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Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 05:42:50 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

    

Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 05:27:28 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

    

Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 02:39:45 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

    

Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 01:39:09 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

    

Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 01:23:45 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

Awesommeee sprite !!! That's Kusanagi Sprites animation is outsanding  :sugoi:
your megaman badasss!! i think duck need a little more shading Respect dude !
You saw the quotes and links? Apparently - no. This is not my work, and authors with "DeviantART"
    

Re: [Theme Thread] KOF XII Sprite thread

 August 29, 2011, 12:05:11 pm View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

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Re: [Theme Thread] KOF XII Sprite thread

 August 20, 2011, 06:09:41 am View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

@ C.V.S.N.B
cool nice progress

Here is the "completed" version of Chang.  I just added the highlights to make him complete. I know the stomach looks strange....I couldn't figure out how to highlight that part. I'm going to work on Malin and Mamoko next  ;D 
;D ;D ;D ;D Accurately completed? Where his chain?
    

Re: The King of Fighters XIII characters English (US) voices rip

 August 17, 2011, 04:25:27 pm View in topic context
 Posted by TerryBogard  in The King of Fighters XIII characters English (US) voices rip  (Started by Layer June 19, 2011, 12:59:28 am
 Board: Resource Releases

And who is under what number? I only know that f_0C_voice belongs to Athena. The remaining votes that come after it, not tested. Vote. that come before it - did not recognize.
    

Re: [Theme Thread] KOF XII Sprite thread

 August 17, 2011, 09:16:21 am View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

Uh, so that was originally in PROJECTS and I moved it here and merged it. I didn't know what else to do with it even though it's a 2 year old video. :-\
That would have been not bad to have all these characters in the "MUGEN the King of Fighters XIV"
    

"Advances KOF XIII" (New Characters)\"Avances KOF XIII" (Nuevos Personajes)

 August 17, 2011, 09:05:31 am View in topic context
 Posted by TerryBogard  in [Theme Thread] KOF XII Sprite thread (Started by Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

Video

English said:
These images are not official, and has nothing to do with KOF XIII, but went up because the images are well done, or at least I think so, you enjoy it.

According to comments received these sprites were designed by Efex, Cooper, Zero Armentis, Arthas and more blah blah blah, sorry to tell them, but to be believed that this video is genuine, is because it is a complete idiot.

Sprites are not original, but rather like those of KOF XII.

Spain said:
LEAN LA DESCRIPCION DEL VIDEO!!!!.

Estas imagenes no son oficiales, y no tiene nada que ver con KOF XIII, pero los subi porque las imagenes estan bien hechas, o al menos eso creo yo, que lo disfruten.

Según comentarios que recibi estos sprites fueron diseñados por Efex, Cooper, Zero de Armentis, Arthas y mas bla bla bla, perdonen que se los diga, pero el que vaya creido que este video es original, es porque es un completo tarado.

According to comments received these sprites were designed by Efex, Cooper, Zero Armentis, Arthas and more blah blah blah, sorry to tell them, but to be believed that this video is genuine, is because it is a complete idiot.

Recientemente JeuxActu ha publicado en exclusiva una entrevista realizada a Masaaki Kukino, productor de The King of Fighters XII, dónde explica que SNKPlaymore está trabajando en un gran título para el año que viene. El productor de la nueva entrega de la saga se muestra receloso a decir nada sobre el proyecto pero cuando es preguntado sobre el futuro de The King of Fighters XII afirma que en el próximo King of Fighters habrá más personajes, más modos de juego y se profundizará más en la jugabilidad. Así pues, ¿debemos suponer que SNKPlaymore está trabajando en The King of Fighters XIII? JeuxActu así lo afirma aunque el nombre no llega a decirse en ningún momento. Esperemos ir teniendo noticias más concretas en los meses venideros!

Oficialmente SNK Playmore confirmó la salida de The King of Fighters XIII para Arcade. El nuevo episodio de esta serie de peleas en 2D se está desarrollando sobre la plataforma Type X2, de Taito.

Aunque por ahora no dijo más, SNK Playmore reveló en su sitio que mostrará una versión jugable del episodio en un evento público llamado The King of Fighters XIII Official Preview, que se realizará el 25 de marzo, de las 18:00 a las 19:30, en un lugar llamado Bellesalle, en Akihabara, Tokio.

SNK Playmore lo ha hecho oficial. The King of Fighters XIII es real y tendremos una preview del juego el próximo 25 de Marzo en Bellesdale, Akihabara, Japón. Será de 18:00 a 19:30, por si os pilla cerca. Smile

Por el momento lo único que se sabe es que la placa elegida es la TAITO Type X2 y que tiene un logo feísimo que, esperemos, nada tenga que ver con la calidad del videojuego.

