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ShinZombie

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Messages by ShinZombie

    

Re: [SPANISH ONLY] Español solamente V2

 April 18, 2021, 05:38:09 AM View in topic context
 Posted by ShinZombie  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Hola.

Estas copiando y pegando el codigo tal como lo muestras en la imagen?
Porque le falta el parámetro Type el cual es un elemento requerido por mugen.

Code:
type = normal ; (required) (string)
This specifies that this background element is a static sprite.
    

Re: Meanwhile in Australia

 April 01, 2021, 05:03:16 PM View in topic context
 Posted by ShinZombie  in Meanwhile in Australia (Started by ShinZombie April 01, 2021, 04:39:48 PM
 Board: Edits & Add-ons

:
Whether or not this is real, I’ll admit. That image is hilarious lmao

I hope it’s real cause I wanna download.

Oh is real.

(download and share results)  :rolleyesugoi:
    

Meanwhile in Australia

 April 01, 2021, 04:39:48 PM View in topic context
 Posted by ShinZombie  in Meanwhile in Australia (Started by ShinZombie April 01, 2021, 04:39:48 PM
 Board: Edits & Add-ons

    

Re: Destroyed Mountainside Temple. (Requeted by Silentfailwhale)

 July 31, 2013, 07:15:05 AM View in topic context
 Posted by ShinZombie  in Destroyed Mountainside Temple. (Requeted by Silentfailwhale) (Started by HekuttaSaint July 25, 2013, 12:26:32 AM
 Board: Your Releases, older Mugen

Broken pillars looks too flat cuted that way, try to edit the sprites to show the insides of the pilars, something like this




Español:
Los pilaers se ven muy plano asi (lucen como recortes de carton), trata de editar los sprites para mostrar la parte interna de los pilares (como el ejemplo de la imagen), tambien lucirian mejor si agregaras algunas fracturas.

    

Re: Event Horizon

 July 16, 2012, 02:42:18 AM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

Fist post updated with an altenate link to sendspace.

I'll chek if I can update the stage itself with the procedure jeanbureau says
    

Re: Event Horizon

 July 16, 2012, 12:24:21 AM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

what Host you recommend? esnips and rapidshare are awful,  I think mediashare also need registrer to download.

Is not like is hard to registrer in 4shared, just sayan
    

Re: Event Horizon

 July 14, 2012, 10:58:20 PM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

Is not supposed to be monochrome, that was y first try and notice it looks too diferent (too metallic, and still got the same gradient problem) from what I wanted  , I check again the HD videos from Asura gameplay and notice the background has a brownish tone wich I use for the next tries
    

Re: Event Horizon

 July 14, 2012, 08:47:54 AM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

2) I cant test the stage because my pc is fucked - im using my phone right now but, what is the stage about ? What are the anims ?

The black things in the background emerges from the ground, then shrink and banish, the stage is supposed to be this place  o_O :

Spoilers from Asura's Wrath



In this game the black things mark the stage boundary, and are only visible qhen the player get close to the boundary, or when a heavy impact occurs
    

Re: Event Horizon

 July 10, 2012, 01:15:26 AM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

Oh well, my firt assumption was blame the mugen engine anyway  ::)
    

Event Horizon

 July 09, 2012, 07:22:05 PM View in topic context
 Posted by ShinZombie  in Event Horizon (Started by ShinZombie July 09, 2012, 07:22:05 PM
 Board: Your Releases, older Mugen

    

Re: Oktavia/Ghostly Orchestra - Char&Stage

 April 24, 2012, 08:03:40 AM View in topic context
 Posted by ShinZombie  in Oktavia/Ghostly Orchestra - Char&Stage (Started by Arias April 13, 2012, 08:58:38 PM
 Board: Your Releases, older Mugen

Ill wait for the next version, at the moment already got fun experimenting with the Defnce Attack values at the CNS to make Oktavia challenging but beatable.

