Posted by i_oVo_i
in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
Board: M.U.G.E.N Discussion
Board: M.U.G.E.N Discussion
do you know how to have same hitbox than before because when I change localcoord to Hyde's one, some hitboxes don't go well... =SOne bad thing about this screenpack is if the character has its own localcoord, then you cant sadly use them since changing it to Hyde's localcoord will indeed misalign effects and the portraits.
thanks if you have time
Sorry for the double post, what values come after Z?A guide to ASCII Decimals, this is what you use for the indexes
I have about 100 stages.
Do you know how to have the good size and place please ?All chars need to have the same localcoord as Hyde
What am I supposed to do with characters with different localcoord values?Well I did mention that you have to change all the char's ports to make it compatible with the screenpack, so using that localcoord + the needed custom ports wont ruin Kyo's compatibility with the screenpack
E.g. I want to have both Hyde (~427 localcoord) and Psychopath Kyo (no localcoord) in my roster, but I don't want the size of Psykyopath's portraits to ruin the look of the screenpack.
I've encountered a problem, while doing the stage ports. They all work fine but as soon as i hit 0,83 in the Systems Stage.sff, that image appears next to all the existing ones and later ones as well.The work around for that one is to avoid having a sprite indexed at 0,83; cuz 0,83 is the letter "S" which triggers an automatic S for STAGE to appear. Since default stages use the "STAGE 01 Stage Name" format.
Edit: Im getting a Font Missing Error in PS when opening the 9000,1 (Big) Port Template. I found Coalition and Antilles Italic but Antilles Italic is still missing.Well you can always use other fonts if you want, sometimes PS does that since the font file didnt come from a certain website. The one I downloaded was from dafont.com if I remember
Really enjoying mugen with this screenpack right now, highly underrated. If you have some free time maybe try making a custom lifebar of your own? hahaGlad ur enjoying using it.
At the risk of sounding like a spoiled brat, would a 640x480 version of the lifebar with standard ports be possible eventually? Because dammit those lifebars are pretty rad lookingThere might be a possibility I may try to convert them for 640 x 480, but its just a thought
im in LOVE with this SP Nix!I dunno about that type of error though,so f12 results into black screenshots?
Im having an issue taking screenshots, they all appear Black when i try.
One of the best I've seen here. Only problem I have is this . dunno if it's intentional or whatOh that one, I forgot to change some values, its a simple fix in the systemHD.def, just find these lines and change them to the values ive written below
; Team Menu
; Team 1
teammenu.move.wrapping = 1
p1.teammenu.pos = 107, 231
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = A
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = A;<--------------------------------------------------------------this one
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,0
p1.teammenu.item.spacing = 0,40
p1.teammenu.item.font = 0,0, 1
p1.teammenu.item.active.font = 0,3, 1
p1.teammenu.item.active2.font = 0,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -24, 56
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 87,42
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 87,42
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 19,0
; Team 2
p2.teammenu.pos = 970, 231
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, 1
p2.teammenu.selftitle.text = B
p2.teammenu.enemytitle.font = 4,0, 1
p2.teammenu.enemytitle.text = B;<---------------------------------------------& this one
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,0
p2.teammenu.item.spacing = 0,40
p2.teammenu.item.font = 0,0, -1
p2.teammenu.item.active.font = 0,1, -1
p2.teammenu.item.active2.font = 0,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 230,56
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = 87,42
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = 87,42
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -19,0