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Jadeeye

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Messages by Jadeeye

    

Re: A.I. + Few Edits Patch For DivineWolf's Sagat & Psylocke

 November 07, 2014, 04:28:07 pm View in topic context
 Posted by Jadeeye  in A.I. + Few Edits Patch For DivineWolf's Sagat & Psylocke (Started by ShinSmoke November 06, 2014, 11:54:04 pm
 Board: Edits & Addons 1.0+

Those AI are really great. There's many thing that I have to learn from your coding.
    

Re: CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style

 July 18, 2014, 03:56:20 am View in topic context
 Posted by Jadeeye  in CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style VIDEO ADDED (Started by boryema July 14, 2014, 02:11:33 am
 Board: Projects

Well you can make a Var 59 for his difficult if it's posible.

Then I'd have to recode everything bc I've been using AILevel
Using variable for AI is terrible, they usually do not active. It also doesn't affect by difficult option menu.

Just use AILevel and we won't worry about difficult.

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I hope you will use Vega II's voice. His SF4 sound is really impressive.
    

Re: CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style

 July 15, 2014, 08:46:29 am View in topic context
 Posted by Jadeeye  in CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style VIDEO ADDED (Started by boryema July 14, 2014, 02:11:33 am
 Board: Projects

I prefer a Mode Change than separate characters. That is the great idea. Of course, it will take more time to put 2 chars in 1.

Just want to know that. It's up to you.
    

Re: CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style

 July 15, 2014, 04:50:14 am View in topic context
 Posted by Jadeeye  in CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style VIDEO ADDED (Started by boryema July 14, 2014, 02:11:33 am
 Board: Projects

Will Rugal have a Change Mode (press Start button to transform to God Rugal) like Infinite's Ryu (Evil Ryu), Infinite's Ken (Violent Ken),.....
    

Re: CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK style

 July 14, 2014, 03:25:55 am View in topic context
 Posted by Jadeeye  in CvS BOSSES M.Bison & Geese/Gouki & Rugal SvK inspired style VIDEO ADDED (Started by boryema July 14, 2014, 02:11:33 am
 Board: Projects

Great work man! 4 SvK boss are coming.
    

Re: infinite/SvK style captain america

 July 08, 2014, 06:06:18 am View in topic context
 Posted by Jadeeye  in infinite/SvK style captain america (Started by boryema June 19, 2014, 01:31:18 am
 Board: Projects

Do you intend to remake the Guilty Gear chars with SvK style? I very like the editing that you made for them before.
    

Re: SvK style captain america

 June 19, 2014, 06:46:20 am View in topic context
 Posted by Jadeeye  in infinite/SvK style captain america (Started by boryema June 19, 2014, 01:31:18 am
 Board: Projects

Oh yes, expect your project.
    

Re: Divine W.I.P.'s

 June 19, 2014, 06:43:34 am View in topic context
 Posted by Jadeeye  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

    

Re: BORYEMA'S CHARACTER RELEASE THREAD - who's ready for updates and new releases?!?

 March 22, 2014, 02:59:55 am View in topic context
 Posted by Jadeeye  in BORYEMA'S CHARACTER RELEASE THREAD - who's ready for updates and new releases?!? (Started by boryema October 31, 2012, 06:58:53 pm
 Board: Edits & Addons 1.0+

Great job, but there's something you need to consider:
- Most of GG's hitdef can hit opponent when they lying and make an imbalance combo.
- You should add hitsound for them.
    

Re: BORYEMA'S CHARACTER RELEASE THREAD - who's ready for updates and new releases?!?

 March 21, 2014, 08:06:33 am View in topic context
 Posted by Jadeeye  in BORYEMA'S CHARACTER RELEASE THREAD - who's ready for updates and new releases?!? (Started by boryema October 31, 2012, 06:58:53 pm
 Board: Edits & Addons 1.0+

Waiting for your new release.
    

Re: A stage I created

 January 25, 2014, 09:02:48 am View in topic context
 Posted by Jadeeye  in A stage I created (Started by damasterW January 25, 2014, 05:57:49 am
 Board: Your Releases, Mugen 1.0 +

Some screenshot, please.
    

Re: Project M.U.G.E.N Dragon's Rebirth (1280 x 720, for MUGEN 1.0 and 1.1)

 January 05, 2014, 04:06:56 am View in topic context
 Posted by Jadeeye  in Project M.U.G.E.N Dragon's Rebirth (1280 x 720, for MUGEN 1.0 and 1.1) (Started by Sang Kalaza September 29, 2013, 03:06:55 pm
 Board: Your Releases, Mugen 1.0 +

    

[Request] These stages

 January 05, 2014, 03:59:43 am View in topic context
 Posted by Jadeeye  in [Request] These stages (Started by Jadeeye January 05, 2014, 03:59:43 am
 Board: Requests

Hi guys,

I'm looking for these stages:




If you have them, please share with me. Thanks you.
    

