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Messages by gopal

    

Re: Stage Creation Competition 2013

 June 18, 2013, 11:42:43 AM View in topic context
 Posted by gopal  in  Stage Creation Competition 2013 - Results Revealed (Started by ExShadow June 06, 2013, 04:29:30 PM
 Board: M.U.G.E.N Discussion

    

Re: Stage Creation Competition 2013

 June 07, 2013, 06:27:27 PM View in topic context
 Posted by gopal  in  Stage Creation Competition 2013 - Results Revealed (Started by ExShadow June 06, 2013, 04:29:30 PM
 Board: M.U.G.E.N Discussion

Yeah, EX can't run 1.1 in OpenGL mode..... also it maybe because 1.1 it's officially released yet.

Will you make your stage this time? I hope so.
PLEASE! I already forgot those. PLEASE! I WANT A BRAIN WASHING!
If you doubt that I won't create my own.....Please remove me from that.
    

Re: Stage Creation Competition 2013

 June 07, 2013, 07:22:37 AM View in topic context
 Posted by gopal  in  Stage Creation Competition 2013 - Results Revealed (Started by ExShadow June 06, 2013, 04:29:30 PM
 Board: M.U.G.E.N Discussion

It can be a lowres too? But I'm gonna use the sprites ex is providing.
    

Re: Stage Creation Competition 2013

 June 07, 2013, 06:56:24 AM View in topic context
 Posted by gopal  in  Stage Creation Competition 2013 - Results Revealed (Started by ExShadow June 06, 2013, 04:29:30 PM
 Board: M.U.G.E.N Discussion

I'm in! Count me in. I'll get My internet back tomorrow. Enough time. I believe I could finish it in 3-4 days.
Also, Is it mandatory to use those images in the opening post? Cause I have a state already made (hires). Its for 1.1 but I can make it 1.0 for this contest.
    

Re: Goku (Dragon Ball Z) by gopal

 November 01, 2012, 05:25:02 PM View in topic context
 Posted by gopal  in Goku (Dragon Ball Z) by gopal (Started by gopal October 31, 2012, 10:54:47 AM
 Board: Your Releases, 1.0+

This is my First character so have plenty of bug, but i have double checked the Sprite Alignment
    

Re: Android 18 from Dragon Ball Z

 November 01, 2012, 07:15:40 AM View in topic context
 Posted by gopal  in Android 18 from Dragon Ball Z  (Started by gopal October 31, 2012, 10:57:14 AM
 Board: Your Releases, 1.0+

Then what should i do?
This is one hell that confused my mind out.
    

Re: Cliff of Desolation

 November 01, 2012, 07:14:35 AM View in topic context
 Posted by gopal  in Cliff of Desolation (Started by gopal October 31, 2012, 11:04:33 AM
 Board: Your Releases, 1.0+

    

Re: Goku (Dragon Ball Z) by gopal

 October 31, 2012, 06:09:28 PM View in topic context
 Posted by gopal  in Goku (Dragon Ball Z) by gopal (Started by gopal October 31, 2012, 10:54:47 AM
 Board: Your Releases, 1.0+

sorry, fixed.
    

Re: Asuka From Draglade [Made by Gopal]

 October 31, 2012, 11:10:18 AM View in topic context
 Posted by gopal  in Asuka From Draglade [Made by Gopal]  (Started by gopal October 31, 2012, 11:03:35 AM
 Board: Your Releases, 1.0+

    

Cliff of Desolation

 October 31, 2012, 11:04:33 AM View in topic context
 Posted by gopal  in Cliff of Desolation (Started by gopal October 31, 2012, 11:04:33 AM
 Board: Your Releases, 1.0+

[Preview]
This is the Left Side


This is the Right Side



[Download]
http://www.mediafire.com/?b7b7lrdfoqs397i  ; Version 1.2

[Comments]
Animated = Yes
Super Jump = Yes

Thats all, this stage is from Marvel VS Capcom, ripped by Capcom.
    

