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Алексей

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Everything posted by Алексей

  1. You want your helper to ignore its hitpause, but still produce hitpause? Seems a little counter-intuitive, no? The only thing I can think of is maybe try ignorehitpause=1 on your DestroySelf.
  2. My NZCR Demo does it. :P There's a problem though. You cannot pause during supers. The two pauses cancel each other out. Also some weird things can happen when you have a state that is allowed to be moving during Pause. Sadly, the only surefire method of pausing is with the Pause key on your keyboard. The screen itself is a helper, yes.
  3. Great, I will download her later, however, do we know what's been updated?
  4. I was stuck for a bit, but picked it up again and completed the Fight, Round, KO, etc. animations, the combo counter and win counter icons and the announcer voice. All that's left for the bars is to make Turns and Simul variants. After that, I'm probably going to make some custom fightfx for them too. :P
  5. The error message says that you're missing a trigger1. Every StateController must have at least 1 trigger1. You have only a triggerall there.
  6. We have lifebars... sorta: After lots of trying different things, I'm pretty happy with this for the lifebar design. I plan on having the bars be animated with some sort of pixel-like movement going on in each one. The round time cube will be shinning (please mind the crude glow to represent that). The background color is darker in this because I wanted the bars to stand out. With too many bright colors around, one's eyes tend to wander. At the same time, I wouldn't the background of the bars to distract you from the fight. The background is designed to cycle through colors like the background of the screenpack.
  7. Trini, allow me to explain. I looked into the log and denied your appeal because you weren't innocent after reading what I did. While NeoFireSonic instigated it, you still were causing a disruption. The reason for said disruption doesn't matter as the disruption still occurred. Other members were asking Kaiser to kick you and he had every right to do so. You were non-colloquially swearing and responded negatively to almost everything that was said. Behavior like that is not tolerated in the chat room. Your ban from there is permanent because it's the third time.
  8. I've already implemented it. :)
  9. Thanks man, I agree. How awesome would it be if those stats could have been real and accurate though? Oh, the possibilities.
  10. Thanks guys! I got some feedback on MFG and will be making some changes. Namely, the scanline is going away because it looks weird and doesn't really fit with the theme as well as the stat bars. I'm going to replace it with some more generic that doesn't really need to serve a functional purpose (which was the flaw with the stats), but still serves its design purpose. That is, three stars that are animated in. They'll fit the theme, so no worries there. Here's what I had in mind for that:
  11. I know Paintshop Pro and Photoshop export their palettes in reverse order. However, as long as the palette looks fine and isn't too messy, the order of colors really doesn't matter that much. Why do you require the colors be on the bottom row?
  12. Thanks man! As much as custom ports can look awesome, the extra work isn't worth it in my opinion. Standard ports and laziness ftw! :)
  13. Added a video preview to the first post.
  14. This is interesting. Back in college, I knew of this and wanted to create a Marth for mugen using this. The idea never came to fruition, but maybe this year is that year. Thanks for putting together this tutorial Hellzone.
  15. Thanks! I'm thinking later today I'll upload a video showing the animations since you really can't tell what is and isn't, outside of the obvious, in just those pictures. In other news, I am starting on the lifebars. They'll have a similar theme, matching colors and fonts. The essential idea behind this screenpack is that the color comes from the background, allowing things to change color. The yellow you see is the primary color that doesn't change. It just looks universally good against the background colors. I'm going to try to incorporate this concept into the lifebars in a similar way. I have a pet peeve with lifebars though. That is: I really hate it when they're too large and take up more real estate than they need to. I'll find a happy medium though.
  16. Okay, well look out for that next time. Check to see if there is a duplicate. You have the ability to delete it.
  17. Thanks! Here's the new VS Screen with the smaller VS icon:
  18. Miru, please stop posting double topics. I deleted the duplicate. This is your second warning. The next one won't be so nice.
  19. Yeah, I think it's because the new portrait size takes up even more space now, so things look a little crowded. Yes, the background is animated. Once things are good enough, I'll be making a video so people can see it in action. Thanks for the feedback!
  20. Updated the Versus and Win Screens in the first post. Versus Screen has the new portrait size and the Win Screen contains an artificial scoring system. I chose stats to rank that can't really be ranked (barring Strength, maybe), but still made sense and fit with the theme. In game, they have an animation that plays. I think it really adds to the screen overall.
  21. What bugs me is when I read stuff like this, mugen just keeps proving more and more that it's shit. Why the hell would random reinitialize itself every time you use it? That would lead to far less random results than we'd hope to believe.
  22. Awesome, glad to see the responses. :) Thanks! I agree. They were way too small. That's been implemented with the new size and next is the empty space on the Victory Screen. I'm thinking of adding some sort of animated, yet static, final score. Of course it would always be the same, but hey, it's better than nothing. Mugen's limitations really drag me down sometimes. *sigh*
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