Thanks for the info
    

Re: Oktavia/Ghostly Orchestra - Char&Stage

 April 15, 2012, 12:25:02 PM View in topic context
 Posted by ShinZombie  in Oktavia/Ghostly Orchestra - Char&Stage (Started by Arias April 13, 2012, 08:58:38 PM
 Board: Your Releases, older Mugen

I cant wait for Sayaka to be released, so I can use her to fight Oktavia and use this has the BGM http://www.youtube.com/watch?v=q4ja7ycmVLU


Time for the feedback, not good at english here by the way


-Seem some attacks dont afect Oktavai at all
Spoiler, click to toggle visibilty
Also captain commando's captain corridor don hit Oktaviaeither (I dont post shot because looks pretty messy)

-the one hit ko special is kinda cheap, you need a character with good mobility to evade the attack (old school characters has little chances).  Also if Oktavia uses such attack in the corner and moves out of the stage limits, the screen dont move if the player try to moves back  (due engine limitation) and this attack becomes harder to evade. I think would be better if this attack just case moderate/high damage in place of kill you or casue masive damage.

-The blue colision box, I dont feel like  is wide enough, for a masive character, constantly I need to get too close to be able to hit her.

-There are no much you can do against the wheels attack except block for the follow reasons:

The wheels aren't supposed to be hitable right? Trying to hit the wheels make you take damage

If you use projectiles, the wheels are able to take some damage before get disabled, unless you are able to spam several proyectiles in a short time, you can do much against  a group of them, except block.

Evade is not that easy either, the wheels size are considerable big, the not linear movement pattern and the fact there are several of them at the same time.

-At the start and the end of that that attack where Oktavia floats to the background and throw wheels,Oktavia dont have any colission boxes.

I understand the elements in the back plane are not supposed to be hitable, but at the start of the movement, Oktavia pauses a moment before moves to the background, also when the attack ends Oktavia returns to the front plane, at these short times she still not hitable even if stay at the same plane has the player.

-Probably an engine limitation too but: Whe Oktavia uses the attack where summons several wheels (but stay in air and dont fall until all the wheels are summoned) if you push back the character puts defence and don move back unless you use back jump or double back tap.

-A weird bug I only able to reproduce two times. At the very moment Oktavia activate the One Hit KO Special, if you hit her then is Oktavia the one who gets defeated even if she still have a good amount of life. I only been able ot reproduce this two times (one with Slayer by muteki, other with Tao by NHK)

-Just personal taste, but the red when Oktavia has low HP kinda annoyme. Can be optional and configurable?

-Also personal taste, but the fights with Oktavia takes a lot of time. A code to stop the time count woud be good for let the player finish the fight without change the time configuration for the other arcade battles.


Great char indeed

    

Re: Order Sol by Muteki released 11/12/11

 November 16, 2011, 08:36:16 AM View in topic context
 Posted by ShinZombie  in Order Sol by Muteki released 11/12/11 (Started by Phantom Blood November 12, 2011, 07:05:36 PM
 Board: Found Releases

