Board: Found Releases
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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.
Lolcrymoarplox.Yes, it's much easier being a smartass than making a point.
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.

Second was never released in any form.You mean it's private? Or a mockup?


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 ?
I have to agree I like how things look in the current iteration of widescreen.widerview favors turtling tactics and prefer the zoomin as it is more accurate to how games are played.+1
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).
.... 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.
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.
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.
You have to modify statedef 5150.You sure about that now?