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shin yagami

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Messages by shin yagami

    

Ex Orochi Iori updates 07/12/14

 December 09, 2014, 03:41:22 am View in topic context
 Posted by shin yagami  in Ex Orochi Iori updates 07/12/14 (Started by shin yagami December 09, 2014, 03:41:22 am
 Board: Projects

Well then I show the latest advances I made this character, as you will note in comparison to the previous version this has too many changes These are some of the major changes:

-The Projectiles are already changed the style of the EX Iori XIII (Thanks to dark Carlos for letting me use your sprites of his Ex Iori XIII)
-New Intro, only works when your opponent is the same character (Ex Ex Orochi Iori Orochi Iori VS).
-New Style intro, poster Warning appears when Iori YOUR versus Ex.
-Improved HSDM
-Added The Max Cancel
-Added A new DM (Second: 0: 31-0: 34)
-Added A new SDM (Min 1: 17-1: 21)
-New Counter when the blow connects to the continuous enemy with flames, otherwise no, still keep thinking if I leave it or just leave it with the beat (Min 1: 50-2: 00)
-Improved SDM (Min 2: 01-2: 08)


Then the video:

    

Re: Ex Orochi Iori Updates

 November 28, 2014, 11:36:31 pm View in topic context
 Posted by shin yagami  in Ex Orochi Iori Updates (Started by shin yagami November 28, 2014, 02:38:11 am
 Board: Projects

Gracias  ;)

    

Ex Orochi Iori Updates

 November 28, 2014, 02:38:11 am View in topic context
 Posted by shin yagami  in Ex Orochi Iori Updates (Started by shin yagami November 28, 2014, 02:38:11 am
 Board: Projects

Well these are some of the improvements that have the character, will change the most animations by KOF XIII as you add new animations and improve some special .. Even more improvements missing;)



    

Ex K´ [2k2UM-XIII-CUSTOM] 08/11/14

 November 09, 2014, 02:23:21 am View in topic context
 Posted by shin yagami  in Ex K´ [2k2UM-XIII-CUSTOM] 08/11/14  (Started by shin yagami November 09, 2014, 02:23:21 am
 Board: Edits & Addons 1.0+


Ex K´ [2k2UM-XIII-CUSTOM] 08/11/14




Character information:

Character name: Ex K'
Creation date: 05/10/2006
MUGEN Version: 1.0
Author name: K.O.D
Edit by: Shin Yagami
Released Date: 20/06/14
Playing style: 2k2UM - XIII - CUSTOM



Updates 08/11/14

-New HSDM.
-Improved SDM.
-Changed the afterimage by better.
-Changed the Dream / Super Cancel posters.
-Added MAX CANCEL.
-Added striker.
-Changed fire sprites for KOF XIII.
-Other improvements and correcion details.



Game systems

-Counter system
-Ex moves!
-Pausa
-Dream/Super cancel
-K.O Efect!
-First Attack
-Perfect
-Danger
-Guard Crush
-winner screen
-Intro screen
-Intro al perder/ganar Round 2
-Fondo HSDM personalizado
-Dodge efect
-Sistema de desaparición de LB durante el HSDM, intros y winners
-Dodge cancel
-Fondo 2k2 UM
-Striker (Nuevo)
-Max Cancel (Nuevo)



Character Video






    

Omega Adel [2k2-XIII-CUSTOM]

 October 05, 2014, 07:22:54 pm View in topic context
 Posted by shin yagami  in Omega Adel [2k2-XIII-CUSTOM]  (Started by shin yagami October 05, 2014, 07:22:54 pm
 Board: Edits & Addons 1.0+


Omega Adel [2k2-XIII-CUSTOM]



Character name: Omega Adel
Date of creating: 12-06-2009
MUGEN Version: 1.0
Author name: Jin
Edit by: Shin Yagami
Released Date: 04/10/2014
Playing Style: 2k2UM - XIII - CUSTOM




Changes and modifications to the character

- New HSDM
- New intros
- Added and changed the afterimage
- Changed the sparks and sounds by the KOF XIII
- Four new Ex moves
- New SD



