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Messages by DeCeballos

    

Re: GRIM FUTURE Z2i - RELEASE

 December 31, 2022, 11:14:35 pm View in topic context
 Posted by DeCeballos  in GRIM FUTURE Z2i - RELEASE (Started by Bob Lee December 31, 2022, 12:38:11 pm
 Board: Your Releases, 1.0+

Spectacular as always!  I'm glad you continue with your genital contributions friend.
    

Re: Hyper Dragon Ball Z Vision (Hyper DBZ edit)

 October 13, 2022, 10:41:42 pm View in topic context
 Posted by DeCeballos  in Hyper Dragon Ball Z Vision (Hyper DBZ edit) (Started by DeCeballos October 12, 2022, 04:57:04 pm
 Board: Hyper DBZ

Wow!  Thanks for reporting it, I'll fix it.  and thanks for sharing the gameplay
    

Hyper Dragon Ball Z Vision (Hyper DBZ edit)

 October 12, 2022, 04:57:04 pm View in topic context
 Posted by DeCeballos  in Hyper Dragon Ball Z Vision (Hyper DBZ edit) (Started by DeCeballos October 12, 2022, 04:57:04 pm
 Board: Hyper DBZ

Hello everyone!
This is a Hyper Dragon Ball Z (Indigo Build) 5.0 edition in Mugen 1.1.
This is a widescreen (16:9) recreation of the original game,
for which sprites and system animations, as well as chars and stages,
have had to be readapted.
In addition, this build includes a lot of new features listed below:

* An extensive collection of chars, both editions of the original chars, as well as compiled from the web.
* A large number of stages, both from independent developers and exclusive to this build.
* Zoom mode in the stages.
* A stage selector with image preview.
* Many new color palettes spread among the different chars.
* Edited portraits on many chars.
* An updated Press start screen.
* A new Arcade mode adapted to the new chars.

I hope you enjoy it!

https://drive.google.com/drive/folders/1QjPA-eeARhHz04cGSJ94aCsBKWj1VGzo?usp=sharing










Hyper DBZ Vision will be updated as new material (both official and alternative) is released, reissues are made, new content is created, or bugs are corrected.

THANKS TO
* To the Z2 team, for creating all the bases, material and content of Hyper DBZ, allowing the incredible alternative development of the game, making it bigger every day with new projects and ideas.
* To the Z2i team for all the work they have been developing for years, improving the game every day, keeping it alive with incredible contributions. This build is largely made up of its contents.
* To the members of the Discord channel "Team Z2i", for the help, advice and material provided in the final stage of the build development, especially Issei Hyõdõ, who contacted me and invited me to join the channel. Special mention also to Axellord, (who edited the Great Ape Goku) and ExDoragon, who helped me with the ki charges in the MvC chars.
* To the user Fourch, author of Hyper DBZ Champ's Edition WideScreen, from whose bases this project was born.
* To all the independent web developers, members of the Mugeguild forums and various content creators for their material and contributions.
* To my incredible wife Julia, for being my support and inspiration these years and having so much patience, I love you!
    

Re: Problem whit parallax efect

 August 12, 2022, 07:14:52 pm View in topic context
 Posted by DeCeballos  in Problem whit parallax efect (Started by DeCeballos August 12, 2022, 07:00:35 pm
 Board: M.U.G.E.N Configuration Help

It doesn't work either, it doesn't seem to be due to the delta, what happens is that the last two sprites are as if they were also under the parallax effect
    

Re: Problem whit parallax efect

 August 12, 2022, 07:10:09 pm View in topic context
 Posted by DeCeballos  in Problem whit parallax efect (Started by DeCeballos August 12, 2022, 07:00:35 pm
 Board: M.U.G.E.N Configuration Help

does not work, that makes the movement worse
    

Problem whit parallax efect

 August 12, 2022, 07:00:35 pm View in topic context
 Posted by DeCeballos  in Problem whit parallax efect (Started by DeCeballos August 12, 2022, 07:00:35 pm
 Board: M.U.G.E.N Configuration Help

Hello, can someone help me with a stage? I want to place a sprite on top of another that is type parallax and on screen this last sprite is also affected by the parallax movement of the previous sprite. Does anyone know how to avoid this?


[BG floor]
type = parallax
spriteno = 11,0
start = 0, 244
mask = 1
delta = 0.83, 0.83
xscale = 1, 1.298
yscalestart = 100
yscaledelta = 0

[BG Cell]
type = Anim
actionno = 99
start = -10, 244
mask = 1
delta = 0.866, 0.835

[BG Cell sombra]
type  = normal
spriteno = 99,3
start = -10, 244
mask = 1
delta = 0.866, 0.835

The last two are affected by the parallax of the first.
    

