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Everything posted by Werewood
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MK2 Shang Tsung by juano16 has shown more than enough of this MUGEN insanity................17-in-1..........
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What is or Are your favorite movies you dont tire of?
Werewood replied to Legendary DeMoNk@I's topic in [ RANDOM CHATTER ]
The Thing 1982 (not the sequel The Thing 2011): John Carpenter and Kurt Russell are my men! -
No I didn't ask for that. I think they once released the sprites some time ago in their wiki or the like...........
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YES!!!!!!!!!!!!! A.I. up+++++++++++++++++ Good job! By the way, BoyBoyz, are you planning on mugenizing some more exclusive bosses?
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Finally I figured out how to rip stuff from Super Smash Flash 2 Demo v0.9: Download: Borewood's OneDrive > MUGEN 1.0 > Custom Game Rips > SSF2DemoV0_9_rips.rar (~176MB) https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!105&mkt=en-US#cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!581 * warning! the sprites and sounds are located in many separated parts and highly unsorted! If you haven't known of Super Smash Flash 2 before, then here is a couple of demo YouTube videos of the game: A seemingly official Super Smash Flash 2 YouTube channel: https://www.youtube.com/channel/SWDflula8f5Xo/playlists The Super Smash Flash 2 official web site: http://www.mcleodgaming.com/games.php
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Pneophen's Sub-Zero can't do fatality
Werewood replied to Macaulyn97's question in [ MUGEN CODING HELP ]
I got that from randomselect: http://randomselect.piiym.net/hosted/psubzero.htm Then I changed those timing in ninja.cmd for those two (2) commands name = "kill" and name = "sli": My modified ninja.cmd: https://www.mediafire.com/?vqq6d4egnggzx14 Once again: -
Post your custom/found rumored,cancelled,dream,fake FTG screen shots (no MUGEN!) here! I start with a few: - Osamu Tezuka Fighting Game: more screenshots: - Hayao Miyazaki Fighting Game: more screenshots: - Doraemon Fighting Game more screenshots: - Other Fighting Games more screenshots:
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YES!!!!!!!!!! You are soooooooooooo awesome!!!!!!!! I like the Corrupted edition! (Oh, perhaps in your next update you can change "edition" to "Edition")
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https://www.youtube.com/watch?v=PRRhwS8v6cg
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Not sure if this was posted before...............though it might be worth a watch: A recent YT video got 29,994,406 views in just about 13 days! I must say........he is one LUCKY dude!
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Finally a new Galford for MUGEN! F.I.N.A.L.L.Y.!!!
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Dalek Beta re-released, 2 new hosted chars uploaded!
Werewood replied to Basara-kun's topic in [ RELEASES ]
Dalek! What an unexpected release from you! A must try! [EDIT]: a very very small suggestion - during Death Ray, Dalek could back off a bit with some friction (with some dust too), just to show more momentum of its ultimate power of the laser. A Super Cosplay War Ultra MUGEN WIP from you! How did you manage to rip stuff from their big .exe file? Are you using SCWUFINALv02 this version (SCWU.exe.exe 243MB)? And I can't wait to see your Rose release............ -
explods to helper hitsparks?
Werewood replied to ultrafatality18's question in [ MUGEN CODING HELP ]
As far as I know for Hi-Res sparks the only viable way is by either Explods or Helpers or both................unless you manually scale the Hi-Res sparks to fit your Lo-Res MUGEN stuff in some graphics software..............I wish MUGEN1.0 and up were having something like sparkxyscale = spark_x_scale, spark_y_scale (float, float) and/or even a spark rotation feature for the HitDef state controller...............in MUGEN dream indeed.................sigh............. -
Ripping sprites from this doujin game called Alice Senki 2
Werewood replied to Laharl's question in [ MUGEN CODING HELP ]
My guess is the ran.bin file. It is because ran.dat and ran.pal seem to be too small for the sprites and sounds. I tried to open ran.bin with WinZIP/WinRAR/7Zip but all failed..........then opened with FreeFileViewer it looks like a usual binary file.......at least I saw some unicode symbols which might be some Japanese fonts........ I think you may want to ask for some professional help........for example at XeNTaX, some game file format experts might help you out if you ask nicely: http://forum.xentax.com/ -
so im being accused of leaking a character
Werewood replied to Lord Batros's topic in [ RANDOM CHATTER ]
My MFFA VIP, you are always as trustful as SF Rolento: "In ZombieBrock Shogun Of MFFA we trust." -
Zombie ***: The Toilet of the Dead Info.: http://www.imdb.com/title/tt2061869/?ref_=fn_al_tt_4 - Well, generally I accept and watch zombie movies, but a zombie movie with *** is just..........out of this world to me.....................flushed into the another world.......
