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GreenXIII

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Messages by GreenXIII

    

Re: Another Kung Fu Girl Z by SYD

 December 25, 2014, 04:36:13 pm View in topic context
 Posted by GreenXIII  in Another Kung Fu Girl Z by SYD (Started by GreenXIII September 17, 2013, 08:01:01 am
 Board: Found Releases

Updated yesterday.
    

Re: Angel by Krunkest404

 May 25, 2014, 04:52:23 pm View in topic context
 Posted by GreenXIII  in Angel by Krunkest404 (Started by GreenXIII September 29, 2013, 05:03:53 pm
 Board: Requests

Edited first post.
    

Angel by Krunkest404

 September 29, 2013, 05:03:53 pm View in topic context
 Posted by GreenXIII  in Angel by Krunkest404 (Started by GreenXIII September 29, 2013, 05:03:53 pm
 Board: Requests

As topic says.
Original link has 404'd.
    

Another Kung Fu Girl Z by SYD

 September 17, 2013, 08:01:01 am View in topic context
 Posted by GreenXIII  in Another Kung Fu Girl Z by SYD (Started by GreenXIII September 17, 2013, 08:01:01 am
 Board: Found Releases

Kinda surprised I didn't see this in any Mugen news sites. Just stumbled upon it a few minutes ago, while visiting my favorite creators websites.

http://blog.daum.net/00245syd

EDIT:
Site is down, but there's a message with the link to the Onedrive where you can get her.
Updated on Christmas Eve, 2014.
    

Re: Yuhazaki Towa by unknown author

 February 27, 2011, 01:49:11 pm View in topic context
 Posted by GreenXIII  in Yuhazaki Towa by unknown author (Started by revilumi April 07, 2010, 05:37:20 pm
 Board: Requests

I'd also like a link PM'd to me.
    

Re: Minawa Andou by Shimon and inquiry into Rosette Christopher.

 February 27, 2011, 01:47:54 pm View in topic context
 Posted by GreenXIII  in Kotoro's Request Topic. (Started by Kotoro February 27, 2011, 05:00:38 am
 Board: Requests

I wanted to request Minawa Andou by Shimon, who has yet to upload it to his new site adress. As well as that, in a recent post on Mugen-Infantry, a prototype character called Alice was unveiled and with it, a version of Rosette Christopher for Mugen. I'd like to request her unless she is a WIP or still in development.

Requesting those too.

thiago.xiii@yahoo.com
    

Re: Arima Miyako by ⑨ released 08/30/10

 September 01, 2010, 01:51:01 am View in topic context
 Posted by GreenXIII  in Arima Miyako by ⑨ updated 09/05/10 (Started by Nanashi_1337 August 30, 2010, 03:34:06 pm
 Board: Found Releases

Lolcrymoarplox.
Yes, it's much easier being a smartass than making a point.

The point being, this Miyako has too much bloat. So unless you play her a lot, among all your other characters, and know by heart exactly what each sub-system does for her normal moves, special moves, hypers and her combos (which DO change with each style), then this character will not be enjoyable.

Off-topic:
Spoiler, click to toggle visibilty
    

Re: Arima Miyako by ⑨ released 08/30/10

 August 31, 2010, 12:15:16 am View in topic context
 Posted by GreenXIII  in Arima Miyako by ⑨ updated 09/05/10 (Started by Nanashi_1337 August 30, 2010, 03:34:06 pm
 Board: Found Releases

-Half moon, Crescent, Eclipse, Full moon
-Heat, Blood Heat, Last Arc
-Different options for style, normal and special
-Shield, counter, invalid, reduce
what is this, I don't even

I remember when I downloaded the first release of Ciel and Arcueid by Chotto Komaru. They weren't this complex.
I liked it better when fighting games weren't so convoluted.
Back in the day, the most most complex thing was a super bar.
Young whippersnappers don't know the joys a fighting game without OMG SPARKS and a gazillion different grooves and styles.
    

Re: a good copy of fighter factory ultimate

 June 18, 2010, 12:24:03 am View in topic context
 Posted by GreenXIII  in a good copy of fighter factory ultimate (Started by gaivan June 17, 2010, 06:13:57 pm
 Board: Requests

Jesus H. Christ, I got that same error, then Mugen 1.0 presented it too, then other applications...
I assumed it was a problem with my Windows, so I reinstalled it.

Perhaps it all started with FF?
    

Re: Sexy Fighter Girls ! :NWSafe

 May 10, 2010, 12:12:20 am View in topic context
 Posted by GreenXIII  in Sexy Fighter Girls ! :NWSafe (Started by Warner February 02, 2010, 06:36:00 pm
 Board: Graphics

women

oh, and on topic.
I really like the ones who have a movement feel to them... like vanessa, it's like she's in the middle of a sidestep.
also, you oughta redo the first ones sometime; your skills improved noticeable since you started.
and lastly, why didn't you post the pantiless versions here, hmmm? could at least put a link to your deviantart page.
    

Re: Widescreen in Mugen RC2

 April 15, 2010, 01:32:15 am View in topic context
 Posted by GreenXIII  in Widescreen in Mugen RC2 (Started by GreenXIII September 30, 2009, 10:07:50 pm
 Board: M.U.G.E.N Discussion

How I think it should work:
-image now uses the full extent of the widescreen monitor;
-characters keep their original size;
-you keep the original vertical view range
- you gain horizontal view range. this should be the main addition.


Guys, this pic above is exactly how I think widescreen should work in Mugen. Except for the portraits.
Does anyone know how is it possible? or is it simply a mockup?
    

