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Re: Mario VS. Sonic (Full Game)

 January 15, 2014, 01:43:00 am View in topic context
 Posted by xstarter  in Mario VS. Sonic (Full Game) (Started by Tanicthefox January 13, 2014, 09:14:09 pm
 Board: M.U.G.E.N Discussion

the game is good Tanicthefox,i think you should add original cool nes stages and nes mecha sonic to the game and more combo supers with nes effects in Mario VS. Sonic part 2
    

Re: Mario VS. Sonic (Full Game)

 January 14, 2014, 01:51:09 am View in topic context
 Posted by xstarter  in Mario VS. Sonic (Full Game) (Started by Tanicthefox January 13, 2014, 09:14:09 pm
 Board: M.U.G.E.N Discussion

gotta try this :),thanks for the release.
    

screenpack problem

 December 17, 2013, 11:36:53 pm View in topic context
 Posted by xstarter  in screenpack problem (Started by xstarter December 17, 2013, 11:36:53 pm
 Board: M.U.G.E.N Development Help


The problem here is not being able to scale this animation to fit the entire title screen.
Iv seen other screen packs scale small sized anims out to fit the screen.im not not sure
how or what there using to scale these out since I don't see THE ( scale=? )
how am I suppose to edit the scaling?

http://imageshack.us/photo/my-images/543/uxdm.png
    

AI Creation Video tutorials

 September 29, 2013, 01:24:31 am View in topic context
 Posted by xstarter  in AI Creation Video tutorials (Started by xstarter September 29, 2013, 01:24:31 am
 Board: M.U.G.E.N Development Help

Im looking for a good AI creation vid that explains from combo's to special's to supers if there is one.The massive reading isn't helping
me and many videos im finding are out dated or unfinished.im really eager to create chars that will be terrific to watch in action ...
If there is a sight that explains better in letters than in videos then please show me,im
still willing to read it out.
    

Re: Jumping Configuration

 September 13, 2013, 03:08:34 am View in topic context
 Posted by xstarter  in Jumping Configuration (Started by xstarter September 13, 2013, 01:12:15 am
 Board: M.U.G.E.N Development Help

alright thanks
    

Re: Jumping Configuration

 September 13, 2013, 02:23:33 am View in topic context
 Posted by xstarter  in Jumping Configuration (Started by xstarter September 13, 2013, 01:12:15 am
 Board: M.U.G.E.N Development Help

Every character has a yaccel parameter in the [Data] blocks of their primary CNS files. That value (default is .4 for KFM) basically defines the character's weight. You make it larger (.5 for example) to make the character heavier and smaller (.3 for example), to make the character lighter. Keep in mind what this is, is the acceleration of the character whenever Physics=A is active and the character is falling, or it's forced with Gravity.

So let me get this right ,in order to make him lighter I must decrease the yaccel in his fall and jump state?
    

Jumping Configuration

 September 13, 2013, 01:12:15 am View in topic context
 Posted by xstarter  in Jumping Configuration (Started by xstarter September 13, 2013, 01:12:15 am
 Board: M.U.G.E.N Development Help

I needed to no how to make a char jump slowly and fall slowly as if there holding an umbrella,
cant find anything on this.
    

Mario Bros GT (SMBZ Smithy Sprite Sheet)

 September 05, 2013, 03:12:46 am View in topic context
 Posted by xstarter  in Mario Bros GT (SMBZ Smithy Sprite Sheet) (Started by xstarter September 05, 2013, 03:12:46 am
 Board: Development Resources

    

I have a ( PALFIX COLOR ) problem

 August 23, 2013, 01:40:22 am View in topic context
 Posted by xstarter  in I have a ( PALFIX COLOR ) problem (Started by xstarter August 23, 2013, 01:40:22 am
 Board: M.U.G.E.N Development Help

for an intro I need to use the palfix color edit to change a char's color temporary,
but when I add the pal edit in the intro state the char and the explods are effected by the
palfix edit,i need only the char to change but i don't no how to fix this...
    

Re: Animated Portraits?

 August 14, 2013, 01:48:50 am View in topic context
 Posted by xstarter  in Animated Portraits? (Started by MadMike1 August 12, 2013, 10:41:38 am
 Board: M.U.G.E.N Discussion

im very interested in animated portraits to, this will be useful when making screen packs...
    

Re: A way to change Explod or FX colors?

 May 21, 2013, 02:49:41 am View in topic context
 Posted by xstarter  in A way to change Explod or FX colors? (Started by xstarter May 20, 2013, 01:17:55 am
 Board: M.U.G.E.N Development Help

thanks ,coding in helper worked great! now i kinda want to recolor the FX,the issue is solved but
for future usage are there any walk through's for recoloring FX?
    

A way to change Explod or FX colors?

 May 20, 2013, 01:17:55 am View in topic context
 Posted by xstarter  in A way to change Explod or FX colors? (Started by xstarter May 20, 2013, 01:17:55 am
 Board: M.U.G.E.N Development Help

i needed to no how to change explod colors with palFX,and if not
possible whats the easyest method to recolor an FX.Iv seen green
and pink projectiles that the color has ben clearly changed and nicely
done,any advice on how to do this?
    

Re: Road Runner! NEW VIDEO ADDED!!! 5/17/13

 May 18, 2013, 10:31:59 pm View in topic context
 Posted by xstarter  in ROAD RUNNER UPDATED!!! 02/12/14 (Started by DJ_HANNIBALROYCE May 18, 2013, 05:41:54 am
 Board: Your Releases, Mugen 1.0 +

i did want to put him faster...but he seemed a bit cheap that way....if he was his real speed, he'd be invincible...lol.

