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Everything posted by Алексей
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Your request is too vague. To increase your chances of someone stepping in, try to refine the details of what you're looking for. There are many characters like that, but they're not all good. May I ask why it has to have 100 sprites or less? You can find so many better characters with more sprites. They usually range between 500-1000. My Voltorb has a low amount of sprites and not terribly hard-to-beat AI. You just gotta know how he acts and then it's not that hard to beat him. If you want to check him out, he's here: http://mugencoder.com/authors/details/21.
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Mugen 1.0 has a parameter in the ".def" of your character that can be set known as localcoord. This defaults to 320x240. That's usually for low-res characters, so you can make a canvas (which would act as the size of the screen) of that size and then make your character exactly the size you want. Now, if you pick a localcoord of 640x480, your character will be scaled down by 2, which is perfect for higher resolution sprites. Going from that, you can scale down by 4 by using 1280x720 for HD characters. Those from BlazBlue and Guilty Gear use this localcoord. Here's some extra info for you if you want to read up more on localcoord: http://elecbyte.com/mugendocs/coordspace.html.
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All explod dissapers after a period of time.
Алексей replied to mkp's question in [ MUGEN CODING HELP ]
Check out the removetime parameter. That should do it for you. Set the appropriate removetime on all Explods. Alternatively, you can use RemoveExplod without specifying an ID and it will remove all Explods as well. Then just use a time trigger for it like "time >= 65" for example. -
Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Hey, nice to meet you. There's a lot of users here who have personal projects, myself included. You'll fit right in. Don't worry. 98% of the people who create for mugen are not programmers. My stats are probably wrong, but it's safe to say that most aren't. We have a developement help section in case you get stuck with something. Enjoy your stay (and do that thing I always tell people to do when they first join... read the rules!) :) -
Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Hmm, that Delorian suggests that you love Back to the Future Macklemore! Lol, please read the rules and enjoy your stay. Nice to meet you too. -
Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Hello, welcome to the forum. Please read the rules and enjoy your stay. -
Yes indeed. :) The other part is underestimation. XD
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Boy, you wouldn't know what you'd be getting yourself into. >:D
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Lol, I know right? The thread isn't living up to its new title. XD. We should be happy about that though.
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Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Welcome to the forum. As a fellow content-creator, I wish you the best of luck. Out of curiosity, what do you mean by having your mugen character appear in a real game? You mean a mugen full game, right? Or do you mean that you plan on making a completely original character from scratch that you'd like ported into a real game, like SF for example? -
How do you improve this move...?
Алексей replied to LansingWolverine's question in [ MUGEN CODING HELP ]
Sounds pretty simple. The duration is most likely the in the animation, but it would really help if you posted the code. The damage would be be in a HitDef relating to that Counter state(s). -
Ah, well that seems simple enough. Open the character in Fighter Factory, go into the CNS for that move and find the HitDef in that move. Add to it (or change) "fall=1" and you should be good. If there is a patch out there, you could do that as mkp suggested, but if you want to do it yourself, it's super simple as stated above.
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Please either PM the author or request it in the requests sections. Try not to bump dead threads.
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Wow guys, getting way off topic here. Bring it back.
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Not really sure how to answer that. Do you think you could be a bit more specific?
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Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Good news. :) -
Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Hey, welcome to the forum. Please read the rules and enjoy your stay. -
Hook me up with that translator, lol.
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I see. Well, I can't really say what the deal was. Something personal, I'm sure. We all have our demons to face. I just didn't want this to turn into a "let's bash Werewood" thread.
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Nah, you don't need a life or friends. Keep making money and paying bills though. In all seriousness, the "necro" isn't so much a problem as trying to start a flame-war. In any case, he's gone and not coming back from the looks of it. If you were him, would you want to come back to this?
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Well, it's not quite the thing with tentacles that I was expecting to see, lol. Seriously, what is that?
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Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Welcome to the forums. Please read the rules and enjoy your stay. :) -
Let's not turn this into a Chucho-thread, please. The topic is Ax's Pokemon game, so let's stick to it.
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Welcome to MFFA! Introduce yourself here!
Алексей replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Welcome to MFFA. Read the rules and have fun! -
Well, it depends on how that projectile is coded. First, if it's a helper, look for DestroySelf and change the trigger to something more suitable. For example, if it's a time trigger like "time = 50", then increase the time before it gets destroyed. If the trigger is different than that, then you have to do some experimentation. Second, if it's a Projectile, then look for the projremovetime parameter and increase the time. As for the sparks, check to see they're positioned correctly and how they're being positioned. If you're using a mugen 1.0 character in mugen 1.1, it's quite possible that it's just not optimized for it. You'll probably have to scale the position with the zoom of the stage. I don't really know since I don't use 1.1.