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ZaNzA

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Messages by ZaNzA

    

Re: Regenerating Power Gauge, Time and Health Trouble. Help please

 September 09, 2008, 11:25:26 am View in topic context
 Posted by ZaNzA  in Regenerating Power Gauge, Time and Health Trouble. Help please (Started by RCoehrs420 September 06, 2008, 09:42:16 pm
 Board: M.U.G.E.N Configuration Help

1. Open up your Mugen.cfg file in your "DATA" folder.

2. Scroll down and look for the "DEBUG" line, it should look similar to this:


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 1

3. Then change the AllowDebugKeys = 1 to AllowDebugKeys = 0

Maybe that'll work.
    

Re: Problems with music

 September 08, 2008, 03:52:08 pm View in topic context
 Posted by ZaNzA  in Problems with music (Started by M.Cartel September 08, 2008, 01:11:16 am
 Board: M.U.G.E.N Configuration Help

I think your meant to type like this:

Ryu, stages/"Your Stage".def, music=sound/"Your Song".mp3

I'm not too sure. So try it out.



    

Re: ultra character roster problems

 September 08, 2008, 03:46:55 pm View in topic context
 Posted by ZaNzA  in ultra character roster problems (Started by the loveable punk September 08, 2008, 04:49:41 am
 Board: M.U.G.E.N Configuration Help

Hmm. Invictus is right, can you at least show us a screenshot and your Select.def. For the music issue:

1.Open up your stage's DEF file.

2.Scroll down and look for the Music line, should look similar to this:

;--------------------------------------------------------

[Music]

bgmusic =
bgvolume = 255

3.Then type in the name of your song where "bgmusic" is and the format of it. Note: The song must be in the "SOUND" folder. Where your "DATA" and "FONT", etc is.

4. In the end it should look like this.

;--------------------------------------------------------

[Music]

bgmusic = sound/"Your Song Goes Here".mp3
bgvolume = 255

Note: You are able to change the volume if it's either too loud or not loud enough by changing the numbers. ;)
    

Re: Problems With Adding Pictures To An iPod

 September 08, 2008, 01:24:49 pm View in topic context
 Posted by ZaNzA  in Problems With Adding Pictures To An iPod (Started by ZaNzA September 07, 2008, 11:17:14 am
 Board: Off-Topic Help

insert you ipod then go to

ZaNzA's Ipod then go to photo's the option is near the top of the interface, there it should ask you if you want to synch your photos. you choose which ones/folder.

in itunes of course.  :P

Oh yeah, i know that. :P But i just wanted to know if there was any other instead of synchronizing them. Like i said with Music and Videos i just have to drag it, using iTunes. I was wondering if you could do the same with Pictures.
    

Re: Who are characters that are the best graphically, and why?

 September 07, 2008, 02:06:16 pm View in topic context
 Posted by ZaNzA  in Who are characters that are the best graphically, and why? (Started by uyuu September 07, 2008, 11:55:15 am
 Board: M.U.G.E.N Discussion

Personally i think Reu's Dragon Claw. I think alot of people will agree on this one :sugoi:.
    

Problems With Adding Pictures To An iPod

 September 07, 2008, 11:17:14 am View in topic context
 Posted by ZaNzA  in Problems With Adding Pictures To An iPod (Started by ZaNzA September 07, 2008, 11:17:14 am
 Board: Off-Topic Help

Okay it sounds stupid, but i need help with adding pictures to a iPod. I usually just drag Music and Videos into it, but dragging Pictures dosen't work. Do i have to synchronize them in?
    

Re: What Character WOuld You HAve Wanted To See in Brawl

 September 07, 2008, 10:15:09 am View in topic context
 Posted by ZaNzA  in What Character WOuld You HAve Wanted To See in Brawl (Started by Monday-Night-War September 07, 2008, 09:15:29 am
 Board: Gaming

    

Re: Which Akuma is the Best?

 September 07, 2008, 09:06:52 am View in topic context
 Posted by ZaNzA  in Which Akuma is the Best? (Started by SuperLuigiX August 27, 2008, 02:29:46 am
 Board: M.U.G.E.N Discussion

Here's a list

Rare Akuma by PotS - He's like the ultimate Akuma, but he makes Mugen way too easy

Ogre - He's okay, got a good AI and some good specials.

