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2 hitdef in 1 tick

 March 18, 2014, 08:34:45 am View in topic context
avatar  Posted by tem(A)  in 2 hitdef in 1 tick (Started by tem(A) March 18, 2014, 08:34:45 am
 Board: M.U.G.E.N Development Help

hi there
have this code



[State 620, air]
type = HitDef
trigger1 = !movecontact
attr = A, NA
damage    = 30*ceil(ifelse(p2movetype = A,1.5,1)),1
animtype  = Back
hitflag =AF
guardflag = A
p2facing = 1
pausetime = 0,0
sparkno = 401
sparkxy =-30-floor(random/100)*4,-100-floor(random/100)*4
air.velocity = -10,25
yaccel = 1
air.fall = 1
fall.recover = 0
kill       = 0
fall.kill  = 0
guard.kill = 0
getpower = 10,100
givepower = 100, 10
priority = 3, Hit
fall.damage=20

[State 620, ground]
type = HitDef
trigger1 =!movecontact
attr = A, NA
damage    = 30*ceil(ifelse(p2movetype = A,1.5,1)),1
animtype  = hard
hitflag = M
guardflag = M
p2facing = 1
pausetime = 0,0
sparkno = 401
sparkxy =-30-floor(random/100)*4,-100-floor(random/100)*4
guard.sparkno = 400
ground.type = High
ground.slidetime = 25
guard.ctrltime = 20
ground.hittime  = 25
ground.velocity = -10, 0
air.velocity = -10,25
yaccel = 1
fall = 0
kill       = 0
fall.kill  = 0
guard.kill = 0
getpower = 10,100
givepower = 100, 10
priority = 3, Hit
p1stateno=52


1 hitdef for air hit, second for ground. and finaly working only second - ground hitdef. i can rechange position = put ground hitdef in first place and then air hitdef will work. how can i make workable both hitdefs in same time?

changing thigers
first hitdef trigger1 = time = 4
second hitdef trigger1 = time = 5
working fine!


first hitdef trigger1 = time = 4
second hitdef trigger1 = time = 4
doesnt work

hlp
    

Re: mortal kombat 12 labours of Subzero

 July 20, 2013, 04:35:04 pm View in topic context
avatar  Posted by tem(A)  in mortal kombat 12 labours of Subzero (Started by tem(A) September 03, 2010, 10:58:09 pm
 Board: Idea Engineering

    

Street fighter the movie - stages

 March 23, 2012, 12:10:27 pm View in topic context
avatar  Posted by tem(A)  in Street fighter the movie - stages (Started by tem(A) March 23, 2012, 12:10:27 pm
 Board: Resource Releases

Street fighter the movie stages
http://sprite-ripper.narod.ru/sprites2.html
#78 - mame stages: tong warehouse, bison's lair
#79 - ps1 stages: cammy, zangief, bison, blanka, guile, chun li, sagat, vega, savada, balrog, dee jay
    

Re: Lara Vrot (update 19-1-2012)

 January 19, 2012, 04:41:56 pm View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

as a fan of mortal kombat i made zis char for mkproject, but now  looks like it needs to be ported to standart mugen
    

Re: Lara Vrot

 January 19, 2012, 01:22:05 pm View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

    

Re: Lara Vrot

 January 10, 2012, 11:32:57 am View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

he-he, spear like that
http://youtu.be/4jYOrWTqXok?t=54s

yeah, it was guile. after mkps-adaptation of cammy & jacki chan i started this char, but drop it..
i also moved guils's backbreaker to Lara V.
    

Re: Lara Vrot

 January 10, 2012, 08:17:22 am View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

Lara Vrot - depraved battle chick   :army:, a parody of Lara Croft. she is a collective image of different martial arts heroes. mixed with vulgar tendencies.  :toilet:
hammer taken from the original game tomb raider underworld.
headbutt - shawn mitchales move from wrestlemania ag.
high kicks combo - Van Dame.
back + high kick - Rey Mysterios move from wwe all stars.
running spear - Bill Goldberg's move.
    