@Ricepidgeon ....i see what you mean by the corner infinite...fixing.

Just apply power bar or life usage to make it less cheep,he really should be faster.like DBZ FAST,im not sure what the fuss is about but just waching the vid,its pretty funny and nice to see.I think the problem really is they keep opening up the char looking for whats wrong.Just keep updating and add a little more WB effects =)
    

Re: * NEW*KOOPA TROOPA (A.K.A. FRENCH MONKOOPA) by: DJ Hannibalroyce (2/20/13)

 February 23, 2013, 08:43:41 am View in topic context
 Posted by xstarter  in THE FINAL VERSION of KOOPA TROOPA. Download Today! (Started by DJ_HANNIBALROYCE February 21, 2013, 12:51:34 am
 Board: Your Releases, Mugen 1.0 +

first id like to thanku for becoming an contributor,i think your koopa is a one of a kind not made in
this way before.Its the best iv seen released for the start of 2013,i like the jump fly effect you put
to koopa.the super sparks could be cooler but if you like these that's fine.if you wanna put a Squirtle
in that's cool and you should keep it that way if its your stile as a editor regardless who dislikes.
-as for the readme,wouldn't hurt to make a command list or say in it all moves are hidden.
-he can seriously use more combo connections that lead up to 6 hit combo or more.
-as for animations,it looks good but seems to sudden
-his character select portrait is way to big,it needs to shrink unless you like it this way
hope i helped a little
    

Re: How To Code A Misogi Drop?

 February 21, 2013, 09:24:08 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

I don't understand how you have determined that I am offended. You are the one who clearly felt that it was my duty to help you because you've seen me assist many other people. And you thought I was trying to keep you down because I'm a super elitist or whatever went through your head.

I think you're a bit delusional -- bipolar or something. Anyway, since your problem is solved, this conversation can be over once you've said your last piece.

lets close this already
    

Re: How To Code A Misogi Drop?

 February 21, 2013, 09:13:43 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

Your attitude is horrible.

I am not interested in keeping others down, if I was, then I wouldn't have posted to help you in the first place. Your code is still wrong and you still need to use a posadd or change the x value to what I said in my initial post.

Giving answers to someone who says they're too tired to do something seems more trouble than what it's worth. No one should put effort into something for you if you're not gonna put effort into it. Glad you figured out your little problem on your own.

forgot to mark this solved.
I take manners in general a disrespect to an individual expecting people to be
or act the same when we are clearly not,if i offended you that i didn't attend to that's your fault for having
the buttons to push.Even after all your continues remarks about me i did not say
a word in defense because after all there (your) problems.And you still dare talk to me about attitude...freedom
 of speech,there's nothing wrong expressing one's thoughts and opinions.Respect people for what and who they
are and all troubles vanish.
    

Re: How To Code A Misogi Drop?

 February 21, 2013, 07:54:33 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

You're too tired to even listen to two perfectly functional answers, so I'm too tired to hep you.

Our answers are really clear and don't really need clarification anyway. Velset brings your character down, posset or posadd changes your character's position. read the docs. http://elecbyte.com/mugendocs/mugen.html

You're not entitled to help, stop being lazy and snobby.

No i don't think you wanna under stand what iv ben doing or what the heck im saying! I no what velset means but
that doesn't mean its working properly.I went to docs before asking for help,and told you what went wrong
with the answer you gave yet you showed no concern.I just noticed one of the problems was the y= numbers
below posset in the code needed to be negative that you failed to mention,so your fool attention isn't on this
 topic proving you really are to lazy for this and you never new what was really wrong here so plz don't bother
if you not determined to solve this!
Not entitled to help you say...only for those that like keeping others down,what is it to you just giving simple
answers for others to finish there chars.Its guys like you that make the wold of mugen less fun
    

Re: How To Code A Misogi Drop?

 February 21, 2013, 07:11:39 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

Eh, I've been on this too long and I'm too tired to correct your code.

Really,from one sentence when you've given much more effort on other topics.You didn't need to be
freaking sarcastic dude,iv ben on this very long and don't need your reversed sentence jokes.

     Posted: February 21, 2013, 07:13:47 am
Simple...not for me.Im still stuck on this and correction please.
    

Re: How To Code A Misogi Drop?

 February 21, 2013, 06:24:56 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

velset

you no...that answer alone does not help since iv already ben tinkering with the vel under state and tried a vel
separately.More info please
Also:

Posadd instead of posset. Or, keep the posset and change the x value to enemynear,pos x while using the numenemy trigger to detect if there is indeed an enemy.
when i put enemynear in place of P2BodyDist x it crashes,to be honest iv ben on this to long.Im tired,can you correct the code so it will
function properly?
    

How To Code A Misogi Drop?

 February 20, 2013, 03:56:05 am View in topic context
 Posted by xstarter  in How To Code A Misogi Drop? (Started by xstarter February 20, 2013, 03:56:05 am
 Board: M.U.G.E.N Development Help

Iv ben on this for to long,im not sure what im doing wrong here.Can anay one correct this coding so
this can be a successful drop like akuma and evil ryu  does it please!

[Statedef 14]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 14
sprpriority = 2





[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 538, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 20,50
guardflag = MA
guard.pausetime=3,3
pausetime = 8, 16
sparkno = 1
sparkxy = -18,20
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6.0
air.velocity = -1.4,-3
ground.cornerpush.veloff=-6


[State 0, PosSet]
type = PosSet
trigger1 = time = 2
x = P2BodyDist x
y = 300


[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1