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Messages by Krizalid99v2

    

Re: Boss Characters Standards

 October 17, 2016, 07:18:45 pm View in topic context
avatar  Posted by Krizalid99v2  in Boss Characters Standards (Started by gabe555 September 09, 2016, 01:49:15 am
 Board: M.U.G.E.N Discussion

An extremely good anti-air move that does high damage and gets you everytime you try to jump in, to really cheese the player off.

Think Rugal Bernstein from KOF'94, '95, and '02 and you'll get the picture. Fun times.
    

Re: What ruins a mugen character for you?

 May 18, 2014, 04:26:02 am View in topic context
avatar  Posted by Krizalid99v2  in What ruins a mugen character for you? (Started by luis2345 December 02, 2013, 09:23:47 am
 Board: M.U.G.E.N Discussion

- Moonwalking
- Lack of hit pause / wrong hit pause time
- Awkward animation
- Continuous jump-over-opponent with no auto turn when landing
- Default Mugen hitsparks and hit sounds  :wacky:
    

Re: Akira Nishitani Speaks (SF2 Director)

 November 11, 2013, 05:44:38 am View in topic context
avatar  Posted by Krizalid99v2  in Akira Nishitani Speaks (SF2 Director) (Started by felineki October 07, 2013, 10:30:48 am
 Board: Fighting Games

Very interesting information indeed. Thanks for the thread.
    

Re: *Updated* KOF2k2UM Kriz99v2 Style Lifebars

 October 01, 2012, 07:45:12 am View in topic context
avatar  Posted by Krizalid99v2  in *Updated* KOF2k2UM Kriz99v2 Style Lifebars (Started by Krizalid99v2 December 04, 2011, 08:04:50 am
 Board: Your Releases, 1.0+

*UPDATED* - now version 28/09/2012

Many changes made, see the following descriptions and screenshots:

Single - face panel extended vertically, character icons/faces now do not overlap the bottom black line:


Simultaneous - p3 & p4 face panel extended vertically, character icons/faces now do not overlap the bottom black line:


Team - teammate face box extended vertically, character icons/faces now do not overlap the bottom black line:


Improved Winner font - better and smoother gradients:


Shadows added to Round/Fight/K.O. sprites for more depth:


Hit Combo font (left side of screen) position adjusted:


New sprites/fonts style for 'TIME OVER', 'DRAW GAME' and 'DOUBLE K.O.':


Download here: http://www.mediafire.com/download.php?rc3b1ew7cf0mbrm

The link in the first/original post is also updated with the same link as well.

Remember I've changed the lifebar folder name so treat this as a new installation. Make sure to read the Installation Instructions file included.

----- Full list of changes made since the previous version: -----

- Main lifebar face panel extended vertically, which means character icons/faces now do NOT overlap the bottom black line. Gives it a more cleaner and refined look.

- Simultaneous P3/P4 lifebar face panel extended vertically, which means the 0.5 scale character icons/faces now do NOT overlap the bottom black line.

- Turns team-mate face box sprite extended vertically, which means the 0.5 scale character icons/faces now do NOT overlap the bottom black line.

- Added shadows to the 'ROUND', 'FIGHT!', 'K.O.' and number sprites. Gives it more depth and a better definition against bright backgrounds.

- Adjusted 'FIGHT!' animation sequence.

- Improved gradient colour on the Winner text fonts. Looks more smoother.

- Improved gradient colour on the Power Gauge number counter fonts. Looks more smoother.

- Some symbols improved and positioning adjusted in several fonts.

- Positioning of simultaneous lifebar and team-mate boxes adjusted.

- Positioning of Winner text and combo Hits fonts adjusted.

- Lowered Winner text display time. The text will now disappear quicker in time for characters with custom built-in 'winning screens' after a match.

- Adjusted some colour hues in some text and lifebar sprites.

- New sprites/fonts for 'TIME OVER', 'DRAW GAME' and 'DOUBLE K.O.'.

- Folder name changed, so treat this as a new installation.
    

Touhou Casino Night - World Warrior version

 December 27, 2011, 04:23:22 am View in topic context
avatar  Posted by Krizalid99v2  in Touhou Casino Night - World Warrior version (Started by Krizalid99v2 December 27, 2011, 04:23:22 am
 Board: Your Releases, older Mugen

    

*Updated* KOF2k2UM Kriz99v2 Style Lifebars

 December 04, 2011, 08:04:50 am View in topic context
avatar  Posted by Krizalid99v2  in *Updated* KOF2k2UM Kriz99v2 Style Lifebars (Started by Krizalid99v2 December 04, 2011, 08:04:50 am
 Board: Your Releases, 1.0+

*UPDATED* - now version 28/09/2012

Many changes made, see the following descriptions and screenshots:

Single - face panel extended vertically, character icons/faces now do not overlap the bottom black line:


Simultaneous - p3 & p4 face panel extended vertically, character icons/faces now do not overlap the bottom black line:


Team - teammate face box extended vertically, character icons/faces now do not overlap the bottom black line:


Improved Winner font - better and smoother gradients:


Shadows added to Round/Fight/K.O. sprites for more depth:


Hit Combo font (left side of screen) position adjusted:


New sprites/fonts style for 'TIME OVER', 'DRAW GAME' and 'DOUBLE K.O.':


For the full list of changes, see my later post in this thread.