Re: Remove remappal after super attack

 July 21, 2022, 11:20:05 am View in topic context
 Posted by DeCeballos  in Remove remappal after super attack (Started by DeCeballos July 21, 2022, 11:03:37 am
 Board: M.U.G.E.N Configuration Help

Where do I put that?

     Posted: July 21, 2022, 12:08:25 pm
Solved Thanks!
    

Remove remappal after super attack

 July 21, 2022, 11:03:37 am View in topic context
 Posted by DeCeballos  in Remove remappal after super attack (Started by DeCeballos July 21, 2022, 11:03:37 am
 Board: M.U.G.E.N Configuration Help

Hello, I have a char that I have remappal to change the palette in super mode but I can't get it to return to its main palette after the super attack.
  So I have the code.

[State 1000, flash]
type = RemapPal
trigger1 = !(time%10) && time >= 22
trigger1 = var(43)
trigger1 = numexplod(99999) = 0
source = 1,1
dest = 2,Var(43)
time = 10
id = 99999

And so I put the remove explod below in commands.

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = var(43) = 0 ;; if your power mode is not activated, remove the explode
id = 99999
    

Re: Problem with tile

 June 16, 2022, 07:37:20 am View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

Thanks, solved!
    

Re: Problem with tile

 June 08, 2022, 07:59:17 pm View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

I don't know if it's what I need. What I want is for the tiled image to go up and when the image is finished it reappears right where it starts instead of at the bottom of the screen
    

Re: Problem with tile

 June 08, 2022, 07:50:23 pm View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

This is

 [Begin Action 99]
20,1, 0,0, 10
    

Re: Problem with tile

 June 08, 2022, 07:36:54 pm View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

Could you explain it to me better? I don't quite understand the animation

This is my line of smoke

[BG smoke]
type = anim
actionno = 99
start = 145, 210
delta = .6,.79
mask = 1
layerno = 0
velocity = 0, -0.1
tilespacing = -1,-1
tile = 0,1
trans = addalpha
alpha = 15,210
    

Re: Problem with tile

 June 08, 2022, 07:24:31 pm View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

I already have the position of the image. The problem is that the smoke rises and disappears. I want to create an infinite loop effect of smoke.
    

Problem with tile

 June 08, 2022, 07:13:40 pm View in topic context
 Posted by DeCeballos  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

Hello, I want to create a tiled image of smoke from behind an image of a car, but the problem is that the image always appears from the bottom of the screen. How can I get the smoke image to be generated from its own coordinate position to What is coming out from behind the car?
    

Re: Remove transparency from an animation

 June 02, 2022, 12:40:54 pm View in topic context
 Posted by DeCeballos  in Remove transparency from an animation (Started by DeCeballos June 02, 2022, 12:19:29 pm
 Board: M.U.G.E.N Configuration Help

and this?

[StateDef 6031]
type = S
movetype= A
physics = S
anim = 6031
sprpriority = 5
poweradd = 0
juggle = 1
    

Re: Remove transparency from an animation

 June 02, 2022, 12:29:23 pm View in topic context
 Posted by DeCeballos  in Remove transparency from an animation (Started by DeCeballos June 02, 2022, 12:19:29 pm
 Board: M.U.G.E.N Configuration Help

This?

[Begin Action 6031]
Clsn1Default: 5
  Clsn1[0] = 134, 34, 241, 103
  Clsn1[1] = 35, -12, 143, 69
  Clsn1[2] = -32, -51, 77, 36
  Clsn1[3] = -93, -82, 3, 0
  Clsn1[4] = -157, -109, -66, -30
6969,0, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,1, -251,-138, 4
6969,2, -251,-138, 4
6969,3, -251,-138, 4
6969,3, -251,-138, 4
    

Remove transparency from an animation

 June 02, 2022, 12:19:29 pm View in topic context
 Posted by DeCeballos  in Remove transparency from an animation (Started by DeCeballos June 02, 2022, 12:19:29 pm
 Board: M.U.G.E.N Configuration Help

Hello, I have a char with an attack animation that always appears transparent and I don't know how to remove the effect. In the animation the sprites don't have transparency added and even so it looks transparent in combat.
Here is the state.

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal ;player
ID = 6031
stateno = 6031
pos = 12,-23
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
    

Help! Kid Goku Z2i hack to Great Ape Kid Goku

 April 20, 2022, 09:13:00 pm View in topic context
 Posted by DeCeballos  in Help! Kid Goku Z2i hack to Great Ape Kid Goku (Started by DeCeballos April 20, 2022, 09:13:00 pm
 Board: M.U.G.E.N Configuration Help

Hello everyone. A few days ago the char Kid Goku HDBZ style was released. This character has in his power mode lv3 a transformation into a great ape that lasts a few moments, then returns to his initial form. I would like to hack the character so that he transforms in great ape during the intro and that he become an independent character Goku great ape. But I am not able to find the way.
This is the .def file part of the transformation of it.

