YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Shinnox is Offline
Contact Shinnox:

Shinnox

User

Messages by Shinnox

    

Re: mp3 not playing in the intro...

 August 12, 2009, 09:45:18 pm View in topic context
avatar  Posted by Shinnox  in mp3 not playing in the intro... (Started by ade2004 August 11, 2009, 06:55:24 pm
 Board: M.U.G.E.N Development Help

hmmm.  are you sure the file name is correct?

what changes did you make to your code or the file before the prob started?
    

Re: Is there a way to make the characters AI only?

 August 12, 2009, 09:37:49 pm View in topic context
avatar  Posted by Shinnox  in Is there a way to make the characters AI only? (Started by GFW August 08, 2009, 03:06:10 pm
 Board: M.U.G.E.N Configuration Help

yes.

ive tried that before.

all you got to do is set the ai variable so that its always active.

so if your var is, lets say 59, in the -1 state of your command file put

Code:

[state -1, ai always active]
type = varset
trigger1 = 1
v=59
value = 1

    

Re: KILLER INSTINCT VS MORTAL KOMBAT BETA DOWNLOAD

 August 12, 2009, 08:46:47 pm View in topic context
avatar  Posted by Shinnox  in KILLER INSTINCT VS MORTAL KOMBAT BETA DOWNLOAD (Started by wide August 12, 2009, 04:25:05 am
 Board: Your Releases, older Mugen

should have uploaded it somewhere else. after i downloaded the 3 char files it said i reached my limit, and to wait 27 more min.  yay

*edit*
this is stupid, you only get 2-3 downloads per hour? wtf??? --;


*edit 2*
okay, well after all that nonsense, ive finally got it all.

it doesnt even come with the mugen.exe! so you pretty much have to go download mugen, then install all of this.

the intro is really good up untill it shows the mk trilogy intro. that needs some work.

the main menu screen just looks too plain. and the eyedol enimation looks too choppy.


when you go into any fighting mode, p1s cursor starts at the top left and p2 starts at the
bottom right.

all of the character names and portraits appear behind the select screen

the vs screen, which is used as a tower (like in umk3) is kinda cool, but plays in between
every fight.




seen some stages that are made by other authors...cant even see what stage you are picking.


a lot of the mk chars are barely done. sounds and moves are missing and some like subzero
appear to have code swaps from other characters.

same with the ki chars.



some of the mk chars arent his. Pneophen's ermac and raiden characters. omegapsycho's shao kahn motaro.
chameleon, liu kang....


i wouldnt even really call this a beta.

all the chars look good, but the ki models dont match up with the mk ones.

id just go with either ki or mk instead of crossing them over in this, just doesnt feel right.


this clearly needs a lot of work done, but at least its not another mkp edit thrown out there.

im looking forward to this, so keep it up, and get a lil more done before the next release.



    

Re: Mortal Kombat: Gothica

 August 12, 2009, 08:07:16 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: Gothica (Started by kreeddem June 29, 2008, 04:05:09 am
 Board: Projects

two thieves fighting over whos worse at it :ninja:

Quote
I said I'm better at swapping code than to create them
wow. dude, just take time and learn, honestly. its not that hard


Quote
I did a lot of new characters and a lot of coding for the engine of my game
its not YOUR GAME. build and create everything yourself, then you can say that.
    

Re: MKM:the fighting game

 August 09, 2009, 02:51:29 am View in topic context
avatar  Posted by Shinnox  in MKM:the fighting game (Started by SimpliBand July 31, 2009, 07:36:29 pm
 Board: Projects

I don't want to make an adventure game!see it's already been done with the original MKM.If you want to play an adventure game with MK universe go play MKM!the goal of this is to make a fighting game.somehow what would have been between MKM and MK4.

im sorry, but thats kinda dumb to say on your part. bc the same could be said with you...if i want to play a game based off mkp, then ill just go play mkp.

    

Re: TMNT Hyperstone Heist Michaelangelo WIP

 August 06, 2009, 08:13:48 pm View in topic context
avatar  Posted by Shinnox  in TMNT Hyperstone Heist Michaelangelo WIP(new combo video) (Started by Dcat August 04, 2009, 12:40:31 pm
 Board: Projects

wow man. this is really good. only thing im not digging is the sprites. ive always liked the tournament fighters sprites (snes) the best.

i like how he taunts..typical mikey

really looking forward to these chars. its about time someone did tmnt justice in mugen
    

Re: MKM:the fighting game

 August 06, 2009, 06:14:03 pm View in topic context
avatar  Posted by Shinnox  in MKM:the fighting game (Started by SimpliBand July 31, 2009, 07:36:29 pm
 Board: Projects

if its a mkm game, with mkm chars.....do you really have to put mkm at the end of the chars names?
    

Re: Blaze MKDA Alpha

 August 04, 2009, 10:47:56 pm View in topic context
avatar  Posted by Shinnox  in Blaze MKDA Alpha (Started by Xclusive August 04, 2009, 07:37:25 am
 Board: Your Releases, older Mugen

looks like the hotaru animation from mkw
    

Re: MKM:the fighting game

 August 02, 2009, 03:08:52 am View in topic context
avatar  Posted by Shinnox  in MKM:the fighting game (Started by SimpliBand July 31, 2009, 07:36:29 pm
 Board: Projects

seemed interesting up until you mentioned mkp.

would be nice to see someone actually make their own engine!!!, bc this project has potential

    

Re: Mortal Kombat I Upgrade

 July 23, 2009, 12:53:27 am View in topic context
avatar  Posted by Shinnox  in Mortal Kombat I Upgrade (Started by Amok July 20, 2009, 07:10:27 pm
 Board: Projects

how could you steal indrids work, when it wasnt his to begin with?
    

