Posted by FobiaZz
in Black Hole Background (Started by FobiaZz December 18, 2014, 12:46:07 pmBoard: Development Resources
Posted by FobiaZz
in Black Hole Background (Started by FobiaZz December 18, 2014, 12:46:07 pm
Posted by FobiaZz
in Black Hole Background (Started by FobiaZz December 18, 2014, 12:46:07 pm
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
Posted by FobiaZz
in Super Mario... Mario (Started by Jango Hakamichi November 07, 2014, 01:03:10 pm
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm


Posted by FobiaZz
in Fire Blast (Started by FobiaZz October 19, 2014, 01:18:49 pm
Posted by FobiaZz
in Fire Blast (Started by FobiaZz October 19, 2014, 01:18:49 pm
Posted by FobiaZz
in Kofz interactive vs screen (Started by FobiaZz August 07, 2014, 08:36:29 am
Posted by FobiaZz
in Helper projectile aimed to P2's head (Started by FobiaZz July 24, 2014, 07:28:49 pm
:[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
[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)
Posted by FobiaZz
in Helper projectile aimed to P2's head (Started by FobiaZz July 24, 2014, 07:28:49 pm[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
; 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)
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pmThe 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
Thanks!
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pmFor 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.
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pmAre going to put the finishing moves in the same style of Guilty Gear and BlazBlue?
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pmThis is looking awesome. I never thinking seeing Heroes in MUGEN.
I think the world of MUGEN needs characters like these ones.
Posted by FobiaZz
in "Vs Style DEBUTS"(Official Thread) (Started by ShinZankuro December 25, 2013, 07:28:43 pm
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pmThis 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 ?).
Posted by FobiaZz
in HEROES MUGEN PROJECT (Started by FobiaZz July 15, 2014, 12:36:56 pm
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. 
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