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johnny916

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Messages by johnny916

    

Re: Kenpachi Zaraki (Beta)

 December 26, 2010, 10:24:40 pm View in topic context
 Posted by johnny916  in Kenpachi Zaraki (Updated 10-11-2011) (Started by Dope December 21, 2010, 02:33:46 am
 Board: Your Releases, older Mugen

i think he wants to replace that teleporting super altogether
    

Re: Naruto V Bleach Mugen Project

 August 06, 2010, 09:51:04 pm View in topic context
 Posted by johnny916  in Naruto V Bleach Mugen Project (canceled) (Started by MangaCaptain March 22, 2009, 12:52:49 am
 Board: Projects

so is getsuga tensho the only one coding anything right now, also do you have any sprites or anims of sasuke that you could share so we could see his progress? i was wondering if you were still building off that base in the graphics section
    

Re: StormEX-Training Stage UPDATE

 May 13, 2010, 03:01:50 am View in topic context
 Posted by johnny916  in StormEX-Training Stage v2 (Started by blah April 08, 2010, 09:29:18 am
 Board: Your Releases, older Mugen

nice update blah, the whole feel of the stage has completely changed with these adjustments, was wondering if you still were planning on adding the animations in future updates or if you had something else in mind
    

Re: Bleach DS 2nd Sajin Komamura (Finally)

 May 02, 2010, 08:13:11 pm View in topic context
 Posted by johnny916  in Bleach DS 2nd Sajin Komamura (Finally) (Started by Lightmatt January 04, 2010, 05:38:10 am
 Board: Projects

those fx for the rocks made a huge difference, i noticed that tosen can be hit and his move canceled i never seen that before for a helper i think its a nice feature, im gonna have to check out that code
    

Re: The New Storm-Ex Ichigo

 April 16, 2010, 11:30:46 pm View in topic context
 Posted by johnny916  in The New Storm-Ex Ichigo (Started by Girku April 16, 2010, 04:48:37 pm
 Board: Projects

i have a couple of questions, so what exactly happened in soul heat? is he suppose to go vaizard? if so shouldnt he only be able to go vaizard if he is in bankai? it looks kinda strange how he's is in shikai then automatically is in bankai going vaizard. Also what he says doesnt really fit well "old man Zangetsu" refers to the zangetsu we know in the first couple seasons, when in fact ichigo is using ogihci's power when he is in his vaizard form. DO you plan on using sprites from both ds2nd and ds4th and if so will they be edited i ask because the style is so different and extremely noticeable
    

Re: StormEX--Hitsugaya Toushiro - W.I.P

 April 16, 2010, 11:12:08 pm View in topic context
 Posted by johnny916  in StormEX--Hitsugaya Toushiro - W.I.P (Started by StormEX September 19, 2009, 10:22:51 pm
 Board: Projects

i think renji makes way more since as a helper since he was part of his advance guard in the real world, the only times i remember hitsugaya and ichigo talking much was in the diamond dust rebellion, honestly i think alot of people are just sick of ichigo in general including me
    

button tapping problem

 April 12, 2010, 12:50:23 am View in topic context
 Posted by johnny916  in button tapping problem (Started by johnny916 April 12, 2010, 12:50:23 am
 Board: M.U.G.E.N Development Help

i got a problem when im tapping the y button repeatedly my char is going into what seems to be the jump landing state, i dont have any commands programmed for tapping and i have no idea why its happening i've looked it over several times i hate to bother with it here but i just cant find what is causing this error

;----------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = (statetype = S)  && ctrl
trigger2 = (stateno = [200,220]) && Movecontact
trigger2 = stateno != 210

;----------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = (statetype = C)  && ctrl
trigger2 = (stateno = [400,430]) && Movecontact
trigger2 = stateno != 410

;----------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 1.5,0
anim = 210
sprpriority = 2

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 15,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 7
GUARD.sparkno = S2059
sparkno = S3502
sparkxy = -10,-55
hitsound = s5, 4
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 0
velset = .2,0
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 30,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime =5, 7
GUARD.sparkno = S2059
sparkno = S3502
sparkxy = -10,-35
hitsound = s5, 4
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
    

Re: StormEX-Training Stage

 April 10, 2010, 12:36:47 am View in topic context
 Posted by johnny916  in StormEX-Training Stage v2 (Started by blah April 08, 2010, 09:29:18 am
 Board: Your Releases, older Mugen

really cool stage bro, i like how you implemented those animations to give it more of a feel to the anime. I would say that each anim needs maybe 1 or two more frames added so they look smoother, let me know if i can help on that. i agree with matt too that it does seem small but you could just add tiles to group 0 and then adjust the animations to fit if you wanted. thanks for this stage man been waiting for you to release it
    

Re: StormEX--Hitsugaya Toushiro - W.I.P

 March 22, 2010, 10:29:21 pm View in topic context
 Posted by johnny916  in StormEX--Hitsugaya Toushiro - W.I.P (Started by StormEX September 19, 2009, 10:22:51 pm
 Board: Projects

looking good, if i could change anything i would probably try and make his back less arched, looks kinda feminine.also the chain on his sword is a bit out of place,definitely like the where your going with this though
    

Re: [Bleach DS 2nd] Sajin Komamura (Finally)

 February 15, 2010, 08:40:25 am View in topic context
 Posted by johnny916  in Bleach DS 2nd Sajin Komamura (Finally) (Started by Lightmatt January 04, 2010, 05:38:10 am
 Board: Projects

no there isnt, out of curiousity what fx are you using for the ground hit? looking great seeing lots of progress with this wip
    