Asuka From Draglade [Made by Gopal]

 October 31, 2012, 11:03:35 AM View in topic context
 Posted by gopal  in Asuka From Draglade [Made by Gopal]  (Started by gopal October 31, 2012, 11:03:35 AM
 Board: Your Releases, 1.0+

[PREVIEW]


[DOWNLOAD]
http://www.mediafire.com/?extmnvdo53f1m2i

[COMMENTS]

Copied from the Read Me File.
Asuka's Read Me said:
Thank you for downloading my character.

X - Slash
Y - Slash
Z - Crouch Attack

A - Power Up
B - Power Up
C - Power Up

Hyper Attack = D > F > x
Super Attack = D > F > y

The Sprite sheet was lacking in the Sprites that is why this only have 2 air attacks.

I have made some combos, how to do them?
Ans.: find out your self.

Please visit my Website: www.gamingx.elementfx.com for more.
    

Piccolo Daimao's from Dragon Ball

 October 31, 2012, 11:00:45 AM View in topic context
 Posted by gopal  in Piccolo Daimao's from Dragon Ball  (Started by gopal October 31, 2012, 11:00:45 AM
 Board: Your Releases, 1.0+

[PREVIEW]


[Download]
http://www.mediafire.com/?5f61uj2aggdb954

[Comments]
My very First Stage. it is an High Quality Stage
This is from Dragon Ball...Piccolo Daimao's Stage this is where Evil Piccolo was defeated by Goku.
Well this is an very Basic Stage made by Me thanks to Ryon's Basic Stage Creation Tutorial.

I really don't know how to Release an Stage so this is enough.

[Change Log]
Fixed the Boundleft and BoundRight in version 1.1
Fixed the Delta Values in the Version 1.2

older versions are no more downloadable
    

Goku SSJ (Dragon Ball Z)

 October 31, 2012, 10:59:13 AM View in topic context
 Posted by gopal  in Goku SSJ (Dragon Ball Z)  (Started by gopal October 31, 2012, 10:59:13 AM
 Board: Your Releases, 1.0+

[Preview]
1) Auto Combo 1*(a)

2) Distructo Disc

3) Fire Ball Shower

4) Kamehameha

5) Ki Blast

6) Sprite Bomb

7) SSJ3 Terror

 
[Download]
http://www.mediafire.com/?sccov12dtd5lpgn ;<Version 1.2

[Comments]
My Second Character WIP.
I will add this fly code in this later, also i have to add throw in this.

Well the Moves, I have made the Moves Very easy:
1) Auto Combos: Press "a" three times and hit the p2 or p4, to get an Auto Combo of Light Kick then Strong Punch then an Fire Ball, i could add some more but i am running out of ideas.

2) Distructo Disc: It is kinda rare in Goku but after some Sprite editing i made this.
command is Down, Back, x (~D, B, x) you need to have 500 Power to do this.

3) Just tried to be Creative here, you need 1000 Power to do it.
the command is Down, Forward, y (~D, F, y).

4) Kamehameha, Added an Super bg in this one, you need to have 2000 power to do is. the command is Down, Forward, a (~D, F, a)

5) Ki Blast, you need to have 1000 power to do this, the command is Down, Forward, y (~D, B, y).

6) Sprite Bomb, you need to have 3000 power to do this, the command is Down, Forward, x (~D, F, x).

7) SSJ3 Terror, you need to have 2000 power to do this, the command is Down, Forward, b (~D, F, b).

Now the Tricks Goku can do(If you say like Mr. Satan "They can only do Tricks".
Instant Transmission - b+y
Power Charge = a+b
Fire Ball(Single) = z
Fly(Not yet) = c

***The Character is Created in Fighter Factory 3.0***
Please tell me if there is something wrong.

Well that's all i have to say.
Sprite From Game: Dragon Ball Z Hyper Dimension

Release This is RELEASED...