-Open the Ai file

-Search for this code


Code:
[State -1,];AIƒtƒ‰ƒOƒZƒbƒg
Type = VarSet
TriggerAll=var(59)<1
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1 = Command="CPU1"||Command="CPU2"
Trigger2 = Command="CPU3"||Command="CPU4"
Trigger3 = Command="CPU5"||Command="CPU6"
Trigger4 = Command="CPU7"||Command="CPU8"
Trigger5 = Command="CPU9"||Command="CPU10"
Trigger6 = Command="CPU11"||Command="CPU12"
Trigger7 = Command="CPU13"||Command="CPU14"
Trigger8 = Command="CPU15"||Command="CPU16"
Trigger9 = Command="CPU17"||Command="CPU18"
Trigger10= Command="CPU19"||Command="CPU20"
Trigger11= Command="CPU21"||Command="CPU22"
Trigger12= Command="CPU23"||Command="CPU24"
Trigger13= Command="CPU25"||Command="CPU26"
Trigger14= Command="CPU27"||Command="CPU28"
Trigger15= Command="CPU29"||Command="CPU30"
Trigger16= Command="CPU31"||Command="CPU32"
Trigger17= Command="CPU33"||Command="CPU34"
Trigger18= Command="CPU35"||Command="CPU36"
Trigger19= Command="CPU37"||Command="CPU38"
Trigger20= Command="CPU39"||Command="CPU40"
Trigger21= Command="CPU41"||Command="CPU42"
Trigger22= Command="CPU43"||Command="CPU44"
Trigger23= Command="CPU45"||Command="CPU46"
Trigger24= Command="CPU47"||Command="CPU48"
Trigger25= Command="CPU49"||Command="CPU50"
Trigger26= NumHelper(10000+ID)
Trigger26= Helper(10000+ID),var(59)
;Trigger27= 1;íŽžAI‹N“®—p@ˆê”ԍ¶‚Ì;íœ‚Å‹N“®
var(59) = 5;(1`11‚܂Őݒè‰Â”\)
IgNoreHitPause = 1


-Change the var(59) value to  0
var(59) = 0

-Save the file

-Profit!


for what I understand, you can only downgrade the AI level for changing the values of the var(59), but not really sure.
This method works not only for Muteki's chars but for others chars with unbeatable AI as long you understand what variables activates the AI, is not necesary for the code to comes in a file called AI, it can come in the CNS or the CMD, heck Muteki is nice enough to make this code so blatanty obvious to localize and configure, and yes this is not even  Mugen 1.0 code.

The XOR activation method is harder to desactivate but still based on undestand the variables.

    

Re: Order Sol by Muteki released 11/12/11

 November 15, 2011, 02:02:37 AM View in topic context
 Posted by ShinZombie  in Order Sol by Muteki released 11/12/11 (Started by Phantom Blood November 12, 2011, 07:05:36 PM
 Board: Found Releases

what? the AI can be easly removed since the early versions of his chars  o_O 
    

Re: Shen XIII by ahuron released - 11/13/11

 November 13, 2011, 11:02:36 PM View in topic context
 Posted by ShinZombie  in Shen XIII by ahuron released - 11/13/11 (Started by Dorgol November 13, 2011, 04:34:39 AM
 Board: Found Releases

Is this a Hi Res character? (Im not in my computer right now)
    

Re: Puella Magi's GERTRUD by ninnniku

 October 30, 2011, 09:23:46 AM View in topic context
 Posted by ShinZombie  in Puella Magi's GERTRUD by ninnniku (Started by rukifellth October 27, 2011, 10:10:38 PM
 Board: Found Releases

I can't download this character, the line below the url dont give acces to the file when I try to put the password
    

Church of the Holy Mother

 October 10, 2011, 09:04:13 AM View in topic context
 Posted by ShinZombie  in Church of the Holy Mother (Started by ShinZombie October 10, 2011, 09:04:13 AM
 Board: Found Releases

    

Re: stages by markofthedog (updated 10/3/11)

 October 04, 2011, 05:31:16 AM View in topic context
 Posted by ShinZombie  in stages by markofthedog (updated 10/6/11) (Started by markofthedog September 21, 2011, 06:22:41 AM
 Board: Your Releases, 1.0+

I suposed, but the images comes form another source or you draw them too?  o_O
    

Re: stages by markofthedog

 October 03, 2011, 05:36:13 AM View in topic context
 Posted by ShinZombie  in stages by markofthedog (updated 10/6/11) (Started by markofthedog September 21, 2011, 06:22:41 AM
 Board: Your Releases, 1.0+

Nice stage, from where they come from?
    

Re: London

 September 05, 2011, 02:59:31 AM View in topic context
 Posted by ShinZombie  in London (Started by ExShadow September 04, 2011, 10:31:38 PM
 Board: Your Releases, older Mugen

I been waiting for this stage for yeas (like uh, 2 years) Thanks EX