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ramon garcia

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  1. Like
    ramon garcia reacted to Vality in Newage City by Markpachi   
    Preview

    Download
    http://www.mediafire.com/?2c0c4dnn3naa8rr
    Source
    http://mugen-philippines.sendboard.com/t50-hi-res-10-my-stages-640x480
    Credit
    Exeltheory for telling this right creator name
  2. Like
    ramon garcia got a reaction from kinglord1112 in Hyper Marvel Vs Everything   
    Hyper Marvel Vs Everything

    direct link: <Mod edit: blacklisted url removed>
     
     
     
    direct link:<Mod edit: blacklisted url removed>
     
     
     
  3. Like
    ramon garcia got a reaction from ・yoonybin・ in 260 Chars with animated Hyper Portraits COLLECTION edited by tigree goods   
    260 Chars with animated Hyper Portraits COLLECTION edited by tigree goods   Thank you for sharing your wonderful edits tigree goods, God bless you and give you in double this good action that you did to share your works, who knows in the future if there is a time you will edit and continue your masterpiece project.
    I've shared it in the group so more people know about your great project.
     
    ESP:
    Gracias por compartir sus maravillosas ediciones tigree goods, que Dios lo bendiga y le otorgue el doble de la buena acción que realizó para compartir sus obras, quién sabe en el futuro si habrá un momento en el que editará y continuará su proyecto de obra maestra.
    Lo he compartido en el grupo para que más personas conozcan tu gran proyecto.
     
    PT-BR:
    Muito obrigado por compartilhar os seus maravilhosos edits tigree goods, deus te abençoe e te de em dobro essa boa ação que você fez de compartilhar os seus trabalhos, quem sabe no futuro se sobrar um tempo você volta a editar e continua a sua obra prima de projeto.
    Compartilhei no grupo para mais pessoas conhecerem o seu ótimo projeto.
    Chars edit by tigreegoods l Mugen  
         Link for chars & Screenpack for this project is in description of video             TIGREE GOODS youtube channel: https://www.youtube.com/channel/UC8hjoXkBkth56ryA9Oc9J5w  
  4. Like
    ramon garcia reacted to mr.karatejka in Billy XIII low res   
    Hi! Here is my christmas gift! Its Classic Billy with XIII custom style. All credits to Koopakoot the creator of this char.   Thanks to Chammat for the NEO MAX, run and throw sprites! Thanks man you rock!   Thaks to God Aztec for the rolling and XIII stance sprites! Gracias mi amigo!   Gameplay features:   - XI hitsparks and sounds - 2 DMS, 2 SDMs and 1 HSDM - Dodge and roll. No power charge for now (maybe in the next update) - Super and Dream cancel - Compatible with Add004 lifebars! - Custom moves! - New sprites.   Gameplay video     DL LINK: http://www.mediafire.com/download/68ze8r63wcb36b8/Billy+XIII+XI+UM.rar   Enjoy! 
  5. Like
    ramon garcia got a reaction from DarkYagami in KING OF FIGHTERS - UNCHAINED BEASTS   
  6. Like
    ramon garcia reacted to Strong FS - MUGEN Studio in Gasai Yuno KOFM Released by Strong FS & BlackJudai - Merry Christmas 2019!   
    GASAI YUNO KOF MUGEN CHARACTER RELEASE BY STRONG FS & BLACKJUDAI
     

     
     
     
    Hello to the entire MUGEN community!

    Merry Christmas to all! Here I bring you a gift from me and Mr. BlackJudai.
    Gasai Yuno is ready to kick butts in The King of Fighters Memorial ^^

    Many have already asked me this character and here I bring them with much affection as a Christmas gift, I hope you like it a lot and have a nice holiday.

    Well, now we are going to the interesting thing:

    - MUGEN Version = 1.0+
    - Not works only in KOFM, It also works in other games
    - She only have one palette, To avoid some Index problems
    - KOFM SparkFX System implemented
    - She has EXs Attacks
    - Rage System (Defense is increased when she takes damage)
    - 2 Hypers Lvl 3
     

     

     

     
    Download:

