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zvitor

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Messages by zvitor

    

Ironman

 August 27, 2012, 07:37:34 pm View in topic context
 Posted by zvitor  in Ironman (Started by zvitor August 27, 2012, 07:37:34 pm
 Board: Projects

    

Re: A small problem with ZVitors Wolverine vs Apocalyopse...

 August 26, 2012, 05:41:51 pm View in topic context
 Posted by zvitor  in A small problem with ZVitors Wolverine vs Apocalyopse... (Started by Tiger-Boy August 25, 2012, 09:04:52 pm
 Board: M.U.G.E.N Configuration Help

all wolvies intros use sprpriority = -2.....
maybe this are the problem, but i cant belive this apoc use a small value to sprpriority floor like -1 or -2,
    

Re: the fav GIF thread!

 August 21, 2012, 06:38:12 am View in topic context
 Posted by zvitor  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

    

Re: titiln reviews characters

 August 03, 2012, 11:48:05 am View in topic context
 Posted by zvitor  in titiln reviews characters (Started by Titiln March 22, 2012, 02:55:43 am
 Board: M.U.G.E.N Discussion

Hell yeah
    

Re: Cyclops v1.15 by ZVitor

 August 03, 2012, 03:43:56 am View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +

thansk again, your feedback helped me a lot, will take care o this points too.

about poweradd, was something specifc for somes XSC chars (each char have some kind of passive skills) , will remember to remove it on next release.
low damage is part of standard of project too.


There's no need to micromanage using all of these VelSets. You can use a single VelAdd at the start of the state. Gene Splice also uses a statetype of A even while Cyclops is on the ground. The state should start with S and have a statetypeset that changes the physics (to A or N) and statetype (to A) once Cyclops leaves the ground.

thanks too, missed that, when i did it i thought there was no problem on that, but now i can see how it can confuse enemy AI, .... and about micromanage vel, i like to do that.
    

Re: Cyclops v1.15 by ZVitor

 August 01, 2012, 01:14:17 am View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Cyclops v1.1 by ZVitor

 July 31, 2012, 07:53:36 am View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +

Updated
www.zvitor.com.br
Thanks Rolento for feedback and stance update.

- fixed AI crash
- pausetime to beams
- new hitsounds for beams
- new hit spark to beams
- jab followed by s.mp
- reduced air speed on beam attacks
- added landing fx
- added a bit of vel to start of uppercut
    

Re: Cyclops v1.1 by ZVitor

 July 31, 2012, 06:32:12 am View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +

update coming soon
    

Re: Cyclops v1.1 by ZVitor

 July 30, 2012, 04:14:43 pm View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +

thanks for feedback.

...
used imt kong rips.
    

Cyclops v1.15 by ZVitor

 July 29, 2012, 11:26:55 pm View in topic context
 Posted by zvitor  in Cyclops v1.15 by ZVitor (Started by zvitor July 29, 2012, 11:26:55 pm
 Board: Your Releases, Mugen 1.0 +



- more combo friendly
- fews effects changes
- hyper lvl 3 replaced
- bug fixes
- new pallets
- camo stance

Download: zvitor.com.br
    

Re: Wasp

 July 19, 2012, 06:04:02 pm View in topic context
 Posted by zvitor  in Wasp (Started by zvitor July 14, 2012, 12:48:41 am
 Board: Projects

    

Re: Wasp

 July 19, 2012, 04:09:00 pm View in topic context
 Posted by zvitor  in Wasp (Started by zvitor July 14, 2012, 12:48:41 am
 Board: Projects

yea, wings move fast and it dont boring me, im fine with this wings,
i will make a video of her soon, but im sure frame rate will not help to show how her wings really look in game.
    

Re: Wasp

 July 19, 2012, 05:54:31 am View in topic context
 Posted by zvitor  in Wasp (Started by zvitor July 14, 2012, 12:48:41 am
 Board: Projects

sry, i dont tink it look so bad like that.

...
hypers:
    

Who you want to see on project?

 July 19, 2012, 03:47:30 am View in topic context
 Posted by zvitor  in Who you want to see on project? (Started by zvitor July 19, 2012, 03:47:30 am
 Board: Justice League vs Street Fighter

    

Re: Roster

 July 19, 2012, 03:43:55 am View in topic context
 Posted by zvitor  in Roster  (Started by zvitor July 17, 2012, 12:37:48 am
 Board: Justice League vs Street Fighter

yea, they works too.
    

Re: Roster

 July 18, 2012, 05:27:31 pm View in topic context
 Posted by zvitor  in Roster  (Started by zvitor July 17, 2012, 12:37:48 am
 Board: Justice League vs Street Fighter

Wow, nice roster! Akuma as a sub-boss is awesome... but one question... if the game was done in team mode, you have to fight 2 Akumas and 2 of the same final boss character you put?
i can set akuma order 7, and parallax 8,

then set order 9 to one hidden akuma and paralax, exclusive for team mode.
    

Re: post here if you want a subforum for your full game

 July 18, 2012, 02:05:13 am View in topic context
 Posted by zvitor  in post here if you want a subforum for your full game (Started by Titiln October 25, 2010, 10:29:28 pm
 Board: FullGame development

hey, is possible change board name for:
JL vs SF
or
Justice League vs Street Fighter

(also remove "-FINISHED" from x-men tittle)

Thanks :)
    

DOWNLOAD v0.1 and test Gameplay

 July 18, 2012, 02:02:46 am View in topic context
 Posted by zvitor  in DOWNLOAD v0.1 and test Gameplay (Started by zvitor July 18, 2012, 02:02:46 am
 Board: Justice League vs Street Fighter

---Gameplay---

3 punchs
3 kicks
no taunt
no superjump
1 throw
no air guard
2 hypers
2-4 specials

Commands of specials are classics ones like:
D,DF,F (Hadoukens)
F,D,DF (Shouryuken0
B,DB,D,DF,F (fire hadouken, zangief throws)
Charge B,F
Charge D,U
Quick press punch or kick (blanka shock, chunli multi kicks)
U,U in air (Fly mode)

And hypers are like same commands of specials but with 2 punchs or kicks:
So guile hypers are not like SFA, it is Charge B, F + 2Punchs
Super Zangief throw is B,DB,D,DF,F + 2Punchs
...


For test Gameplay and help me to improve it, test this version of game with 4 chars:
http://www.mediafire.com/?1smjtagkzkm88xw
(No sounds)

Post here about any sugestion to improve it.
    

Re: post here if you want a subforum for your full game

 July 17, 2012, 06:33:40 pm View in topic context
 Posted by zvitor  in post here if you want a subforum for your full game (Started by Titiln October 25, 2010, 10:29:28 pm
 Board: FullGame development

Thanks too.
    

MoleMan v0.9 by Cormano and ZVitor

 July 17, 2012, 03:03:57 am View in topic context
 Posted by zvitor  in MoleMan v0.9 by Cormano and ZVitor (Started by zvitor July 17, 2012, 03:03:57 am
 Board: Your Releases, Mugen 1.0 +