MvC Gouki by Vyn - Just a normal MvC Gouki

Shin Gouki by PotS - A slightly weaker version to Rare Akuma.

SF3 Akuma by Kung Fu Man - Just a normal SF3 Akuma

Akuma/Shin Akuma by Warusaki3 - Just a normal CvS Akuma

There's alot but those are the ones i can come up with for now. ;D

    

Re: WH0'S THE CHEAPEST CHARACTER YOU'VE EVER HAD TO FIGHT?

 September 07, 2008, 08:54:10 am View in topic context
 Posted by ZaNzA  in WH0'S THE CHEAPEST CHARACTER YOU'VE EVER HAD TO FIGHT? (Started by cyberakuma February 10, 2008, 12:59:40 am
 Board: M.U.G.E.N Discussion

Mine:

Rare Akuma - It's obvious why. :P

MB-02 - Has the second most beefed up supers and specials i've seen.

That's about it, Rare Akuma is like the definition of invincibility when it comes to Mugen  :fear:

    

Re: Regenerating Power Gauge, Time and Health Trouble. Help please

 September 07, 2008, 08:28:34 am View in topic context
 Posted by ZaNzA  in Regenerating Power Gauge, Time and Health Trouble. Help please (Started by RCoehrs420 September 06, 2008, 09:42:16 pm
 Board: M.U.G.E.N Configuration Help

Try disabling the debug keys
    

Re: most wanted characters for Mugen

 September 05, 2008, 10:24:08 am View in topic context
 Posted by ZaNzA  in most wanted characters for Mugen (Started by Faisaijin August 28, 2007, 12:49:57 pm
 Board: M.U.G.E.N Discussion

UMK3 Chars that don't suck.

If only someone tried converting the Mortal Kombat Project characters to normal Mugen :'(

I wouldn't mind seeing a rival/opposite to Reu's Dragon Claw. I mean look at Evil Ken and Evil Ryu, they're like the ultimate rivals/opposites.
    

Re: difficulty problem (lend a newb a hand)

 September 04, 2008, 02:24:07 pm View in topic context
 Posted by ZaNzA  in difficulty problem (lend a newb a hand) (Started by the_original_vitrial September 03, 2008, 03:25:44 pm
 Board: M.U.G.E.N Configuration Help

Well try downloading it from Mugenfury or Mugenation.
    

Re: Arcade out of order

 September 03, 2008, 01:34:23 pm View in topic context
 Posted by ZaNzA  in Arcade out of order (Started by Geese September 03, 2008, 07:51:26 am
 Board: M.U.G.E.N Configuration Help

Can you post your Select.def? It may be easier to figure out if you do.
    

Re: What consoles do you own?

 September 03, 2008, 01:25:07 pm View in topic context
 Posted by ZaNzA  in What consoles do you own? (Started by Cornerb0y August 22, 2008, 03:18:38 am
 Board: Gaming

Xbox - Still play it, Because all of the games i like don't work on a Xbox 360.

Xbox 360 - Play it reguraly but, im disappointed with some of the latest games.

N64 (Broken) - Believe it or not but this is my all time favourite console  :sugoi:

PSONE (Broken) - Im not a big fan of PSONE, but they had some awesome games like Tekken 3.

PSP (Broken) - It was great until i broke the screen  :'(
    

Re: What Happened To MKP?

 September 02, 2008, 02:53:28 pm View in topic context
 Posted by ZaNzA  in What Happened To MKP? (Started by ZaNzA September 02, 2008, 02:39:24 pm
 Board: M.U.G.E.N Discussion

Thanks guys ;D
    

What Happened To MKP?

 September 02, 2008, 02:39:24 pm View in topic context
 Posted by ZaNzA  in What Happened To MKP? (Started by ZaNzA September 02, 2008, 02:39:24 pm
 Board: M.U.G.E.N Discussion

Hello to all. I haven't been around the Mugen community for a quite a while now. Alot has changed. But does anyone know what to happened to the Mortal Kombat Project? Last time i was here they were working on a MKP 5.0, but their childboard in the WIP section isn't there anymore either o_O Can someone please update me ;D
    

Re: Change costume color???

