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NotAGoodName

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Posts posted by NotAGoodName

  1. Right, which makes this so strange. He should just use scale, in the CNS, and not localcoord.

     

    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. 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.

  4. 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.

  5. 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,

  6. Why you say? He's sized like that because I wanted him to be that way. Don't be so nick picky about something I clearly have more knowledge on. 

     

    Trust me, I think I know what I'm doing. Also that Dudely is a CVS sized character that CVS abstract from mugenguild did. So if he's the size of a actual CVS character, not to mentioned I put Micky next to pot's Ryu, then I think I know what I'm doing dude.

     

    To sum this up. He is fine as is, and nothing is wrong with the way I sized him. 

     

     

    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)

     

    mugen000.png

  7. but i still dont know how they maked that.

     

    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.

  8. in mkp guys do it.

     

    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.

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