Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pmBoard: Fighting Games
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
Posted by Kanbei
in WO-Class from Kancolle by moiky (Started by rukifellth July 11, 2014, 02:37:18 amNo pics yet, but the sprites are very well made judging by the SFF file, but there are "Sexy-Ko" frames at the end. (Just delete thoce crap frames)
Password (seriously?!): norimono
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm7/10
Pic of the day. The character farther in the back isn't from the Imperial forces, and the character in the front is not the infamous drum-playing puppet in Osaka. No, Mario is actually wearing an outfit from Family Computer Golf: U.S. Course! NES Open Tournament Golf might be a more familiar title.
AMERICA FUCK YEAH!
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pmAnyways, that Helmet makes me wonder if one of the various Helmets you could achieve through "Find Mii" will be allowed to be brought into battles.
Orange Shirtwith matching Find Mii Dog Ears can make a theme work
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pmThey really need to make a Battle Network remake or collection or something.But Capcom will never do it.
Posted by Kanbei
in Ask MightyKombat (Started by Bastard Walt March 13, 2013, 05:40:48 pm
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm*stares at Voltnutt Megaman.... sighs quietly for what could have been...**Hugs Tsunamidusher pats back.* I know, I know.
Posted by Kanbei
in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
Posted by Kanbei
in Kingdom Hearts! (Started by DarthPhoenix99 June 23, 2014, 09:30:11 pm
Posted by Kanbei
in Er, combo help? (Started by Kanbei July 03, 2014, 04:41:14 am;---------------------------------------------------------------------------
;Launcher Heavy
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 15
ctrl = 0
anim = 410
sprpriority = 2
[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 410, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = p2bodydist X < 40
attr = C, NA
damage = 24
priority = 3
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = 6,6
sparkno = S6000
guard.sparkno = S16000
sparkxy = -10,-42
hitsound = S1, 2
guardsound = S1, 3
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -8,-6.2
guard.velocity = -7
air.velocity = -2,-1
airguard.velocity = -5, -4
fall = 1
p2stateno = 411
p2facing = 1
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;------------------
;custom launch gethit state
[Statedef 411]
type = A
movetype= H
physics = N
velset = 0,0
[State 411, Anim]
type = ChangeAnim2
trigger1 = 1
value = 411
[State 411, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 412
;------------------
;custom launch gethit state 2
[Statedef 412]
type = A
movetype= H
physics = N
[State 412, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 412, Gravity]
type = VelAdd
trigger1 = 1
y = .45
[State 412, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1
[State 412, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 413
[State 413, HitAdd]
type = HitAdd
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1
persistent = 0
[State 413, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = -20
kill = 1
persistent = 0
[State 412, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
; custom launch gethit state - hit wall
[Statedef 413]
type = A
movetype= H
physics = N
[State 413, HitAdd]
type = HitAdd
trigger1 = !time
value = 1
persistent = 0
[State 413, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !time
value = -20
kill = 1
persistent = 0
[State 3390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,(random%5)
channel = 0
freqmul = 1.0
loop = 0
pan = 0
volumescale = 255
[State 413, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
[State 413, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist
[State 413, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1
[State 413, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
[State 413, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 30
postype = back
sprpriority = 3
[State 413, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 413
[State 413, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0
[State 413, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 414
;------------------
; a custom gethit launch state - bounce off wall
[Statedef 414]
type = A
movetype= H
physics = N
[State 414, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -7.6
[State 414, Vel X]
type = VelSet
trigger1 = Time = 0
x = 3.0
[State 414, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 414, Gravity]
type = VelAdd
trigger1 = 1
y = .35
[State 414, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050
[State 414, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052
[State 414, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060
[State 414, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 414, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
Posted by Kanbei
in Age of Evangelion by Watta&MarkPachi [640x480][1.1] (Started by Watta June 30, 2014, 11:43:51 am
Posted by Kanbei
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pmPart of me wants to say Binho's.Eh, Binho's is glitchy stick with seanaltly version.
Posted by Kanbei
in what game are you playing right now (Started by Shunu December 09, 2009, 09:37:27 pm
Posted by Kanbei
in Tsunamidusher's MVC Digimon(s) Thread (Started by Tsunamidusher January 19, 2014, 10:15:26 pm
Posted by Kanbei
in Ask MightyKombat (Started by Bastard Walt March 13, 2013, 05:40:48 pm
Posted by Kanbei
in Creator Website Database (Started by Titiln May 15, 2008, 08:43:08 pm
Posted by Kanbei
in Request Mod Position Open (Started by Xan June 11, 2014, 02:54:58 ami nominate ryoucchi or however it is spelledI second this Ryoucchi would be a great choice.
Posted by Kanbei
in Virtua Fighter 2 Genesis characters spritesheets (Started by prof. mugen May 22, 2014, 09:01:55 pmhttp://mugenguild.com/forum/topics/lets-make-an-interactive-artmoney-tutorial-yay-28777.0.htmlSorry to derail the topic Just No point, but does this work on gba games as well?
http://mugenguild.com/forum/topics/using-pre-existing-artmoney-tables-10-steps-artmoney-tables-148499.0.html
If you can learn to use artmoney you'll be ripping characters a lot quicker and more effectively!
Posted by Kanbei
in Ask MightyKombat (Started by Bastard Walt March 13, 2013, 05:40:48 pmI know that, it will take alot of time to cut all of them out from a spritesheet.Why not just download touhou characters and take the effect out of them?