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jamielashley

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Messages by jamielashley

    

Re: alternate sff for saisyu made by "Lurker"

 December 03, 2014, 05:28:02 am View in topic context
 Posted by jamielashley  in alternate sff for saisyu made by "Lurker" (Started by dampir December 01, 2014, 03:00:11 pm
 Board: Edits & Add-ons

Dampir this is another great spriteset! Thanks a mil
    

Re: alternate sff for saisyu made by "Lurker"

 December 03, 2014, 05:24:25 am View in topic context
 Posted by jamielashley  in alternate sff for saisyu made by "Lurker" (Started by dampir December 01, 2014, 03:00:11 pm
 Board: Edits & Add-ons

    

Re: alternate sff for mr big made by aomura

 October 13, 2014, 02:54:42 am View in topic context
 Posted by jamielashley  in alternate sff for mr big made by aomura (Started by dampir October 11, 2014, 07:10:18 am
 Board: Edits & Add-ons

Where do you find the link to the completed character? The link on Aumora site appears to be down
    

Re: K Capcom style

 September 21, 2014, 05:03:53 am View in topic context
 Posted by jamielashley  in K Capcom style (Started by yaret September 21, 2014, 04:39:58 am
 Board: Edits & Addons 1.0+

For the guys like this style, like me.xD

I fixed his combos like a  capcom character
I fixed his air attacks

[youtube]https://www.youtube.com/watch?v=jsG9uLtcY_0&feature=youtu.be[/youtube]
Link bellow the descripcion


Thanks:  Chazzanova.! and Dampir for this epic char.
Thanks:  Infinity for let me used his capcom code

Not seeing the link... am i missing something??
    

Re: Trying something out for our CVS3 lifebars and new look select screen

 September 20, 2014, 12:01:56 pm View in topic context
 Posted by jamielashley  in Trying something out for our CVS3 lifebars and new look select screen (Started by Ianb3000 April 21, 2014, 09:07:54 pm
 Board: Projects

Kinda late on this, but given all the updates and changes, was the mock up of the new groove bars thrown out ? Is it going to be just EX-versions of the characters or will it be configurable?
    

Re: Yaret Requests

 June 28, 2014, 02:36:06 am View in topic context
 Posted by jamielashley  in Yaret Requests (Started by yaret June 24, 2014, 03:56:50 am
 Board: Requests

Can someone tell me where to find Genjuro Kibagami by TightRiam/JeanBureau?
    

Re: EnlightendShadow's CVS3 HD SP

 June 14, 2013, 05:30:07 am View in topic context
 Posted by jamielashley  in EnlightendShadow's CVS3 HD SP (Started by EnlightendShadow February 16, 2011, 11:37:47 am
 Board: Projects

Really looks great so far, can't wait until the release!! The power bar to me does not match the rest of the lifebars. One other thing about cvs was the ability to switch between grooves, will there be updated groove lifebars for characters for anyone who wants to make it a solid game?
    

Re: cvsdudley edit

 February 22, 2013, 02:30:04 am View in topic context
 Posted by jamielashley  in cvsdudley edit (Started by jamielashley February 20, 2013, 11:40:44 am
 Board: Edits & Add-ons

Have you considered perhaps using Marancv's "cvs" sprites for dudley instead?

http://marancv.infinitymugenteam.com/spritepacks.html

No, I did not and I do not recall if they were available at the time. Something to consider though

     Posted: February 22, 2013, 02:31:03 am
Tested with love & feeback:


No anouncer for finest KO.
No meduim to hard rush combo. (MK,MK,HP) I know it will be for the update.
Incorrect input command for jet upper.
Rape throw is random(HK) cant grab em unless dudley wants to...
Rolling thunder has delay and/then executes????
No Counter Attack while blocking (C,A,S,N, & EX-Groove)


I know this was your 1st char & and im perpusely proud that you converted him CVS Styled.

Just nippicking errors and hope this will be helpful in future updates...

