    (slight) UPDATE

     

    (COMMENT)

    Yes, I already know that Mature4Evr did this stage, but it was based off the 1-2 version. My version is based off the 1-1 version, with parallax & such.

    I wanted to add animations, but making this stage made me realize how painful it is to even animate stuff. I will come back & add animations to this stage when I'm more experienced. 

  4. On 4/29/2016 at 7:52 PM, The adv. of P & B said:

    ...He's not really "crappy", he's just pretty cheap...

     

    Personally, I think this X is fun to play as. The sheer number of infintes would really annoy most people, though. Almost every attack on him has infinite potential, and you can't seem to block his hypers. He kinda plays like some weird mix between Smash Bros. and Touhou. I really hope his A.I. doesn't abuse the cheap stuff on him...

     

    Also, what about Leonardo's version? The SNES accurate one? He's probably the most balanced/best one available now...

     

    That is news to me. Unfortunately, I don't know anything about that version as I never saw it or even tried it. That version also sounds like it's pretty chibi.

  5. Yet another terrible Megaman X...Dammit. CvS Artist's updated X is better than this one & even that one has an infinite...

     

    X gets no love & yet Zero becomes even more overrated. Good lord.

     

    I'm not trying to sound ungrateful but you think that after all these years of converting X for M.U.G.E.N, you think that at least ONE person would get it right...but NOOOO.

     

    And yes, I AM super butt-hurt over this!

  6. 19 hours ago, Ryoucchi said:

    Stage only composed of the stage.def and the stage.sff, thus it doesnt need the data/logo.def.

     

    I've been inspecting what's wrong with the stage, since all of the stage made by this author always can not be loaded in Mugen 1.1, from my experience in the past.

     

    mwZtd5d.png

     

    The cause of its because the all of the BG elements have both spriteno and actionno.

     

    Mugen 1.1 only allow type = normal and type = parallax to have spriteno only and type = anim to have actionno only. While Mugen 1.0 will just ignore this.

     

    Look at the example below:


    YHUoBjQ.pngsRQsjw3.png

    To fix this, remove all actionno from BG elements with type = normal and type = parallax, and remove all spriteno from BG elements with type = anim.

     

    6mcB8tu.pngiq9UIp6.png

     

    the final result:

     

    cnqYrFB.png

     

    Sorry for the long ass explanation, hope it helps.

     

    Sorry for not replying soon but it works now. Thanks!

  7. 4 hours ago, MorbidJoe said:

    try going to mugen.cfg [Video] section of it and change RenderMode = OpenGL to RenderMode = System

    head up some characters, stages, and screenpacks may not work and you cant you the the resize option just the reg window settings and fullscreen

     

    Yeah, that seems to be the only solution as of now.

  8. I'm trying to run M.U.G.E.N 1.1 on my Windows 7 PC (build 7601) that I got in the mail a hour & 1/2 ago, but every time I do, I get this message:

     

    Parsing command line...
    Command line: C:\Users\BRO-FAM\Desktop\mugen1110a4\mugen.exe
    Parse command line OK
    Initializing...
    Allocating game variables
    Reading configuration file...Setting language "en".
    OK
    Initializing timer...performance timer enabled...frequency 2597666...OK
    Initializing keyboard...configuring...OK
    Initializing input engine...OK
    Initializing sound...OK
    Initializing BGM...  OK
    Initializing graphics...gameCoord 640x480...render mode 2_22...trying 640x480x32 mode 0x0...failed.

     

    Notice the last line in bold? Well I've been messing around with the mugen.cfg but I'm always getting the same result.

     

    Can someone help?

  9. I'm trying to run M.U.G.E.N 1.1 on my Windows 7 PC (build 7601) that I got in the mail a hour & 1/2 ago, but every time I do, I get this message:

     

    Parsing command line...
    Command line: C:\Users\BRO-FAM\Desktop\mugen1110a4\mugen.exe
    Parse command line OK
    Initializing...
    Allocating game variables
    Reading configuration file...Setting language "en".
    OK
    Initializing timer...performance timer enabled...frequency 2597666...OK
    Initializing keyboard...configuring...OK
    Initializing input engine...OK
    Initializing sound...OK
    Initializing BGM...  OK
    Initializing graphics...gameCoord 640x480...render mode 2_22...trying 640x480x32 mode 0x0...failed.

     

    Notice the last line in bold? Well I've been messing around with the mugen.cfg but I'm always getting the same result.

     

    Can someone help?

  10. 27 minutes ago, Dragon Sam said:

    Well, Ryu is different since he was the pinnacle character in the fighting genre, he was converted many times when mugen was still on it first day until now, while Lilith is more of an underrated character, not much of her in mugen before. Like I said, at this point now that I started seen many people making Lilith, it's like Lilith somehow become popular at this point. Of course is not a bad thing, just you know, curiosity.

     

    Oh, okay.

  11. 11 hours ago, Dragon Sam said:

    Man, I swear there's too many people making Lilith at this point. Are we on "Lilith Event" in mugen community right now or what? :hmm:

     

    The same thing can be said about the amount of Ryu's that were convered & edited for M.U.G.E.N, with versions of him from every game he's been in (not that I dislike shotos, mind you).

     

    By the way, Big Green, it's 2016; not 2015.

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