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Messages by FobiaZz

    

Re: Black Hole Background

 December 18, 2014, 01:54:11 pm View in topic context
 Posted by FobiaZz  in Black Hole Background (Started by FobiaZz December 18, 2014, 12:46:07 pm
 Board: Development Resources

Thank you very much!!! :)
    

Black Hole Background

 December 18, 2014, 12:46:07 pm View in topic context
 Posted by FobiaZz  in Black Hole Background (Started by FobiaZz December 18, 2014, 12:46:07 pm
 Board: Development Resources

Hi all! Can anyone know where I can find pre-existing sprites for an animated black hole background like this? I remember I saw a black hole background in a 2d game but I can't remember the name! It was similar to this one:



Help me please!
    

Re: HEROES MUGEN PROJECT

 November 27, 2014, 01:15:17 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

Thanks! :)
    

Re: Super Mario... Mario

 November 22, 2014, 12:19:29 pm View in topic context
 Posted by FobiaZz  in Super Mario... Mario (Started by Jango Hakamichi November 07, 2014, 01:03:10 pm
 Board: Projects

Wow!!! It really desembles Bob Hoskins from the movie!!! Good continuation!!! ;)
    

Re: HEROES MUGEN PROJECT

 November 20, 2014, 12:10:57 am View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

Sorry for the long waiting!  :sugoi:

I've drawn a new Stand 'cause the previous was too tense imho, but I'll keep the old one for eventual future uses; plus I decided to use a maximum of 4 gradients for color:



Other frames done (basic intro, turning, crouching, crouch, crouch turning):



Up next: Walking! :uhoh:
    

Re: Fire Blast

 October 21, 2014, 11:57:26 am View in topic context
 Posted by FobiaZz  in Fire Blast (Started by FobiaZz October 19, 2014, 01:18:49 pm
 Board: Development Resources

I found it. Thanks.
    

Fire Blast

 October 19, 2014, 01:18:49 pm View in topic context
 Posted by FobiaZz  in Fire Blast (Started by FobiaZz October 19, 2014, 01:18:49 pm
 Board: Development Resources

Hi all! I was looking for a Fire Blast, short or mid-range (NOT Dhalsim's one) and possibly hi-res. Can someone help me?

P.s. I previously posted in "Request", i would remove that topic but I don't get it.
    

Kofz interactive vs screen

 August 07, 2014, 08:36:29 am View in topic context
 Posted by FobiaZz  in Kofz interactive vs screen (Started by FobiaZz August 07, 2014, 08:36:29 am
 Board: M.U.G.E.N Development Help

Hi all! I've tried King Of Fighters Zillion for Mugen and I've seen It's possible to select multiple characters versions in the vs screen after you've chosen the character in select screen. I would like to improve this thing on Saint Seiya Legend (there are tons of characters and different versions of them). Could someone explain me how mugenchina team coded this amazing thing? It's perhaps necessary to melt together SFFs of multiple characters to select them, or can they remain separate? Answer me please!
    

Re: Helper projectile aimed to P2's head

 July 25, 2014, 02:24:31 pm View in topic context
 Posted by FobiaZz  in Helper projectile aimed to P2's head (Started by FobiaZz July 24, 2014, 07:28:49 pm
 Board: M.U.G.E.N Development Help

Ok...I've realized that the thing I wanted to do was more difficult....Btw I've tried with this other method and now it works perfectly :) :

=> HELPER SUMMON

Code:
[State 3800, Enemy ID]
type = VarSet
trigger1 = Time <= 0
trigger1 = Var(50) <= 0
ignorhitpause = 1
var(50) = EnemyNear, ID

[State 3800, Helper]
type = Helper
triggerall = Numhelper(3302) = 0
triggerall = Numhelper(3301) = 0
triggerall = Numhelper(3300) = 0
triggerall = Numhelper(3600) = 0
triggerall = Numhelper(3601) = 0
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = Time = 43
stateno = 3300
ID = 3300
helpertype = Normal
postype = p1
pos = 50, PlayerID(Var(50)), Pos Y + PlayerID(Var(50)), Const(size.head.pos.y)
ownpal = 1
supermove = 500
supermovetime = 500
pausemovetime = 1

