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Demitri

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  1. Upvote
    Demitri got a reaction from Daniel in Idea for a Ryu never done   
    How about no Ryu and a Ryo that plays like Ryu
  2. Upvote
    Demitri got a reaction from ramon garcia in Yuri by Ohgaki Updated [10/01/15]   
    https://onedrive.live.com/?cid=6E75371007E5D7F9&id=6E75371007E5D7F9!107
  3. Upvote
    Demitri reacted to SSBKing65✯ in Gen needs your help!   
    And don't forget Neon Genesis Evangelion. 
  4. Upvote
    Demitri reacted to Kazagami in Gen needs your help!   
    I think this list will give you some help.
     
     
  5. Upvote
    Demitri got a reaction from Ryon in Ginjirou Ibushi (Guardian Heroes)   
    the electric move was cool
  6. Upvote
    Demitri got a reaction from Sir Lord Alpyne in Autumn Shrine   
    dat old NAM intro tho
     
    always loved this stage and bgm  good job
  7. Upvote
    Demitri got a reaction from Seadragon77 in Opinions on Source Conversion vs Custom Adaptation   
    To add to that, there is also no rule that says the public has to like your creation.
     
    This can be a double edged sword but that's how I feel.
  8. Upvote
    Demitri reacted to Seadragon77 in Opinions on Source Conversion vs Custom Adaptation   
    Accuracy is nice because then you can translate what you learn from the source game and see if it can work in MUGEN. If not, then you can be creative.
    I like both styles personally... I think that's part of the beauty of the engine: There is no one core style you have to follow to be successful in creation. You can create what your heart desires... just remember that what you like may not be what the public might like and you'll have to go back to the drawing board and that's OK. There is no rule that says you have to get it right the first time.
  9. Upvote
    Demitri reacted to Arias in Screenshots Mffa Style   
    sure :I

  10. Upvote
    Demitri got a reaction from Duralminn in Inuyasha arranged by Duralminn   
    This is looking pretty cool. I do see a problem with one of the supers in the vid but looks cool overall
  11. Upvote
    Demitri got a reaction from TopKirby8305 in Big News On Xena W.I.P   
    Hey long time no see
    I remember seeing this project. I think the old sprite base works better. DFO's sprite and animation style doesn't fit IMO. They skip transition frames a lot. F.slayer is too skinny for a Xena base
     
    Either way, good luck!
  12. Upvote
    Demitri got a reaction from Scrombo in Welcome to MFFA! Introduce yourself here!   
    Welcome dude
  13. Upvote
    Demitri got a reaction from Noctis in Noctis' WIP thread (Android 18/Agrias Oaks)   
    Ah yes CS pains. We'll play the pretend game then.
  14. Upvote
    Demitri got a reaction from Noctis in FFT Agrias Oaks Updated - 09.04.2015   
    Awesome. I'll feedback tomrrow tho, im tired x.x
  15. Upvote
    Demitri reacted to Noctis in FFT Agrias Oaks Updated - 09.04.2015   
    This is the final version of my previously released Agrias Oaks which didn't get much attention, but I think I did a good job anyways.
    Works on WinMugen, 1.0 & 1.1, but she's meant to be played on 1.0 and 1.1. Keep that in mind if using her in WinMugen.
    In order to use her, change her folder name to the version you want to play her on. "Agrias_1.0" would be for WinMugen and 1.0 and "Agrias_1.1" for 1.1.
    Warning! Fairly large filesize (57mb). If too large for you, download files separately, below.
    Download - Updated September 4th, 2015.
    Download without SFF or SND - Up to date.
    Download SFF
    Download SND
    This video has a few stupid jokes fyi.
    Preview
    Enjoy.
    Feedback?
  16. Upvote
    Demitri got a reaction from Zenesis in GFX For Share   
    i gave up gfx lol
     
    nice to see ya still busy
  17. Upvote
    Demitri got a reaction from Zenesis in GFX For Share   
    YOU'RE ALIVE!!!!!!!!!!!!!!!
  18. Upvote
    Demitri reacted to Laharl in Akame by Ambasa Released (8/23/2015)   
    how about downloading her and finding out thats what I did.
  19. Upvote
    Demitri reacted to Laharl in Android 18 UB22/SB Updated   
    this thread is from 2013 I am not surprised.
  20. Upvote
    Demitri got a reaction from Galvatron in Sceptile by Jetgoshi and Dylanius9000   
    Because you went and locked the thread at MFG....
    Head and mid pos are wrong


    Debug Error during intro, check the code

    Massive Debug Flood on the LV3

    This is more preference so it doesn't need to be changed i guess but IMO the EX Bullet seed(?) attack's explosions could be scaled down a bit.
  21. Upvote
    Demitri reacted to RobotMonkeyHead in Organized HitDef   
    Personally I'm not a huge fan of the way the default HitDef controller is laid out in FF.  So I organized it in a way that makes sense to me.  Now, I just opened up FF and replaced the HitDef Sctrl's automatic text with it, so now when I select HitDef from the Sctrls column on the right side of the cns editor, I get this instead.  But of course you could just save it as a txt file and copy / paste it, if that's worth the extra little hassle for you.

    Every line is set to it's default value, and if it's default is derived from another variable, a comment says how.  It looks like a lot at first, but the first thing I do after calling this is delete all the lines I don't need to change.  It trims down to the minimum variables very quickly and easily. 