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What an unusual "invitation"! Beware, you may not un-see it:
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BOREWOOD => 14+80+400+145+10+80+80+28=837 I think my username is averagely sexy.
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The update DL hyperlink is here: http://ux.getuploader.com/chars/download/17/Nameless.rar * the /14/ was updated to /17/ in the WWW URL............ By the way, I just made a DL mirror: https://www.mediafire.com/?7uej73adc8jz40v or http://www.4shared.com/rar/A3DSIcUHba/Nameless.html
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I tried something like this and it kind of works without using any MUGEN variables and Helper state controller: In your MUGEN character's [statedef -2], put this PlaySnd state controller: [state -2, Combo Announcer] type = PlaySnd triggerall = EnemyNear, MoveType = H triggerall = EnemyNear, Stateno != [120,155] trigger1 = EnemyNear, GetHitVar(hittime) = 0 ; or use -1, please see explanation below trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 trigger1 = EnemyNear, GetHitVar(hitCount) > 2 value = 8, EnemyNear, GetHitVar(hitCount) volumescale = 100 ignorehitpause = 1 prerequisite: - you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1)) - ..... and so on..... explanation: - type = PlaySnd this is you know what it is for......... - triggerall = EnemyNear, MoveType = H VS single P2, only when P2 is in get-hit states - triggerall = EnemyNear, Stateno != [120,155] this makes sure the VS single P2 is not in blocking/guarding states - trigger1 = EnemyNear, GetHitVar(hittime) = 0 this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the PlaySnd state controller won't be called more than one (1) times in a row * or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle - trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less than one (1), so, this is used only to backup the first trigger1 - trigger1 = EnemyNear, GetHitVar(hitCount) > 1 this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three (3)-hit combo is the minimum) - value = 8, EnemyNear, GetHitVar(hitCount) this is the Group # and Sound # in your *.snd file, in my example: - "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV - "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV - "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV - ..... and so on..... - volumescale = 100 just the volume of the Combo Announcer sound/voice.........default is 100 here - ignorehitpause = 1 this is you know what it is for......... Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work. Also, it should be edited more for air-combo purpose, even though this way also works for air-combos........... I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN. Yet, this is the simplest one I could come up with.
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Uran is curious about, will there be some small people coming out from the flaming tower............?
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Pneophen's Sub-Zero can't do fatality
Werewood replied to Macaulyn97's question in [ MUGEN CODING HELP ]
Hmmmmmmmmmmm..............but I could perform that Fatality without issue.........even when I am using my keyboard........ Anyway, then you may want to actually change the command for the custom "sli" move to something not containing the D,F motion, i.e. change it to command = ~D, B, x -
I found a half-assed way to make that landing dust being disabled (tried and tested with your Flappy Bird): In your Flappy Bird's common1.cns: - copy its Jump Land [statedef 52] state - paste to create a dummy [statedef 53] state - then in its Statedef 52] state, near the end of the state: [state 52, 5] type = ChangeState trigger1 = 1 ;AnimTime = 0 value = 53 ctrl = 0 ;1 - the idea is to skip its [statedef 52] state so the landing dust has no chance to happen - it works for most other MUGEN characters including your Flappy Bird or, simply just change to this, without making a [statedef 52] state duplicate: - [state 52, 5] type = ChangeState trigger1 = 1 ;AnimTime = 0 value = 0 ctrl = 1 - the same state skipping idea - it works for your Flappy Bird only Both ways you might need to take extra care of your default/custom landing sound, if there is any. I am sure there are some more non-half-assed ways but these are the simplest ones I could come up with............
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By any chance that "fake shot" you mentioned happens to belong to this one I made back in 2011?: If this is the "fake shot" you referred to, then that was actually my 2011 old MUGEN WIPs, before Insanius released his Chaos Breaker/Dark Awake rips. I was planning to make PIM Prince and this Cursehead. Not so fake..........unless you were talking about a different MUGEN screen shot........ If the above image can't be viewed then please use this mirror: Now I highly hope ikaruga will do the last human team member - Sandra