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Ultra Fatality

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Posts posted by Ultra Fatality

  1. I Been trying to make an shadow pallet for one of my character its an blackish grey color im going for its kinda hard to explain sorry in short terms im looking for an dark buieish black outfit like SFA3 Evil Ryu or Akuma and Grey skin simple yes no maybe sorry i'll try to add a pic asap but if anyone good with pallets and stuff let me know because...........

    That'd Be Great

  2. I Do believe this it the only KI2 Orchid up and running  :awesome 

     

    well the only one that will be good :heeee:

     

    But anywho for making you guys wait so long Im trying to stage a surprise for u guys in 2 days so hopefully i meet that deadline so much stuff going on at home mugen kinda slowing down a bit sorry but work is still getting done so no worries i shall return with the news on what happens in 2 days till then enjoy orchids video

  3. Man that is nice maybe the combo ender at 2:00 can have the opponent fly back a Lil more

     

    Oh yeah man the game is still in development so there's always room for improvements and ideas to pitch so no worries the finish product will blow you away i got so many plans for the game but right now I'm focused on getting the characters up and ready to be shown off so expected great things I promise this wont just be another simple mugen fighter its going to be beast 

     

    :omg:

  4. Ok so this is basically the last thing i need help with for awhile I have posted this somewhere before but didnt really get feedback so heres another go at it i need blood sparks to change colors based on the character like humans red monsters green robots black etc. so if anyone can help with this...................

     

    That'd Be Great

     

  5. Dayum! If you coded these all by yourself, that means none of this is MKP. And just saying that is my way of saying You Rock! But also, some thoughts. Based on the screenshots, the UMK3 Cyborgs had their own individual and unique select icons. You show the 3 Cyber-Ninjas, but they are only different in color. Also, I see that the Ermac you have here is based on his more recent appearance in Mortal Kombat Deception. If so, it's probably to late to say, but I'd suggest sticking with the original sprites. Finally, I do not see a Chameleon. If you plan on doing a specific style of play, he could still retain one of each of the other Ninja's specials: the Ice Ball, Spear, Force ball (Reptile), Telekinetic Slam, Teleport Punch (with after-image effect), and to replace Rain's trademark kick, a reality warping uppercut.

     

     

    As of now I can tell you Chameleon will "Not" be in the game but you did give me and idea for something that can be done in the near future, As for Ermac i wanted the ninjas to be different as much as possible so i used his MKD sprites instead of his basic ones besides he has those bans on his face in MK9 which is another reason why i use these sprites so i don't think I'll be changing them anytime soon, The cyborg ninjas will diffidently have different small ports I'm only using these for now because i cant find any other ones but give it time I'm not really focused on them the top row of characters is who myself and everyone else should be focusing on

    :heeee:

  6. That is just an example and you don't have to use that exactly.

     

    This is the original default Statedef 5150 MUGEN code in everybody's mugen1.0/data/common1.cns:

    ; Downed get-hit (lying defeated)
    [Statedef 5150]
    type    = L
    movetype= H
    physics = N
    sprpriority = -3
    ctrl = 0
    
    [State 5150, 1] ;Normal anim
    type = ChangeAnim
    triggerall = Time = 0
    triggerall = SelfAnimExist(5140)
    trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
    trigger2 = !SelfAnimExist(5140 + (anim % 10))
    value = 5140
    
    [State 5150, 3] ;Hit up type anim
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
    trigger1 = SelfAnimExist(5140 + (anim % 10))
    value = 5140 + (anim % 10)
    
    [State 5150, 4] ;Match over anim
    type = ChangeAnim
    persistent = 0
    ;trigger1 = Time = 0
    trigger1 = MatchOver = 1
    trigger1 = Anim = [5140,5149]
    trigger1 = SelfAnimExist(anim+10)
    value = anim+10
    
    [State 5150, 5] ;Switch to 5110 if liedead anim does not exist
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = Anim != [5140,5159]
    trigger1 = Anim != [5110,5119]
    value = 5110
    
    [State 5150, 6] ;Friction
    type = VelMul
    trigger1 = 1
    x = 0.85
    
    [State 5150, 7] ;Friction
    type = VelSet
    trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
    persistent = 0
    x = 0
    
    [State 5150, 8]
    type = NotHitBy
    trigger1 = 1
    value = SCA
    time = 1
    

    Nothing much different from the MUGEN1.0 default Statedef 5150.

     

    The overridden Statedef 5150 I posted earlier, was based on this default one.  All I did was, adding a ChangeAnim to the custom OverKill animation 5159, when my Custom DDV Shadow Master is put into Statedef 5158 right before it enters this "; Downed get-hit (lying defeated)" Statedef 5150.