I have added Everything i knew into this one
    

Android 18 from Dragon Ball Z

 October 31, 2012, 10:57:14 AM View in topic context
 Posted by gopal  in Android 18 from Dragon Ball Z  (Started by gopal October 31, 2012, 10:57:14 AM
 Board: Your Releases, 1.0+

[Preview]

^Energy Wave


^Slap Attack :D:P

[Download]
http://www.mediafire.com/?8y55ydj67llqcc4 < Version 1.1

[Comments]
Android 18's Read Me said:
Move List
X - Punch
Y - Kick
Z - Beam
Note:- A, B, C and start are not used.

Basic Combos
x, x
y, y

Supers:
Energy Wave
D, F, x

Energy Blast
D, F, y

Slap Attack
D, B, x

Made by Gopal
Credit to My Sister for Ripping the Sprites and Making the Palettes.

I have made this in 7 hours WOW i was sitting on Computer since this Morning so made it in 7 Hours is not bad.

Android 18 from Dragon Ball Z
Yup! I made it in 7 hours, well i don't have anything more to say(The above Quote Said everything).

[Change Log]
Slap Attack bug fixed! in Version 1.1
    

Goku (Dragon Ball Z) by gopal

 October 31, 2012, 10:54:47 AM View in topic context
 Posted by gopal  in Goku (Dragon Ball Z) by gopal (Started by gopal October 31, 2012, 10:54:47 AM
 Board: Your Releases, 1.0+

[Preview]

^^Standing


^^Ki Charge


^^KaioKen Kamehameha!

[Download]
http://www.mediafire.com/?8jihg9tg5o0c3wk <<<Latest 1.4.1 version, All bugs fixed and added all attacks.

[Comments]
I have added "Kamehameha" and "Kaioken Kamehameha!" i have also added some Rush attacks and Sprite Bomb this is the "1.4.1" Version and yeah this is without transformation with transformation in the 2.0 version(When i will have time)) but i have added the TRANSFORMATION code so if you press "start' then you can see how will Goku Transform.

it has some awesome intros and win poses audio for example: Intro- "I don't have time to waste on you.", "Let's do this".
Win poses audio - "You will never learn, do you?" etc.
Added the lightning effect in the Transformation!

Win quotes: ex.- "You are Pretty good, but let me use some more training" (Copied from Dragon Ball Z Budokai Tenkaichi 3).

[KEYS]
F, F, a for Kamehameha
F, F, b for Kaioken Kamehameha
D,F,D,F, a for Meteor attack
D,F,D,F, b for Spirit bomb
Those are all the specials
b+y for Teleport.
a+b for Ki Charge
Press "a" three times to get auto combo (Light Kick then Strong Punch and Finish up with a Beam)

Originally Released here: http://www.gamingx.elementfx.com/showthread.php?tid=28
    

[Hindi Only] क्या यहाँ कोई भारत का मेम्बर है?

 September 28, 2012, 08:27:56 PM View in topic context
 Posted by gopal  in [Hindi Only] क्या यहाँ कोई भारत का मेम्बर है?  (Started by gopal September 28, 2012, 08:27:56 PM
 Board: International

नमस्ते भारत के भाइयो या क्या यहाँ कोय भारत का मेम्बर है भी?
कोई बात नहीं बस यहाँ पोस्ट हिंदी में करना.  :yippi:
    

Re: Hello..

 September 28, 2012, 08:16:39 PM View in topic context
 Posted by gopal  in Hello.. (Started by raremew September 22, 2012, 12:12:33 AM
 Board: Introductions and Guides

Phew!
I was really getting bored without MFFA, now it is going to be back.
and then i can also release my Stage.
and My Character when Ryon does an tutorial on Throw
    

Re: How to code fly? [Credit to sgn15 to teaching me how]

 September 25, 2012, 09:45:51 PM View in topic context
 Posted by gopal  in How to code fly? [Credit to sgn15 to teaching me how] (Started by gopal September 23, 2012, 07:18:55 PM
 Board: Development

okay, are you the moderator?
then please move this
    

Re: Hello..

