Posted by i_oVo_i in M.U.G.E.N Screenshots V3 (Started by Scrake May 13, 2014, 03:05:14 am
Board: M.U.G.E.N Discussion
Board: M.U.G.E.N Discussion
Gave me inspiration for making a concept for a lifebar
Ah, okay. Sorry about that.Its all good, dont worry
Yes, and V-Nix probably used that gif and put it in that character to make the fake shot.That alpha version was posted by oyaji on a BBS site on new years eve fyi, still a wip doe
I send good MP files .
I start to create big portraits but something are missiing to create it. First the background that you use in the big portraits and then the complete ragna font that you create for the characters name, please can you upload this files? Thank you very much!The Background for the big ports is the background image where the image comes from.
@V-nix very good SP , the only problem is too few slots.Yeah I dont mind, just post it here. Ill update my first post with ur update
no problem if I upload an update for more slot .. ???
Perhaps if you clean it up it'll look better. I see what you were going for though. The FX would look awkward on the other hand & he is gathering energy from all directions. Would be better as a counter, or have some type of armor akin to source otherwise it'd be pretty useless.Its something I did for the heck of it, Ill keep that feedback in mind if I ever try n overhaul the move. Although since its an edit of Mr. Ansatsuken's Ryu I dunno if I should release it or not.
BTW I'm sure someone actually edited Ryo into Ryu to try to make that.
EDIT: Oh. Its OpenGL mode only?yeah its sadly OpenGL mode only due to the high use of PNG images
name = "Default" ;Name of motif
author = "Elecbyte" ;Motif author name
localcoord = 640,480
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = MugenClimax/VP_fight.def; (default ports)
fight = MugenClimax/VP_fight_Custom.def; (custom ports)
That instant transmission though.My friend was doing some random edits using CVSNB sprites, yeah the instant transmission was random lol
Did you add that?
You know I was thinking of using that Ryo stance, but this just confirmed it for me.Spoiler, click to toggle visibilty
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.