Re: These stages (possibly by MOTVN)

 February 21, 2010, 06:40:23 pm View in topic context
 Posted by GreenXIII  in These stages (possibly by MOTVN) (Started by GreenXIII February 21, 2010, 02:05:47 pm
 Board: Requests

    

These stages (possibly by MOTVN)

 February 21, 2010, 02:05:47 pm View in topic context
 Posted by GreenXIII  in These stages (possibly by MOTVN) (Started by GreenXIII February 21, 2010, 02:05:47 pm
 Board: Requests

Requesting this stage. A link to the creator website and information on original game would be even more helpful:

Also need recommendations on other beautiful beach stages.



The next one is done in MOTVN's style, could be his creation. Disregard this request if it's unauthorized.


Thanks a lot, in advance.
    

Re: Widescreen in Mugen RC2

 October 06, 2009, 12:40:10 am View in topic context
 Posted by GreenXIII  in Widescreen in Mugen RC2 (Started by GreenXIII September 30, 2009, 10:07:50 pm
 Board: M.U.G.E.N Discussion

Whats the prblem ?

[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 640
GameHeight = 480



;-------------------------------------------------------
[Video]
 ;The video resolution defaults to the same as the game resolution.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
Width  = 854
Height = 480


This works fine i guess ?

Not for me, at least.
"Mirror effect" on the sides; also, everything gets aligned to the left.
    

Re: Widescreen in Mugen RC2

 October 01, 2009, 12:23:38 pm View in topic context
 Posted by GreenXIII  in Widescreen in Mugen RC2 (Started by GreenXIII September 30, 2009, 10:07:50 pm
 Board: M.U.G.E.N Discussion

    

Widescreen in Mugen RC2

 September 30, 2009, 10:07:50 pm View in topic context
 Posted by GreenXIII  in Widescreen in Mugen RC2 (Started by GreenXIII September 30, 2009, 10:07:50 pm
 Board: M.U.G.E.N Discussion

I don't think the widescreen mode in the new Mugen works the way it should. I'm using a 16:10 monitor.
Whenever I choose a 16:10 or 16:9 resolution (like the new default 1280x720 or 1280x800; also tried 640x400 and 768x480), this is what happens:
-image now uses the full extent of the widescreen monitor;
-characters get scaled up;
-you lose vertical view range;
-you don't get more horizontal view range.
 It's basically a zoom in.

How I think it should work:
-image now uses the full extent of the widescreen monitor;
-characters keep their original size;
-you keep the original vertical view range
- you gain horizontal view range. this should be the main addition.

Is there a way to make it work in the way I'm suggesting? Am I missing something?
    

Re: Change the state, keep the anim?

 August 22, 2009, 07:23:46 pm View in topic context
 Posted by GreenXIII  in Change the state, keep the anim? (Started by GreenXIII August 22, 2009, 05:16:46 am
 Board: M.U.G.E.N Development Help

That said, you said you didn't want to modify state 5150, but I don't really understand why. Is it just because, or is there a problem with something else ? It's not a big thing to override a common state, especially since that's exactly what it's here for if you have something specific to your character. It's how you're supposed to do it when you have something like that.
The state I'm creating is supposed to be patched into other characters. You can just paste it in their cns and air, no thinkering, no overwriting the files (no need to update the patches when the chars themselves get updated).
    

Re: Change the state, keep the anim?

 August 22, 2009, 06:52:00 pm View in topic context
 Posted by GreenXIII  in Change the state, keep the anim? (Started by GreenXIII August 22, 2009, 05:16:46 am
 Board: M.U.G.E.N Development Help

@Byakko: Hmm, I didn't notice Iori's position. At first I really thought it was a helper that was dizzy while the real Iori would be invisible, but the Debug didn't show any helper, so...
I'm still searching through Sonya's fatality, I still can't find the point where the opponent goes offscreen and the explod appears.

@Shamrock: you basically described how the friendship is coded into that Sonya, yeah.
No, not a backwards fatality. Just an anim where the chars ends dead, but not in the default liedown position.
It's possible to do it if I edit Statedef 5150, but I want to do it without doing so.
    

Re: Change the state, keep the anim?

 August 22, 2009, 06:20:15 pm View in topic context
 Posted by GreenXIII  in Change the state, keep the anim? (Started by GreenXIII August 22, 2009, 05:16:46 am
 Board: M.U.G.E.N Development Help

.... Just to be absolutely sure since you used a fatality as example, are you sending the opponent into a special state and you don't want him to revert to the KO anim, or is it your own character whom you don't want to change animation when he is KOed ?
I'm trying to do it to my own char, not the opponent.
Still, the fatality/friendship is a good example, cause in the pic above Iori is sent to KOed state, while keeping his dizzy stance, which is sorta like what I'm trying to do.

Update: Byakko, I remember I tried something similar like that before. The char goes into State 5150 for one tick, before going back to the desired animation.
Also, what's the purpose of var(yaddo)? Can't I just put elem = 1 to start from the first anim frame?
    

Re: Change the state, keep the anim?

 August 22, 2009, 05:49:00 pm View in topic context
 Posted by GreenXIII  in Change the state, keep the anim? (Started by GreenXIII August 22, 2009, 05:16:46 am
 Board: M.U.G.E.N Development Help

That is done by another character sending your character into a custom state. Not in your character itself. So no, I am not wrong, your question is just unclear. So next time you ask a question, make sure you explain it clearly so you don't get "wrong." answers.

Indeed, the victim of the Friendship is sent into a custom state. Yet, the state ends, he goes into state 5150, but still in the dizzy animation. How can this be done, is exactly my first question.
My char is in Statedef X, I wanna send it into Statedef 5150 (KOed), but staying in the animation it was during Statedef X.
In the picture above, "Statedef X" is the custom state with a dizzy animation.

In the case above, nor Sonya's nor Iori's Statedef 5150 is altered.
You have to modify statedef 5150.
You sure about that now?