    MEGA:
    https://mega.nz/#!dR1GUSyD!kh3AwFP5bLwxWvGTnvSJYmprfYkxnpe4llM4i_uaP8U

    Mediafire:
    http://www.mediafire.com/file/dvabisqc29zpo27/Yuno-KOFM.rar/file

    Please, we are about to reach 1,000 subscribers, I would like to receive a little support from you who is reading this :') Thanks you
  7. Like
    ramon garcia got a reaction from MatreroG in RG Sakura by Phantom of the Server EDITED BY Infinite & RAMON GARCIA   
    RG Sakura by Phantom of the Server EDITED BY Infinite & RAMON GARCIA
    THIS IS BEST SAKURA IN MVC STYLE FOR MUGEN UNTIL NOW 😉
    Note: I do a lot of edits in this sakura play to see you will like 🙂
     
    Download link: https://mega.nz/#!6Z9QyKyQ!MMAJo0lh5pnp-DRa5MzCiFQYWzAErVIbI7SXi8c5K68
     
     
  8. Like
    ramon garcia reacted to Laharl in Blaz Blue Stage Pack   
    Halloween Ver. 2.0

    Moonlight Castle


    Kagutsuchi AM

    The Church



    Sheol Gate

    Village Posprandial



    The Gate

    Rachel Clownish Calendula



    Taokaka World

    Bascule


    Adventus Coccon

    Adventus Altar Custom


    Hanging Gardens Ver. 2.0

    Kagutsuchi PM


    Ronin Gai Night

    Heritage Museum



    Closed Gate

    Requiem




    Adventus Altar










    MOONLIGHT CASTLE








    HALLOWEEN








    Kagutsuchi PORT_AM








    SHEOL GATE








    TAOKAKA WORLD








    CLOSED GATE







    RONIN GAI NIGHT







    BASCULE







    THE GATE








    THE CHURCH







    HANGING GARDENS







    HERITAGE MUSEUM








    ADVENTUS COCCON








    ADVENTUS ALTAR CUSTOM







    KAGUTSUCHI PM








    ALTAR









    VILLAGE POSPRANDIAL








    RACHEL CLOWNISH CALENDULA








    REQUIEM











    Part 1 http://www.mediafire.com/?z9p21bjdeyegq5y

    Part 2 http://www.mediafire.com/?cd9ve6ckoq9y1bw

    I had to split it in Parts because the file limit was over my 200 mb uploading limit sorry for the inconvenience.
  9. Like
  10. Like
    ramon garcia reacted to Stunner19 in 260 Chars with animated Hyper Portraits COLLECTION edited by tigree goods   
    Nice upload Ramon, And great char Ports - Tigree Woods!!!   PS - Always keep M.U.G.E.N in your Heart , thanks Again!
  11. Like
    ramon garcia reacted to akenne007 in 260 Chars with animated Hyper Portraits COLLECTION edited by tigree goods   
    i think this will be good.
  12. Like
    ramon garcia reacted to RicePigeon in Seravy's A.I. Guide   
    Something that this guide never addresses is that using random in your AI triggers is bad coding practice. The reason for this for two reasons;
    Mugen processes states in top-down order, including the negative states (-3, -2, and -1) Random returns a different value every time it is called Take the following code into consideration:



     
    Looking at each AI changestate at face value, you would think that each one has a 30% chance at activating (random<300 roughly equates to 30% chance). However, because mugen processes states in top-down order, if the first changestate occurs, the second changestate will never process. Thus, the second changestate in actuality only has a 21% chance of occuring (70% chance of the 1st changestate not occuring, plus the 30% chance that the 2nd changestate will occur). When you have multiple AI changestates with similar or identical trigger conditions, you will need to account for this. A common way to do this (and much better practice) is to instead store the result of random into a variable, and compare the variable to different ranges of values in order to determine which changestate should occur.
  13. Like
    ramon garcia reacted to Ryon in Seravy's A.I. Guide   
    Seravy's A.I. guide from the Mugen Wiki

    Contents

    1 General Information 2 AI activation 2.1 AI activation for winmugen/beta mugen 2.2 AI activation for mugen 1.0 3 Coding AI moves 4 Common/System behavior 4.1 Guarding 4.2 Jumping 4.3 Walking
    General Information
    This guide is about coding custom AI for mugen. Custom AI means the character acts the way you program it to, and ignores the default "AI" of the engine completely. This is a very important part in characters because this is the way to make characters more intelligent, making the fight more challenging and interesting. The default "AI" doesn't know what each move is for, and just executes them randomly, more often at higher difficulty and less often on low. This however, makes the character look very dumb, because they don't know such basic things as the range and area of their attacks, so pretty often, they are punching the air, or even worse, use suicide attacks when they aren't supposed to. Creating a custom AI can prevent this kind of behavior, by telling exact rules about when and how to use the attacks. An AI consists of three parts: Activation, Commands, and common/system behavior.