    Statedef 5158 is a state which is the result by the OverKill conditions (you don't need to worry about this Statedef 5158 because you probably have your own different conditions to let your MUGEN character enter your overridden Statedef 5150).

     

    So, my Custom DDV Shadow Master overridden Statedef 5150 just does either one (1) things:

    1. when a custom condition is met, the Statedef 5150 animation is changed to the second (2nd) one;

    2. when a custom condition is not met, the Statedef 5150 animation uses the default one.

     

    Since you didn't mention what custom condition(s) yours has to met in order to make your second (2nd) death animation take place, so I just tried to use my Custom DDV Shadow Master overridden Statedef 5150 as an example here.

     

     

    It worked man good looking out my friend now my guy is 100% well maybe 95 idk but yeah thanks a lot

  7.  

    This is what I did with my Custom Shadow Master, for its OverKill animation (SNES Double Dragon V characters have OverKill ending):

    ; Overriding Statedef 5150......
    ; Downed get-hit (lying defeated)
    [Statedef 5150]
    type    = L
    movetype= H
    physics = N
    sprpriority = -3
    ctrl = 0
    
    [State 5150, 1] ;OverKill anim
    type = ChangeAnim
    triggerall = prevstateno = 5158  ;;;;; you may put your own Trigger for your need
    trigger1 = Time = 0
    value = 5159
    
    [State 5150, 1] ;Normal anim
    type = ChangeAnim
    triggerall = prevstateno != 5158   ;;;;; you may put your own Trigger for your need
    triggerall = Time = 0
    triggerall = SelfAnimExist(5140)
    trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
    trigger2 = !SelfAnimExist(5140 + (anim % 10))
    value = 5140
    
    [State 5150, 3] ;Hit up type anim
    type = ChangeAnim
    triggerall = prevstateno != 5158    ;;;;; you may put your own Trigger for your need
    trigger1 = Time = 0
    trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
    trigger1 = SelfAnimExist(5140 + (anim % 10))
    value = 5140 + (anim % 10)
    
    [State 5150, 4] ;Match over anim
    type = ChangeAnim
    triggerall = prevstateno != 5158    ;;;;; you may put your own Trigger for your need
    persistent = 0
    ;trigger1 = Time = 0
    trigger1 = MatchOver = 1
    trigger1 = Anim = [5140,5149]
    trigger1 = SelfAnimExist(anim+10)
    value = anim+10
    
    [State 5150, 5] ;Switch to 5110 if liedead anim does not exist
    type = ChangeAnim
    triggerall = prevstateno != 5158   ;;;;; you may put your own Trigger for your need
    trigger1 = Time = 0
    trigger1 = Anim != [5140,5159]
    trigger1 = Anim != [5110,5119]
    value = 5110
    
    [State 5150, 6] ;Friction
    type = VelMul
    trigger1 = 1
    x = 0.85
    
    [State 5150, 7] ;Friction
    type = VelSet
    trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
    persistent = 0
    x = 0
    
    [State 5150, 8]
    type = NotHitBy
    trigger1 = 1
    value = SCA
    time = 1
    

     

    Alright im trying this right now to see what happens

  8. Yet Another problem has been made i can not get the second death animation to work it will play but then just go back to the normal death state and for those who don't know what the second death animation is, its the lay on front animations instead of on your back I'm at a complete lost so if anyone could help

     

    That'd Be Great.......

  9. Getting any sprites not involving custom enemy sprites will be incredibly easy. And to specify more, the uppercut is supposed to be leaving the head in absolute shambles, or, random bits of flesh which will simulate someone losing their face. Not as gruesome, but definitely still gruesome....and unique, somehow.

     

    Now thats bloody fo sho lol like i said man its all up to having the right sprites man get the body part sprites before you even try it though

  10. There has to be an easier way to do this. I can find the MK Gore, but finding character sprites myself is impossible. What if instead of punching the head off three times, he uppercuts the head so hard that it implodes into a mess. And instead of cutting a man in half, have him use what is normally his LP attack, he punches a (albeit non existent) hole in his chest, with the opponents heart on the other end, which is yanked out for his victory pose. This time, all gore.

     

    Sorry but there is no easy way to do this like if your doing a fatality on a character who doesn't have body part sprites your going to have to make them some and to your other problem about exploding the other guys head thats also a custom sprites but all you have to do is erase the characters head that may work and as for punching a hole in the other guys chest (a not existing hole of course) that can be done really easy and with the heart on the other end also easy just get heart sprites and use them as a helper so yeah the heart punch can be done really easy

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