Jump to content

Aya Shameimaru

Member
  • Posts

    70
  • Joined

  • Last visited

Posts posted by Aya Shameimaru

  1.  

    Ok here's the update:
    I put back the axe icon (and it should fix the weird resizing problems now) and I fixed moves that should be comboable (tested 2A fine and it should combo into itself already). Now 214A/214B are SC-able to 236236C
     
    Voice patch are undergoing after I finish Taokaka. (Akihiko will have his voice clips finished first since I got Taokaka then I will patch Labrys)

     

    Sorry for necroposting, but the link is down.

  2. Here's the MUGEN 1.0 stages that I have converted and fixed for MUGEN 1.1

     

    Links:

     

    Posted Image Posted Image Posted Image

    Wow, these are awesome! Pardon my asking, but would you please convert all the IaMP night stages to 1.0 too?

     

    Another thing I'd suggest is keeping the names of the .sff and .def files the same. When the def is named "Hakurei" while the sff is named "Collapsed Hakurei Shrine", it gets confusing and disorganized.

  3. Hey Gamer. I don't know what possessed me to upload the Soku fight.def the way it was, but I'd suggest making a change. When you first open the .def, you should see this under some intro stuff:

     

     

    [Files]
    Sff         = Fight_TH12.32.sff
    Snd         = System.snd
    Font1       = font/jg.fnt
    Font2       = font/num1.fnt
    Font3       = TH_12.3_LifeBar/TH_10.5_B.fnt
    Font4       = TH_12.3_LifeBar/TH10.5_Combo.fnt
    Font5       = TH_12.3_LifeBar/TH10.5_Power.fnt
    Font6       = TH_12.3_LifeBar/TH10.5_Time.fnt
    FightFX.sff = FightFX.sff
    FightFX.air = FightFX.air
    Common.Snd  = common.snd
     
    Change this line:
    Sff         = Fight_TH12.32.sff
     
    to this:
    Sff         = Fight_TH12.3.sff
     
    It will make the centerpiece look more Soku-accurate and less transparent-y. Trust me, it'll do you good. ;)
  4. Woohoo! I'll download in a couple minutes! :D

     

    I would play Team Fortress 2 with you, but I'm not allowed to play M-rated games. :(

     

    And your birthday is only 2 days after mine! I guess version 6 will be a late birthday present for me. XD

  5. Three words: Fuck you Infoseek.

     

    I can't find these stages ANYWHERE! Any collection of EFZ stages will do, just make sure they're all there! Here's a REALLY old screenshot from here of what they should look like:

    Eternal%20Fighter%20Zero%20Stages%20Prev

    I really want to add a new fighting game to my roster, but that's not possible without the stages! It's happened with Melty Blood and now this! If anyone has all the stages, I will love you (and them) forever. Thanks.

  6. I don't think I explained it well enough. Have a look at this tragic wreck:

    Posted Image

     

    The 1P guage is supposed to look like this at full health:

    Posted Image

     

    Changing the range isn't recommended and doesn't work anyway, offsetting doesn't work, NOTHING WORKS!

     

    I'm willing to PM private downloads to anyone who is willing to help, as long as they don't share them. I've implemented custom portraits now, but don't have a picture atm.

  7. Font

     

    Lifebar

     

    I still didnt make a tutorial on converting images lol

    There are so many ways it really depends on the image.

     

    also long answer short.

    to make your lifebars on TOP of shadows and stuff add.

    layerno = 1

     

    to that specific code. either p1 lifebar, p2 lifebar, p3 lifebar, p4 lifebar, p1 power, or p2 power.

    Well, thanks for the tutorials. It helped with the layer, and I'm working on rendering and making the font.

