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Алексей

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Everything posted by Алексей

  1. Thanks! I had trouble deciding who to make, but Gray is awesome so I think I made a good choice. :) You're welcome. :D
  2. [Preview] Video: http://www.youtube.com/watch?v=IY6QaQoJ3Lw [Download] http://mugencoder.com/authors/details/207 [Comments] Hey Guys, I'm back to tell you that I've been working on a Fairy Tail character: Gray Fullbuster. He's done and I'm giving him to you. Here're the details: - M.U.G.E.N 1.0. - 100% Custom Effects - 3 Specials and 3 Supers. - Scale-able A.I. - New style of Super Portrait. - Crap-load of ice.... yep! Enjoy. Readme:
  3. Post your code (all states for the move) or PM me if you don't want to post it here.
  4. Yep: http://www.sounds-resource.com/ds/pkmnbw/sheet/1173/ The file name corresponds to each pokemon's number respectively.
  5. Scyther's agility is what allows him to recharge really fast, otherwise, it's really slow. Agility only works for 3 moves after using it. For example: Agility (Slow) -> Slash (Fast) -> X-Scissor (Fast) -> Slash (Fast) -> Razor Wind (Slow) See, you'd have to use agility again after two moves if you wanted to keep the speed increase. Yes, agility allows him to dodge moves. I'll remove that though. I said I'm addressing Quilava.
  6. otherwise... i guess the game is pretty good. i would like to make a character for this but i don't know where to find sprites i would need for the attacks n stuff Can you be more specific? I get Skarmory, but how is Scyther "broke?" Addressing Quilava... Well, I usually make most of the effects myself.
  7. They would have to be, for us to use them.
  8. Excellent. I'm glad you want to contribute. Everything you want to do is possible. Later today, I'm going to write up some documentation on the system for those like yourself. It will contain a list of variables, their uses, which ones to stay away from, etc. Kind of common sense, man. :P He didn't say canceling moves. He wants to basically disable Fake Out, after it's used and only allow it to be used on the first turn. I might have to add a tracking variable for you to make this happen, but that's not a big deal. I'll post the new common1.cns after it's done. Thank you. That means a lot to both of us (not that I'm speaking for Ryon, but I'm sure he feels the same way. :P) Awesome. Even better if someone can learn from it. Too bad I'm horrible at teaching, XD. I understand what you mean. No worries. You'll be able to do what you want. There will be restrictions, but it's mostly staying away from system variables (not sysvar, but variables that I've designated for system use only.)
  9. So far they have 3 palettes. One normal, one shiny, and other made up. :)
  10. This is what we have to work with, in terms of sprites: http://www.spriters-resource.com/custom_edited/pokemon/ Unless someone is willing to make Rayquaza, Entei and Ho-oh sprites, then it's a no-go.
  11. Thanks for the feedback. Ryon was asking because I think it seems a bit "angry" reading it. Yes, it's far superior to whatever you were using before as well. The workflow is similar and better. You'll not want to switch back after you get the hang of it. :)
  12. There's a guide to follow. Most of the heavy lifting is done. You just have to make the attacks and that's it, in terms of coding. If you're really interested, I can fill you in on more details.
  13. The characters will be just like any other character, although they won't work in any other environment properly. So, yes. We can release characters separately. Then it would just be the user's job to add them to the game, like they would with any other character. The screenpack is going to change as well though, so any filesize changes there can't be helped.
  14. Thanks. :)
  15. Probably. The AI is not like the AI you'd normally see in character. It's not in the CMD for one.
  16. You mean, they've recovered and can do another attack? It depends entirely on the move they did last. Each most has its own recovery time. Some are slower than others.
  17. The AI is not smart right now. It simply chooses at random, as fast as it can. So, yes, naturally the computer will be faster than you. I haven't decided how I'm going to go about doing smart AI yet, or at all. It's not something that can really be done the normal way. This system is 100% custom and follows only some of the common1 rules that any other character would. XD
  18. It's up to you. See a pokemon that we didn't make that you want to? Go for it. Just let me know so I can fill you in on the system and it's workings. :)
  19. Hey... HEY! Stop derailing my thread, lol. The "visor" gets his own place... but it's not here. XD
  20. Thanks. I don't know about soon. I've got many more changes to make before I'd ever let anyone have him. XD. These are updates to the stages I have made. I've never made any Akatsuki Stage, so there's none to update. Lol!
  21. This has been updated. Check the first post for details. :)
  22. I can't release that Pein yet. He's my scape goat. He's got lots of experimental stuff in it that I don't want the public to see yet. He's also currently the only character who will work with those platforms, so I see your want for him, but I can't sorry. Not yet, anyways. :) I had it bigger before, but trust me, it's better this way. Make it too big and you'll end up getting a very pixelated result that looks horrible. That's how it was in the previous version. Not good.
  23. Update is out. Check the first post. :)
  24. Yeeeeah. >> It's the sad truth and the only way to make something like this possible. Thanks man. I can only get better!
  25. Thanks, I'll be sure to. I've already started working on the next stage update: Forest. This thing seriously needs a major face-lift. :P
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