=> HELPER STATE:

Code:
[State 3300, Enemy ID]
type = VarSet
trigger1 = Time <= 0
trigger1 = Var(50) <= 0
ignorhitpause = 1
var(50) = EnemyNear, ID

[State 3300, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = 1
x = PlayerID(Var(50)), Pos X + PlayerID(Var(50)), Const(size.head.pos.x)
y = PlayerID(Var(50)), Pos Y + PlayerID(Var(50)), Const(size.head.pos.y)
    

Helper projectile aimed to P2's head

 July 24, 2014, 07:28:49 pm View in topic context
 Posted by FobiaZz  in Helper projectile aimed to P2's head (Started by FobiaZz July 24, 2014, 07:28:49 pm
 Board: M.U.G.E.N Development Help

Hi all! I'm trying to coding a Helper (moving as a projectile) which y-coordinate when launched must be equal to Player 2's head position taken from his CNS file. I've tried to use some coding examples in other topics but it still doesn't work!

P.S. I'm using MUGEN 1.0.

=> Helper Summon:

Code:
[State 3800, VarSet]
type = VarSet
trigger1 = 1
var(43) = ceil(target, const(size.head.pos.y))

[State 3800, Helper]
type = Helper
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = Time = 43
stateno = 3300
ID = 3300
helpertype = Normal
postype = p1
pos = 50, -81
ownpal = 1
supermove = 500
supermovetime = 500
pausemovetime = 1

=> Helper State:

Code:
; True Arrow
[Statedef 3300]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 3300
ctrl = 0
sprpriority = -5
poweradd= -2000

[State 3300, Velset]
type = VelSet
trigger1 = Time >= 1
x = 8

[State 3300, PosSet]
type = PosSet
trigger1 = 1
y = root, var(43)

The only thing I' ve obtained is that the arrow appears though the lowest y-coordinate of the char! How can I fix it?
    

Re: HEROES MUGEN PROJECT

 July 24, 2014, 02:57:50 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

Here is the new standing with improved lower coat part:

Spoiler, click to toggle visibilty
    

Re: HEROES MUGEN PROJECT

 July 20, 2014, 04:15:09 am View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

The guy's coat (on the standing sprite goes down to his legs but you cant see any of the coat between his legs, just saying.
Other than that its pretty nice

Hi 21! There is the coat between the legs but is a bit short. and dark. I'll extend it later. ;) Thanks!
    

Re: HEROES MUGEN PROJECT

 July 18, 2014, 06:43:57 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

For Guilty Gear, you can activate it by pressing the four attack buttons and then execute the proper command, make sure you gained enough power gauge before activate it or elsewhere your character loses a bit of life gauge unless you press the four attack buttons to deactivate it. It can be used once.

For BlazBlue, in your "match point", make sure you got the power gauge is full and then check if your opponent is at least 35% of his/her lifebar to perform it. Once you complete the specific conditions, execute it with the proper command. As of Chronophantasma, you don't need the burst icons.

I recommend you to use the BlazBlue method.

Ok therefore BlazBlue finishers are bond to enemy's health, althrough I would prefer to avoid those dipendences from lifebars in favor of a smart gameplay, Btw I'll consider it eventually. Thanks! :)
    

Re: HEROES MUGEN PROJECT

 July 18, 2014, 10:47:12 am View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

Are going to put the finishing moves in the same style of Guilty Gear and BlazBlue?

Hi Dragon! I don't know the mechanic of BlazBlue and Guilty Gear finishers because I never played them (I just saw gameplay videos). I thought something like x-ray moves btw If you know how BB & GG finishers work (requirements to activatation, power, gauge etc.) could you please explain me in this topic? It could be very useful!
    

Re: HEROES MUGEN PROJECT

 July 16, 2014, 02:25:03 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

    

Re: "Vs Style DEBUTS"(Official Thread)

 July 16, 2014, 09:16:32 am View in topic context
 Posted by FobiaZz  in "Vs Style DEBUTS"(Official Thread) (Started by ShinZankuro December 25, 2013, 07:28:43 pm
 Board: Projects

Awesome man! Some characters need to be improved in code to fit them into MvsC! Good continuation!
    