 February 05, 2008, 07:52:16 am View in topic context
 Posted by ZaNzA  in Change costume color??? (Started by TRyu February 03, 2008, 11:17:31 pm
 Board: M.U.G.E.N Configuration Help

Or if you want make your own palettes.. ::)
    

Re: MUGEN roster

 January 28, 2008, 12:55:43 pm View in topic context
 Posted by ZaNzA  in ROSTER SHOWOFF (Started by Nate Speed September 29, 2007, 05:48:25 am
 Board: M.U.G.E.N Discussion

Alot of those character's are broken and stolen stuff.. :P
    

Re: Dragon Ken

 January 28, 2008, 12:27:02 pm View in topic context
 Posted by ZaNzA  in Dragon Ken (Started by The Dark Defender January 25, 2008, 10:11:39 pm
 Board: Off-Topic Help

He's probably only a four button character..KoF style..
    

Re: REALM OF RAIN v1 by ATHEIS

 January 24, 2008, 12:06:30 pm View in topic context
 Posted by ZaNzA  in REALM OF RAIN v1 by ATHEIS (Started by ATHEIS January 23, 2008, 05:58:34 pm
 Board: Your Releases, older Mugen

Someone should pay me to do this.

Anyhow...

1) 33.8MB download?  That's not a good thing, especially since 32MB of that is an mp3.  Keep the mp3's separate!

2) You should stop releasing new stages until you fix the old ones.  That way, the same mistakes don't get carried over from stage to stage.

3) Again, this stage is too tall.  Setting boundhigh to -400 is still overkill, especially since there's nothing but black up there.  Try -200.

After that, set vertical follow to .8 and floortension to 60.  Makes for smoother jumping.

4) Again, the shadow is facing the wrong way for this particular stage.

I'll just recommend the same thing as last time:

Find:
Code:
[Shadow]

color = 100,100,100
yscale = -.2
reflect = 0

Replace:
Code:
[Shadow]
intensity = 128
color = 0,0,0
yscale = .3

Where did you get the strange idea to use reflect = 0?  It's not even a real command and doesn't do anything.

5) For bgvolume, the + sign doesn't do anything, so erase it.

6) I know even in my own stages, I don't always trim graphics down to the bare minimum, but I make sure borders or blank spaces are not excessive.

There's also a lot of graphics in the sff file that aren't used at all, including exact duplicates.  Just get rid of them.  Your sff file is too big for what the stage is.  It's almost 6MB.  Even my most complicated hi-res stages don't even hit 3MB.

[BG stars] is a misnomer since it's just a blank black layer...but it's a huge 800x800 image that's just black.  That's just absurd.  Trim it down to 32x32 or so and tile = 1,1 will take care of the rest.  You don't even need to set a delta here since it's just black and the furthest layer back.

7) The moon looks bad.  The blue halo should have been trimmed off.  If you wanted to keep halo, then you should have trimmed it off, and used a separate blue graphic behind it.  The border has an abrupt cutoff and is not smooth.

Pay attention to your .def file.  You specified two moons in the exact same place.  That does nothing.  Get rid of one of them.

You can also try defining a slower delta like delta = .5,.5

8. Other deltas need to be changed too.  Well, to be more accurate, you need to add them here.  If you do not define a delta, it defaults to 1,1 automatically.  That's fine for the floor layer, but then it looks like the entire stage is moving as one piece.  If you want to create depth, that's not a good thing.  Generally, items behind the floor layer have a slower delta and items in front of the floor layer have a faster delta.

For [BG Man] <- mislabeled, btw, it's really one of the mountain graphics,
try delta = .67,.67

Also for [BG Man]'s mountain sprite, the mask command here does nothing either since the masking color is not present at all in the original graphic.

9) For animations, mask command does nothing.  It's automatically set to 1.

10) Again, I recommend use of addalpha in the prior stages to avoid turning transparent objects too bright (sometimes causes "white-out").  A lot of transaparent objects are not supposed to be light sources, so don't define them as such.  I doubt the water waves are radioactive and glow at night.