Re: Fighter Factory Ultimate Released

 June 26, 2009, 09:40:34 pm View in topic context
avatar  Posted by Shinnox  in Fighter Factory Ultimate Released (Started by O Ilusionista June 23, 2009, 05:25:23 pm
 Board: Your Releases, older Mugen

if it would have been public instead of private all the bugs would have been found sooner but owell i guess.
    

Re: Fighter Factory Ultimate Released

 June 25, 2009, 08:35:46 pm View in topic context
avatar  Posted by Shinnox  in Fighter Factory Ultimate Released (Started by O Ilusionista June 23, 2009, 05:25:23 pm
 Board: Your Releases, older Mugen

mugen can read zipped files (that end in .zip, not .rar), but not if theyre password protected. but there are ways around all that anyways.
    

Re: Fighter Factory Ultimate Released

 June 24, 2009, 03:18:08 am View in topic context
avatar  Posted by Shinnox  in Fighter Factory Ultimate Released (Started by O Ilusionista June 23, 2009, 05:25:23 pm
 Board: Your Releases, older Mugen

this is more trouble then the original one.

there are some things i like, but most of the returning features are now a pain in the ass...theres some that should stay in and didnt. and theres alot of unnecessary new crap. the original ff had its issues, but didnt need a total rebuild.


good effort, but i think ill stick with the old one.



Ok, it may be a little early for this but it's now or never. I had to get this out before they got too deep into development.

http://www.petitiononline.com/plzfixff/petition.html

This is a petition for VirtuallTek to consider redoing this thing, but on top of FF Upd. 3. This is not meant to be a rude gesture, and I apologize if it comes across as such, but this is truly from the heart as an elaborate suggestion though with a simple premise for making it better.

Please, anyone who believes that the old version is better, and would be even better with the bugfixes and added features of FFU built on top of it, please sign this petition.

I hope to get enough signatures and send this to VirtuallTek in hopes that they change their mind.

Thanks, guys. :)

yea, good luck with that
    

Re: New Mortal Kombat Battle Mugen Project

 June 23, 2009, 06:09:17 pm View in topic context
avatar  Posted by Shinnox  in New Mortal Kombat Battle Mugen Project (Started by abokral99 June 20, 2009, 06:50:32 pm
 Board: Projects

so changing the color of previously released lifebars makes them new?


there should be a rule enforced about mk "projects".
    

Re: Combo System-Budokai Style Prefered

 June 19, 2009, 07:45:30 pm View in topic context
avatar  Posted by Shinnox  in Combo System-Budokai Style Prefered (Started by Fayτ June 19, 2009, 10:28:27 am
 Board: M.U.G.E.N Development Help

just put a command into the state the combo starts in.

if the first hit of your combo is statedef 200 and you want it to go to statedef 201, then somewhere in statedef 200 should have something like this:

Code:

[state 200, combo chain]
type = changestate
trigger1 = command = "a" ;edit the "a" to your desired command
value = 201
ctrl = 1



but that should be modified to how you want the combo done. if you want to make sure that you cant continue untill the hit is a success then put

Code:

[state 200, combo chain]
type = changestate
trigger1 = command = "a" && movecontact
value = 201
ctrl = 1




if you feel its changing states too fast you can also add time to it

just repeat that code where ever you want to combo
    

helper/explode facing issue SOLVED

 June 18, 2009, 07:50:52 pm View in topic context
avatar  Posted by Shinnox  in helper/explode facing issue SOLVED (Started by Shinnox June 18, 2009, 07:50:52 pm
 Board: M.U.G.E.N Development Help

im working on a style changing system for a char.

i have a helper that runs in the background and activates explods depending on what style my character is in. i have it pretty much set up how i want it for player ones side, but im having problems getting it to show up for player 2.



*edit*
in stead of adding another helper i just added an extra explod triggered if on p2 side. so i got it going. just gotta make new sprites where they show up the opposite way (theres words on them, so gotta make new ones)

    

Re: Fighter Factory Ultimate

 June 17, 2009, 06:00:13 pm View in topic context
avatar  Posted by Shinnox  in Fighter Factory Ultimate (Started by O Ilusionista May 01, 2009, 10:05:38 pm
 Board: Projects

i agree about the shortcuts. you dont know how many times ive tried hitting the delete key to delete clsn boxes only to have to do it manually.

i really like the bigger window. the small one in the current ff is small and a pain in the ass.


will there be any special options for stages and screenpacks?
wish there one one program like this but just for stages/screenpacks.
    

Re: Mortal Kombat Kompilation

 June 17, 2009, 05:46:23 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat Kompilation (Started by icemantraveler May 01, 2009, 07:11:04 am
 Board: Projects

please tell me its not using the mkp engine. bc if it is, ill shoot you.

no really, ill shoot you.
    

Re: MK: Ninja Kombat (formally mk: reborn)

 June 16, 2009, 05:21:42 pm View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

*links removed*
    

Re: MK: Ninja Kombat (formally mk: reborn)

 June 11, 2009, 07:26:36 am View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

if youre gonna advertise other games and shit then do it in another topic or pm eachother instead of spamming up mine mmmk?

But does this mean that this will only feature ninjas only ?

yes. hence the name NINJA KOMBAT