Gaming Systems

- Counter system
- Ex moves!
- Pause
- Dream / Super cancel
- K.O.F Effect!
- First Attack
- Perfect
- Danger
- Guard Crush
- Winner screen
- Intro screen
- Intro to lose / win Round 2
- Personalized HSDM Fund
- Dodge efect
- System disappearance of LB during the HSDM, intros and winners
- Dodge cancel
- Fund 2k2 UM
- Striker (New)
- Max Cancel (New)



Character Video




    

Re: How to avoid a explode appears on player 2 if player 1 in this desert state

 September 28, 2014, 08:59:47 pm View in topic context
 Posted by shin yagami  in How to avoid a explode appears on player 2 if player 1 in this desert state (Started by shin yagami September 28, 2014, 08:41:31 pm
 Board: Requests

No, what I want is that when player 1 enters states HSDM also desaparesca the retrado the STRIKER player 2, as you can see in the video just disappears retrado the striker Player 1 and Player 2 does not
    

How to avoid a explode appears on player 2 if player 1 in this desert state

 September 28, 2014, 08:41:31 pm View in topic context
 Posted by shin yagami  in How to avoid a explode appears on player 2 if player 1 in this desert state (Started by shin yagami September 28, 2014, 08:41:31 pm
 Board: Requests


Quote
Bueno mi duda es la siguiente:

Utilizó dos explod para los retratos de los strikers, sin embargo tengo un removexplod que desactiva dicho retratos en ciertos estados, y si funciona, pero el retrato sigue apareciendo en el jugador 2, entonces: ¿como hago para desactivar el retrato del sitriker del jugador2 en caso de que el jugador 1 entre en dicho estados?

este es mi codigo:

Well my question is this:

He used two explod for portraits of the strikers, however I have a removexplod that disables said portraits in certain states, and if it works, but the picture still appears on player 2, then: how do I disable portrait sitriker the player2 if player 1 gets into this state?

this is my code:

Code:
;IMG Striker
[State IMG Striker]
type = Explod
triggerall = numexplod(84026) = 0 && teamside = 1
triggerall = roundstate != 0
triggerall = roundstate != 1
triggerall = roundstate != 3
trigger1 = roundstate = 2
anim = 84026
ID = 84026
postype = left;back
pos = 0,38
scale = 0.4,0.4
sprpriority = 6
pausemovetime = 1
supermove = 1
persistent = 0
bindtime = -1
ownpal = -1

[State IMG Striker]
type = Explod
triggerall = numexplod(84026) = 0 && teamside = 2
triggerall = roundstate != 0
triggerall = roundstate != 1
triggerall = roundstate != 3
trigger1 = roundstate = 2
anim = 84027
ID = 84026
postype = right;back
pos = -116,38
scale = 0.4,0.4
sprpriority = 6
persistent = 0
pausemovetime = 1
supermove = 1
bindtime = -1
ownpal = 1

[State State IMG Striker]
type = RemoveExplod
trigger1 = roundstate = 4
trigger2 = stateno = [85000,85006]
trigger3 = prevstateno = 84000
ID = 84026
persistent = 1

And here a video:


And also tried putting in removexplod not apresca 84000 in state but still continues to appear

    

Creating Stages MUGEN + VIDEO TUTORIAL

 September 01, 2014, 12:51:24 am View in topic context
 Posted by shin yagami  in Creating Stages MUGEN + VIDEO TUTORIAL (Started by shin yagami September 01, 2014, 12:51:24 am
 Board: Development


Creating Stages HD (31/08/14)
Level: BASIC
By Shin Yagami





Well, finally encourage me to make this tutorial, I want to clarify that in this tutorial is rather for those who have no idea how to create a scenario, in this tutorial I will show you how to create basic scenarios, but I did the best single and explained to make it easy to understand. :wink2:



    

Re: Ruins in space 24/08/14 (1280X720)

 August 30, 2014, 06:56:25 am View in topic context
 Posted by shin yagami  in Ruins in space 24/08/14 (1280X720) (Started by shin yagami August 26, 2014, 02:25:47 am
 Board: Your Releases, Mugen 1.0 +

In my opinion, the red moon really stands out of place because its monotonish color scheme.

Still a cool idea though.

In fact later that will change the moon, down a bit more color intensity and give a little more effect.