¿Empezamos a tener esperanza? ¿Mejor nos dejamos de ilusiones para no volvernos a decepcionar? ¿Habrán escuchado las críticas los de SNK Playmore? ¿Esperas algo de The King of Fighters XIII? Let's Fight!!
    

Re: KOFZ (King of Fighters Zillion

 August 12, 2011, 09:12:03 pm View in topic context
 Posted by TerryBogard  in KOFZ (King of Fighters Zillion (Started by kkhohoho February 07, 2011, 12:54:22 am
 Board: Found Releases 1.0+

1) How to open a gray characters? Or what version they have to import?
2) Where can I download a selection screen arts?

1.You can't 'open' them. All of them, (except for Rugal which is available anyway, for whatever reason,) are currently unavailable, and will be added in later updates.  Oh, and there are characters available off-screen.
2. :???:
1) How long have these characters are closed?
2) And do not you understand? You see pictures on a white background when choosing your character? So. I'm looking for a complete set of artifacts at.
    

Re: KOFZ (King of Fighters Zillion

 August 12, 2011, 05:41:40 pm View in topic context
 Posted by TerryBogard  in KOFZ (King of Fighters Zillion (Started by kkhohoho February 07, 2011, 12:54:22 am
 Board: Found Releases 1.0+

1) How to open a gray characters? Or what version they have to import?
2) Where can I download a selection screen arts?
    

Re: "Mortal Kombat II: Dilogy stages". Update!

 January 18, 2011, 06:30:47 pm View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

Help open the files sent to me. The fact that any version of "Fighter Factory" does not see the sprites, animations and even sounds.
    

Re: "Mortal Kombat II: Dilogy stages". Update!

 January 16, 2011, 07:43:21 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

I need those files from you:
select.def
system.def
system.sff

So I can edit the portraits for you.
Sorry, you just do not say that it is necessary to edit Cage's win name and the names of the stages in the VS screen; correct Jade's icons  (replaced the question on the icon of jade) will fix Scorpion's icon (do not static but dynamic as in icons before him) on the mountain. Also replace non-existent in the game questions at issue with the Jdae's icons.

Update post & Download:
- All data files (without sound files)
- All chars files

If you guys are going to discuss this sort of thing, i would recommend using PM's or an instant messenger. There is really no point having that discussion in this thread. Tell me and I'll upload it together with the specified file.

Especially not if it results in double posts
For the double posts sorry. Else, I condemn and permitted to discuss.
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 11:30:16 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

upload your system.def, select.def and system.sff. I'll take a look at that part.
Thank you for waiting, I came along with the normal screenshots. See updated first post. There's all written down, what should be done. How to check, say what you want to upnload for editing?

Resurrecta, where are you? Read the first update post and tell me what I need to upload your work?
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 11:14:00 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

I see you fixed the lifebars. Random or no random is a choice. Same for stages. Alot depends of the user. Many fans have even been requesting Rain and Ermac.... But then you can continue and add infinitely.
Alot can be done according to your own taste. Adding chars however, is not easy.
Everything that is written in the first post and this related to me, will not change.

yeah, the char pictures are in system.sff.
You need to add their pics and add a small copy line of coding in the system.def.
I can not make the necessary order of characters. A strange structure "select.def". Link to the original I gave. There, everything is there. It remains only to help someone.
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 10:44:14 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

I understand and therefore it can not do it. If no one agrees to help, you can open the characters on the screen "Choose Your Fighter", according to the screen shot that I recently posted?
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 10:37:55 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

Updated the first post. I made a mistake when copying. Did not correct the number for a player p2 p4, out and error. Gameplay I have not changed. Left as it was only a small change.

 I need the characters from the first MK on my game and an updated screen "Choose Your Fighter".
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 10:27:11 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

yeah, you have to see that. It's been a long time since I worked in this. So you have to see what tweaks are needed.
This bug in the screenshot from my first post was. I made a mistake
    

Re: "Mortal Kombat: Diology". Update!

 January 15, 2011, 10:20:48 am View in topic context
 Posted by TerryBogard  in "Mortal Kombat II: Dilogy stages". Update! (Started by TerryBogard January 13, 2011, 09:50:17 am
 Board: Projects

p1.bg0.layerno = 1
p1.bg1.layerno = 2
p1.mid.layerno = 2
p1.front.layerno = 2


These are the ones you have to match onto the simul lifebars as well for each player.
Thank you, but for p1 and p2 is not necessary. Only for p3, and p4