Re: Lara Vrot

 January 09, 2012, 04:46:42 pm View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

historically such series of punches didn't push enemy back. so if lucky opponent took alot of this he goes in sliding state. then recovering in normal state.
This is not a feature of the character - it's a tradition!
    

Re: Lara Vrot

 January 09, 2012, 04:25:44 pm View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen

she fights like she has iron in her gloves and boots.... 4 kicks can kill a opponent, and the flurry punch not only takes their life down to less then 3/4 it also sends them sliding into oblivion giving p2 no control. Why did you choose to make her damage output so high?
All characters in mkp4.1 can do this flurry punch wiz alot of damage and oblivion
Il just made her like other - not less
    

Lara Vrot (update 19-1-2012)

 January 09, 2012, 02:42:05 pm View in topic context
avatar  Posted by tem(A)  in Lara Vrot (update 19-1-2012) (Started by tem(A) January 09, 2012, 02:42:05 pm
 Board: Your Releases, older Mugen



name:      Lara Vrot (standart autfit, bikini outfit, nude)
mugen:      mortal kombat project 4.1 (There will be problems in normal mugen.)
author:      tem(A)
additional help:   borg117
based on mkp's Sonya
voice from Tomb raider underworld
sprites created in The Klub 17 v 6.3 (SexVilla :)

Movies
Gunshot:   V, >+A
3 x gunshot:   V, >, V, >+A
Thor's hammer:   >, > + Z
Backbreaker:   (in air) B
Spear:      (running) A
Kick uppercut:   V + Z
2 x kick:   Z, Z
2 x air punch:   (in air) A, A
Taunt+health:   Start
Dropkick:   (in air) V + Z
Playbomb:   <, > + X
 Detonator:   <, > + X or Start
Backflip:   < + Y (then hold V for siting)
Ground roll:   V + Y


Combo 1      Z, Z, Z
Combo 2      X, X, X, X
Air combo 1   (in air) A, A, V + Z
Air combo 2   (in air) A, A, X
Air combo 3   (in air) A, A, B

Fatality 1   V, >+A
Fatality 2   (far) B, C
Babality   B, B   
Friendship   Y, Y
Brutality   (close) X
Boobality   (close) B, A   :yippi:


*
V - down
> - forward
< - back
A - low punch
B - block
C - low kick
X - high punch
Y - run
Z - high kick

Video
http://www.youtube.com/watch?v=_VTa6pk5HUQ

Download + screenshot
http://sprite-ripper.narod.ru/mugen.html
    

Re: Survival arts sprites

 May 15, 2011, 11:10:23 am View in topic context
avatar  Posted by tem(A)  in Survival arts sprites (Started by tem(A) May 14, 2011, 10:00:53 pm
 Board: Resource Releases

its done wiz similar way like tattoass, but every launch -  frame adress was different
    

Survival arts sprites

 May 14, 2011, 10:00:53 pm View in topic context
avatar  Posted by tem(A)  in Survival arts sprites (Started by tem(A) May 14, 2011, 10:00:53 pm
 Board: Resource Releases

    

Re: Tattoo assassins sprites

 April 22, 2011, 09:50:59 pm View in topic context
avatar  Posted by tem(A)  in Tattoo assassins sprites (Started by tem(A) April 15, 2011, 09:47:18 pm
 Board: Resource Releases

ripping. mame
1. first we need mame which create not compressed saves.
2. save game in fight.
3. open save file in hexeditor and try randomly detect palette (fill part of save-file wiz some bytes/save modified file/load it in mame)
4. there can be used a ACTeditor - utility for modyfing ACT palletes and viwing/finding palettes in mame saves (also it can extract palette from save to .ACT)
5. when palette is found in save-file, recolor background-palette in same color
6. take artmoney and open mame process
7. now put our char in first frame of any animation. for ex - hold forvard. when char make a step, pause game in first frame of walk anim. go to artmoney and search for all uncnown values. when done - go back to game and still holding forvard begin pressing Shift+pause (frame step). when char moves to next frame of walk anim, pause, go to artmoney, Filter, search for Unknown values and value: "was incressed by 1". when done go to game and move to next frame and repid search.
8. some values were found. freez it all and look what hepening in game. if char is "shaking" its good! otherwise try to find again.
9. in the end we must fave a single value = frame number. changing it will turns our char in any frame. and then press F12 for screenshot