For animations, addalpha is set as as?d?.  The first ? is the brightness level and the second ? is the transparency level.  Since the water wave has indistinct borders, the second ? should always be 256.  The first number can vary.  Try as192d256.  160/256 = 62.5% brightness, 256/256 = 100% transparency.

Find:
Code:
[Begin Action 10]
11111, 1, 1, 1, 500, , a
9, 0, 0, 0, 3, , a
9, 0, 0, 0, 3, , a
9, 1, 0, 0, 3, , a
9, 2, 0, 0, 3, , a
9, 3, 0, 0, 3, , a
9, 4, 0, 0, 3, , a
9, 5, 0, 0, 3, , a
9, 6, 0, 0, 3, , a
9, 7, 0, 0, 3, , a
9, 8, 0, 0, 3, , a
9, 9, 0, 0, 3, , a
9, 10, 0, 0, 3, , a
9, 11, 0, 0, 3, , a
9, 12, 0, 0, 3, , a
9, 13, 0, 0, 3, , a
9, 14, 0, 0, 3, , a
9, 15, 0, 0, 3, , a
9, 16, 0, 0, 3, , a
9, 17, 0, 0, 3, , a
9, 18, 0, 0, 3, , a
9, 19, 0, 0, 3, , a
9, 20, 0, 0, 3, , a
9, 21, 0, 0, 3, , a
9, 22, 0, 0, 3, , a
9, 23, 0, 0, 3, , a
9, 24, 0, 0, 3, , a
9, 25, 0, 0, 3, , a
9, 26, 0, 0, 3, , a
9, 27, 0, 0, 3, , a
9, 28, 0, 0, 3, , a
9, 29, 0, 0, 3, , a
9, 30, 0, 0, 3, , a
9, 31, 0, 0, 3, , a
9, 32, 0, 0, 3, , a
9, 33, 0, 0, 3, , a
9, 34, 0, 0, 3, , a
9, 35, 0, 0, 3, , a
9, 36, 0, 0, 3, , a
9, 37, 0, 0, 3, , a
9, 38, 0, 0, 3, , a
9, 39, 0, 0, 3, , a
9, 40, 0, 0, 3, , a
9, 41, 0, 0, 3, , a
9, 42, 0, 0, 3, , a
9, 43, 0, 0, 3, , a
9, 44, 0, 0, 3, , a
9, 45, 0, 0, 3, , a
9, 46, 0, 0, 3, , a
9, 47, 0, 0, 3, , a
9, 48, 0, 0, 3, , a
9, 49, 0, 0, 3, , a
9, 50, 0, 0, 3, , a
9, 51, 0, 0, 3, , a
9, 52, 0, 0, 3, , a
9, 53, 0, 0, 3, , a
9, 54, 0, 0, 3, , a
9, 55, 0, 0, 3, , a
9, 56, 0, 0, 3, , a
9, 57, 0, 0, 3, , a
9, 58, 0, 0, 3, , a
9, 59, 0, 0, 3, , a
9, 60, 0, 0, 3, , a
9, 61, 0, 0, 3, , a
9, 62, 0, 0, 3, , a
9, 63, 0, 0, 3, , a
9, 64, 0, 0, 3, , a
9, 65, 0, 0, 3, , a
9, 66, 0, 0, 3, , a
9, 67, 0, 0, 3, , a
9, 68, 0, 0, 3, , a
9, 69, 0, 0, 3, , a
9, 70, 0, 0, 3, , a
9, 71, 0, 0, 3, , a
9, 72, 0, 0, 3, , a
9, 73, 0, 0, 3, , a
9, 74, 0, 0, 3, , a
9, 75, 0, 0, 3, , a
9, 76, 0, 0, 3, , a
9, 77, 0, 0, 3, , a
9, 78, 0, 0, 3, , a
9, 79, 0, 0, 3, , a
9, 80, 0, 0, 3, , a
9, 81, 0, 0, 3, , a
9, 82, 0, 0, 3, , a
9, 83, 0, 0, 3, , a
9, 84, 0, 0, 3, , a
9, 85, 0, 0, 3, , a
9, 86, 0, 0, 3, , a
9, 87, 0, 0, 3, , a
9, 88, 0, 0, 3, , a
9, 89, 0, 0, 3, , a
9, 90, 0, 0, 3, , a
9, 91, 0, 0, 3, , a
9, 92, 0, 0, 3, , a
9, 93, 0, 0, 3, , a
11111, 1, 1, 1, 600, , a

