YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
DeCeballos is Offline
Contact DeCeballos:

DeCeballos

User

Messages by DeCeballos

    

Re: Universal Tournament Z2 Style

 April 22, 2021, 09:49:06 AM View in topic context
 Posted by DeCeballos  in Universal Tournament Z2 Style (Started by DeCeballos March 24, 2021, 05:51:56 PM
 Board: Hyper DBZ

I am working with a monitor with some small color problems (especially blue and purple) and now looking at the images of the post on the screen of my phone I realize that perhaps there is a slight increase in the purple colors of the stage doing  that these stand out a lot, if someone could confirm it, I would appreciate it and update the stage with the problem corrected.
    

Re: Universal Tournament Z2 Style

 April 22, 2021, 09:43:10 AM View in topic context
 Posted by DeCeballos  in Universal Tournament Z2 Style (Started by DeCeballos March 24, 2021, 05:51:56 PM
 Board: Hyper DBZ

Thanks, although there is a pixel created by me, much of the material is extracted from HDBZ stages (See credits).  It's my way of honoring that great team. I'm practicing and will post new stuff in the near future. Greetings and thanks!
    

Re: Share palette in lifebar portrait (Mugen 1.1)

 April 08, 2021, 08:40:28 PM View in topic context
 Posted by DeCeballos  in Share palette in lifebar portrait (Mugen 1.1) (Started by DeCeballos February 26, 2021, 09:42:27 AM
 Board: M.U.G.E.N Configuration Help

nobody knows how to do it?
    

Portrait of second char in select screen team mode?

 April 08, 2021, 10:19:22 AM View in topic context
 Posted by DeCeballos  in Portrait of second char in select screen team mode? (Started by DeCeballos April 08, 2021, 10:19:22 AM
 Board: M.U.G.E.N Configuration Help

Hello everyone, I would like to know if you can make the portrait of the first character stay on the screen while you are selecting the second character, since in my Mugen when you select the first character, only his name remains but not his portrait. I would like that while I am selecting the second char the portrait of the first is behind. I would like to know if in VS screen the two portraits of each char of the teams could appear.
    

Full screen color loss

 March 28, 2021, 07:52:43 PM View in topic context
 Posted by DeCeballos  in Full screen color loss (Started by DeCeballos March 28, 2021, 07:52:43 PM
 Board: M.U.G.E.N Configuration Help

Hi, I have observed this happen, the colors look more intense in windowed mode than in full screen. In full screen they become slightly lighter. Is there any way to correct this?
    

Universal Tournament Z2 Style

 March 24, 2021, 05:51:56 PM View in topic context
 Posted by DeCeballos  in Universal Tournament Z2 Style (Started by DeCeballos March 24, 2021, 05:51:56 PM
 Board: Hyper DBZ

 Hello everyone, I share with you my latest work, it is about the Universal Tournament, also called Tournament of Champa's or Tournament of the Gods, adapted to the visual style of HDBZ. It is about the nameless asteroid where Goku and company face for the first time to the warriors of universe 6 in Dragon Ball Super. I hope you enjoy it.

 
 
 

  Link to folder with my works (It will be updated) https://drive.google.com/drive/folders/1zi9L16ZeMfuNXC9Ma70fbuvjXcjWgo58?usp=sharing

 Credits to HQ, XGargoyle, Daeron, Bob Lee, HB, Tickle Nuts and AVPboy6754 for the sprites used.
    

Pause with combos menu?

 March 09, 2021, 01:52:02 PM View in topic context
 Posted by DeCeballos  in Pause with combos menu? (Started by DeCeballos March 09, 2021, 01:52:02 PM
 Board: Hyper DBZ

Hello, watching HDBZ live on YouTube, it seemed to me that they entered a pause menu where a list with the combos of each character appeared. Is that correct? Or maybe I am confused, since I have not been able to find any of this.
    

Re: King's castle and Capsule spaceship Z2 style

 March 06, 2021, 02:44:36 PM View in topic context
 Posted by DeCeballos  in King's castle and Capsule spaceship Z2 style (Started by DeCeballos March 06, 2021, 12:19:05 PM
 Board: Your Releases, 1.0+

Great! Thank You!
    

