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Posts
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Joined
Posts posted by Valgallah
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[PREVIEW]
[info]
superjump = yes
animated = no
bgm = included
[Download]
https://www.dropbox.com/s/q0upubp15fgetyn/Graveyard.rar?dl=1
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That rain needs some work.
or just a bit of transparency could work.
Thats how it appeared in the source game.
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[PREVIEW]
[info]
superjump = yes
animated = No
BGM = included
[Download]
Hill 1: https://www.dropbox.com/s/45dmnfbi4ilrunt/Les_Hill1.rar?dl=1
Hill 2: https://www.dropbox.com/s/axj3a4rn4c0qiu4/Les_Hill2.rar?dl=1
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[PREVIEW]
[Info]
superjump = yes
animated = no
BGM = included
[Download]
https://www.dropbox.com/s/a4t11f1sc1pfrr9/Les_Tunnel.rar?dl=1
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[PREVIEW]
[info]
superjump = yes
animated = no
BGM = included
[Download]
https://www.dropbox.com/s/138eu47lwqilqfb/Les_Forest.rar?dl=1
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[PREVIEW]
[info]
superjump = yes
animated = yes
BGM = included
[Download]
https://www.dropbox.com/s/50h67kp5gtkdlaj/Les_Road.rar?dl=1
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[PREVIEW]
[info]
superjump = yes
animated = yes
BGM = included
[Download]
Seine 1:https://www.dropbox.com/s/gl9dmbkx28dj031/Seine1.rar?dl=1
Seine 2:https://www.dropbox.com/s/z9luwqtwtqryehl/Seine2.rar?dl=1
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[PREVIEW]
[info]
superjump = yes
animated = no
BGM = included
[Download]
https://www.dropbox.com/s/mgepx2fkpc70mxx/Nigth_Town.rar?dl=1
[Comment]
Another stage from an old game
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[PREVIEW]
[info]
superjump = yes
animated = no
BGM = included
[Download]
https://www.dropbox.com/s/ddt75xn6zon49y5/Mystery_Hill.rar?dl=1
[Comment]
Robojean's stage from Armjoe.
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It was something I came up with off the top of my head and untested, but it should work in State -2. As a coder, it's your job to use trial and error to get it working. I've used that "fvar(0)" technique many times and also have played random sounds before, so I know what I'm talking about here. :P
Try removing time=1. Maybe that part is overkill.
I'll stick with this setup for now since the ko state is hardcoded in the engine. Thanks :)
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1.) It's possible. You need to switch your Death Cry from Group 11,0 to something else. Then just trigger it manually:
[State -2] type = PlaySnd trigger1 = time=1 && !alive && !fvar(0) ; fvar(0) makes sure this only plays once. Change it if you're already using fvar(0) trigger1 = fvar(0):=9999 value = X, random%num_deathcrys ; X is your new Death Cry group.
The code doesn't work when i put it in state -2 but it worked fine in state -3. The problem now is it doesn't play when my char is put in a custom state (like complex throws/hypers), it only plays when the custom state ends.
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1. How do i randomize a character's death/KO cry?
2. How can I trigger a specific win pose when defeating my opponent with a super/hyper move (kinda like Akuma's SGS or a basara ko)
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[PREVIEW]
[DOWNLOAD]
Link : https://www.dropbox.com/s/xw8cqt0kggjg7kj/V_Tails.rar?dl=1
[COMMENT]
Its been a long time since my last post, Well here it is.
I also made some small update on my previous works.
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Small update on Amy. Check first post for details.
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[PREVIEW]
[DOWNLOAD]
Link : https://www.dropbox.com/s/arvx1qtzqcuaj5x/amy.rar?dl=1
[COMMENT]
MvC edit of glook's AmyUpdate:
-Added a throw
-slightly increased chip damage on supers
ArmJoe : Final Stage
in [ RELEASES ]
Posted
[PREVIEW]
[info]
superjump = yes
animated = yes
bgm = included
[Download]
https://www.dropbox.com/s/0wxriighijhhlc0/Les_Judgement.rar?dl=1
[Comment]
Judgement's stage, Nuff said :)