Replace:
Code:
[Begin action 10]
11111, 1, 1, 1, 500, , a
9, 0, 0, 0, 3, , as160d256
9, 0, 0, 0, 3, , as160d256
9, 1, 0, 0, 3, , as160d256
9, 2, 0, 0, 3, , as160d256
9, 3, 0, 0, 3, , as160d256
9, 4, 0, 0, 3, , as160d256
9, 5, 0, 0, 3, , as160d256
9, 6, 0, 0, 3, , as160d256
9, 7, 0, 0, 3, , as160d256
9, 8, 0, 0, 3, , as160d256
9, 9, 0, 0, 3, , as160d256
9, 10, 0, 0, 3, , as160d256
9, 11, 0, 0, 3, , as160d256
9, 12, 0, 0, 3, , as160d256
9, 13, 0, 0, 3, , as160d256
9, 14, 0, 0, 3, , as160d256
9, 15, 0, 0, 3, , as160d256
9, 16, 0, 0, 3, , as160d256
9, 17, 0, 0, 3, , as160d256
9, 18, 0, 0, 3, , as160d256
9, 19, 0, 0, 3, , as160d256
9, 20, 0, 0, 3, , as160d256
9, 21, 0, 0, 3, , as160d256
9, 22, 0, 0, 3, , as160d256
9, 23, 0, 0, 3, , as160d256
9, 24, 0, 0, 3, , as160d256
9, 25, 0, 0, 3, , as160d256
9, 26, 0, 0, 3, , as160d256
9, 27, 0, 0, 3, , as160d256
9, 28, 0, 0, 3, , as160d256
9, 29, 0, 0, 3, , as160d256
9, 30, 0, 0, 3, , as160d256
9, 31, 0, 0, 3, , as160d256
9, 32, 0, 0, 3, , as160d256
9, 33, 0, 0, 3, , as160d256
9, 34, 0, 0, 3, , as160d256
9, 35, 0, 0, 3, , as160d256
9, 36, 0, 0, 3, , as160d256
9, 37, 0, 0, 3, , as160d256
9, 38, 0, 0, 3, , as160d256
9, 39, 0, 0, 3, , as160d256
9, 40, 0, 0, 3, , as160d256
9, 41, 0, 0, 3, , as160d256
9, 42, 0, 0, 3, , as160d256
9, 43, 0, 0, 3, , as160d256
9, 44, 0, 0, 3, , as160d256
9, 45, 0, 0, 3, , as160d256
9, 46, 0, 0, 3, , as160d256
9, 47, 0, 0, 3, , as160d256
9, 48, 0, 0, 3, , as160d256
9, 49, 0, 0, 3, , as160d256
9, 50, 0, 0, 3, , as160d256
9, 51, 0, 0, 3, , as160d256
9, 52, 0, 0, 3, , as160d256
9, 53, 0, 0, 3, , as160d256
9, 54, 0, 0, 3, , as160d256
9, 55, 0, 0, 3, , as160d256
9, 56, 0, 0, 3, , as160d256
9, 57, 0, 0, 3, , as160d256
9, 58, 0, 0, 3, , as160d256
9, 59, 0, 0, 3, , as160d256
9, 60, 0, 0, 3, , as160d256
9, 61, 0, 0, 3, , as160d256
9, 62, 0, 0, 3, , as160d256
9, 63, 0, 0, 3, , as160d256
9, 64, 0, 0, 3, , as160d256
9, 65, 0, 0, 3, , as160d256
9, 66, 0, 0, 3, , as160d256
9, 67, 0, 0, 3, , as160d256
9, 68, 0, 0, 3, , as160d256
9, 69, 0, 0, 3, , as160d256
9, 70, 0, 0, 3, , as160d256
9, 71, 0, 0, 3, , as160d256
9, 72, 0, 0, 3, , as160d256
9, 73, 0, 0, 3, , as160d256
9, 74, 0, 0, 3, , as160d256
9, 75, 0, 0, 3, , as160d256
9, 76, 0, 0, 3, , as160d256
9, 77, 0, 0, 3, , as160d256
9, 78, 0, 0, 3, , as160d256
9, 79, 0, 0, 3, , as160d256
9, 80, 0, 0, 3, , as160d256
9, 81, 0, 0, 3, , as160d256
9, 82, 0, 0, 3, , as160d256
9, 83, 0, 0, 3, , as160d256
9, 84, 0, 0, 3, , as160d256
9, 85, 0, 0, 3, , as160d256
9, 86, 0, 0, 3, , as160d256
9, 87, 0, 0, 3, , as160d256
9, 88, 0, 0, 3, , as160d256
9, 89, 0, 0, 3, , as160d256
9, 90, 0, 0, 3, , as160d256
9, 91, 0, 0, 3, , as160d256
9, 92, 0, 0, 3, , as160d256
9, 93, 0, 0, 3, , as160d256
11111, 1, 1, 1, 600, , a