    AI activation
    AI activation is the part where we decide when to turn the AI on or off.

    AI activation for winmugen/beta mugen
    Pre 1.0 mugen versions don't support custom AI directly, so activating an AI is only possible using workarounds. There were several workarounds for this, each having their own strengths and weaknesses. A quick list of the possible methods were

    Human Impossible commands Helper method XOR method Ishometeam method Winane's AI activation code combined all four together for optimal performance, however, it is pretty complicated and hard to understand. Improper, simplified implementation of the XOR or Helper methods can have false positives, so these methods are not recommended for beginners.
    Detecting the difficulty level in older mugen is impossible, so the AI will always fight on a pre-set level instead of what the player selected. Most character make it possible to select this level by directly editing a configuration file of the character, but considering how many characters you usually have in your mugen, changing difficulty level this way, one-by-one for every character is completely unreasonable. This is the main reason why winmugen is outdated, and not recommended: Being able to play on the desired difficulty level is a very basic feature, and the lack of it hurts gaming experience a lot.

    AI activation for mugen 1.0
    Mugen 1.0 and above has a new trigger: AILevel that supports custom made AI properly. By using this trigger in your AI code parts directly, you can create an AI without an activation part or variables. However, doing so is not recommended, as it reduces flexibility a lot, and makes it much harder to scale your difficulty levels, or turn the AI on/off on special conditions when necessary.
    Generally, you'll need two variables for your AI activation. The first variable is the AI variable itself. If it is set to 0, your AI is off, and if it is 1, it is on. Other values can be used if you want multiple AI modes, like a special boss mode for example. The second variable is the difficulty variable. This variable is responsible in determining the chance for attacking: higher values would attack more often, while lower values attack less often, making the AI's reaction time slower, and closer to a human player's. The two can be stored in one variable (0= AI off, 1-1000 =AI on with difficulty chance stored) if you want to save variable space.
    Example code below, it needs to be placed into one of your minus states:





    Numbers here correspond to the chance for attacking from 1 to 1000. Higher number means less reaction time. Lower number means more. Linear distribution of difficulty (using AILevel*10 for example) is not recommended. Numbers below 10-15 will make the character attack rarely, making the AI play weaker than a human. These values are recommended for the first two (easy) difficulty levels. Numbers around 20-50 are causing the AI to fight more like a human player, attacks will usually have a bit of a reaction time, but generally, the AI will not stay idle for too long and will fight actively. Numbers over 50-100 will reduce the reaction time of the AI significantly, and 1000 completely eliminates it. 1000 will also make the AI perform the first matching attack in each situation unless coded otherwise. These values are recommended for hard (6-8) difficulty levels only, as the reaction time is way faster than what a human player has. Using numbers above 300 is not recommended, as it doesn't make the AI any harder, but it does make it more determined/easier to predict.
    Average reaction time in ticks for various var(50) values, assuming a situation when only one attack is matching the triggers and is available to use (the current tick not included):

    1000 - 0, always attack immediately with the first matching attack 900 - 0.11 tick 800 - 0.25 tick 700 - 0.42 tick 600 - 0.66 tick 500 - 1 tick 400 - 1.5 ticks 300 - 2.33 ticks 200 - 4 ticks 100 - 9 ticks If we consider the human reaction time to be 1/6th of a second which is 10 ticks, then it is clearly visible that any values over 100 are way too fast against a human player for normal levels. Especially as in normal cases, multiple attacks are available for the AI, further reducing the reaction time: 2 available attacks mean half reaction time on average, three means a third, and 10 means a tenth of it only, so the zone over 100 is really meant for hard to impossible difficulty levels. As visible from this, there is basically no difference between values over 500 at all, so linear scaling fails the most in that area: the attacks get 0-1 tick of delay most of the time.
    Below 100, the reaction time increases non-linearly:

    90 - 10.1 ticks 80 - 11.5 ticks 70 - 13.2 ticks 60 - 15.6 ticks 50 - 19 ticks 40 - 24 ticks 30 - 32 ticks 20 - 49 ticks 15 - 65 ticks 10 - 99 ticks 9 - 110 ticks 8 - 124 ticks 7 - 141 ticks 6 - 166 ticks 5 - 199 ticks 4 - 249 ticks 3 - 332 ticks 2 - 499 ticks 1 - 999 ticks making it an ideal range for easy and normal difficulty levels: values below 10 have a reaction time of an entire second to many seconds, while values over 15 have 1 second or less, making it ideal for normal difficulty. Note that characters having more attacks available per situation need slightly lower var(50) values than characters with fewer ones, so in most cases, only the half/third/fourth of this reaction time applies in reality for those situations.
    Overall, for easy levels, take numbers from the 1-15 interval, for normal, take ones from 10-50, and for hard, take from 50-200 as a general advice. Characters with more moves or better/more versatile moves will generally need lower values like 1-10 for easy, 10-30 for normal and 30-100 for hard.
    Do note that "reaction time" here means time spent doing nothing before deciding what attack to use, not time spent idle after deciding to use an attack. Also note that all of these are average values: since random is used, there is always a chance for any amount of reaction time from zero to infinite, but during a whole match duration, these even themselves out. To implement an AI that has a real, human like reaction time (delay between deciding on an attack and using it), a more complicated and advanced system is necessary, where you use a timer variable and buffer the attacks that need to be executed, although I don't see much of a reason to go that far: if you want your AI to mess up and use attacks at the wrong timing, you can do that in an easier way by adding low level specific triggers to your attacks, instead of simulating a reaction time.

    Coding AI moves
    This is the part where you tell the AI when and how they are supposed to use the moves available. It works pretty much the same way as for the player, except for the conditions themselves. They are changestates that need to activate when the AI wants to use the move, and are placed in state -1. They can be placed in state -3 as well, but placing them into -1 makes more sense. These are pretty much the AI equivalent of a human player's command input.
    First of all, while the AI is on, we must disable all human player commands from working. The engine spams player commands (this is how the built in AI of the engine works: it simulates commands coming from the keyboard), and we don't want these to have any effect on our character. To do this, add

    Triggerall=var(59)>0 to all of your regular command changestates. Then, to make the AI able to use the commands, you must make a copy of that changestate, remove the conditions limited to human players (this almost always only means the command="xxx" lines), and add new ones for the AI. An example:





    This is a command block for a human player, it describes a super move that can be used when at 3000 or more power, and below half of maximum life while standing and having control, or as a combo after an attack coded in state 1000. The AI equivalent would be





    You can also merge the player and the AI command activation into a single command block, like this:





    If you code your AI using the same merged block for human and AI commands, updating conditions on the attack is easier. For example if you want to reduce the cost from 3000 to 2000, or update the attack so that is also works when used in the air, or want to add it as a combo after different attacks, you only need to change it in one place instead of two. This not just reduced your future work, but also eliminates a possible inconsistency: if you update one of them and forget about the other, you might end up with an attack that works under different conditions for the player than the AI unintentionally.

    Common/System behavior
    There are a few things a character do without using a move defined in the cmd, and these are:

    -Jumping -Guarding -Walking If we want to have control over these the way we have over normal attacks, we have to code for it.

    Guarding
    To make the AI guard properly, two steps are necessary. The first is a changestate in state -1 to enter the guard states when we want to. This one works well:





    Adding Trigger=!Inguarddist to AI attacks greatly helps against taking unnecessary hits, and increases chance of guarding the attack some ticks later if the guarding chance didn't trigger yet (but still fast enough against slower attacks).. Without that, the character will start to execute an attack, and end up getting hit too often, making the AI to dumb. This makes the AI behave like a player, the slower an attack is, the higher the chance that it will be guarded. Generally, you will want to have this line on all of your AI attacks except light punches or other very fast moves, or moves with invincibility.
    The other part of an AI guarding is keeping the AI in the guarding states long enough, and making it go to the appropriate one for each situation. You need to override all the guard states for that. If you don't want to change the conditions on which the AI changes from crouch to stand guarding or back, you can use the code below:





    The reverse, making the character not jump when the up button is pressed, or at least limiting how ofter that happens (default AI likes to jump way too often, which makes fights annoying) can be done by overriding state 40:





    Note, that if you do not want your standing animation to get restarted from frame 0, you need to change your anim=40 line into a changeanim placed below the changestate to state 0

    Walking
    Usually, there is no need to code for walking for two reasons. If you want your AI to move closer/further, you'll use the running moves instead, as most characters have those. Walking is less optimal than running. The walking done by the default AI doesn't hurt character performance either, so there is no need to disable it usually. At least the character does something when idle for a long time at low difficulty levels instead of just standing.

