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Leo116

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Messages by Leo116

    

Re: Irkngthand & Winterhold Courtyard

 December 01, 2012, 08:01:29 am View in topic context
 Posted by Leo116  in Irkngthand & Winterhold Courtyard (Started by davismaximus November 26, 2012, 03:56:08 am
 Board: Your Releases, Mugen 1.0 +

Excellent stages, you should add some kind of bgm fitting to them. Other than that I just noticed something in the winterhold courtyard stage, see the image below:
Spoiler, click to toggle visibilty
See the points I marked? aren't they supposed to be black? cause I don't notice that on the left side.
    

Re: Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack

 November 30, 2012, 12:17:07 pm View in topic context
 Posted by Leo116  in Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack (Started by Leo116 November 25, 2012, 09:53:37 am
 Board: Projects

Ok so here are some updates:
-I did the menu transitions as mentioned by the people. There are about 26 renders changing at a fixed time. Some screens:
Spoiler, click to toggle visibilty
-The options screen has a bit changed, I added naruto and made both sakura and naruto to glow(it's a kind of animation with transparency). Some screens:
Spoiler, click to toggle visibilty
-Versus screen is also updated. I kinda tried to make it more accurate. Now it is kind of dim at the start and then when the fonts appear the screen goes normal.
Spoiler, click to toggle visibilty
-Added sounds to the sp from the source.
Any suggestions are welcome and yeah I need suggestions on the victory and game over screens.
    

Re: Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack

 November 26, 2012, 07:18:38 am View in topic context
 Posted by Leo116  in Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack (Started by Leo116 November 25, 2012, 09:53:37 am
 Board: Projects

I have the portraits ripped from the clash of ninja revolution 3 game. I will only include those.
    

Re: combo

 November 25, 2012, 01:15:30 pm View in topic context
 Posted by Leo116  in combo (Started by Tylerr November 24, 2012, 03:18:23 am
 Board: M.U.G.E.N Development Help

If you want to make the player jump manually then you have to make a custom state for the jump and use the state to trigger when you hit p2 with that particular move.

CNS:
;---------------------------------------------------------------------------
[StateDef 1000]
type = A
movetype = I
physics = A
anim = 41
velset = 2,-11 <-- Adjust the velocity according to your move.
ctrl = 0

[State 0, CtrlSet]<-- This is used to give p1 ctrl after jump.
type = CtrlSet
trigger1 = time > 8
value = 1

Now that you have a custom state, you can make it trigger through the cmd.
CMD:
;---------------------------------------------------------------------------
[State -1, Jump Up After Launcher Hit]
type = Changestate
value = 1000 <--- Value of the custom state.
triggerall = statetype!=A && command = "holdup" <--- Command for it.
trigger1 = stateno = 213 && movehit  <--- The state no of the move which will be hit to launch the opponent in air and movehit is a simple trigger which means that it will trigger when your punch/kick will hit.
Hope this helps.
    

Re: Super Saiya-jin Goku Z2: video added!

 November 25, 2012, 11:48:43 am View in topic context
 Posted by Leo116  in SSJ Goku Z2 (Started by Balthazar August 09, 2012, 08:24:01 pm
 Board: Projects

Quite impressive!!
    

Re: Yo, yo, and hello!

 November 25, 2012, 11:27:46 am View in topic context
 Posted by Leo116  in Yo, yo, and hello! (Started by Seraphs Ares November 19, 2012, 05:56:55 am
 Board: Introductions and Guides

Hi, welcome to mfg.
    

Re: Hey there!

 November 25, 2012, 11:25:25 am View in topic context
 Posted by Leo116  in Hey there! (Started by Watta November 16, 2012, 02:19:05 pm
 Board: Introductions and Guides

Welcome to mfg, good luck with your future works.
    

Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack

 November 25, 2012, 09:53:37 am View in topic context
 Posted by Leo116  in Naruto Shippuden Clash Of Ninja Revolution 3 Screenpack (Started by Leo116 November 25, 2012, 09:53:37 am
 Board: Projects

I tried making the screenpack accurate to the source (Clash of ninja revolution 3) but there wasn't much luck so I decided to make a custom version instead.
Here are some pictures of what I have now. I need menu sound rips for the screenpack, if someone can rip them please do the favor.

Spoiler: Logo (click to see content)
Spoiler: Press start screen (click to see content)
Spoiler: Menu (click to see content)
Spoiler: Options (click to see content)
Spoiler: Character select (click to see content)
Spoiler: Versus screen (click to see content)
Spoiler: Lifebars (click to see content)
Spoiler: Lifebars simultaneous (click to see content)
Spoiler: Lifebars turns (click to see content)

I have edited the lifebars from the ones made by Dan mt so credits to him for the lifebars and the fonts too.

To do list:
-Game over screen.
-Victory screen.
-Adding sounds.
-Maybe another version for the select screen having more slots.
    