That way, the waves don't turn out bright white.

10) I would leave the lightning alone since it's supposed to be really bright, so 100% brightness and transparency level is fine.  That's what trans = add or a in an animation definition defaults to.

11) Get rid of the current rain graphics and find all new ones.  It doesn't look good.  You can see the rain drops splashing in midair, as Teros said.  There's way too many rain definitions as well.  All you need at most is probably 3 layers of rain (each with one maybe two or 3 frames of animation) and use of the velocity and tile commands.  Two layers with differing deltas behind the fighters and one layer with another delta in front of the fighters.  Also, use addalpha for the rain.

The splash animation should be its own separate layer (just one and use tile command in x-direction only [tile = 1,0]).

12) Again, you're using commands that don't do anything!

Look at [BG Smoke Floor1],

xscale = 1, 0
yscalestart = 100
yscaledelta = 3

All those commands do nothing.  Those are parallax commands and parallax is not defined here.

13) Also for that, use addalpha for the fog.

Find:
Code:
[BG Floor Smoke1]
type  = normal
spriteno = 6,5
layerno = 1
start = 0, 181
delta = 1, 1
velocity = 1,0
trans = add
xscale = 1, 0
yscalestart = 100
yscaledelta = 3
tile = 1,0

Replace:
Code:
[BG Floor Smoke1]
type  = normal
spriteno = 6,5
layerno = 1
start = 0, 181
delta = 1, 1
velocity = 1,0
trans = addalpha
alpha = 224,256
tile = 1,0

It tones the brightness down just a little.

14) Try differing deltas for the remaining mountain layers:

For [Rocks], maybe .7,.7

For [rocks1] and [rocks2], maybe .75,.75

After adjusting deltas, you may need to readjust the mountain positions.

15) Again, the floor looks oddly skewed.  I'm assuming the original was parallax.  Hard to fix.  I would just find a new floor.

16) Again, the "statues" look awful.  You can't just do a simple palette swap.  The entire graphic has to be edited.  When was the last time you saw a stone statue with that much black in it?

17) You put a weird bat animation in there.  You even defined it wrong using sub instead of add in the animation definition.  It also doesn't move.  It also just plain looks bad.  Just take it out.

18) After adjusting deltas, you can see the moon being covered up.  That's because the mountains masking color is not part of the image itself.  So, you can either put the moon after that mountain layer in the def file or properly edit that mountain layer's palette.

19) You set background controls to objects that don't exist.  Just get rid of the background controllers.

So, needs a lot of work.

I'm getting the idea that you're using a poorly constructed stage as a template.  That's not a good thing.  Get rid of it.
You keep using strange commands and syntax, so I'm convinced you're using a shitty template.

Remember, it's not a race to release stages.  Take your time.  Fix errors.  Then go onto the next one.  Please don't release another new one till you've gone over the prior two first.

That's alot of feedback..!!
Besides that the stage looks good..
At least someone's releasing some new MK stages..