 September 23, 2012, 07:27:26 PM View in topic context
 Posted by gopal  in Hello.. (Started by raremew September 22, 2012, 12:12:33 AM
 Board: Introductions and Guides

Welcome raremew
MFFA down again
    

How to code fly? [Credit to sgn15 to teaching me how]

 September 23, 2012, 07:18:55 PM View in topic context
 Posted by gopal  in How to code fly? [Credit to sgn15 to teaching me how] (Started by gopal September 23, 2012, 07:18:55 PM
 Board: Development

Okay here is the code i use.
I will explain codes line by line.
;----------------------------------------------------------------------------------
; go to fly mode
[Statedef 999] ;< Statedef, this is the process to go in fly from standing.
type = A ;< Make sure you use A = Air as type
movetype = I
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 999 ;< Enter the anim you want

;go up (whether you are in ground or air before you went to this state, you go up)
[State 0, VelSet] ;< This is for make the character go up till the Anim ends
type = VelSet
trigger1 = 1
x = 0
y = -3

[State 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying
type = ChangeState
trigger1 = animtime = 0
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly stance
[Statedef 1000] ;< This is fly stance
type = A ;< Make sure you use A = Air as type
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1000 ;< here enter the number of anim which you want as Fly idle
velset = 0,0

;limit for flying up
[State 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay.
type = PosSet
trigger1 = pos y <= -180 ;< Limit -180 is ideal for it
y = -180

;fly stance float up
[State 0, VelSet]
type = VelSet
trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real
x = 0
y = -1

;fly stance float down
[State 0, VelSet]
type = VelSet
trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real
x = 0
y = 1

;turn
[State 0, Turn] ;< Simple Turn, When P2's distance is X <-10
type = Turn
trigger1 = P2dist X < -10

; fly dash forward
[State 0, ChangeState] ;< This is the command for fly dash forward.
type = ChangeState
trigger1 = command = "FF"
value = 1100
ctrl = 1

; fly dash backward
[State 0, ChangeState] ;< This is the command for fly dash backward.
type = ChangeState
trigger1 = command = "BB"
value = 1105
ctrl = 1

;fly forward ;< This is the command for fly forward.
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdfwd"
value = 1020
ctrl = 1

;fly backward ;< This is the command for fly backward.
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdback"
value = 1021
ctrl = 1

;fly up ;< This is the command for fly up
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 1040
ctrl = 1

;fly down ;< This is the command for fly down
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 1041
ctrl = 1

;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR
[State 0, ChangeState]
type = ChangeState
trigger1 = Win = 1
value = 50
ctrl = 1

;go back to damage fall state ;< If you get hit then this will happen.
[State 0, ChangeState]
type = ChangeState
trigger1 = Life = 0
trigger2 = roundstate = 3
value = 5050
ctrl = 1

;go back to fly land state
[State 0, ChangeState] ;< This is to come down from Fly mode
type = ChangeState
trigger1 = pos y >= 0
value = 1047
ctrl = 1

;---------------------------------------------------------------------------
;fly fwd
[Statedef 1020] ;< Fly walk fwd
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it
velset = 0,0

[State 0, Turn]; < Turn
type = Turn
trigger1 = P2dist X < -10

[State 0, VelSet] ;< VelSet or The speed to fly walk fwd
type = VelSet
trigger1 = 1
x = 4
y = 0

[State 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd
type = ChangeState
trigger1 = command != "holdfwd"
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly bkd
[Statedef 1021] ;< fly Walk Back
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it
velset = 0,0

[State 0, Turn] ;< Turn
type = Turn
trigger1 = P2dist X < -10

[State 0, VelSet] ;< VelSet or The speed to fly walk back
type = VelSet
trigger1 = 1
x = -4
y = 0

[State 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back
type = ChangeState
trigger1 = command != "holdback"
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly up
[Statedef 1040] ;< Fly Up
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1040
velset = 0,0