Technical Stuff:
 
- Mugen 1.0 only
- localcoord needs to be set to 640,480 in system.def (localcoord = 640,480)
- Resolution is 640x480 (GameWidth = 640 and GameHeight = 480 in mugen.cfg)

Installation instructions included - make sure you read it on how to install and set the above configurations correctly in MUGEN if you don't know how to.

DOWNLOAD HERE: http://www.mediafire.com/download.php?rc3b1ew7cf0mbrm

Remember I've changed the lifebar folder name, so treat this as a new installation.

Thanks and hope you enjoy.

UPDATED - many changes made. Latest updated file now uploaded on 01/10/2012 - lifebar version 28/09/2012.
    

Re: Fight.def - Round and Draw questions

 December 02, 2011, 04:07:05 am View in topic context
avatar  Posted by Krizalid99v2  in Fight.def - Round and Draw questions (Started by Krizalid99v2 December 02, 2011, 01:37:00 am
 Board: M.U.G.E.N Development Help

is .snd the right format there. What does it use in the other settings, you may simply need to write it differently. draw.sound for example.

Well going by the other parameters in this section (KO, Fight, Time Over, etc.) they all use .snd, so it should be the right format.

I guess it's a MUGEN limitation for now.
    

Fight.def - Round and Draw questions

 December 02, 2011, 01:37:00 am View in topic context
avatar  Posted by Krizalid99v2  in Fight.def - Round and Draw questions (Started by Krizalid99v2 December 02, 2011, 01:37:00 am
 Board: M.U.G.E.N Development Help

I have 2 questions regarding the fight.def file:

1) In the [Round] section I have up to Round 9 specified. In Survival Mode, it can obviously go beyond Round 9. So is it possible to have it so that once it passes Round 9 in Mugen, I can specify an anim to play for the rest of the rounds after?

2) In the [Round] section again, there is a part called the Draw Text area, this is for specifying the Draw aspects should a round be drawn in Mugen. This is shown below:

Code:
; Draw text
draw.offset = 144,120
draw.spr = 6,2
draw.displaytime = 550

Is it possible to specify a sound file to play for Draw? I've tried adding a draw.snd = 1,2 (1,2 is the draw voice in my fight.snd) line, but it doesn't seem to work. Is this a limitation in Mugen 1.0 or is there another code to do it?

Thanks in advance.
    

Re: Video Works

 November 24, 2011, 01:24:20 am View in topic context
avatar  Posted by Krizalid99v2  in Video Works (Started by ExShadow November 23, 2011, 09:48:51 pm
 Board: Your Releases, older Mugen

Very good work there indeed.
    

Touhou Casino Night

 November 21, 2011, 05:42:05 am View in topic context
avatar  Posted by Krizalid99v2  in Touhou Casino Night (Started by Krizalid99v2 November 21, 2011, 05:42:05 am
 Board: Your Releases, older Mugen

This is my Touhou parody of Super Street Fighter II's Las Vegas stage I've been working on.

Technical Stuff:
 
- High/Super Jump: No
- Animations: Yes, loads
- Parallax: Yes
- Music: Yes
- Mugen 1.0: Yes, best on 640x480

Download here: http://www.mediafire.com/download.php?8hifnxq77s3q85o
    

Re: MK vs Sf The Bank 1.5!!

 November 15, 2011, 10:11:21 am View in topic context
avatar  Posted by Krizalid99v2  in MK vs Sf The Bank 1.5!! (Started by MARCOS SSJ4 November 13, 2011, 01:26:25 am
 Board: Your Releases, older Mugen

Some shadows for the player characters and background characters would give it more depth too. Obviously you'd have to do it a different way to add shadows for the background sprites/characters.

Good work anyway.
    

Re: Rave On [Updated]

 November 15, 2011, 10:05:23 am View in topic context
avatar  Posted by Krizalid99v2  in Rave On [Updated] (Started by ExShadow November 14, 2011, 02:17:44 pm
 Board: Your Releases, older Mugen

Nice work there.
    

Re: Using a Background Controller (BGCtrlDef) to move background sprites?

