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.

***
Sam is Offline
Contact Sam:

Sam

Contributor

Messages by Sam

    

Shin Gouketsuji Ichizoku Bonnou no Kaihou (Power Instinct) Sprites

 February 16, 2014, 11:35:44 pm View in topic context
avatar  Posted by Sam  in Shin Gouketsuji Ichizoku Bonnou no Kaihou (Power Instinct) Sprites (Started by Sam February 16, 2014, 11:35:44 pm
 Board: Development Resources

I need all Power Instinct characters sprites that were released by Mugenchina a long time ago. Someone know where I can download it again, since mugenchina is now offline?
    

Extract .VSA files

 February 16, 2014, 10:34:32 pm View in topic context
avatar  Posted by Sam  in Extract .VSA files (Started by Sam February 16, 2014, 10:34:32 pm
 Board: Off-Topic Help

Some Taito TypeX2 games have their files inside vsa containers. Do somebody know how to open and extract this kind of extension?
    

Re: JUNGLE kofXIII HD with animation

 March 01, 2012, 05:47:24 pm View in topic context
avatar  Posted by Sam  in JUNGLE kofXIII HD with animation  (Started by dragon972 February 28, 2012, 12:41:24 am
 Board: Your Releases, older Mugen

trans = add is your friend  man!
    

Re: Show us cool stuff you just bought!

 February 29, 2012, 04:35:15 am View in topic context
avatar  Posted by Sam  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left

I just got the White Premium Box Version of Black Rock Shooter! I'm almost done with my psp collection (I don't wanna buy every game, but I have some that I want yet)




    

Re: Vietnam War - MUGEN 1.0 only

 February 27, 2012, 06:36:48 pm View in topic context
avatar  Posted by Sam  in Vietnam War - MUGEN 1.0 only  (Started by ciao January 02, 2012, 06:31:55 pm
 Board: Your Releases, Mugen 1.0 +

First: Great job so far man!

Now, for those who are talking about creating remixes, come on guys, it's a mugen 1.0 stage, so it's really easy to code the sound in your char. You can even insert it in the fight.snd, so you don't have to increasethe size of every character you have.

If you guys don't know how to do it just tell me and I can make the code.
    

KOF XIII Accurate vels

 February 26, 2012, 02:11:07 am View in topic context
avatar  Posted by Sam  in KOF XIII Accurate vels (Started by Sam February 26, 2012, 02:11:07 am
 Board: M.U.G.E.N Development Help

So I'm thinking about come back to mugen and try to code something again lol But my question is (and I'm sorry if it's not the right place to do it): is there any way to get accurated vels from KOF XIII? I'm trying to use artmoney, but looks like it is one of those fancy games where datas keep changing their adress, so I ain't able to get it.
    

Rock (stones) sprites

 October 23, 2011, 07:00:29 pm View in topic context
avatar  Posted by Sam  in Rock (stones) sprites (Started by Sam October 23, 2011, 07:00:29 pm
 Board: Development Resources

Pretty much what I said in the title. Anybody knows where can i find stones ands rocks sprites? specially in snk-kof style.

Thanks in advance!

PS: I don't actually need someone to rip it to me. I just need to know in wich game I can found it, and i'm totally able to rip by myself.
    

Re: Inside the Matrix

 October 16, 2011, 05:07:26 am View in topic context
avatar  Posted by Sam  in Inside the Matrix (Started by O Ilusionista October 16, 2011, 01:27:04 am
 Board: Your Releases, older Mugen

Ilu, IIRC, the formula for hr stages is the same for regular stages. Just remember to divide the dimensions by 2 before do anything. Like, the floor width is 640 pixels, so you shall use 320 to do the math.

I mean, if you use the same formula as I use, of course xD
    

Re: Carriage Return/Line Feed/New Line in MUGEN 1.0 victory quotes

 September 21, 2011, 05:20:27 am View in topic context
avatar  Posted by Sam  in Carriage Return/Line Feed/New Line in MUGEN 1.0 victory quotes (Started by Werewood September 03, 2011, 03:38:53 pm
 Board: Tips, Tricks, Tutorials

It's not really new, because it works in displaytoclipboard too.
    