Trere are artmoney files + palette patches for Tatto assassins saves if u want to rip something else
http://sprite-ripper.narod.ru/soft.html  file#3
    

Re: Tattoo assassins sprites

 April 20, 2011, 11:36:36 am View in topic context
avatar  Posted by tem(A)  in Tattoo assassins sprites (Started by tem(A) April 15, 2011, 09:47:18 pm
 Board: Resource Releases

il made Jackie Chan and Cammy for mortal kombat project and have not finished Blizzard and Guile for it ... after ripping sprites from SF movie, primal rage and JC iI thought that cant move them all in mugen - it takes a long time. And i started just rip srptites and share them for all =D

There is a list of games which i try to rip (except mk) - they are all digital sprites =D
    

Re: Tattoo assassins sprites

 April 20, 2011, 10:49:52 am View in topic context
avatar  Posted by tem(A)  in Tattoo assassins sprites (Started by tem(A) April 15, 2011, 09:47:18 pm
 Board: Resource Releases

    

Tattoo assassins sprites

 April 15, 2011, 09:47:18 pm View in topic context
avatar  Posted by tem(A)  in Tattoo assassins sprites (Started by tem(A) April 15, 2011, 09:47:18 pm
 Board: Resource Releases

    

Palace gate – pseudo 3d stage wiz nude girl =B

 February 08, 2011, 10:02:43 pm View in topic context
avatar  Posted by tem(A)  in Palace gate – pseudo 3d stage wiz nude girl =B (Started by tem(A) February 08, 2011, 10:02:43 pm
 Board: Your Releases, 1.0+

It’s a pretty nice pseudo-3d stage in 800x600 resolution.
There are 2 versions inside:
1) girl
2) girl + interactive lens flare effect

Screenshots
Spoiler, click to toggle visibilty

Original picture
Spoiler, click to toggle visibilty

Developing pic
Spoiler, click to toggle visibilty



Download
http://sprite-ripper.narod.ru/mugen.html
file N 003
    

Animation collection: fire, explodes, smoke & bullet hits

 December 31, 2010, 03:44:56 pm View in topic context
avatar  Posted by tem(A)  in Animation collection: fire, explodes, smoke & bullet hits (Started by tem(A) December 31, 2010, 03:44:56 pm
 Board: Resource Releases

There is a great collection of animated explodes, fire, smoke, hits & similar effects ripped from differen games which i played  ;D

http://sprite-ripper.narod.ru/fx.html

Almost all have original single images (DDS or TGA)  and cuted to multiple images variants (wiz transparency where its possible)
 :sugoi:
    

Re: Sprite Packs/sound packs ~ the websites

 December 31, 2010, 03:29:16 pm View in topic context
avatar  Posted by tem(A)  in Sprite Packs/sound packs ~ the websites (Started by Just No Point March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

mortal kombat 12 labours of Subzero

 September 03, 2010, 10:58:09 pm View in topic context
avatar  Posted by tem(A)  in mortal kombat 12 labours of Subzero (Started by tem(A) September 03, 2010, 10:58:09 pm
 Board: Idea Engineering

mortal kombat 12 labours of Subzero



New epic nonstandard mortal kombat with alot of terrible LOLs
Used mugen1 + mkp 'engine'
~ for now completed 1.5 chars and 1 stage  :D

First video: Subych (sub zero) in demonstration of rule and power
stage: Jade's desert

http://www.youtube.com/watch?v=hDwUkgi1wKo

Screenshot...