    This guide was created by Seravy.
  14. Like
    ramon garcia reacted to Ex✭Cᴀʜᴍ in [Stage] Daily Bugle   
    Are you back or just making sure everything is online?
     
    Anyway, classic.
  15. Like
    ramon garcia reacted to Vibrant in [Stage] Daily Bugle   
    Was looking for this stage, and couldn't find it.  So here it is.



  16. Thank You
    ramon garcia reacted to Brergrsart in [Tool Release] Warunoyari's Entrance and Winpose Randomizer   
    Hello! Brergrsart, here.
     
    Ever run into that problem where your character has 12 win poses but only decides to go to that one winpose you end up regretting you made every round? Well don't worry, because Warunoyari's got you covered with his randomizer!
    I'm not sure if this is the best place to post this, but I'm here to release a wonderful tool that helps you randomize your character's entrances and winposes without having them duplicate.
     
    So here's the important question: How do you use it?
     
    This program comes in two versions, one that uses command lines in the command prompt, and another that simply opens like a regular .exe.

    To use the Manual input version: Simply open it like you would any other .exe and follow the instructions provided. Simple and easy!
    It uses the same parameters as Command Line, and it also outputs an output.txt for your copy and pasting needs. [Read command line explanation for details.]
     
    To use the command line version: Open up cmd.exe (your command prompt) and enter the parameters like the example shown below (Make sure you also specify the directory where you saved it, as well as the RandomizerTro/CommandLine folders):
     
    Random.exe --Amt 5 --Temp FVar(38) --Permanent Var(39) --Base 181 --Incrementor 1 --Label 180
    Amt refers to haw many Entrances/Winposes your characters has.
     
    Temp is a Randomized Variable from [0 to AMT] (Be sure to use a variable that are NOT in use by the character)
    To be more specific, it chooses a random number, and when that 'number' (AKA Intro or Outro) has not been used it proceeds.
     
    Permanent is the Variable That logs which Intros/Outros have been used so that they do not repeat.
     
    Base is the first state (lowest number) among the Entrances/winposes. (Do NOT use the Entrance/Winpose selector) This is 180 or 190 in standard design.
     
    Incrementor is how much the states increase their numbers by.
    So if, for example, your States are organized like (181, 182, 183), then you want this to be 1 since they increase by 1 in between them. If they go up by 10 (1800, 1810, 1820, etc), then you want this to be 10.
    This goes without saying, but this means you need to make sure your entrance and/or winpose states go up by a consistent number.
     
    Label is the number in the [State X] sections. Use whatever number you want, but it has to be an integer.

    After the program does it's magic, the code will be output as "Output.txt" in the same folder as the .exe file. Just take that text and copy it into your state 180/190, depending on if this was to randomize Entrances (190) or Win poses (180).
    (If the Command Line version doesn't work for whatever reason, or you're not comfortable with the command prompt, you can simply use the Manual input version instead.)
     
    If you want to see it in action, I've put the randomizer's output into Extreme Pepsi Hong Meiling, so check her intro and winpose decider out!

    (If you need more instructions on how to use either version of the program, check out the enclosed README.txt - It has more detailed instructions in it.)
    Also for you developery types, He included the source code in there.

    And without further ado: Download it here.
     
    Special thanks to Warunoyari for making this. And yes, to clarify, I didn't make this, but feel free to ask questions here if you have any, and I'll relay them to him if I don't know the answer myself.
  17. Like
    ramon garcia reacted to DarkWolf13 in Adding MVC2 hyper BG   
    The BG is an explod. 
     



     
    And as WinMugen said, this should be in the help section, not request.
  18. Like
    ramon garcia reacted to Cobee in The Ultimate Male (beta2)   
    Hi guys!
    i want to share with you my second beta based in mi webcomic:
     
    download link:
    https://bit.ly/2XfbpP2
     

     
     
    PD: all music in mugen by https://www.youtube.com/user/WizzyWhipitWonderful
    PD2: music is spanish version of Street fighter II victory opening
  19. Like
    ramon garcia reacted to Juaniquillo-Ax in 1.0 Mugen Ax2 Screenpack(640,480)   
    Well i've been working on this for like the last three weeks, this is kind of a sequel for my Ax Screenpack. I made this editing Ryoucchi’s Marvel VS Touhou Screenpack, but I consider this more than just an edit so here goes!
     

