Jump to content

Алексей

Legendary Savior
  • Posts

    1,427
  • Joined

  • Last visited

Everything posted by Алексей

  1. Алексей

    j

    Your constant bickering isn't exactly making you look good. You're arguing. If you weren't, you'd have listened to us the first time and we wouldn't be having this discussion.
  2. Алексей

    j

    Are you that miserable that you feel the need to boast your self-pride like you're doing us a favor? How about just playing nice like everyone else? I think you'll manage without annoying everyone. Please stop arguing with the STAFF about this matter. Thank you.
  3. Excuse me. I've been nice with what I've said to you thus far. By that statement you assume that I and all other creators don't work as hard and don't deserve the praise. No one is degrading you, but you. You've got your head in the clouds and seem to think that this acceptable behavior. I'm telling you it's not and then you disrespect me and the forum in general by continuing it. If members start to complain and there's a legitimate reason for them to do so, it's counted as a infraction against forum rules because you're disrupting other members. I'll ask you once more, please stop. Continue your poor attitude and you'll receive a warning point or worse if it keeps up.
  4. Welcome to the forums. I must ask though, please stop using custom formatting for your posts. It looks awful and really ruins the flow of the posts. On a dark theme, the grey fades blends in with the dark colors of the posts' backgrounds and it's very hard to read. Think of your fellow readers first, thank you.
  5. Well it's just the organizer. You can do without it as it just allows you to reorder sprites and animations, which usually isn't required. Just toggle it off by clicking that button in the toolbar that has an up and down arrow in it.
  6. Even maximized it doesn't fit? I find that hard to believe.
  7. Thanks! - Her sprites are limited and she doesn't have anything that would look natural for a launcher. - The single-shot guns are mapped to x and the multiple-shot guns are mapped to y. It just seemed a logical mapping. - I can change the gun pushback. - I really dislike visible bullets because they look really tacky. I think players will do fine by just learning the character's various ranges. - Eh, the only REAL super she had on her sheet is the bazooka. Everything else was a hack-job lol. My next character will be someone with more complete sprites because I can't deal with this anymore. I can only do so much with limited sprites, but I am making the most of it. :) Haha yep, it's me! :)
  8. You're asking me to, or Trini? Either way, no we cannot do that. I don't make weekly updates to the game because I have a different game and other projects that come first. The project isn't dead and when I'm ready to add more features/characters I will. Trini and TxPot are still actively developing for it, so just give them the time and space they need. Just be patient, please.
  9. # Preview # https://www.youtube.com/watch?v=lsyn1ipLI0s # Download # http://mugencoder.com/authors/details/290 # Information # Hey everyone, My next character is released and it's Hannah Dundee from Cadillacs and Dinosaurs! She's got a similar gameplay style to Red Ranger, but she's far more versatile. Enjoy! ## Readme ##
  10. To add colors to a palette, I usually do just that. I take my existing palette into Photoshop or edit it directly with Fighter Factory, add the colors to blank areas of the palette and overwrite my old palette. Now that my palette has extra colors, I use that palette to index future images. If more colors need to be added, you'd just repeat the same process, using the latest palette for all new images. See, since the palette is being updated in Fighter Factory, your sprites won't get messed up because the palette your sprites have in the sff is ultimately the most important factor. Individual sprite palettes matter only in the beginning of creating your palette for the first time.
  11. Interesting, I wasn't aware that we tried this before... or maybe I just forgot. Well, I'll start with some shameless self-promotion. :P by Алексей - 1 Unber by The Magic Toaster - 1
  12. Trini, I understand you're side of things here, but don't lock the thread. I know you've been watching Trini like a hawk, but that's not the right thing to do. Go out, do something, get your mind off of things and then come back. Check weekly, but you don't have to post every time. For creators, it's very much annoying for people to constantly ask for updates from them and when things are going to be released. People have lives they have to live to. You have to understand that mugen is only a hobby for both creators and users alike. We don't get paid for it and we won't be acting like we do. So I ask you kindly to stop pestering Trini or anyone else for that matter and just let it be. When Trini is ready to release his next character he will.
  13. Hey guys, sorry to say, but you'll have to redownload him again. I took BrawlTheMan's feedback into consideration and have another update for you: - Allowed all air normals to hit high - Allowed all crouch normals to hit low - Split Super Power Sword into level 1 and 2 variants -- Level 1: QCFx2+X, Level 2: QCFx2+Y - Split Power Wave Burst into level 1 and 2 variants -- Level 2: QCFx2+A, Level 2: QCFx2+B - Mapped Power Bolt to QCBx2+X and QCBx2+Y
  14. Ah I see. Hmm, well it's possible that I didn't understand then either. It's not until recently that I really started putting effort into learning fighting game terms, so that I'd avoid rookie mistakes in my characters. Most people cross into mugen territory from liking and being awesome at fighting games. I crossed into it as a programmer who does... programming, so I understand all of the technical details behind mugen, but not so much the basics of fighters. I know it's lame, but better change now than never! Thanks man! Also, yes, he has CLEAN voice rips from various areas. I "obtained" some sounds from a soundboard site that wanted you to sign up to download. I basically went around it and ripped what I could. I think it's fairly fitting from what I could find that it blends pretty well. :)
  15. I never noticed any problems with those, nor did anyone tell me before. I'm not going to shun anyone from feedback, lol. I also take it very seriously. Why didn't you just tell me before that you felt these things needed changing? Having that said, I only fixed glaring issues that I noticed. Since you're providing feedback now, I'll make those changes, but please don't hesitate to provide feedback in the future. It really helps me to learn what I'm doing wrong and prevent recurring mistakes for the next character.
  16. Red Ranger's been updated! - Fixed run-in intro - Adjusted Frame-data on most moves - Changed animation times to be a little speedier - Increased super command buffers and times for slightly easier input - Adjusted AI - It's much more brutal now. - Added voices - Added a lose-by-time-over animation
  17. This is the wrong thread. Please ask in the request section if you must.
  18. Something like that could only be done within a character specifically. Regular mugen lifebars do not have that functionality or anything really beyond basic design customization. They're all functionally the same though.
  19. This is only the case if the localcoord of the stage is 320x240 or none (defaulting to 320,240). Remember that you also have to halve the deltas for each BG Layer. In the even that that the localcoord of your stage is 640x480, then you set the localcoord to 850,480 and adjust the bounds only. Leave the deltas alone at that point. He's not talking about actual zoom from the sound of it. He's using the word here to describe the act of the stage filling the screen. It's the wrong term, but I think that's what he means.
×
×
  • Create New...