Jump to content

NotAGoodName

Creator
  • Posts

    367
  • Joined

  • Last visited

Posts posted by NotAGoodName

  1. Ya, you're going to have to elaborate on that one. Being able tomstore 5 bars by itself isn't cheap.

     

    QCF,QCF+KK, your choice of another SDM.

     

    He probably has a DM combo you can do out of that with your last 3 stocks, but I didn't really investigate.

  2. 320X240? I didn't even know that was a option... Well, I guess I have to find another sceeenpack, which stinks. I love EvE's VS. screen a lot.

     

    Anything is an option.  Furthermore, you can run Mugen in any whole multiple of the localcoord and it will look fine.  I advise doing so.  More pixels means better scaling.

  3. Screenpack and lifebars must have the same localcoord.  Clearly your previous screenpack was not the same.

     

    Also, you can fix fullscreen fit problems in Mugen 1.1 very easily, but I'm pretty sure you're one of these Mugen 1.1 naysayers, so you won't like that answer.

  4. Borewood has all the right in the world to bloat his releases and outlash however he wants.  It's not like he posted this here.  Of course, I suppose everyone else also has the same right to be ironically surprised and complain.  Could use a little more self-awareness, though.

     

    In other news, I hate this character.  Mainly because I hate 3-button fighters and overwhelmingly Japanese wrestling.

  5. Step 1)  Make the intro animation blank

    Step 2)  Create a helper that uses an animation that is the player running (or moving however you want).  Said helper should be spawned by the edge of the screen.

    Step 3)  Destroy the helper when it reaches (or exceeds) the player's location

    Step 4) Change player animation when helper is destroyed

     

    Example from my AbigailSF9189

     

    ;---------------------------------------------------------------------------
    ; Introduce Yourself
    [statedef 191]
    type = S
    ctrl = 0
    anim = 8001
    velset = 0,0

    [state 191, 1]
    type = AssertSpecial
    trigger1 = 1
    flag = Intro

    [state 191, 2]
    type = Helper
    trigger1 = time = 0
    helpertype = normal
    name = "Intro"
    ID = 190
    pos = -320,0
    postype = P1
    stateno = 10190
    facing = parent,facing

    [state 191, 3]
    type = ChangeAnim
    trigger1 = time > 10
    trigger1 = numhelper(190) = 0
    value = 0

    [state 191, 3]
    type = ChangeState
    trigger1 = numhelper(190) = 0
    trigger2 = helper(190),parentdist x < 0
    value = 0

    ;---------------------------------------------------------------------------
    [statedef 10190]
    type = S
    ctrl = 0
    anim = 100
    velset = 4,0

    [state 399, 2]
    type = PlaySnd
    channel = 0
    trigger1 = AnimElem = 1
    value = 0, 100

    [state 10190, 3]
    type = DestroySelf
    trigger1 = parentdist x < 0

  6. Did you save the palettes into the SFF?  They have to be saved as palette 1,(1-12) in the SFF.  Not as act files.

     

    Also, unless you're actually going to use an SFF V2 feature for the character, you don't need SFF V2 to make a 1.x character.  Mugen isn't that finicky.

  7. also you can also try installing language packs on your computer (such as japanese) to enable japanese text display.

     

    so these files would appear correctly.

     

    That does not work.  If whatever program (such as notepad) tries to open Shift-JIS as ANSI, that's what you get.  It's the problem with txt files and having encoding that doesn't have a way to state what it actually is.  It's not that he's missing the characters.

     

    Best thing to do is use notepad++ in these situations, change the language manually (under encoding menu), and then (if you can't discern what it's saying) hit up Google Translate and hope for the best.  Japanese doesn't translate very well.

×
×
  • Create New...