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Messages by Geese

    

Re: Ryon's Custom Lifebars 09

 August 11, 2009, 06:47:32 am View in topic context
 Posted by Geese  in Ryon's Custom Lifebars 09 (Started by Ryon August 11, 2009, 02:41:58 am
 Board: Your Releases, older Mugen

A tad on the plain side, but hey segmented powerbars. nice job.
    

Re: New Shades lifebars

 July 29, 2009, 07:13:09 pm View in topic context
 Posted by Geese  in Old Screenpack Threads (Started by Laxxe23 July 02, 2008, 06:56:21 pm
 Board: S.H.A.D.E.s of Manhattan

the power bars gonna be segmented to show lv 1 2 3 ect? if not they should be.
    

Re: M.U.G.E.N Screenshots V2

 July 22, 2009, 09:43:01 am View in topic context
 Posted by Geese  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



still tinkering
    

Re: EVO 2009 Thread

 July 20, 2009, 07:41:50 am View in topic context
 Posted by Geese  in EVO 2009 Thread (Started by PotS July 18, 2009, 02:27:08 am
 Board: Fighting Games

Was a great few matches. Wong's boxer was pretty sick.
    

Re: hi and xbox360 controller question

 July 14, 2009, 08:52:59 pm View in topic context
 Posted by Geese  in hi and xbox360 controller question (Started by smallbo July 14, 2009, 11:05:50 am
 Board: Introductions and Guides

Download XBCD+ controller drivers and you can get the d-pad to work. Been using it for a while now.
    

Re: ROSTER SHOWOFF

 July 13, 2009, 09:02:16 pm View in topic context
 Posted by Geese  in ROSTER SHOWOFF (Started by Nate Speed September 29, 2007, 05:48:25 am
 Board: M.U.G.E.N Discussion



Im'ma showin off mah roster.
    

Damage = I'm not sure.

 July 13, 2009, 08:47:56 pm View in topic context
 Posted by Geese  in Damage = I'm not sure. (Started by Geese July 13, 2009, 08:47:56 pm
 Board: M.U.G.E.N Configuration Help

All of warusaki3's characters have sort of a clutch dampener where if the opponent has full life your moves will do less damage. Same goes for when they are low on life,I guess for cvs2 accuracy. Also they seem to be slightly stronger is practice mode and dont have this clutch dampener thingie going on at all.

How can I disable it? (if it's all the same thing)
    

Re: M.U.G.E.N Screenshots V2

 July 12, 2009, 10:14:09 pm View in topic context
 Posted by Geese  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

Its hard to get all the recognizable features into the little box and still make it look consistent.
    

Re: M.U.G.E.N Screenshots V2

 July 12, 2009, 06:50:41 pm View in topic context
 Posted by Geese  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



Yes? No?
    

Hitsparks using fightfx cont.

 June 24, 2009, 09:36:07 pm View in topic context
 Posted by Geese  in Hitsparks using fightfx cont. (Started by Geese June 24, 2009, 09:36:07 pm
 Board: M.U.G.E.N Configuration Help

Can you use hires sparks in fightfx?

if so how do you scale them so that they look normal?
    

P.o.t.S. Style Hyper Portrait

 June 16, 2009, 02:27:40 am View in topic context
 Posted by Geese  in P.o.t.S. Style Hyper Portrait (Started by Geese June 16, 2009, 02:27:40 am
 Board: M.U.G.E.N Configuration Help

I've made myself a nifty hyper portrait and now i want to add it to a character. I like how pots has his set up and id like to "emulate" this as close as possible.

I don't know anything about helpers. I don't know anything about states or coding.

I just need to get started. where do I go? what do I do?
    

Re: Melty Blood Actress Again (Updated 6-7-09)

 June 07, 2009, 08:14:10 pm View in topic context
 Posted by Geese  in Melty Blood Actress Again (Updated 1-16-10) (Started by Magical Girl Amber June 07, 2009, 12:19:03 pm
 Board: Your Releases, older Mugen

These smell great.
    

Re: Bison (literally)

 June 05, 2009, 06:32:00 pm View in topic context
 Posted by Geese  in Bison (literally) (Started by PotS June 05, 2009, 05:00:36 pm
 Board: Your Releases, older Mugen

I never would have imagined pots would ever make bison.
    

Re: King of fighters Wing

 May 06, 2009, 10:14:51 pm View in topic context
 Posted by Geese  in King of fighters Wing (Started by ❤-Cartherine-❤ May 04, 2009, 08:33:23 pm
 Board: Your Releases, older Mugen

I cant get the music to work for the life of me. but great game nontheless
    

Re: King of fighters Wing

 May 05, 2009, 10:11:00 am View in topic context
 Posted by Geese  in King of fighters Wing (Started by ❤-Cartherine-❤ May 04, 2009, 08:33:23 pm
 Board: Your Releases, older Mugen

    

Re: King of fighters Wing

 May 05, 2009, 07:47:42 am View in topic context
 Posted by Geese  in King of fighters Wing (Started by ❤-Cartherine-❤ May 04, 2009, 08:33:23 pm
 Board: Your Releases, older Mugen

does this have music? Damn moleboxing strikes again.
    

Re: BGFX

 April 25, 2009, 09:12:35 pm View in topic context
 Posted by Geese  in BGFX (Started by Geese April 25, 2009, 04:23:20 am
 Board: M.U.G.E.N Configuration Help

So, This is how far I've gotten.

Lets lay the framework.

Spoiler, click to toggle visibilty

If you read the above post all im trying to do is add backround effects for different levels of supers. The supers are all in the same state def and theres already a trigger to activate the backround effects. But, this applies the same effect to all 3 supers. I want indevidual effects for each level. It's obvious im doing this all wrong. But, a friend helped me get this far with some useful advice and now im stuck. The video below details that problem im having.




The backround when he does the level 2 version is red just like i want it to be. But, as you can see now the super itself is all messed up. It doesn't come out unless you charge it all the way and there's way too much whoosh when he activates it. The vid really helps illustrate what im talking about.

Any and all help is appreciate it. Even if its just a link to a tutorial or something. Thanks for everyone's help.
    

BGFX

 April 25, 2009, 04:23:20 am View in topic context
 Posted by Geese  in BGFX (Started by Geese April 25, 2009, 04:23:20 am
 Board: M.U.G.E.N Configuration Help

Code:
[State 3001, Superpause FX]
type = Helper
trigger1 = Time = 3
id = 8000
name = "Super"
pos = 28,-108
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1

~

[Statedef 8000]
type    = A
movetype= I
physics = N
anim = 8000
velset = 0,0
ctrl = 0
sprpriority = 5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8300,0

[State 3000, BGFx]
type = BGPalFX
trigger1 = time < 47
time = 1
color = 1
mul = 192,0,0
ignorehitpause = 1

 :P

So yeah. I'm sure you guys know what you are looking at. Now to see if posting this code was necessary at all.

Character A's super is Statedef 3000.
This super is coded to do different versions based on what command you do ie: d,f,x d,f, d,f,z
The code above ,as you know, determines the backround effects for when the super is done.

My question is... How can i make the backround effects different for each version of the super?
    

Re: Does this thing exist?/who is the author?/etc. thread.

 April 17, 2009, 05:26:56 pm View in topic context
 Posted by Geese  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

What lifebars are these?
    

Re: Cyan's Palettes - Taking Requests

 April 16, 2009, 07:27:28 am View in topic context
 Posted by Geese  in Cyan's Palettes - Open Again (Started by The Simplistic Fubini March 29, 2009, 12:45:49 am
 Board: Edits & Add-ons

P.o.t.S. Honda... uhh...work your magic.