Its not nippicking; really appreciate the feedback. May take a while but I will get an update in by Summer, unless someone beats me to it
    

cvsdudley edit

 February 20, 2013, 11:40:44 am View in topic context
 Posted by jamielashley  in cvsdudley edit (Started by jamielashley February 20, 2013, 11:40:44 am
 Board: Edits & Add-ons

Started this project over a year ago and have been unable to complete as I've been mega busy. First character edit, cvs dudley edit using StreetFighter III sprites

Thanks to Warusaki for coding and "Tin" for original work. There are a few other persons I consulted but can not recall all of them

Known issues are:
 - bug on intro with car, as well as intro with jacket
 - rocket upper level 1; think the animation is a little off as well as some of the values
 - counter; damage for some reason is always 1; have not been able to spend time to figure that one out

Should anyone want to assist, comment etc - feel free. Can not promise updates before summer

http://www.4shared.com/archive/yWMo--B9/cvsdudley.html
    

Re: CvS 2 Bar Edits by -Shin_Hado-

 November 02, 2011, 04:58:26 pm View in topic context
 Posted by jamielashley  in CvS 2 Bar Edits by -Shin_Hado- (Started by TheShinHado November 02, 2011, 02:37:42 am
 Board: Edits & Addons 1.0+

WIth the second lifebars though, in turns - they overlap the power bars, thats my only proble. Otherwise they look pretty good
    

Re: Rose (sfa4 project)

 March 12, 2010, 02:09:44 am View in topic context
 Posted by jamielashley  in Rose (RAGE VIDEO) (Started by BC February 22, 2010, 05:32:07 am
 Board: Street Fighter Alpha 4 (Archived)

    

Re: Rose (sfa4 project)

 March 11, 2010, 02:28:51 am View in topic context
 Posted by jamielashley  in Rose (RAGE VIDEO) (Started by BC February 22, 2010, 05:32:07 am
 Board: Street Fighter Alpha 4 (Archived)

quick question, the super background looks good, but how does it compare on a non-black background? It looks bright and very flashy
    

Re: Rose (sfa4 project)

 March 09, 2010, 02:03:27 am View in topic context
 Posted by jamielashley  in Rose (RAGE VIDEO) (Started by BC February 22, 2010, 05:32:07 am
 Board: Street Fighter Alpha 4 (Archived)

Of course we're curious! this is the first complete looking Rose on the mugen market
    

Re: Street Fighter 4 Artwork Released !!!

 March 06, 2010, 12:08:30 am View in topic context
 Posted by jamielashley  in Street Fighter 4 Artwork Released !!!  (Started by NGeo February 19, 2010, 07:30:16 pm
 Board: Development Resources

Is this post in the right place?
    

Re: Rose (sfa4 project)

 March 05, 2010, 06:40:58 pm View in topic context
 Posted by jamielashley  in Rose (RAGE VIDEO) (Started by BC February 22, 2010, 05:32:07 am
 Board: Street Fighter Alpha 4 (Archived)

Okay, makes sense then. Wanted to use that same idea with the cvs2 rose sprites, but to find the time...plus I've got dudley almost complete.

Best of luck with the project. I would have kept it full game, but we'll all wait and see
    

Re: Rose (sfa4 project)

 March 04, 2010, 05:43:49 pm View in topic context
 Posted by jamielashley  in Rose (RAGE VIDEO) (Started by BC February 22, 2010, 05:32:07 am
 Board: Street Fighter Alpha 4 (Archived)

they aren't many good SFA conversions of her.
You rather mean there aren't ANY. :P
And yeah, that's mostly why I'm eagerly waiting for BC's version. :)

There are versions of Rose SFA done many years ago...trying to recall the name of the author, just they were never any good. Its interesting how you managed to get the reflect done using the same hadouken sprites, was this hard coded into Rose (i.e does here SFF contain the sprites) ? Or is there another way to do it ??
    

Re: CVS Dudley

 February 20, 2010, 11:57:19 pm View in topic context
 Posted by jamielashley  in CVS Dudley (Started by jamielashley February 19, 2010, 02:02:03 am
 Board: Projects

Ok, can anyone tell me why this counter takes off 1 damage?