This is just moderator nitpicking... but could you properly label this release?? Such an awesome stage should be titled correctly!! :P

If you're referring to the label of the subject and change it. xD
    

Re: Ruins in space 24/08/14 (1280X720)

 August 27, 2014, 03:40:19 am View in topic context
 Posted by shin yagami  in Ruins in space 24/08/14 (1280X720) (Started by shin yagami August 26, 2014, 02:25:47 am
 Board: Your Releases, Mugen 1.0 +

In fact it supports 640x480 resolution, I use that resolution and that think the same stages pleases .. I see you like my work, if you can share the best xD
    

Ruins in space 24/08/14 (1280X720)

 August 26, 2014, 02:25:47 am View in topic context
 Posted by shin yagami  in Ruins in space 24/08/14 (1280X720) (Started by shin yagami August 26, 2014, 02:25:47 am
 Board: Your Releases, Mugen 1.0 +


Ruins in space 24/08/14 (1280X720)



[Info]
Name  = "Ruins in space"
Mugenversion = 1.0
Author  = "Shin Yagami"
Versiondate = 24/08/14
Resolucion = 1280x720
Zoom  = NO!
Super salto = NO!


This happens to be my third stage. At this stage I started to use what is the parallax, to give a more attractive both the stage and the stage effect, something a little difficult haha but now at last you better understand how to make good parallax (I thank Darek for his good tutorial). While this stage is a little more detailed, as you can notice in the video below.


This is the full view of the stage



    

Re: Red Forest stage (1280x720 & 640x480)

 August 24, 2014, 06:19:06 am View in topic context
 Posted by shin yagami  in Red Forest stage (1280x720 & 640x480) (Started by shin yagami August 03, 2014, 02:28:13 am
 Board: Your Releases, Mugen 1.0 +

    

Training Stage (1280x720) (1.0)

 August 06, 2014, 04:49:55 am View in topic context
 Posted by shin yagami  in Training Stage (1280x720) (1.0) (Started by shin yagami August 06, 2014, 04:49:55 am
 Board: Your Releases, Mugen 1.0 +

    

Red Forest stage (1280x720 & 640x480)

 August 03, 2014, 02:28:13 am View in topic context
 Posted by shin yagami  in Red Forest stage (1280x720 & 640x480) (Started by shin yagami August 03, 2014, 02:28:13 am
 Board: Your Releases, Mugen 1.0 +


Red Forest stage (1280x720 & 640x480)





[Info]
Name  = "Red Forest"
Mugenversion = 1.0
Author  = "Shin Yagami"
Resolucion = 640x480 & 1280x720
Zoom  = NO!
Super salto = NO!
DATE  = 27/07/14 & 02/08/14


Well I took the liberty to improve the stage, I have improved the quality of the images, I have also added what are some improvements to the stage, as you can see in the video below:



This is the full view of the stage, to be my first stage, was perfect.


Cybaster thank you for your tutorial and Darek for translating this tutorial.

Well here is the link of the stage, the resolution of 640x480 and 1280x720, both improved and updated.



    

Re: Red Forest stage

 July 29, 2014, 02:10:42 am View in topic context
 Posted by shin yagami  in Red Forest stage  (Started by shin yagami July 27, 2014, 10:24:20 pm
 Board: Your Releases, Mugen 1.0 +

Thanks friends ;)
    

Re: Red Forest stage

 July 28, 2014, 04:23:30 am View in topic context
 Posted by shin yagami  in Red Forest stage  (Started by shin yagami July 27, 2014, 10:24:20 pm
 Board: Your Releases, Mugen 1.0 +

Thanks friend, I do not understand in what sense I say but thanks XD
    

Red Forest stage

 July 27, 2014, 10:24:20 pm View in topic context
 Posted by shin yagami  in Red Forest stage  (Started by shin yagami July 27, 2014, 10:24:20 pm
 Board: Your Releases, Mugen 1.0 +


Red Forest stage 27/07/14





Well since I could finally create my first stage (slightly basic), was somewhat confusing at first, as seek appropriate resolution of the image was somewhat complicated, but once found that decision the rest is a breeze XD.