Re: help with cmd

 February 14, 2010, 03:08:41 am View in topic context
 Posted by johnny916  in help with cmd (Started by johnny916 February 14, 2010, 12:18:30 am
 Board: M.U.G.E.N Development Help

i tried that but it still didnt work, i put this

Triggerall = Helper(69999), stateno = 69999

i see now thats what you were telling me to do
    

Re: help with cmd

 February 14, 2010, 01:31:38 am View in topic context
 Posted by johnny916  in help with cmd (Started by johnny916 February 14, 2010, 12:18:30 am
 Board: M.U.G.E.N Development Help

her stance is state 69999, so maybe a better way to ask this question would be is there a way to make it so that state 3617 cant be activated unless the helper is in state 69999
    

help with cmd

 February 14, 2010, 12:18:30 am View in topic context
 Posted by johnny916  in help with cmd (Started by johnny916 February 14, 2010, 12:18:30 am
 Board: M.U.G.E.N Development Help

i have a character with a constant helper that poses as another character, its activated by rootdist and particular commands, for the commands i cant figure out how to stop the helper from being called again for an attack until its back to its stance next to p1 here are the codes

[State -3, Nemu]
type = Helper
trigger1 = NumHelper(69999) = 0
helpertype = normal
name  = "Nemu"
ID = 69999
stateno  = 69999
pos  = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal  = 1

;call helper

[Statedef 3617]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3617
ctrl = 0
sprpriority = 4
poweradd = -500
hitcountpersist = 1

[State 3617, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;helper cns

[State 0, Helper]
type = ChangeState
trigger1 = Root,anim = 3617
value = 60111
ignorehitpause   = 1

[Statedef 60111]
type = S
movetype = A
physics = S
anim = 60111
ctrl = 0
sprpriority = 5
ownpal = 1

[State 60112, 1]
type = VelSet
trigger1 = Time >= 10
x = const(velocity.run.fwd.x)

[State 0, MakeDust]
type = MakeDust
trigger1 = 1
pos = -5,0
spacing = 4

[State 0, 1]
type = hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, SP
hitflag = MAFD
animtype = hard
damage = 2,2
guardflag = MA
priority = 3, Hit
pausetime = 8,5
hitsound = S4000,0
sparkno = S5434435
sparkxy = -10,-75
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime = 9
ground.velocity = 0,0
air.velocity = 0,0
getpower = 0
envshake.time = 3
envshake.ampl = 3

[State 0, Helper]
type = ChangeState
trigger1 = animtime = 0
value  = 69999

;command

[State -1, nemu1]
type = ChangeState
value = 3617
triggerall = Helper(69999),StateNo != 60111;dont know
triggerall = command = "nemu1"
triggerall = command != "shockM"
trigger1 = statetype = S
trigger1 = ctrl
    

Re: Bleach Sprites and Various Edits

 February 13, 2010, 03:51:18 am View in topic context
 Posted by johnny916  in Bleach Sprites and Various Edits (Started by Dope August 07, 2009, 04:27:43 am
 Board: Graphics

havnt edited anything in a while, i know this one sucks but it looks kinda cool from a distance i guess, what can i say im bored
    

Re: Sōsuke Aizen (Video Update)

 February 01, 2010, 02:42:59 am View in topic context
 Posted by johnny916  in Sōsuke Aizen (Video Update) (Started by Schwartz Bruiser January 13, 2010, 10:56:29 pm
 Board: Projects

sparkxy needs to be adjusted on most of the attacks, crouching medium attack hits twice, it seems alot of the sprites need allignment, walk backward animation is a little awkward maybe use the regular walking animation flipped horizontally, not sure what the attack at 0:26 is, i like the super that you have its a good concept, thats all i could get from the video hope this helps
    

Re: Orihime Inoue

 December 21, 2009, 11:49:52 pm View in topic context
 Posted by johnny916  in Orihime Inoue (Started by Ashisukurou October 22, 2009, 11:22:23 am
 Board: Your Releases, older Mugen

    

Re: StormEX-Projects.

 December 19, 2009, 11:05:04 pm View in topic context
 Posted by johnny916  in StormEX-Projects. (Started by StormEX July 02, 2009, 01:11:46 am
 Board: Projects

LOL!!! @ old and busted vs new hotness
i think Dope and Storm have made it quite clear that they dont want to use those sprites....no matter how much he updates them they still look...busted as SOULEATER008 would say
    

Re: Bleach Sprites and Various Edits

 December 16, 2009, 07:54:56 pm View in topic context
 Posted by johnny916  in Bleach Sprites and Various Edits (Started by Dope August 07, 2009, 04:27:43 am
 Board: Graphics

i bet its because he's blind and he didnt know he was still wearing his shinigami pants then aizen or gin probably let him know before they made their debute in the real world, j/k, would be funny though for a comical ending like they do to preview the next weeks episode

great edit by the way
    

Re: Naruto V Bleach Mugen Project

 December 01, 2009, 05:38:31 am View in topic context
 Posted by johnny916  in Naruto V Bleach Mugen Project (canceled) (Started by MangaCaptain March 22, 2009, 12:52:49 am
 Board: Projects

i see a great amount of improvement in his shihakushou and captains cloak, i think it looks good as is but maybe consider making his arm appear thinner i think its just the shading. Also his hair in the front of his face seems off almost as if he has dreads, know what i mean. All around great improvents i always enjoy seeing your progress
    

Re: Executables customized for WinMUGEN [Low Res]

 November 10, 2009, 09:00:16 pm View in topic context
 Posted by johnny916  in Executables customized for WinMUGEN [Low Res] (Started by Slayer. November 10, 2009, 06:40:32 pm
 Board: Your Releases, older Mugen

i think these are great, i'll definitely use the Bleach and Devil may cry icons, thanks for doing this i would have no idea how to do it myself
thanks Dan