Re: Screenpack Problem

 November 14, 2012, 12:34:28 pm View in topic context
 Posted by Leo116  in Screenpack Problem (Started by Leo116 November 12, 2012, 04:39:24 pm
 Board: M.U.G.E.N Development Help

Meh Its a "Naruto clash of ninja revolution 3" screenpack but I won't be able to make it exactly accurate cause there are many things that mugen doesn't support. I will just make my own version.
    

Re: Screenpack Problem

 November 13, 2012, 04:30:35 pm View in topic context
 Posted by Leo116  in Screenpack Problem (Started by Leo116 November 12, 2012, 04:39:24 pm
 Board: M.U.G.E.N Development Help

Yea dude, I don't want it to be transparent. Well I am trying to make a screenpack accurate to source and it's like what i said, the fonts are over a certain sprite and the sprite itself is separated from other things. If I make that sprite with layerno = 0, it will be behind the portrait so its not of any use. Anyways thanks for the replies.

    

Screenpack Problem

 November 12, 2012, 04:39:24 pm View in topic context
 Posted by Leo116  in Screenpack Problem (Started by Leo116 November 12, 2012, 04:39:24 pm
 Board: M.U.G.E.N Development Help

I am working on the select screen in a screenpack and I got stuck on a certain thing. I made a certain sprite with layerno = 1 so that it appears on the foreground but I am facing a problem with the fonts. I want the font to appear on the sprite with layerno = 1 but it doesn't. Is there any way to make the font appear on the sprite?
    

Re: Majin Vegeta Z2

 November 06, 2012, 05:47:57 pm View in topic context
 Posted by Leo116  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Yea in that way the game will be more fun and balanced.
    

Re: Hello Folks

 November 06, 2012, 11:53:24 am View in topic context
 Posted by Leo116  in Hello Folks (Started by mattroks101 November 05, 2012, 09:05:46 pm
 Board: Introductions and Guides

Welcome to MFG. ;)
    

Re: Hullo everyone. (new pixel artist)

 November 05, 2012, 02:47:11 pm View in topic context
 Posted by Leo116  in Hullo everyone. (new pixel artist) (Started by UN123AL November 04, 2012, 04:43:42 pm
 Board: Introductions and Guides

Nice to meet ya man, you have got a great sprite there. Hoping to see some great sprites from you.
    

Re: EnlightendShadow's New WIP's

 November 03, 2012, 02:37:52 pm View in topic context
 Posted by Leo116  in EnlightendShadow's CVS3 HD SP (Started by EnlightendShadow February 16, 2011, 11:37:47 am
 Board: Projects

The first one in my opinion, its much better than the second. Btw Nero is right, I don't like that blur on the title screen.
    

Re: Roronoa Zoro (Update 1.2, AI)

 November 01, 2012, 03:41:59 pm View in topic context
 Posted by Leo116  in Roronoa Zoro (Update 1.2, AI) (Started by Ryon October 27, 2012, 04:35:32 am
 Board: Your Releases, Mugen 1.0 +

Hmm, I tested the update 1.2. Here is some feedback:
+ The combos are really nice.
- Is the x,x,x,x combo right in the readme cause I don't think its a 4 hit combo. It should be x,x,x in the readme, same with x,x,x,F+x.
- The x,x,F+x combo doesn't register as a three hit combo. Is that intentional?
- x,y,y,y doesn't register as a 4 hit combo, The x attack doesn't connect with y.

    

Re: Arcana Heart 2 Stages

 November 01, 2012, 07:36:35 am View in topic context
 Posted by Leo116  in Arcana Heart 2 Stages (Started by ExShadow October 31, 2012, 08:42:08 pm
 Board: Your Releases, older Mugen

Excellent stages man, you just never stop making them.
    

Re: Problem with turning

 November 01, 2012, 07:25:32 am View in topic context
 Posted by Leo116  in Problem with turning (Started by Leo116 October 31, 2012, 11:09:23 am
 Board: M.U.G.E.N Development Help

Found a way, I just had to add ctrl = 0 in the dash statedef. Thanks for the help.
    

Re: Problem with turning

 November 01, 2012, 05:54:57 am View in topic context
 Posted by Leo116  in Problem with turning (Started by Leo116 October 31, 2012, 11:09:23 am
 Board: M.U.G.E.N Development Help

I checked all of the negative states and they don't have type=turn. Well the character doesn't enter those states(0,11,20) but yeah my character enters state 100 (the dash state) before going to the attack state.
    

Re: Problem with turning

 October 31, 2012, 12:45:38 pm View in topic context
 Posted by Leo116  in Problem with turning (Started by Leo116 October 31, 2012, 11:09:23 am
 Board: M.U.G.E.N Development Help

Thanks for replying but I already tried that and you already said that it's set to 0 by default.
Here is a pic for reference:
Spoiler, click to toggle visibilty