[Info]
Name  = "Red Forest"
Mugenversion = 1.0
Author  = "Shin Yagami"
Resolucion =  640x480
Zoom  = NO!
Super salto = NO!

Deltas = SI!


Here a video of the stage



And more screen stage



This is the ORIGINAL image of this stage takes the idea was something simple, unfortunately it is in jpg so the quality is terrible, but still remained perfect on stage



And this is the entire stage. Only using 3 sprites for the stage ;)



And of course, thanks:

Quote
Cybaster thank you for your tutorial and Darek for translating this tutorial.

Later update the stage, trying to find a better image quality and better resolution (1280x720)


    

K´ Dash [Update 21/07/14]

 July 22, 2014, 03:51:27 am View in topic context
 Posted by shin yagami  in K´ Dash [Update 21/07/14]  (Started by shin yagami July 22, 2014, 03:51:27 am
 Board: Edits & Addons 1.0+

K´ Dash [Update 21/07/14]







So I decided to update the editing I did of K '. These changes were:

[Update]

------------------------------------>>[20/07/14]<<----------------------------------------

-Added Dodge cancel
-Changed the color palettes
-Added style kick-XI (XI Side Sniper statedef 821)
-Added new EX moves (statedef 88001/88005)
-Removed the sequence of strokes
-Changed the positions of the posters (Out of place)
-Updated the menu command
-Changed background HSDM
-Modified movement speeds


Previous updates:

Spoiler, click to toggle visibilty


[Info]
name = "K' Dash"
displayname = "K' Dash"
versiondate = 05,10,2006
mugenversion = 1.0
author = "K.O.D"
pal.defaults = 4,1,2,3,5,6,7,8



[systems]

-Pause / Command List for the round
-Dream/Super cancel
-Efect-K.O!
-First Attack
-Perfect
-Danger
-Guard Crush
-screen-winner
-Intro screen
-Intro to lose / win Round 2
-HSDM custom-background
-Dodge efect
-System disappearance of LB during HSDM, intros and winners



    

Ex Orochi Iori

 July 14, 2014, 01:08:29 am View in topic context
 Posted by shin yagami  in Ex Orochi Iori  (Started by shin yagami July 14, 2014, 01:08:29 am
 Board: Edits & Addons 1.0+


[EX-Orochi Iori] -Edited by Shin Yagami [13/07/14]





========================================================================
[Info]

name = "EX-Orochi Iori"
displayname = "EX-Orochi Iori"
versiondate = 05,03,2009
mugenversion = 1.0
author = "Jerzy"
pal.defaults = 1,2,3,4,5,6,7,8

 ========================================================================

Then I show the system implemented the character:

[Changes / Modifications]

-New HSDM
-New SDM
-New intro (statedef 192-193)
-New winner (statedef 182)
-Changed the palfx the effects of fire for a few more colorful.
-8 New color palettes
-Added and changed the afterimage
-Changed the sparks and sounds from the KOF XIII
-'I do not put in the air guard.


[systems]

-Counter system
-Ex-moves!
-Pausa/Lista Command during the round
-Dream/Super cancel
-Efect-K.O!
-First Attack
-Perfect
-Danger
-Guard Crush
-screen-winner
-Intro screen
-Intro to lose / win Round 2
-HSDM custom-background
-Dodge efect
-System-missing during the HSDM LB, intros and winners
-Dodge cancel



    

Creating life bar by Shin Yagami

 June 22, 2014, 08:13:49 pm View in topic context
 Posted by shin yagami  in Creating life bar by Shin Yagami (Started by shin yagami June 22, 2014, 08:13:49 pm
 Board: Development

Well do not know if this is the right section lol, but here I bring you a tutorial to show you how to create a life bar for MUGEN, is in Spanish, but can use the translator to translate. XD


This tutorial will be divided into 2 parts, the second part is divided into 8 sections.

1 - PART - Creating the sprite of life bar.
2 - PART - Coding.

a. Life 2.1 bar
b. 2.2 Power bar
c. 2.3 Face
d. 2.4 Name
e. 2.5 Time
f. 2.6 Combo
g. 2.7 Round
h. Win 2.8 icon


Hope that helps, and if something change or add to the tutorial you can make me know. Greetings!