     
    Edit: Added video preview.

     
    Notes:
    In order tho use the alternate type of select screen (Big,Super big and Ultra big)you must use the bat files on the screenpak folder
    The random spr is disabled in order to make the select screen more colorful but it can be easily enabled in the system def
     
    Missing for future updates:
    Logo+Intro
    Lifebars
    Ending+Credits
    Continue screen
     

     
    Download:
    https://www.mediafire.com/?iaezizp86ofc1bk
     
    Credits From the readme:



     
     
    Screenshots:



  20. Like
    ramon garcia reacted to XDDEAD in M.U.G.E.N 1.0+ MOTIF Mortal Kombat Style   
    This is my motif for mugen 1.0 versions+, removed the M.U.G.E.N logo on title, and added MK logo to menu.

    Please, if you use it, say thanks to me, add reputation :)
    DOWNLOAD here
    P.s.: There is no this label on the main screen, just a screenshot from my project ;)
  21. Like
    ramon garcia reacted to SSBKing65✯ in MVC KFM   
    https://yadi.sk/d/5Sy-cHHa3EMgrx Alternate link, to save time. That site lost it's dignity to me, but it's still useful.
  22. Like
    ramon garcia reacted to All Things Gaming 6 in Character Template   
    This is my new 6-button character template.
    Enjoy!!! https://www.dropbox.com/sh/kvz3xyh0v3zggr0/AAABgjak_B0SOfZ_rWmXAeRea?dl=0
  23. Like
    ramon garcia reacted to Zeiba in New powers Jill Valentine   
    Hello friends mugeneros already spent a year since I got the permission to publish this edition of Jill Valentine. Now I bring it with more powers, rebalanceada and improved. Within the Char is a file word with absolutely all the movements of this new delivery enjoy it and please advise if you see something that doesn't work well or if you forget to mention something.   Hola amigos mugeneros ya paso un año desde que consegui el permiso para publicar esta edicion de Jill Valentine. Ahora les traigo la misma con mas poderes, rebalanceada y mejorada. Dentro del Char esta un archivo word con absolutamente todos los movimientos de este nueva entrega disfrutenla y por favor avisar si ven algo que no funciona bien o si olvide mencionar algo.     link: http://www.4shared.com/rar/2E2j4fqDce/jill.html   escribir a [email protected]
  24. Like
    ramon garcia reacted to DartzPie in P4A Lifebars(1.0) by dartzpie   
    Welp here yall go ; )
    Single:
     
    -Simul:

    -Turns:

     
    [Download]
    http://www.mediafire.com/?9hlm8t8i6am0h18
     
    [Comment]
    After quitting on these lifebars (2months ago). i just went ahead and finished them so yeah.
    Im still learning
     
    *Only for localcoord characters 426,320 
    *for 1280x720
     
    *Things that are still needed
      -Decent Animation
      -P4A Announcer Sound
      -"Draw"
     
    1.1 Version now available

  25. Upvote
    ramon garcia got a reaction from CoolAnimeHustler in MUGEN MVC3 COMBO IMAGES ETC + SOUNDS by RAMON GARCIA   
    MUGEN MVC3 COMBO IMAGES ETC + SOUNDS by RAMON GARCIA
     
    Good notice for the fans of MVC3 i found the same font with the names of combos of MVC3 and i get do in the photoshop the same names equal in the game MVC3 and i use the sounds of combos of UMVC3 that i found in the site Sound Resource.
    Now i'm doing some tests and i hope that in some days or weeks i will finish, and after i will share with everyone 🙂
    Here is the vídeo with the images and sounds of project:

    MUGEN MVC3 COMBO IMAGES ETC + SOUNDS by RAMON GARCIA:


    After i release will be missing found or someone do or share or sell the hit effects of MVC3 ok. 
    Note: The unique person that i know that already have this effects that is missing is JAFAR but until now he not respond my e-mails and questions 😞 see the comment and video, so if you JAFAR or someone could help the mugen fans like me sharing this effects will be amazing: 
     
     
    See the images of tests:
                                           
     
    When I post the credits will be from my friend Ian Miguel, because due to his tutorial of combos of Killer Instinct I was able to make a base for the codes of the images of combos and sounds of the MVC3.
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