Re: Outskirts' Stand

 March 10, 2011, 01:30:15 am View in topic context
avatar  Posted by Sam  in Outskirts' Stand (Started by Sam March 09, 2011, 02:57:29 am
 Board: Your Releases, Mugen 1.0 +

thanks xD they're not perfect, but I think they're good enoiugh, since I can reproduce things in mugen exactly like 2dfm dua software limitation xD
    

Outskirts' Stand

 March 09, 2011, 02:57:29 am View in topic context
avatar  Posted by Sam  in Outskirts' Stand (Started by Sam March 09, 2011, 02:57:29 am
 Board: Your Releases, Mugen 1.0 +

meh, after 300 years without releasing nothing I decided to make this stage from pokemon type wild
I've translated the original name, but it's machihazure no sutando (町外れのスタンド), in case you wanna change it to a more otaku-ish name xD

it's a near to perfect conversion. the only difference is because 2dfm has a random trigger in stages, and mugen doesn't. but I did a long animation, so I think it's looking OK

screenshot:


http://forum.paodemugen.com.br/index.php?showtopic=10798
    

Re: I need someone's help to make Pumpkinhead

 March 07, 2011, 11:47:08 pm View in topic context
avatar  Posted by Sam  in Pumpkinhead mugen char wip (Started by mechadiablo March 05, 2011, 12:54:01 am
 Board: Idea Engineering

I think you are. At least I avoid to search penises in aliens or humans or wherever beings xD

but yeah, this guy doesn't need help, he needs employees xD
    

Re: First character, palette problems

 March 07, 2011, 11:33:51 pm View in topic context
avatar  Posted by Sam  in First character, palette problems (Started by digiholic March 07, 2011, 08:58:56 am
 Board: M.U.G.E.N Development Help

you can use irfanview to batch convert the png to pcx and then use the pallete creator from ff to create the pals with your pcx. then jus applly the pal with pcxclean and add into the sff
    

Re: platform interaction

 March 07, 2011, 11:24:34 pm View in topic context
avatar  Posted by Sam  in platform interaction (Started by XGargoyle March 07, 2011, 09:07:59 pm
 Board: M.U.G.E.N Development Help

lol you could release your common1 with -2 and -3, but everybody would override it anyway xD In my char I'm overriding the entire common, so it wont solve that issue ;~

the other way would be sending p2 to a custom state the whole time he is on the plataform, ther's no issue with sprite number anyway, but this will fail if someone put the walk anim with something like 15 instead 20. and believe me, I saw xD

BUT if it's a fullgame (you didn't specify that) you can just code the same helper in different positions depending of your teamside or facing at the very beginning of the round. it will solve the issue
    

Re: platform interaction

 March 07, 2011, 11:12:33 pm View in topic context
avatar  Posted by Sam  in platform interaction (Started by XGargoyle March 07, 2011, 09:07:59 pm
 Board: M.U.G.E.N Development Help

I know, but it's not impossible. just tell in the readme that you have to paste a little code in -2 statedef and create another .st to the major codes. In the worst case, I should say
    

Re: What you have contributed for the mugen community?

 March 07, 2011, 11:08:21 pm View in topic context
avatar  Posted by Sam  in What you have contributed for the mugen community? (Started by Toshio Tenma March 05, 2011, 01:10:50 pm
 Board: M.U.G.E.N Discussion

I don't remember, but I saw some stages with my name here and there .-.
And I WILL stand against my lack of backup and release a char someday
    

Re: platform interaction

 March 07, 2011, 11:03:32 pm View in topic context
avatar  Posted by Sam  in platform interaction (Started by XGargoyle March 07, 2011, 09:07:59 pm
 Board: M.U.G.E.N Development Help

it's only in early versions of mugen 1.0 (the release candidates). the official release doesn't have that floating stuff in common1. but maybe your problem is because p2 didn't set the right statetype and physic. you may wanna try to set a var to detect when they're on the plataform and then set a -2 statetypeset to fix it
    

Re: Ripping graphics from Flash?

 March 07, 2011, 12:48:27 am View in topic context
avatar  Posted by Sam  in Ripping graphics from Flash? (Started by Baby Bonnie Hood March 06, 2011, 04:19:12 pm
 Board: M.U.G.E.N Development Help

sothink swf decompiler
    

Re: what do you like most about the mugen fighters guild forums?

 March 06, 2011, 04:31:55 am View in topic context
avatar  Posted by Sam  in what do you like most about the mugen fighters guild forums? (Started by SnowShingo February 27, 2011, 02:14:44 am
 Board: All That's Left

the trolls
    

Re: Can I change the turning anim? [SOLVED]

 March 06, 2011, 04:28:04 am View in topic context
avatar  Posted by Sam  in Can I change the turning anim? [SOLVED] (Started by Liquid Jake March 01, 2011, 08:28:49 am
 Board: M.U.G.E.N Development Help

I think I misunderstood you xD if you want to make your char face p2 after it jumps over it, just add a facep2 = 1 in its statedef 40