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SithAngel

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Messages by SithAngel

    

Re: My Hi-Res ScreenPack.

 February 04, 2008, 03:09:38 am View in topic context
 Posted by SithAngel  in My Hi-Res ScreenPack. (Started by SithAngel January 29, 2008, 02:51:37 pm
 Board: Projects

thanx for the comments.. It's just a shame, the main menu and vs screen can't be hi-res. cause I would do some amazing screenpacks.
Thats why I like ShugenDo so much, it's the hi-res menu's.. I just love 'em.
oh an incace poeple don't know, I made the default screenpack for ShugenDo aswell. ;)
I've got some great ideas/designs for future ShugenDo screenpacks, but I'll keep those close to my chest for now lol

yeah, there's hidden slots in this screenpack.
Right now I got 3 rows hidden under the grid with all the 'other' characters. ie, Simpsons, naked chars and so on.

oh, I've been asked to post the some of the character pictures from in the video.
Apart from the last evil ryu pic, I've custom made all of these. Feel free to use 'em if you have the characters
but if you're making oneof these characters and you want to use one of these pictures for the release, then please contact me first and give me credit in the .def file.

thanx

Here's a preview


Here's the file to download.
http://www.megaupload.com/?d=CFPVKRE0



    

Re: FX Help

 January 31, 2008, 08:49:01 pm View in topic context
 Posted by SithAngel  in FX Help (Started by SithAngel January 31, 2008, 08:29:27 pm
 Board: Development Resources

I've found it myself anyway. I played around with the code and tested it and it works.
but thanx anyway.  ;)
    

FX Help

 January 31, 2008, 08:29:27 pm View in topic context
 Posted by SithAngel  in FX Help (Started by SithAngel January 31, 2008, 08:29:27 pm
 Board: Development Resources

ok, I've added a power charge move to my character. it all works fine. I put it down to luck lol
but I'm trying to add a FX to it. I want it to be behind the character, on the flour.
But it's on top of the sprites. is there a layer thing like in editing screenpacks?
something like..
layer= 0 ;means behind
layer= 1 ;means on top.
    

Re: My Hi-Res ScreenPack.

 January 29, 2008, 03:05:17 pm View in topic context
 Posted by SithAngel  in My Hi-Res ScreenPack. (Started by SithAngel January 29, 2008, 02:51:37 pm
 Board: Projects

it's all animated apart from the options screen. I still need to do that. lol
Here's a video of the animation, it's not good quality but you get the idea
http://www.megaupload.com/?d=E5E9JJVA
    

My Hi-Res ScreenPack.

 January 29, 2008, 02:51:37 pm View in topic context
 Posted by SithAngel  in My Hi-Res ScreenPack. (Started by SithAngel January 29, 2008, 02:51:37 pm
 Board: Projects

This is my Hi-Res Screenpack WIP.
The main menu is only 50% done. plus I'm not to happy with the black straps holding the 'M' logo
The select screen is 90% done.
The Options screen is finished.
I haven't started on the VS screen.

Here's a video of the animation, it's not good quality but you get the idea
http://www.megaupload.com/?d=E5E9JJVA

Let me know what you think. All comments are welcome..





    

Random Stance animation?

 January 27, 2008, 04:31:52 pm View in topic context
 Posted by SithAngel  in Random Stance animation? (Started by SithAngel January 27, 2008, 04:31:52 pm
 Board: M.U.G.E.N Development Help

I made the first animation for my character when I started to work on him.
But now I've done all the basic attacks I got fed up of it so I made another one.
& Now I like the first one again.. lol

So I was wondering how can I fix it so it plays both at random?
can I do it like the sparks?

stance 1 - animaton number 0
stance 2 - animation number 1

Here is the code if some one wants to fix it for me. please..  :-\

; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050
    

Re: "WinMugen Plus"

 January 20, 2008, 02:03:52 pm View in topic context
 Posted by SithAngel  in "WinMugen Plus" (Started by Duke December 27, 2007, 07:11:48 am
 Board: Found Releases

    

Re: "WinMugen Plus"

 January 19, 2008, 10:02:01 pm View in topic context
 Posted by SithAngel  in "WinMugen Plus" (Started by Duke December 27, 2007, 07:11:48 am
 Board: Found Releases

is there any way of making a patch for WinMugen Plus so we can have a hi-res title screen & vs screen?
cause they seem out of place next to the select screen.
    

Re: Colors gone all wrong.