 November 13, 2011, 06:07:27 am View in topic context

Doesn't matter now I figured it out, the code is:

Code:
[BG Character]
type = anim
actionno =
id =
start =
delta =

[BGCtrlDef Loop/Reset]
looptime =
ctrlID =

[BGCtrl Walk Right]
type = VelSet
time =
x =

[BGCtrl Turn Around]
type = Anim
time =
value =

[BGCtrl Walk Left]
type = VelSet
time =
x =

[BGCtrl Turn Around]
type = Anim
time =
value =

[BGCtrl Walk Right]
type = Velset
time =
x =
    

[SOLVED] Using a Background Controller (BGCtrlDef) to move background sprites?

 November 13, 2011, 05:39:57 am View in topic context

In the background of Balrog's Las Vegas stage in SSF2, there are two showgirls who continuously walk left and right within a small boundary as shown:



How would I use the Background Controllers to achieve the same effect on the stage I'm making for Mugen?

Thanks in advance.
    

Re: Using delta on parallax floors/grounds to stop players sliding about?

 November 09, 2011, 12:08:14 am View in topic context

I got it correct now.

Many thanks.
    

[SOLVED] Using delta on parallax floors/grounds to stop players sliding about?

 November 07, 2011, 09:24:43 am View in topic context

I'm in the process of making a stage, and my ground/floor uses parallax, as seen below:



When a character is standing still and the other character moves left or right to make the screen scroll, the player who is standing still looks like he/she is 'sliding' across the floor.

Anyone have any advice on how to get the delta scroll correct on floors with parallax?

Thanks in advance.
    

Udderly Abducted (Earthworm Jim 2 SNES)

 July 23, 2011, 05:17:38 am View in topic context
avatar  Posted by Krizalid99v2  in Udderly Abducted (Earthworm Jim 2 SNES) (Started by Krizalid99v2 July 23, 2011, 05:17:38 am
 Board: Your Releases, older Mugen

This is my first attempt at a stage. It's the Udderly Abducted level from Earthworm Jim 2 on the SNES. Those who have played through that game will recognise the scenario, characters and BGM.

Works for both Mugen 1.0 and WinMUGEN Plus - just use the appropriate .def file.

Shots:






It's a pretty simple stage with a few animations. The scrolling mist/clouds in the background were the hardest parts to rip and produce, due to the amount of 'splits' it has in order to have them each scrolling at different speeds to create a 'swirling and floating mist' type effect.

Technical Stuff:

- Mugen 1.0: Yes
- WinMugen Plus: Yes
- Resolution: 640 x 480
- High/Super Jump: No
- Parallax: No
- Animations: Yes
- Music: Yes

Download here: http://www.4shared.com/file/TkNqVarb/UdderlyAbductedSnes.html

Thanks and hope you enjoy.
    

How to make a KOF-style super jump?

 July 10, 2011, 07:02:59 am View in topic context
avatar  Posted by Krizalid99v2  in How to make a KOF-style super jump? (Started by Krizalid99v2 July 10, 2011, 07:02:59 am
 Board: M.U.G.E.N Development Help

How do I implement a KOF-style super jump for my character? You know when you quickly press Down then Up / Up-Forward / Up-Back to super jump.

I tried using DavidGee's KOF super jump code in the Code Snippets Archive, but it doesn't seem to work (yeah I probably missed something out) for me.

I also tried studying 1 or 2 KOF characters to see how it's done, but I couldn't work it out. I thought super jumps were a change of state, but it looks like it isn't.

Any guidance or example code would be most appreciated. Thanks in advance.
    

Re: Jumping immediately after connecting with a 'launcher' uppercut?

 July 04, 2011, 07:31:14 pm View in topic context

    

Re: Jumping immediately after connecting with a 'launcher' uppercut?

 July 04, 2011, 07:00:31 pm View in topic context

You could use a ChangeState like this:
Code:
[State ****, ChangeState]
type = ChangeState
trigger1 = movehit && (command = "holdup" || command="up") ;You might have to create one or both of these commands in the cmd file
; You could even optionally check to see if p2 is a certain altitude before you are able to jump, but that's up to you.
value = 40
This would go in your attacking state, not your common1.cns. It's best to try to avoid modifying common1.cns, unless you are using a custom one for your character, because it will effect all other characters using using that file as well.

I have tried a number of things with your code, such as placing it in the attack state 440 (.cns), in the attack's command (.cmd), and also a combination of both. Unfortunately it gives the error message as shown below:

Error message: Undefined command label: "up".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [State -1, Crouching Uppercut]
Error in [Statedef -1]
Error in onoderaren.cmd
Error loading chars/kfm/kfm.def
Error loading p1
Library error message: Died parsing command = "holdup" || command="up")


I'm creating on Mugen 1.0, if that helps.

What should I do next? Thanks in advance.