Re: King's castle and Capsule spaceship Z2 style

 March 06, 2021, 01:04:27 PM View in topic context
 Posted by DeCeballos  in King's castle and Capsule spaceship Z2 style (Started by DeCeballos March 06, 2021, 12:19:05 PM
 Board: Your Releases, 1.0+

The stages are with their original author names, I have kept the accreditations without modifying anything. All the new sprites are creations made by me, is there anything else I should add? Thanks for the clarification.

Edit: Sorry, I have updated all the accreditations, it is my first upload and I was not very sure if the name of the original author in the .def file was enough, just in case I also write in the topic the names of the authors of the stages that I used.sorry for the inconvenience.
    

King's castle and Capsule spaceship Z2 style

 March 06, 2021, 12:19:05 PM View in topic context
 Posted by DeCeballos  in King's castle and Capsule spaceship Z2 style (Started by DeCeballos March 06, 2021, 12:19:05 PM
 Board: Your Releases, 1.0+

Hello everyone, I share with you my first contribution to this forum.

King's castle:
   A creation based on the place where Goku fights Piccolo Daimaoh in the first Dragon Ball, adapted to the Z2 visual style, I hope you like it.



Capsule spaceship: This is the stage Gravity chamber converted into the spaceship that Goku uses to travel to Namek. In this edition you can see the outer space in motion through the windows,and also several new elements inside the spaceship.



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

*UPDATE 6/3/21 18:43 : Added versions to choose 16:9 and 4: 3 in the files.

I hope you enjoy them, soon I will upload new contributions, Enjoy !!

Credits to Bob Lee,Noz,Toni,EthanTheHuman,Alpha Proto,HQ,Daeron,XGargoyle and to all Z2 Team! Original mp3's of HDBZ.
    

Re: Share palette in lifebar portrait (Mugen 1.1)

 February 27, 2021, 12:13:52 PM View in topic context
 Posted by DeCeballos  in Share palette in lifebar portrait (Mugen 1.1) (Started by DeCeballos February 26, 2021, 09:42:27 AM
 Board: M.U.G.E.N Configuration Help

How can i use explods for portraits?
    

Share palette in lifebar portrait (Mugen 1.1)

 February 26, 2021, 09:42:27 AM View in topic context
 Posted by DeCeballos  in Share palette in lifebar portrait (Mugen 1.1) (Started by DeCeballos February 26, 2021, 09:42:27 AM
 Board: M.U.G.E.N Configuration Help

Hi, I'm using mugen 1.1 and I've seen that the char portraits in the lifebar don't share the color palette, is there any way to make it possible to make the shared palette appear?
    

Re: Help! Placing sprites in the background of stages.

 February 25, 2021, 05:06:33 PM View in topic context
 Posted by DeCeballos  in Help! Placing sprites in the background of stages. (Started by DeCeballos February 21, 2021, 07:57:16 PM
 Board: M.U.G.E.N Configuration Help

Perfect, thanks!
    

Help! Placing sprites in the background of stages.

 February 21, 2021, 07:57:16 PM View in topic context
 Posted by DeCeballos  in Help! Placing sprites in the background of stages. (Started by DeCeballos February 21, 2021, 07:57:16 PM
 Board: M.U.G.E.N Configuration Help

Hello, I would like to know how I can select the different depths to place the sprites in a stage. I need to put a background that can be seen through a window but I am not able to figure out how.
    

Stage.active2.font velocity of flicker

 February 20, 2021, 06:23:59 PM View in topic context
 Posted by DeCeballos  in Stage.active2.font velocity of flicker (Started by DeCeballos February 20, 2021, 06:23:59 PM
 Board: M.U.G.E.N Configuration Help

Hi, is there a way to reduce the blink time between stage active font and stage active2 font? I'm creating a stage selector with images and I need the images to alternate more slowly.
    

Re: Help! Error in char.

