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Demitri got a reaction from Daniel in Idea for a Ryu never done
How about no Ryu and a Ryo that plays like Ryu
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Demitri got a reaction from ramon garcia in Yuri by Ohgaki Updated [10/01/15]
https://onedrive.live.com/?cid=6E75371007E5D7F9&id=6E75371007E5D7F9!107
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Demitri got a reaction from Sir Lord Alpyne in Autumn Shrine
dat old NAM intro tho
always loved this stage and bgm good job
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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.
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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.
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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
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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!
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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.
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Demitri got a reaction from Noctis in FFT Agrias Oaks Updated - 09.04.2015
Awesome. I'll feedback tomrrow tho, im tired x.x
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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?
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Demitri reacted to Laharl in Akame by Ambasa Released (8/23/2015)
how about downloading her and finding out thats what I did.
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Demitri reacted to Laharl in Android 18 UB22/SB Updated
this thread is from 2013 I am not surprised.
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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.
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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
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Demitri reacted to Arias in Hakugyokurou
DL:
https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/stages
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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.
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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