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Agnibyte

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Messages by Agnibyte

    

Re: Problem whit parallax efect

 September 02, 2022, 12:46:50 am View in topic context
avatar  Posted by Agnibyte  in Problem whit parallax efect (Started by DeCeballos August 12, 2022, 07:00:35 pm
 Board: M.U.G.E.N Configuration Help

late, but maybe the floor needs its own ID

[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
id = 10

maybe the others need a different one also. theirs can be the same as long as it isn't the floor's
    

Re: Special Intro problem

 June 08, 2019, 09:45:06 am View in topic context
avatar  Posted by Agnibyte  in Special Intro problem (Started by Yuko June 08, 2019, 05:42:53 am
 Board: M.U.G.E.N Development Help

I think you need a Facing triggerall in your character's Statedef for intros. P1 doesn't check P2 state before choosing its own state, only things like the character and author names.

So in your intro Statedef (let's use 190)
Spoiler, click to toggle visibilty

And do it again for normal Ryu. This should make your P1 character look at Ryu's var(1) before choosing his final intro state. Might need to mess with it.
    

Re: F-Zero: Mute City

 May 31, 2019, 05:17:32 am View in topic context
avatar  Posted by Agnibyte  in F-Zero: Mute City (Started by Agnibyte May 31, 2019, 02:06:03 am
 Board: Your Releases, older Mugen

It wasn't different enough. They used III and made everything darker, like they had an idea, but thought the palette wasn't worth so much time. But the sky was nice. Maybe in a few days.
    

F-Zero: Mute City

 May 31, 2019, 02:06:03 am View in topic context
avatar  Posted by Agnibyte  in F-Zero: Mute City (Started by Agnibyte May 31, 2019, 02:06:03 am
 Board: Your Releases, older Mugen



Alt Colors
Spoiler, click to toggle visibilty

Get it here.
    

Re: GIMP Help: Photoshopping a stage.

 April 04, 2019, 09:35:38 am View in topic context
avatar  Posted by Agnibyte  in GIMP Help: Photoshopping a stage. (Started by RedDragonCats17 April 01, 2019, 10:14:08 am
 Board: Off-Topic Help

I don't know gimp, but something like this?

    

Re: Agnibyte's Super Nintendo & NES Stage Collection (W.I.P)

 March 11, 2019, 03:51:07 pm View in topic context
avatar  Posted by Agnibyte  in Agnibyte's Super Nintendo & NES Stage Collection (W.I.P) (Started by RedDragonCats17 November 25, 2018, 11:05:10 pm
 Board: Creator's Vault

Again, I never released it. I made it in 2013, but I wanted to add a few things. Still never did, but it was done enough since I'm here now.
    

Re: Agnibyte's Super Nintendo & NES Stage Collection (W.I.P)

 March 06, 2019, 01:41:24 pm View in topic context
avatar  Posted by Agnibyte  in Agnibyte's Super Nintendo & NES Stage Collection (W.I.P) (Started by RedDragonCats17 November 25, 2018, 11:05:10 pm
 Board: Creator's Vault

The filenames are junk. They were always taken down quickly, and I wanted to slow it down a little.

I looked at the Yoshi's Island and Air Man stages. You have the right idea, and this is a good start. I think the background should have a slower delta for Yoshi's Island, also the small platforms for Air Man's stage for depth. I think the Goblins (Block with a face) should have their horns rise and fall. Making them appear from nowhere would be a challenge, but would also be good.

Nostalgia is the point of anything like this, and the original music is important, even if users change it for their own music. Sometimes it can be hard to get the music, but this is part of the challenge.

IMO you should learn BGCtrl and the others like VelSet and PosSet if you haven't by now. Better for control and movement, like for the Charging Chuck, or hitting walls, falling from edges. These stages aren't meant to be serious, but the coding can get serious quickly. SinX/Y is useful for things that fly especially when not always left to right. Cos and Tan were never needed, because Sin with VelSetX/Y could mimic anything they would do.

I made Yoshi's Island 1-1 stage a long time ago, but I never released. I was going to add a few things, but I never did. Anyway, I put it up just now. The Charging Chuck code might help you if you want to edit. I never do, but that's me.
    

Super Mario World 1-1

 March 06, 2019, 01:36:42 pm View in topic context
avatar  Posted by Agnibyte  in Super Mario World 1-1 (Started by Agnibyte March 06, 2019, 01:36:42 pm
 Board: Your Releases, older Mugen



Alt colors included. Nothing else different. Get it here.
    

Re: Agnibyte's Nintendo Stage Collection (W.I.P)

 February 23, 2019, 05:21:07 am View in topic context
avatar  Posted by Agnibyte  in Agnibyte's Super Nintendo & NES Stage Collection (W.I.P) (Started by RedDragonCats17 November 25, 2018, 11:05:10 pm
 Board: Creator's Vault

[EDIT] fixed
Spoiler, click to toggle visibilty
    

Re: Jmorphman's WIP thread: Benimaru palette template!!!

 March 17, 2018, 09:58:26 pm View in topic context
avatar  Posted by Agnibyte  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Hey, does anyone know where this was used in CvS2? http://www.mediafire.com/file/s953y6g7dpg8mod/CAPCOM_VS_SNK_2_NTSC_PS2_00974.wav
I've tried everything I can think of, and got nothing.

alternatively, if you can translate what he's saying, I might be able to figure out a use for it somewhere.

もっと抵抗してくれよ
Motto teikou shite kure yo!

 - Resist (me) more!
 - Don't give in (to me) yet!

Pretty much answered already. Wasn't used. Probably because it's meant against women, but Cell talks like this, too.
    

