However, American pizzas rarely look like that. That seems to be one of those Italian-American deep-dish tomato pie slops (yea, we call them pies in my region... x_x). This is what American pizza looks like on the norm.
Nothing to write home about but still not hideous. o.o
After finding a piece of paper in a chicken sandwich with no cheese (meaning, no wax paper should be around it), I never eat sandwiches from Burger King now. I still get finger foods there, though, like mozzarella sticks and whatnot.
That's pretty much the only fast food place I have problems with. Well, that and the on McDonalds I had to work at. I never like revisiting anywhere I've worked, even if I left on good terms. Kinda like seeing an ex-boyfriend - awkward.
I actually gave this a try earlier today and it worked very well. The only problem is that I will now have a larger sff file than is needed because I had to duplicate the images to pull this off.
Re: Ideas for my MUGEN (Updated with Sprite - scroll down)
I have this really annoying problem with the fight.def. It uses the low-res coordinates but it's the same one that came with my hi-res MUGEN. So, every coordinate moves double what it should. Meaning moving an item from x position 158 to 159 in reality moves x position 316 to 318. It's leaving a VERY annoying cap in my screenpack in progress.
Is there a way to make the fight.def read in hi-res coordinates? If not, I'll have to alter my work. >=[
Facebook was good when it was just intended for us higher education students... then it turned into myspace. Since I had both and Myspace was... well.... Myspace before Facebook became similar, I stuck with Myspace. Though, the only reason to use it is really to have pretty pictures on a free webspace when you're too lazy to write your own web site.
So, if I want this done my way, I pretty much need to learn the same method as making Guard Meters. Something I've been wanting anyway. now if only someone would make a -basic- tutorial for it that isn't geared towards a certain stinking game's style and not PURE fucking code (meaning, details as to what the code is doing would be more than nice)... rant rant rant.
I'm new here. It seems the majority likes to be less than helpful. Here's what I've found out so far.
1) how can i change the fonts of mugen? Refer to the links below.
2) whats the best software for frankenspriting? i have fighter factory but to export & import 900 images seems impractical. Franken''spriting? That's a new term to me. Mass exporting the images, I've not seen anything about it. On youtube, however, I saw a program used for mass conversion of -your own- images from one format to another. It's useful for animation in MUGEN. For simple sprite editing and making, paint is good enough but Photoshop and Paintshop are great for harder details, like proper lighting on sprites. Vivid light white and black at 10-20% are my best friends. x3
3) where can i get life bar & menu pack or How can i swap my own for those in the default game./ Search youtube for 'MUGEN Screenpack Tutorial' and you'll come up with answers to both questions.
4) whats the currently the most stable version of mugen? From the two versions I've used, stability isn't an issue. Instability seems to come from shitty computer components. I favor the Hi-Res MUGEN simply because it's easier to add detail for custom projects.
6) whats the standard .bmp pixel size for backgrounds? (before converting them in FF) I've not found any info on this. However, I have noticed that all scrollable stages are larger than the game window. So, by this, I'll be using trial and error. My stages will start at 840x620. I'm running hi-res MUGEN, as stated earlier, so after scaling properly the image will have extra walkspace of 100 pixels on each side with 140 pixels of extra room above for air juggling. You have to set the boundaries on stages, so I think you can make your own standards, really. I'll be able to say this for sure after I've made a test stage or two - currently working on a screenpack though.
7) How do you change the announcer's voice & other non-character sound effects? That's covered somewhere above. I could have sworn I added a direct link to this in my favorites but I can't find it. :s
I've looked int he fight.def, system.def, and mugen.cfg for whatever code determines the amount our power bars hold. I can't find it at all. x_x I need to know where that is before I can even go into doing what I want to do with it.
I'm trying to find out if I can make the power bar harder to raise after certain points. Let's say it takes 1500 total to fill level 1, 2750 total to fill level 2, and 4500 total to fill level 3. Right now, it seems the power bar runs completely even, with 1000 for level 1, 2000 for level two and 3000 for level 3. Is it at all possible to do what I'm looking for it to do?
"Aurica, this is my first time. I can't be sure that I won't hurt you." / "...to her back and insert it all the way." "You mean, right into her skin?" "Don't worry, it'll be absorbed into her body."
The game is Ar Tonelico: Melody of Elemia for the PS2.