    I just figured I'd share it on here in case anyone else happened to find it useful as well.  Hope it helps someone at least!
     
    [State 0, HitDef]
    type = null; HitDef
    trigger1 = 1
    ;_________________________________/ Basics
    ;   SCA: stand, crouch, air
    ;   N: normal, S: special, H: hyper
    ;   A: attack, P: projectile, T: throw
    damage = 0,0        
    getpower = 0,0      
    givepower = 0,0     
    attr = SC, HA       ; SCA, NA NP NT  SA SP ST  HA HP HT
    hitflag = MAF       ; MHLAFD+-  medium(=HL), high, low, air, fall, down
    guardflag = MA      ; MHLAFD+-  default = empty / unguardable
    affectteam = E      ; EFB enemy, friend, both
    priority = 4, Hit   ; on mutual hit: (1-7), (Hit, Miss, Dodge)
    p1sprpriority = 1   
    p2sprpriority = 0   
    ;_________________________________/ Sparks, Sounds & Pauses
    sparkxy = 0,0      
    ;sparkno = ; player const
    ;hitsound = ; player const
    pausetime = 0,0     
    ;guard.sparkno = ; player const
    ;guardsound = ; player const
    guard.pausetime = 0,0
    ;_________________________________/ Ground Hit
    animtype = light           ; light,medium,hard,back,up,diagup
    ground.type = high         ; high,low,trip,none
    ground.velocity = 0,0  
    ground.hittime = 0     
    ground.slidetime = 0  
    ;ground.cornerpush.veloff = ; 1.3 * guard.velocity unless attr = A, ... then 0
    ;_________________________________/ Air Hit
    ;air.animtype = ; animtype
    ;air.type = ; ground.type
    air.velocity = 0,0
    air.hittime = 20
    ;air.cornerpush.veloff = ; ground.cornerpush.veloff
    ;air.fall = ; fall
    air.juggle = 0
    ;_________________________________/ Down Hit
    ;down.velocity = ; air.velocity
    down.hittime = 0           ; ignored if down.velocity y != 0
    down.bounce = 0            
    ;down.cornerpush.veloff = ; ground.cornerpush.veloff
    ;_________________________________/ Guarded
    ;guard.velocity = ; x value of ground.velocity
    ;guard.hittime = ; ground.hittime
    ;guard.slidetime = ; guard.hittime
    ;guard.ctrltime = ; guard.slidetime
    ;guard.cornerpush.veloff = ; ground.cornerpush.veloff
    ;guard.dist = ; player const
    ;_________________________________/ Air Guarded
    ;airguard.velocity = ; air.velocity x * 1.5, air.velocity y / 2
    ;airguard.ctrltime = ; guard.ctrltime
    ;airguard.cornerpush.veloff = ; guard.cornerpush.veloff
    ;_________________________________/ Falling
    yaccel = 1 ; 240p: .35  480p: .7   720p: 1.4
    fall = 0                   
    fall.damage = 0
    fall.animtype = Back ; up if air.animtype is up, back otherwise
    ;fall.xvelocity = ; no change
    ;fall.yvelocity = ; no change
    fall.recover = 1
    fall.recovertime = 4
    ;_________________________________/ Hit Specifics
    hitonce = 0 ; unless attr arg2 = ..., T then 1
    numhits = 1
    kill = 1
    guard.kill = 1
    fall.kill = 1
    id = 0
    chainID = -1
    nochainID = -1
    ;mindist = 0,0          ; default = no change
    ;maxdist = 0,0          ; default = no change
    ;snap = 0,0             ; default = no change
    ;_________________________________/ States
    ;p1stateno = -1         ; default = no change
    ;p1facing = 0           ; default = no change
    ;p2stateno = -1         ; default = no change
    ;p2facing = 0           ; default = no change
    p2getp1state = 1         
    ;p1getp2facing = 0      ; default = no change
    ;forcestand = 0         ; default = 0 unless ground.velocity y != 0, then 1
    forcenofall = 0        
    ;_________________________________/ Palette
    palfx.time = 0        
    palfx.mul = 1,1,1
    palfx.add = 0,0,0
    ;_________________________________/ Shake
    envshake.time = 0
    envshake.freq = 0
    envshake.ampl = 0
    envshake.phase = 0
    fall.envshake.time = 0
    fall.envshake.freq = 0
    fall.envshake.ampl = 0
    fall.envshake.phase = 0
    ;_________________________________/ Universals
    ;ignorehitpause = 0
    ;persistent = 0
  22. Upvote
    Demitri reacted to Arias in Hakugyokurou   
    DL:
     
    https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/stages
  23. Upvote
    Demitri got a reaction from Ryon in Genesis' Reporting & Feedback Thread   
    I love you
  24. Upvote
    Demitri reacted to Алексей in Explod Help   
    Spawn the explod at time=0 and make sure that removetime=-1, so it doesn't disappear prematurely. You might want to play around with sprpriority as well to place the effect behind the helper. Bindtime=-1 should be there so that it moves with the helper. As for removing it, use RemoveExplod in the Helper's destroy state (provided you have one). Also, post your code if you're still having problems. It makes it a bit easier to see what's what.
  25. Upvote
    Demitri got a reaction from Ex✭Cᴀʜᴍ in UNIB - Training Room Stage   
    why are there squares over the squares in the middle of the BG?
     
    Source isn't like that, and the old versions of the stage you showed me weren't like that
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