Posted by warioman
in Squidward Tentacles (Started by warioman March 10, 2010, 03:01:57 amBoard: Projects
Posted by warioman
in Squidward Tentacles (Started by warioman March 10, 2010, 03:01:57 am
Posted by warioman
in Squidward Tentacles (Started by warioman March 10, 2010, 03:01:57 am



Posted by warioman
in how do I increase the volume of a wav and mp3 file? (Started by warioman March 07, 2010, 11:17:32 pm
Posted by warioman
in this doesnt make any sense (Started by warioman March 06, 2010, 04:16:36 am[StateDef 3501]
type = A
movetype= A
physics = A
juggle = 1
velset = 0,0
ctrl = 0
anim = 3499
poweradd = 0
sprpriority = 2
[State 3501, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 20
anim = 102
sound = 20, 0
pos = 0,-24
move = 0
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
[State 3501, PosAdd]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4
[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s8000
sparkxy = -10, -26
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p1stateno = 3500
p2facing = 1
kill = 0 ;Do not Remove
getpower = 0
[State 3501, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 50
ctrl = 1
[State 3501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[StateDef 3502]
type = A
movetype= A
physics = A
juggle = 1
velset = 0,0
ctrl = 0
anim = 3500
poweradd = 20
sprpriority = 2
[State 3502, VelSet]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
x = 6
[State 3502, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 5 ;Damage that move inflicts, guard damage
animtype = med ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8003 ;Spark anim no (Def: set above)
sparkxy = -10, -10 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 4 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = 0,0 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,0 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
getpower = 0
[State 3502, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 5 ;Damage that move inflicts, guard damage
animtype = med ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8003 ;Spark anim no (Def: set above)
sparkxy = -10, -10 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 4 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
getpower = 0
fall = 1
fall.animtype = hard
[State 3502, end]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
Posted by warioman
in power charge explod (Started by warioman March 01, 2010, 01:05:38 am
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmHe looks more like baby Elmo. Let's just call him baby or kid Elmo.
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmWarioman, here's a 2 minute fix on one of the sprites.
Elmo has a lot of variances on his look but there's a couple of laws of Elmo that you cannot violate.
One is that his hair never goes higher than his eyes and his mouth is wide and black. Another is that his nose should always be oval-like shaped.
Behold
http://i33.photobucket.com/albums/d96/tmwouss/elmo.png
You can maintain his anime eyes and have it still work.
If you can get your bro to make the rest of the sprites look like that....you'll have a more solid Elmo on your hands.
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmWhat's wrong with you people?
Why can't his brother put his own spin on Elmo?
For instance....Spoiler, click to toggle visibiltyAlso...Elmo is fingering that girl.
To tell you the truth he kinda looks like the San Francisco queer version of Elmo.
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmBut the one your "bro" sprited dosen't look like Elmo. He's not fuzzy, his eyes are wrong and why is he wearing a scarf?
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmAn anime elmo? why exactly? anyways the character doesnt look bad, but id rather him look like the icon, i think its mostly his eyes that are too big, maybe make them a little smaller, he might look more like elmo then. Also is that his tongue sticking out or is his mouth open? because his icons mouth is black when its open.
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmYeah i agree with spikeriley doesnt look anything like elmo just the icon bears a remblance to elmoby the way, that was a useless reply.
The truth isn't useless.
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmYeah i agree with spikeriley doesnt look anything like elmo just the icon bears a remblance to elmo
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pmLol anime eyes on Elmo.
Hey warioman, did you read my pm's?
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
Posted by warioman
in Elmo:Sesame Street Battler with AI and new super with fixed win (Started by warioman February 27, 2010, 02:47:10 pm
Posted by warioman
in air super problem (Started by warioman February 26, 2010, 07:47:38 pm
Posted by warioman
in air super problem (Started by warioman February 26, 2010, 07:47:38 pm
Posted by warioman
in air super problem (Started by warioman February 26, 2010, 07:47:38 pm