 January 18, 2008, 07:46:19 pm View in topic context
 Posted by SithAngel  in Colors gone all wrong. (Started by SithAngel January 18, 2008, 01:49:51 pm
 Board: M.U.G.E.N Development Help

The palette is fine. I've checked it..
I even put the sprite in at group 9000, 3 and it's fine.


but if you look at the second image. When I put the sprite in at 1100, #
it goses crazy. I know I'm knew to this but the sprites and palette are fine.
I'm sure it's in the code somewhere.


This is how it kinda looks in mugen
    

Re: Bleach DS 2nd [Basic] Sparks!

 January 18, 2008, 04:22:29 pm View in topic context
 Posted by SithAngel  in Bleach DS 2nd [Basic] Sparks! (Started by Alchemist October 11, 2007, 02:59:52 am
 Board: Resource Releases

it says the file is nolinger there.
can you reload please?
    

Colors gone all wrong.

 January 18, 2008, 01:49:51 pm View in topic context
 Posted by SithAngel  in Colors gone all wrong. (Started by SithAngel January 18, 2008, 01:49:51 pm
 Board: M.U.G.E.N Development Help

it's not the palette, it's not the sprites. there all working fine.
but look..


my brother was playing around with the Alpha edtor. I think it's that.
how can I remove the effect?
I've looked in the code for the move but I can't find it.
it is called PalFX right?
    

Re: help with intros

 January 18, 2008, 01:46:30 pm View in topic context
 Posted by SithAngel  in help with intros (Started by SithAngel January 17, 2008, 10:59:22 pm
 Board: M.U.G.E.N Development Help

thanx, I got it working now.  ;)
    

help with intros

 January 17, 2008, 10:59:22 pm View in topic context
 Posted by SithAngel  in help with intros (Started by SithAngel January 17, 2008, 10:59:22 pm
 Board: M.U.G.E.N Development Help

ok, I added a intro for my char, it works fine.
But I'm trying to add a second intro.
I've put the code in but don't work. THe only way the second intro shows up is is I take out the first one.
how can I have more than 1? cause I'm hopeing to have around 4.
    

Re: char intro time

 January 16, 2008, 12:10:59 pm View in topic context
 Posted by SithAngel  in char intro time (Started by SithAngel January 16, 2008, 11:20:27 am
 Board: M.U.G.E.N Development Help

ok, I got it working now. Thanx  ;)
    

char intro time

 January 16, 2008, 11:20:27 am View in topic context
 Posted by SithAngel  in char intro time (Started by SithAngel January 16, 2008, 11:20:27 am
 Board: M.U.G.E.N Development Help

I've just finished the animation for a intro for my character.
I added the code for it into the command file but when I test it out, the match starts before the animation has finished.
I've seen other chars have real long intros, how can I can the time of the intro so all of the animation is seen?

here is the code I got so far.

[Statedef 190]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
    

I was just wondering

 January 14, 2008, 06:23:40 pm View in topic context
 Posted by SithAngel  in I was just wondering (Started by SithAngel January 14, 2008, 06:23:40 pm
 Board: M.U.G.E.N Development Help

Is there a way to put a hi-res sprite/image in with a normal char with out it being resized like the other sprites?
What I wanna do it have my char do a speical move, then have a hi-res image pop up on the screen.
    

Need Help with N64Mario SFA Template

 January 13, 2008, 11:01:40 pm View in topic context
 Posted by SithAngel  in Need Help with N64Mario SFA Template (Started by SithAngel January 13, 2008, 11:01:40 pm
 Board: M.U.G.E.N Development Help

ok, I'm kinda new to making Characters so I thought I'd use a template.
But I've ran into a problem.

1. I'm trying to add a sound fx to the jump sprites. Mainly the ' Jump start frame', Begin Action (No): 40.
But when I look in the Common.cns file, I can't find the jump code.
There's just  'Stand', 'Stand to Crouch', 'Walk' then 'Jump land'.

But after looking at the command files for some of he's other chars I found there are stuff missing in the template.
Here's whats in the other files.
 'Stand', 'Crouching', 'Stand to Crouch', 'Walk', 'Jump Start' 'AirJump Start' 'Jump Up' 'Jump Down' then 'Jump land'.

Now I was wondering, on N64Mario website there's a update patch for the template but when I try clicking it, the page don't load.
"Erreur 404 - Document non trouvé" Is the patch the way to fix the missing code?

How can I fix the missing the code?
Do I just copy and paste the missing code from the other Common.cns files or what?


oh and here's a animation of my char.
I'm not really working hard on custom sprites. But The gameplay.
Once I finish this guy and I know my way around the programming. I'll be making my own 100% custom char.


The Stance

Then here's a quick animation I'm working on.

It's only 80% finished, it's still missing a few sprites.
Here's going to throw the lightsaber. It's like his fireball lol
Then it's going to come flying back to his side.. Well thats the plan lol