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NotAGoodName

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Everything posted by NotAGoodName

  1. Either way, the hit boxes will scale with the character. I know this because I checked the hit boxes on my SF1989 characters and they're correct. I'm damn sure too lazy to program the hit boxes to fit the sprites after they're scaled! My only guess is that the OP is trying to do some kind of sprite swap where the new sprites are the wrong size. Either that or this is just another stupid winmugen quirk that I've thankfully never dealt with.
  2. no, localcoord in the character's def. put under pal.defaults something like localcoord = 177,lol which should be x1.8. Note this only works on Mugen 1.x. Also I'm surprised you're having this problem. I'm pretty sure CNS scaling does scale hitboxes. It does on all my characters that use it.
  3. Wow. Yeah that looks really good. Of course, I'm sure your hopes will be limited by the difficulty in creating this effect. I can't imagine that this is particularly easy to do.
  4. you're missing a space. Example: Bison,stages/Tailand2.def,includestage=0,order=9 So do charactername, stage/whatever.def,, order=2
  5. This error is because you are installing Mugen 1.1 over 1.0 and did it incorrectly. There's a bunch of lua files and things that the game needs to run. You will also need to go through and compare the old CFG with the default new one and add a whole bunch of stuff.
  6. I posted a possible solution to this before. Did you actually try it or just decide it wasn't magic enough?
  7. The screenpack has nothing to do with the stages having zoom or not. That's a stage feature.
  8. Don't put anything in program files directory on Vista or newer.
  9. Sure, why not? Kind of strange there being no kick attacks. Remembing this character's normals will be quite a task.
  10. Open the SFF in FF3 and see what palette is being displayed. If it's the one being displayed here, you need to use the change palette feature to manually change what palette is saved in the SFF. If that's not it, it might be using what the DEF has set as the default palette. All else fails, zap it with DOS2Win or whatever that one thing is and see if that helps.
  11. I don't know exactly how this works, but I do know that for it to look right, you have to override 5150 so that it has a condition to use your animation for laying collapsed. And I guess that your hyper should changestate to 5150 after it executes the life drain and plays the collapse animation.
  12. It's just something that happens. My hardware is much better than the average MFFAer (which doesn't require much effort) and I still get this error. Mugen is a 32-bit program, so it can only use 2GB of system RAM and 2GB of GPU RAM. Mugen is exceptionally poor at managing its own memory usage,
  13. Nice take, but absolutely not. First off, there is absolutely no reason he shouldn't be scaled 1:1. Unlike CPS, NeoGeo outputs 4:3 320x240. Sprites do not need aspect correction. And secondly, you're just plain wrong. Here's CVS sprites compared to AOF sprites at my scaling (localcoord = 432,324 / .74 x .74)
  14. Why is the scaling so odd? It's not a CPS sprite character. Should be straight .74
  15. This is a lot more complicated than copy and pasting files. You need to move the correct graphics into one SFF, fix any conflicts, and reprogram the DEF accordingly.
  16. https://www.dropbox.com/s/8nqfg4np0ahjdob/mugen-1.1b1.zip
  17. apprarently it can't find data/S4League_LB/fight.def so you have probably misplaced this fight.def file or you need to reconfigure the screenpack (data/PJMUGEN2_SP/system.def) to use another set of bars.
  18. No, his palettes are SFA and the "scale down" is correct. He has, however, given the character CVS2 groove system.
  19. Example code to stop music is: [state -2, Cool Outtro] type = AssertSpecial trigger1 = !Alive flag = nomusic
  20. Use a downloader (Firefox has many addons for this) to download the video. Then use a converter (WinFF works great for this) to convert the video to MP3.
  21. It usually uses the author variable, which doesn't work in Mugen 1.0 btw.
  22. yay, a CVS2 Sodom with proper scaling and everything. Happy day.
  23. Easy. Just make every character stop the music when they die, have common.cns look for what stage you're on and play a sound file appropriate to that stage. No big deal. Only requires special edits to all of your stages, common.cns, common.snd, and probably every character for that matter. My TMNT Bonus Stage does this sort of ending music, but that's because it's meant for a specific stage.
  24. Yes, well they probably have a crap load of modifications to common1.cns, a ridiculously large common.snd, and a bunch of other crap. "[x fullgame does this]" does not mean that you can just up and do whatever. You basically have to ruin your game to do crap like that.
  25. You can't. Hopefully, in newer Mugen engines, stages will be allowed to have their own sound files and such interaction.
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