;EMO EXIT - Goku Becomes an Oozaru
[Statedef 4100]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 4100
sprpriority = 6

[State 2700]
type = VarSet
trigger1 = !Time
var(40) = 0
[State 2700]
type = VarSet
trigger1 = !Time
fvar(27) = 0
[State 2700]
type = VarSet
trigger1 = !Time
fvar(28) = 0

[State 3700, VarSet]
type = VarSet
trigger1 = Var(31) <= 0
trigger1 = Time = 0
v = 31
value = cond(var(33)=0,999,600) ; Timer value

[State 3700, VarSet]
type = VarSet
trigger1 = Time = 0
v = 32
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Time> 5
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

;----Common Superpause Effects ------------
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [5,905]
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 1000, shake]
type = EnvShake
triggerall = time >=200
trigger1 = !(time%4)
time = 4
freq = 80
ampl = 1+0.02*time

[State 3000, superpause]
type = superpause
trigger1 = time=0
time = 550
p2defmul = 1
unhittable = 1
anim = -1
;sound = s5,100
darken = 0
movetime = 550

[State 200, Superpause charge sound]
type = PlaySnd
trigger1 = time = 5
value = 2350,0

[State 0, Hyper Charge FX]
type = Explod
trigger1 = time = 25
anim = 24300
id = 24300
pos = -40,-17
postype = p1
supermovetime = 9999
pausemovetime = 9999
supermove = 1
removetime = -2
sprpriority = 5
ownpal = 1
bindtime = -1
scale = 1,1
persistent = 0

[State 3700, Moon]
type = Explod
trigger1 = Time = 0
anim = 4103
sprpriority = -1
bindtime = 1
removetime = -1
pos = 40, -220
;vel = 0,-4
scale = 0.6,0.6
ownpal = 1
id = 4103

[State 3700, Moon]
type = Explod
trigger1 = Time = 350
anim = 4105
sprpriority = 5
bindtime = 1
removetime = -1
pos = 40, -120
;vel = 0,-4
scale = 1,1
ownpal = 1
id = 4104

[State 3700, Bg Moon]
type = Explod
trigger1 = Time = 330
anim = 4102
sprpriority = 3
bindtime = 1
removetime = -1
pos = 0, 0
;vel = 0,-4
scale = 2,2
ownpal = 1
id = 4102

[State 3700, Bg Moon]
type = Explod
trigger1 = Time = 340
anim = 19104
sprpriority = 4
bindtime = 1
removetime = -1
pos = 0, -500
;vel = 0,-4
scale = 2,2
ownpal = 1
id = 19104

[State 200, Oozaru Theme]
type = PlaySnd
trigger1 = time = 300
value = 4100,0
volume = 255
channel = 10

;--------------------------------

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3700, ArmorHelper]
type = Helper
trigger1 = !NumHelper(44304)
trigger1 = Alive
name = "Armor"
ID = 44304
StateNo = 44304
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

[State 3701, Supper]
type = PlaySnd
trigger1 = Time = 0
value = 2001, 0
channel = 0

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 300
value = 32, 0
channel = 0

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 310
value = 1323, 0
channel = 4

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 270
value = 4100, 1
channel = 1

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 15
value = 3, 269
channel = 9
loop = 1

[State 8200, 1]
type = StopSnd
trigger1 = Time = 400
channel = 9

[State 1100, Width]
type = Width
trigger1 = 1
value = 50,0
time = 1

[State 3700, 2]
type = ChangeAnim
Trigger1 = Time = 330
value = 4104

[State 3700, 2]
type = ChangeAnim
Trigger1 = Time = 346
value = 4101

[State 3700, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: ontop in select screen

 February 23, 2022, 05:11:58 pm View in topic context
 Posted by DeCeballos  in ontop in select screen (Started by DeCeballos February 23, 2022, 11:54:53 am
 Board: M.U.G.E.N Configuration Help

Great! Thanks
    

ontop in select screen

 February 23, 2022, 11:54:53 am View in topic context
 Posted by DeCeballos  in ontop in select screen (Started by DeCeballos February 23, 2022, 11:54:53 am
 Board: M.U.G.E.N Configuration Help

Hello, I want to put a sprite in the select screen that is above the cells of the characters. The line ontop seems to have no effect.

[SelectBG 3]
type  = normal
spriteno = 99,0
layerno = 0
start = -213,0
ontop = 1
mask = 1