Re: HEROES MUGEN PROJECT

 July 15, 2014, 02:26:59 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects

This is a very nice idea, and you seem to use a good base for Peter.

However, it's better to focus first on this first character only, and not try to create too much stuff at the same time.
The goal would be to :
- create a full character to show the gameplay system,
- have the whole game system well coded in this character so you can use it as a template for the next characters,
- see how much work it is to sprite and code a full character, so you can tone down your expectations a little (because 10 chars for a beginner spriter is really a lot, I can tell you).

Hope to see more anims soon, as well as a potential movelist for Peter (or would he be like Twelve in SF3, or rather Rogue in MVC, stealing powers from his opponent, since he's a sponge ?).

Hi Star Fucker! Thanks for the compliments!

Yeah, I'm working only on Peter Petrelli in order to develop the basic code for the next ones. I know it will take time but I'm sure it will be a good game if I develop all my ideas!

About Peter's movelist, he will have all characters' auto-abilities (one thing I forgot to write is that every character will have an auto-ability active during all the match: f.e. Niki will have a shield just like Colossus, Claire the ability to recover a portion of life after first k.o., Matt Parkman the immunity to mind-based attacks) and 1 Special Move taken from each other character (f.e. Telekinetic Push from Sylar, Time Slowing from Hiro, Lift from Nathan etc.), but less powerful\effective: in this way Peter won't be too much almighty.

By the way in the future I would like to develop a "Fugitive" version of the char: since in that season he can absorb one power at once and have full control of it, he could have different single-power-based movelists selectable by palette and intros (f.e. palette 001 he shake hands with Nathan absorbing his power, palette 002 with Matt etc.). How you can read, I'm forward-looking and have clear ideas about the project! :D
    

HEROES MUGEN PROJECT

 July 15, 2014, 12:36:56 pm View in topic context
 Posted by FobiaZz  in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
 Board: Projects



Hello everyone! :) My name is FobiaZ, from Italy. I'm actually working in a Saint Seiya-based game along with Mugenpixart Team, btw I'm here to show some stuff about a personal mugen project, called HEROES MUGEN PROJECT.

My purpose is to create a 2d fighting game about HEROES, an American sci-fi tv drama series created by Tim Kring and appeared on NBC from 2006 to 2010 (recently by surprise has been announced a new season expected foe 2015, called HEROES REBORN).

Actually my project is really sketched. I'm working alone and I'm not an expert drawer so I've searched some good SNK-like characters to use as "starters" for the game characters. The first character I'm developing is the main character and my favourite, Peter Petrelli, althroug I hope to reach the number of 10-12 characters so I could tell the events of the first season (the most important and successful, I suppose). Here below there are the official project banner (with some stubbed characters), Peter's first anim and sprites, and the extimated characters and gameplay expectations lists:

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

= Extimated Characters =

- Peter Petrelli
- Nathan Petrelli
- Claire Bennet
- Noah Bennet
- Niki \ Jessica Sanders (double char, the 2nd version is unlockable)
- Matt Parkman
- Ted Sprague
- Hiro Nakamura
- Claude Raines (umplayable sparring partner in training mode)
- Haitian (unplayable sub-boss)
- Candice (unplayable sub-boss, in a mirror match)
- Sylar (unlockable boss)

= Gameplay Expectations =

- Special Moves & Enhanced Moves (just like in the last MK9, no hypers)

- Unique Auto-Abilities for Characters (f.e. HP Recovery on Time for Claire, Immunity to Time-Stop for Hiro etc.)

- Clash Moves (just like in Injustice, but less pyrotechnical)

- Dynamic Intros and 1 Finishing Move for Characters (they change with character's palette\version)

- Story Mode with Unlockings (with Mugen Story Mode by Kamiloxnumetal)



Comment please! :)
    

Re: Tekken, Street Fighter, Virtua Fighter, Mortal Kombat DoA chars making and more

 July 15, 2014, 11:28:32 am View in topic context
 Posted by FobiaZz  in Tekken, Street Fighter, Virtua Fighter, Mortal Kombat DoA chars making and more (Started by chuchoryu October 16, 2012, 02:32:35 am
 Board: Projects

Tekken in 2D = A Wish Come True! *_*

Good job man! ;)