[State 0, Turn] ;< Turn
type = Turn
trigger1 = P2dist X < -10

[State 0, VelSet] ;< VelSet for the speed of Fly Up.
type = VelSet
trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit.
x = 0
y = -4

;limit for flying up
[State 0, PosSet]
type = PosSet
trigger1 = pos y <= -180
y = -180

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "holdup"
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly down
[Statedef 1041] ; Fly down
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1041
velset = 0,0

[State 0, Turn]
type = Turn
trigger1 = P2dist X < -10

[State 0, VelSet] ; The speed of fly down
type = VelSet
trigger1 = pos y < 0
x = 0
y = 4

;go back to jump/fall state
[State 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state
type = ChangeState
trigger1 = pos y >= 0
value = 1047
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "holddown"
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly landing
[Statedef 1047] ;< Airplane is landing
type = S
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1047 ;< I have commented this out because i didn't had an fly land
velset = 0,0

[State 0, PosSet] ;< You know PosSet
type = PosSet
trigger1 = pos y >= 0
y = 0

[State 0, ChangeState] ;< This is to take the character to the Jump Land state.
type = ChangeState
trigger1 = Animtime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;fly dash forward
[Statedef 1100] ; Fly Dash Fwd
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1100 ;< Anim to the Fly dash Fwd
velset = 0,0

[State 0, VelSet] ;< Speed of Fly Dash Fwd
type = VelSet
trigger1 = time = 0
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.1

[State 0, ChangeState] ;< To stop him
type = ChangeState
trigger1 = frontedgebodydist < 2
trigger2 = command != "holdfwd"
trigger3 = command = "BB"
value = 1000
ctrl = 1

;---------------------------------------------------------------------------
;fly dash backward
[Statedef 1105] ; The fly dash back is same as the fly dash forward
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1105
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -5 ;-0.2

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = -0.1 ;-2

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist < 2
trigger2 = command != "holdback"
trigger3 = command = "FF"
value = 1000
ctrl = 1

;If you want to make the character fly even after getting hurt then make the 5000s state's type "A"
------------------------------------------------------------------------------------------------------------------------------------------------

Everything which has ; at the start means that is commented out

TO make Fly Attacks copy the codes and make the type = A.
And do something like this in you CMD

;---------------------------------------------------------------------------
;Fly
[State -1, Fly] ;< This is the Fly code command
type = ChangeState
value = 999
trigger1 = command = "c"
trigger1 = statetype != C
trigger1 = ctrl

;flying Light Punch
[State 0, ChangeState] ;< There are fly attacks
type = ChangeState
trigger1 = command = "x"
value = 2000
ctrl = 1

;flying Strong Punch
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "y"
value = 2100
ctrl = 1

;flying Light Kick
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a"
value = 2300
ctrl = 1

;flying Strong Punch
[State 0, ChangeState]
type = ChangeState
trigger1 = command = "b"
value = 2400
ctrl = 1

;Now an example of the CNS code of the fly attacks:

; Fly Light Punch ;< This is an example
[Statedef 2000]
type = A
movetype= A
physics = S
juggle = 1

velset = 0,0
ctrl = 0
anim = 200

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -56
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

[State 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air
type = ChangeState
trigger1 = AnimTime = 0
value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes
ctrl = 1

I hope this helps, credit to sgn15 because he told me how to code fly.

EDIT:
sgn15 just sended this PM please see this:
i don't recommend meddling with the 5000's states. they are default. you already have default air hit states, aside from stand and crouch hit states.
you just need type = A in all your flying states (idle, movements, attacks) and you should go back to default air hit states when hit.

if you want to stay as flying after hit during flying, just make a new hit state and use a hitoverride in state -2 that will activate when you are in flying states (trigger1 = stateno = [1000,2500])
that is just for example that you used 1000 to 2500 as stateno for all flying (idle, custom hitstate, attacks, movement states)

type = A
movetype = H ;<-- this should already make you absorb the damage from enemy's hitdef
physics = N

then go back to fly idle like after time = # or animtime = 0 or any other trigger you want.