 February 20, 2021, 05:47:29 PM View in topic context
 Posted by DeCeballos  in Help! Error in char. (Started by DeCeballos February 15, 2021, 02:10:29 PM
 Board: M.U.G.E.N Configuration Help

So, the problem is not there?
    

Re: Z2 Inspired stages!

 February 19, 2021, 10:28:49 AM View in topic context
 Posted by DeCeballos  in Z2 Inspired stages! (Started by Daeron December 11, 2012, 05:37:11 PM
 Board: Hyper DBZ

A question? The stages sea coast, kame house night and capsule home are already available?
    

Re: Aura in char

 February 19, 2021, 10:21:48 AM View in topic context
 Posted by DeCeballos  in Aura in char (Started by DeCeballos February 06, 2021, 12:15:02 PM
 Board: M.U.G.E.N Configuration Help

I have seen in some chars some lines that put changeanim that really substitute the animation during certain movements that is what I need
    

Re: Help! Error in char.

 February 19, 2021, 10:17:44 AM View in topic context
 Posted by DeCeballos  in Help! Error in char. (Started by DeCeballos February 15, 2021, 02:10:29 PM
 Board: M.U.G.E.N Configuration Help

Sorry I think now

;---------------------------------------------------------------------------
;c.SP (not used)
[StateDef 420];(Removed for Uppercut)
type = C
movetype = A
physics = C
anim = 420
ctrl = 0
velset = 0,0
poweradd = 20
sprpriority = 1
juggle = 7

[State 220, snd]
type = playsnd
triggerall = var(55)=0      ;Voice=Japan
trigger1 = animelem=4 && random<500
value = 3,4+random%4
channel = 0

[State 200, 1];voice
type = PlaySnd
triggerall = var(55)=1      ;Voice=English
trigger1 = animelem=4 && random<500
value = 3,104+random%4
channel = 0

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 2

[State 420, ToStand]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = S
physics = S

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = fvar(3) = 1
attr = S, NA
;damage = 44,0
damage = ceil(ifElse(fvar(11) * 44 < 7, 7, fvar(11) * 44)), 0
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s7030
guard.sparkno = s7000
sparkxy = -20,-60
hitsound   = s5, 2
guardsound = S6,0
animtype = Hard
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0 ;-3
guard.velocity = 0
airguard.velocity = 0,0   
air.velocity = 0,0
airguard.cornerpush.veloff= 0
fall.recover=0
air.animtype = back
getpower= ifelse(p2movetype=H,40,210), 35
givepower = 35,35
yaccel = 0.5
ID = 1098




[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "x")
trigger2            = movecontact&&command="x"
value = 420

[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "y")
trigger2            = movecontact&&command="y"
value = 400

[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "z")
trigger2            = movecontact&&command="z"
value = 1210

[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "a")
trigger2            = movecontact&&command="a"
value = 430

[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "b")
trigger2            = movecontact&&command="b"
value = 440

[State 230, 3]
type                = ChangeState
triggerall = var(43) = 1
triggerall = AnimElemTime(2) >= 1
trigger1 =  (command = "holddown") && (command = "c")
trigger2            = movecontact&&command="c"
value = 450


[State 420, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Help! Error in char.

 February 18, 2021, 02:42:35 PM View in topic context
 Posted by DeCeballos  in Help! Error in char. (Started by DeCeballos February 15, 2021, 02:10:29 PM
 Board: M.U.G.E.N Configuration Help

Is this?


[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 2

[State 420, ToStand]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = S
physics = S

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = fvar(3) = 1
attr = S, NA
;damage = 44,0
damage = ceil(ifElse(fvar(11) * 44 < 7, 7, fvar(11) * 44)), 0
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s7030
guard.sparkno = s7000
sparkxy = -20,-60
hitsound   = s5, 2
guardsound = S6,0
animtype = Hard
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0 ;-3
guard.velocity = 0
airguard.velocity = 0,0   
air.velocity = 0,0
airguard.cornerpush.veloff= 0
fall.recover=0
air.animtype = back
getpower= ifelse(p2movetype=H,40,210), 35
givepower = 35,35
yaccel = 0.5
ID = 1098