Re: Jmorphman's WIP thread: Ryo palette template up

 December 23, 2013, 11:02:08 am View in topic context
avatar  Posted by Agnibyte  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Any specific timing for Cyclops/Seth?

I left Cyclops at the same speed as the transitions,, though it might have been fine slowed by a fourth. Seth was slowed by a fourth, but that was just where I decided to leave it. I was going for the speed of his Taiji (Yin-Yang) revolutions, and that seemed to be good enough. The length of the morph doesn't matter much either, but if they last longer, then I think the rest should, too.

I dunno about Ken's effects, but have you looked at Hinata lately? Maybe the flames need to focus on direction of his forward legs, curving up from waist instead of down from head.
    

Re: Jmorphman's WIP thread: Ryo palette template up

 December 23, 2013, 02:13:22 am View in topic context
avatar  Posted by Agnibyte  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

More Mystique palettes here. It's like 20, so I'm not tinypikking all that. [EDIT] Don't click the green button; click the filename at the top in the center. Not everyone needs the warning, but some still do.

Spoiler, click to toggle visibilty
    

Re: Jmorphman's WIP thread: I NEED EFFECTS

 December 10, 2013, 04:33:51 am View in topic context
avatar  Posted by Agnibyte  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

It shouldn't. Unless I'm underthinking, the var to select a disguise should hold fine for any glowing.

I can upload the new sff and related code, or even the whole character (SECRET BETA RELEASE?!?!?!), if it helps.
k
    

Re: Jmorphman's WIP thread: I NEED EFFECTS

 December 09, 2013, 11:51:25 pm View in topic context
avatar  Posted by Agnibyte  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

About Mystique: Is remappal update coded somewhere? If it's here in the thread or your main page, I seem incapable of finding it.

If Mystique morphs into someone that glows (Seth, Oni, Phoenix, Illidan, Caius, Night Elf...), I plan to let them do so, unless you've done that already. And in the spirit of 'better you than me,' I basically would like to know if you have used or plan to designate a couple of Var exprn's for the transitions into a random 'character.' I'll only be around for a week, but this would save me the trouble of looking for free exprn's, or changing them later were you to use them for something else.

As for the glowing, it's not that Mystique should glow, it was just that it was still a Shadow Lady palette. It seemed unkind to have her walking around without the FLASHY flashy effects. Chun-Li, sure.
    

Re: Can BG Stage Objects change BGCtrlDefs?

 September 04, 2013, 11:41:28 am View in topic context
avatar  Posted by Agnibyte  in Can BG Stage Objects change BGCtrlDefs? (Started by Sheng Long August 28, 2013, 06:34:05 am
 Board: M.U.G.E.N Development Help

So you're saying there's an expiration date on your questions, and it's less than 7 days. Good to know. And it's good that you solved your issue. In the future, if you solve your topic, you can save yourself and other people a bit of time.
    

Re: Can BG Stage Objects change BGCtrlDefs?

 September 04, 2013, 07:18:07 am View in topic context
avatar  Posted by Agnibyte  in Can BG Stage Objects change BGCtrlDefs? (Started by Sheng Long August 28, 2013, 06:34:05 am
 Board: M.U.G.E.N Development Help

I don't think so. At best, you may be able to give an object two ID's

id = 5, 6

and disable one, leaving the object to only follow the other CtrlID afterwards, but if both Ctrl's are active and telling the object to do something at the same time, there is no way to tell it to "only listen to the other CtrlID from now on."
    

Re: BG Event/Animation happen just once in a Stage?

 September 04, 2013, 07:10:00 am View in topic context
avatar  Posted by Agnibyte  in BG Event/Animation happen just once in a Stage? (Started by Sheng Long August 26, 2013, 07:06:24 am
 Board: M.U.G.E.N Development Help

For the jump, you'll need the jumping fish, another fish behind it that never jumps, and another layer of water between them that's identical to the water you're using.

When you make the fish jump, have it land and continue on its way, then disable it and the second layer of water at the same time, leaving behind the fish that never jumps.

I think it's Enable, without the d. If not, just use Visible or an Anim value that makes the two layers invisible.
    

Re: J.O. Parodius - Disco Stage (Refloor'd)

 August 29, 2013, 02:55:40 pm View in topic context
avatar  Posted by Agnibyte  in J.O. Parodius - Disco Stage (Refloor'd) (Started by Agnibyte July 01, 2013, 06:54:57 pm
 Board: Your Releases, older Mugen

Remade the floor. Get it here or in the first post. Click the file name. Don't click the green button.
    

Re: (SNES) SMB: World 2-1

 August 24, 2013, 05:41:29 am View in topic context
avatar  Posted by Agnibyte  in (SNES) SMB2: World 2-1 (Started by Agnibyte August 24, 2013, 01:57:25 am
 Board: Your Releases, older Mugen

Exactly that. The ALT folder just has the same stage with different colors. smb2_world2_purple_stars.def has purple stars in the sky instead of the yellow ones. Pick what you want to use, delete or archive the rest. And don't keep the def and sff files in ALT folder. Put it wherever you keep your stages.
    

Re: (SNES) SMB: World 2-1

 August 24, 2013, 04:43:21 am View in topic context
avatar  Posted by Agnibyte  in (SNES) SMB2: World 2-1 (Started by Agnibyte August 24, 2013, 01:57:25 am
 Board: Your Releases, older Mugen

Maybe whenever I come back. Probably not; I don't archive any of this very well. As for the error, I fixed the sound directories in the def files just now. Anything else, you'd have to specify. Quickly.