#1Posted by 地獄の花 in Everything Anime and Manga Thread (Started by ( ﾟ oﾟ) It's Urza! August 27, 2007, 02:30:58 am
Migatte no gokui 身勝手の極意
put all sounds in the fight.snd, andthen within the characters, edit the PlaySND controller so that it loads the sound from the fight.sndQuote; Plays back sound 2,0 from the player's SND file
type = PlaySnd
value = 2,0
; Plays back sound 5,2 from fight.snd
type = PlaySnd
value = F5,2
and from the hitdef itself, ensure that you remove the "S" prefix so that it loads the sound from the fight.snd
i think that i can do this
You posted this project in "your releases" so if your
coding this awesome looking full game how do you
not now how to do this simple sound edit?
Mainly I am taking as a base the "cvsbalrog" by reithe last time I checked rei's CVS2 characters something about them felt off. Not sure if he improved over the years (last edit done in 2015 and I've been testing that Vega back in 2010, I think), but just in case you decide to use actual CVS2 data, check out Jesuszilla's tool and CVS2 Bible.
Are you planning to add cage like in SFA and N64Mario's version?
I have little to no knowledge regarding mugen character coding but I always wondered if it's possible to implement Vega's claw and mask functionality for throws etc. I'm aware that the problem is caused by forcing changestate but on the other hand - why people don't use different palettes for Vega when he loses the mask and claw? (you know, duplicated palette that looks the same but for example with claw pixels changed to transparency, swapped on-the-fly during battle). If this is not possible, any ideas what exactly the engine is missing in order to implement this functionality without conflicting with other chars? Considering Ikemen is open source maybe we could do something about it.
DUDE! THIS MUSIC IS PERFECT FOR OUR GAMES! THANKS A LOT! MAY YOUR DREAM COME TRUE! A BIG HUG! God bless you...