Jump to content

dchan250

Member
  • Posts

    109
  • Joined

  • Last visited

Reputation Activity

  1. Upvote
    dchan250 reacted to RobotMonkeyHead in RMH's Art   
    A skull study that I've been dressing up recently.  Originally I was just trying to draw skulls from memory, learning the names of all the bones in the body.  The layout looked kinda cool so I added some detail.  11 x 14 pencil.


  2. Upvote
    dchan250 reacted to RobotMonkeyHead in Overhauling Darth Vader by Dan Hollandsworth   
    So far I've put a lot of work into rebuilding his animations, preventing a couple obvious infinites and revamping a few of his specials.  He's still got a pretty long way to go.  But in the meantime, here's a semi-functional beta for testing and feedback sake.


    Download: Darth Vader RMH
  3. Upvote
    dchan250 reacted to Big Green in DBZ Icons (Choujin's Characters)   
    Dragon Ball Z Supersonic Warriors
    To back it up: http://www.spriters-resource.com/fullview/14500/
  4. Upvote
    dchan250 reacted to dchan250 in Arena Tornament (From Dragon Ball Z Arcade)   
    This stage was originally created by Ken Masters, which was later edited again by Stig87 for the DBZ Dream Project. I decided to give this stage a 1.1 enhancement, experimenting with the now not so new zoom feature. Feel free to give any feedback on the stage.

    [NOTES]
    *This stage is animated.
    *This stage supports characters with super jumps.
    *Although this stage does work for 1.0, the boundleft and boundright camera is incorrect. I might give this stage a 1.0 release sometime in the future.
     

     
    Also apparently I have a problem with some characters (such as OMEGAPSYCHO's E Honda) where the camera will go higher than it's suppose to be. Is there anyway to fix this?
     

     
    Link: http://www.mediafire.com/download/eeou637fjans6l7/dbz_arena_touri.rar
  5. Upvote
    dchan250 got a reaction from Dan in Arena Tornament (From Dragon Ball Z Arcade)   
    This stage was originally created by Ken Masters, which was later edited again by Stig87 for the DBZ Dream Project. I decided to give this stage a 1.1 enhancement, experimenting with the now not so new zoom feature. Feel free to give any feedback on the stage.

    [NOTES]
    *This stage is animated.
    *This stage supports characters with super jumps.
    *Although this stage does work for 1.0, the boundleft and boundright camera is incorrect. I might give this stage a 1.0 release sometime in the future.
     

     
    Also apparently I have a problem with some characters (such as OMEGAPSYCHO's E Honda) where the camera will go higher than it's suppose to be. Is there anyway to fix this?
     

     
    Link: http://www.mediafire.com/download/eeou637fjans6l7/dbz_arena_touri.rar
  6. Upvote
    dchan250 reacted to aperson98 in Butthead released my WlanmaniaX   
    Video-
     

     
    Download-
     
    http://www.sendspace.com/file/hjpcsk
     
     
    Comment-
     
     
    Its another mediocre character to be honest the only reason I'm posting this is because if you know what to expect at least Darkflare 
    can give a nice video showcasing the flaws lol. Err well and the fact that he took voice rips and resized some sprites from what appears to be the unfinished Butthead I made why shrink them to that size and not simply use the Genesis sprites? Only Wlan knows the answer.
  7. Upvote
    dchan250 reacted to Werewood in Coding My Own Jump   
    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............
  8. Upvote
    dchan250 reacted to Ryon in Coming Soon (Template)   
    Im currently working on a Marvel Vs. Capcom template for mugen.
    NOT MVC2.
     
    MVC 1.
     
    This will not be 100% accurate, this will most likely no be much accurate at all. except for the fact, that it plays just like I see MVC and recreate it as.
     
    Its basically KFM with all MVC effects and sounds. and gameplay.
     

  9. Upvote
    dchan250 reacted to Werewood in Wholly Molly ~~~ Duel Toys 2!   
    Oh just found out in the first place there are only a few characters to choose from.
    The player has to enter code to unlock other characters.
     
    I found the code at their twitter:
    "Code for unlocking EVERYTHING is: Press F4 in the main menu and enter IWANTITALL"
×
×
  • Create New...