     

    The main thing I'm having trouble with right now is the simul lifebars. I tried everything, including following the video tutorial, but the best I could come up with was this:

    Posted Image

    See, the white parts are supposed to be Player 1 and 2's lifebars, and the blue parts are Player 3 and 4's. However...yeah. I REALLY need some help with this. Here's the simul part of my fight.def:

     

     

    [simul Lifebar]
    ;Player 1
    p1.pos    = 590,40
    p1.bg0.spr = 11,0
    p1.bg0.offset = -6,6
    p1.bg1.spr = 0,0
    p1.mid.spr = 16,1
    p1.mid.offset = 6,-3
    p1.mid.scale = 1,1
    p1.front.spr = 14,0
    p1.front.offset = -22,12
    p1.front.scale = 1,1
    p1.range.x  = -15,-455
    ;Player 2
    p2.pos    = 690,40
    p2.bg0.spr = 11,1
    p2.bg0.offset = 6,6
    p2.bg0.facing = -1
    p2.bg1.spr = 0,0
    p2.bg1.facing = -1
    p2.mid.spr = 12,1
    p2.mid.offset = 6,6
    p2.mid.facing = -1
    p2.mid.scale = 1,0.5
    p2.front.spr = 15,0
    p2.front.offset = -6,12
    p2.front.facing = -1
    p2.front.scale = 1,1
    p2.range.x = 15,455
    ;Player 3
    p3.pos    = 590,40
    p3.mid.spr = 16,2
    p3.mid.offset = -,12
    p3.mid.scale = 1,1
    p3.front.spr = 14,1
    p3.front.offset = -12,12
    p3.front.scale = 1,1
    p3.range.x  = -15,-455
    ;Player 4
    p4.pos    = 690,40
    p4.mid.spr = 12,1
    p4.mid.offset = 6,6
    p4.mid.facing = -1
    p4.mid.scale = 1,0.5
    p4.front.spr = 15,1
    p4.front.offset = 6,6
    p4.front.facing = -1
    p4.front.scale = 1,1
    p4.range.x = 15,455
  8. I'm currently working on some lifebars from the newest Touhou fighter, Hopeless Masquerade. I will work on these every day possible until they are done. Here is what I have done so far:

    Posted Image

     

    As this is my first non-edited Mugen project, I could use some help:

     

    * How do you change the default combo, time and name fonts in 1.0? Fighter Factory doesn't seem to have a font function.

     

    * How do you make it so that the lifebars and powerbars are on top of the character sprites, shadows and reflections? I don't want to have a reflection showing on my powerbars.

     

    * I have some complex images that could use some rendering. If you're a really good renderer, message me or post here.

     

    If anyone wants to help, just post. The final version of these will have a different font and optional custom portraits. These lifebars, like the game they originated from, are optimized for a 1280x720 resolution, though I may make a 640x480 version later. These are also for Mugen 1.0 only, and I have no intention on making a Winmugen version. Until the final version is released, girls are working.

  9. I wanted to split it up, but I don't know how to do it in parts without making it inconvenient (using another program than WinRAR, 7Zip, etc.) I'll try to get it up over the weekend, but I can't be sure. :(

  10. It's like the person at the computer's saying, "Oh, okay, I'll give you two words; fuck you!" and then Mediafire goes, "Don't know how to 'fuck' something." Cue facepalm.

     

    Would you like a Mega or 4Shared mirror? It's either that or nothing.

  11. I don't mean to be offensive, but the portraits you made are a little too small for the lifebars, as demonstrated here:

     

    Posted Image

     

    I've decided to give you a new template that looks like this:

    Posted Image

     

    With it, I've created these two portraits:

    Posted Image

     

    Posted Image

     

    In Mugen, they look like this:

    Posted Image

     

    Simply follow the same process, but use this template instead. I know you worked really hard on these portraits. You don't have to do this if you really don't want to, but it'll make your Mugen look better in the long run, especially to the public. I'm just suggesting is all.

  12. Uhh which lifebar?

    anyways I changed the link on the Blazblue chrono phantasma lifebars noticed that it was on the wrong link

    The ones that aren't Chrono Phantasma. The first link, alternatively.

×
×
  • Create New...