And the character is an edit (with permission) using Waru's code

Code:
;----------------------------------------------------------------
[Statedef 1300, C r o s s  C o u n t e r]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
facep2 = 1

[State 1300, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 1300, 2]
type = varset
trigger1 = Time = 0 && !var(59)
var(5) = ifelse(Command = "cross1", 0, ifelse(Command = "cross2",1, 2))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = S && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 1

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = C && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 2

[State 1300, 5]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5), 1300, ifelse(var(5)=1, 1310, 1320))

[State 1035, 2]
type = ReversalDef
triggerall = !var(5)
trigger1 = enemy,statetype = A
trigger1 = AnimElemTime(1) > 0
attr = S, SA
reversal.attr = A, NA, SA, HA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
persistent = 1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 1035, 2]
type = ReversalDef
triggerall = var(5) > 0
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(13) < 0
attr = S, SA
reversal.attr = SC, NA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 1300, 7]
type = NotHitBy
trigger1 = !var(5) && Time <  36
trigger2 = var(5) > 0 && Time < 50
value = SCA

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
[Statedef 1310]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1350

[State 1310, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 1360]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 1351
sprpriority = -2
ownpal = 1
id = 1351
pos = 0,0
scale = const(size.xscale),const(size.yscale)

[State 1360]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16

[State 1360]
type = Helper
trigger1 = Vel X != 0
trigger1 = P2bodydist X = [-50,50]
stateno = 1320
id = 1320
ownpal = 1
pos = 0,0
postype = p2
sprpriority = -999
name = "CC2"
persistent = 0

[State 1360]
type = Explod
trigger1 = AnimElem = 5
anim = 1390
sprpriority = 4
pos = 0,0
ownpal = 1
id = 1390
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 1360]
type = VelSet
trigger1 = AnimElem = 4,>= 0
trigger1 = AnimElem = 6,< 0
x = 25

[State 1360]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = p2dist X < -80
x = 0

[State 1360]
type = PlayerPush
trigger1 = 1
value = 0

[State 1360]
type = Width
trigger1 = 1
value = 20,20

[State 1310, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 6
value = ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10))))

[State 1310, Time]
type = AfterImageTime
trigger1 = Animtime = 0
time = 0

[State 1360]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
[Statedef 1320]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1355

[State 1320, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 3001, VarAdd]
type = VarAdd
trigger1 = time = 1
ignorehitpause = 1
var(50) = 5000

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 25,ifelse(!var(5),-94,ifelse(var(5)=1,-55,-25))
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1

[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = AnimElem = 3
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 50,50,150
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1

[State 1365, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = diagup
air.animtype = diagup
damage=ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10)))),ceil(ifelse((268*fvar(10)/8)<7,7,(268*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10,-70
hitsound = s2,2
guardsound = s1,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 30
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
fall.recover = 0
guard.velocity = -12
airguard.velocity = -5
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .6
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70

[State 1365]
type = NotHitby
trigger1 = 1
value = SAC

[State 1365]
type = DestroySelf
trigger1 = Time = 5
    

Re: CVS Dudley

 February 20, 2010, 11:45:10 pm View in topic context
 Posted by jamielashley  in CVS Dudley (Started by jamielashley February 19, 2010, 02:02:03 am
 Board: Projects

Dude  ;D looks like your almost there :)
Looking forward for the end result. We have to link
UWI is anally raping me rite now :'(
All the best bro. :sugoi:

Thanks. I can imagine. Busy season is starting in a few weeks so if I dont get this finished soon, it will have to wait until October.

    

Re: CVS Dudley

 February 19, 2010, 02:29:14 am View in topic context
 Posted by jamielashley  in CVS Dudley (Started by jamielashley February 19, 2010, 02:02:03 am
 Board: Projects

    

Re: CVS Dudley

 February 19, 2010, 02:28:25 am View in topic context
 Posted by jamielashley  in CVS Dudley (Started by jamielashley February 19, 2010, 02:02:03 am
 Board: Projects

What do you mean by rocket uppercut being inconsistent? Also, F12 is your friend. ;)

Some of the velocity values need to be adjusted. And they are watermarks from the program