Re: Andy Bogard Updated 12/28/2013

 December 29, 2013, 02:48:51 pm View in topic context
 Posted by Jadeeye  in Andy Bogard Updated 12/28/2013 (Started by Infinite Crisis December 25, 2013, 12:55:43 am
 Board: Your Releases, Mugen 1.0 +

Oh, I was confused between Gekihekihaisuishou and Zan'ie Ken.

Thanks Mr.Infinite for your explanation.
    

Re: Andy Bogard Updated 12/28/2013

 December 29, 2013, 09:55:27 am View in topic context
 Posted by Jadeeye  in Andy Bogard Updated 12/28/2013 (Started by Infinite Crisis December 25, 2013, 12:55:43 am
 Board: Your Releases, Mugen 1.0 +

Need a little fix for GekihekihaisuishouEX2's command.

It's the same button to HishoukenEX when we change value of Command Style to 1 so you need to change GekihekihaisuishouEX2 from "~B, D, DB," to "~D, DF, F".
    

Re: Athena + All Chars Update

 December 26, 2013, 02:39:55 am View in topic context
 Posted by Jadeeye  in Athena + All Chars Update (Started by DW December 22, 2013, 12:56:49 am
 Board: Your Releases, older Mugen

OK, thanks for your response.
    

Re: Athena + All Chars Update

 December 25, 2013, 04:57:34 pm View in topic context
 Posted by Jadeeye  in Athena + All Chars Update (Started by DW December 22, 2013, 12:56:49 am
 Board: Your Releases, older Mugen

There's some bug with Psycho Ball that you may need to fix.



It happen when distance greater than 250, I think.
    

Re: Project M.U.G.E.N Dragon's Rebirth (1280 x 720, for MUGEN 1.0 and 1.1)

 December 03, 2013, 05:06:50 pm View in topic context
 Posted by Jadeeye  in Project M.U.G.E.N Dragon's Rebirth (1280 x 720, for MUGEN 1.0 and 1.1) (Started by Sang Kalaza September 29, 2013, 03:06:55 pm
 Board: Your Releases, Mugen 1.0 +

Hi guys,

In recent times, Sang Kalaza can't online so I will represent him to respond.

----------------------------------------------------------------------------------------------------------------
Okay, so halfway through portraits... and this has happened with a couple of my characters. Any idea what causes it? The sff of the character is converted to 1.1, and when I go to check it in fighter factory, it crashes. o_o

Spoiler, click to toggle visibilty
You have to retouch select portrait (9000 0) as SP's portrait template.
You can get those template here: http://www.mediafire.com/download/093d3g0pvsmd9h7/TemplateMDR.rar

when i put a char , it came an error saying this :
Error message: Invalid trigger: camerapos
Error parsing [State 5100, 8]
Error in [Statedef 5100]
Error in data/common1.cns
Error loading chars/joe/joe.def
Error loading p1

Library error message: Died parsing pos x + camerapos x, 0
This screenpack used common1.cns for version 1.1 so this would be cause of error.

I extract the 1.0 files into the main folder and this comes up when I try to open the MDR_SP

"failed to load module libresample.dll"

what does this mean? Please help. :[
Did you use Window 8? In that case, we can not help you.

My anti-virus keeps telling me that the exe files are backdoor trojans, any comment on this OP?
There's no virus or trojans, I'm sure with you. You can see the previous comments.

Just turn off your anti-virus.
    

Global variable for all statedefs

 December 03, 2013, 02:33:18 am View in topic context
 Posted by Jadeeye  in Global variable for all statedefs (Started by Jadeeye December 03, 2013, 02:33:18 am
 Board: M.U.G.E.N Development Help

Hi everyone,

I have created an option to enable or disable Launcher for a character. I make a file call config.txt and put the state to enable/disable Launcher then link it to (character).def but did not work. Here's my code:

config.txt
; Initialize
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, Launcher]
type = varset
trigger1 = 1
v = 47
value = 1       ;set 1 to enable Launcher, set 0 to disable Launcher


[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0


normal.cns
[state 420, Launcher]
type = HitDef
trigger1 = AnimElem = 3
..............
ground.velocity = -4, ifelse(var(47),-13,-4)


ryu.def
...............
st7 = config.txt


This variable just working if I put the Launcher's option in statedef 420 (Launcher). I need a variables work on all files so how can do that?

Please, help me. Thanks everyone.
    

Re: BORYEMA'S CHARACTER RELEASE THREAD - war machine RELEASED!!

 November 07, 2013, 05:52:57 pm View in topic context
 Posted by Jadeeye  in BORYEMA'S CHARACTER RELEASE THREAD - who's ready for updates and new releases?!? (Started by boryema October 31, 2012, 06:58:53 pm
 Board: Edits & Addons 1.0+

Yeah, I knew these chars according INFINITE and R@CE with chain combo and laucher, also they have a little CvS style as Power Charge, Roll,.......

It's really great system. I just notice something need to improve. Keep going, pal.