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Messages by -_Shadow_-

    

Re: Kyo Type S released, God Akuma Updated

 April 01, 2012, 01:11:43 AM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

    

Re: Kyo Type S released, God Akuma Updated

 March 27, 2012, 09:39:38 PM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

il check that one, i forgot since my lifebars never show the small portrait.

g.a ai wasn't made by me, was edited by me tough , i dont know much about ai coding x.x

and yeah i dont know how to do it, i don't work much whit sprites. but i need for some edits im trying to make. for example i didnt wanted kyo bloom of wolf (2nd part of iori special) be shadowed, i got the sprites for it, but they are on bmp, and i can't seem to make it work when i try to make em shared pallete pcx -_-' (compatible whit the palletes kyo have)
    

Re: Kyo Type S released, God Akuma Updated

 March 27, 2012, 09:04:19 PM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

the lag on ownpal=1 its pretty bad, thats why i made most of stuff ownpal 0 , do the edit to ownpal 1 in akuma for example and do the ''i trow a lots of a hadoukens'' special (B,D,F + x+y in the air) and check for yourself.

like i said there are lots of not shared sprites in both chars, and the palletes in both (mainly in akuma) are a bit f@cked up, and im not so much in mugen anymore to make again both .sff, too much for me. i hate sharing pallets for sprites xD its a too much time effort. xP
    

Re: Kyo Type S released, God Akuma Updated

 March 27, 2012, 08:44:48 PM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

So it's a slow down time effect? Ok that's understandable but putting something like that in a FX heavy character someone can easily confuse it for lag.

Kyo only have slowmo in  4 or 5 moves, i think,, its not hard to tell the difference xD I never tought anyone will confuse slowmo whit lag xP

Either way thats another reason to put ownpal = 0, its removes all ''lag'' effects problems for not shared sprites. (wich i have a lot in both chars)

i think the only thing is noticeable is the glow in akuma hadoukens, but i think it goes whit the god thingy theme, so thats why i made it that way.

or in kyo the flash when supercancel gets triggered may turn white some effects for like 0,2 seconds, but its supposed to be that way.

For the ownpal = 1, for the hadukens that are not part of a shared palette, just keep in mind that if an opponent hits you with an attack that changes your palette color your haduken will be effected as well without ownpal = 1, and most of the time when this happens it will look very ugly. Maybe limit how many projectiles you can shoot out with "Numproj(ID of proj) < 1" or something like that?

no need for that since akuma glows overposes any palfx he can get from hits. and kyo explods gets removed when he gets hit.
So its kinda not probable effects get another color, even if they do, it will be unnoticeable xP

Otherwise I like these characters.

im glad you like em :)
    

Re: Kyo Type S released, God Akuma Updated

 March 27, 2012, 07:34:10 PM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

Wow, Plaza, I thought you were mugen dead... lol

Why would adding ownpal = 1 cause lag?

Also Plaza what are your computer specs? From the video even you seemed to had some lag problems. There is a bit too much FX and there are a bit too large don't you think?. I myself is a graphics whore but if fx's are causing lag to my characters I would still tone it a bit down to prevent this and so should you. I admire beautiful and firey explosions with what your characters have, only when they don't cause lag during gameplay. Lag SUCKS.

Of course lag can be mostly be avoided if you have a really kickass computer but if it's even happening to you, you should do something about it or warn be people they need a kickass computer for these characters are something like that.  :P

my pc specs are very good i dont get lag, if the video seems to have lag may be the the slowmo kyo have in some moves, or maybe some video recording error, i dont get lag playing mugen

for some reason ownpal = 1 in akuma cause lag because some sprites arent shared pallete, so it lags for example when g.akuma trows lots of hadukens special it lags. or when does second part of iori special (bloom of wolf) whit the white rings, if it is ownpal = 1 it lags.

same happens whit kyo but it doesn't get noticed since kyo doesnt have a glow, but when u do Shadow mode (press x+b when full bar) the flames become red because of the palfx.
    

Re: Kyo Type S released, God Akuma Updated

 March 26, 2012, 01:51:51 AM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

    

Re: Kyo Type S released, God Akuma Updated

 March 25, 2012, 01:41:08 AM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

the ownpal was removed cos caused lag problems, because god akuma's pallete is f@cked up.

and i think it goes better whit the god thingy.
    

Kyo Type S released, God Akuma Updated

 March 25, 2012, 12:58:20 AM View in topic context
 Posted by -_Shadow_-  in Kyo Type S released, God Akuma Updated (Started by -_Shadow_- March 25, 2012, 12:58:20 AM
 Board: Your Releases, older Mugen

    

Re: Cvs iori by Hero (winmugen version)

 December 01, 2011, 03:52:28 AM View in topic context
 Posted by -_Shadow_-  in Cvs iori by Hero (winmugen version) (Started by -_Shadow_- November 30, 2011, 07:30:14 PM
 Board: Requests

thanks :)
    

Cvs iori by Hero (winmugen version)

 November 30, 2011, 07:30:14 PM View in topic context
 Posted by -_Shadow_-  in Cvs iori by Hero (winmugen version) (Started by -_Shadow_- November 30, 2011, 07:30:14 PM
 Board: Requests

cant find him anywhere

or Cvs Iori by H'h whitout groveebars (club syndicate page down, cant download the patch for bars :p)

send to plaza24@gmail.com
    

Re: Card Sagas Wars ( Lenneth VS Walküre )

 November 29, 2011, 09:01:10 PM View in topic context
 Posted by -_Shadow_-  in Card Sagas Wars ( Lenneth VS Walküre ) (Started by Abysswolf February 04, 2009, 04:37:10 PM
 Board: Projects

Add Shadow the hedgehog as a playable character pleaseee  ;P
    

Image request

 November 29, 2011, 05:24:29 PM View in topic context
 Posted by -_Shadow_-  in Image request (Started by -_Shadow_- November 29, 2011, 05:24:29 PM
 Board: Graphics

i want the full image of this pic




cant find it anywhere!!  >:D

    

Re: Kyo Type S & update for God Akuma

 November 29, 2011, 03:46:18 PM View in topic context
 Posted by -_Shadow_-  in Kyo Type S & update for God Akuma (Started by -_Shadow_- April 29, 2010, 07:49:39 AM
 Board: Projects

Updates on first post.
    

Re: Changeanim Triggers

 May 06, 2011, 04:02:25 PM View in topic context
 Posted by -_Shadow_-  in  [SOLVED] Changeanim Triggers (Started by -_Shadow_- May 05, 2011, 10:26:12 AM
 Board: M.U.G.E.N Development Help

    

[SOLVED] Changeanim Triggers

 May 05, 2011, 10:26:12 AM View in topic context
 Posted by -_Shadow_-  in  [SOLVED] Changeanim Triggers (Started by -_Shadow_- May 05, 2011, 10:26:12 AM
 Board: M.U.G.E.N Development Help

there is possible to do a changeanim when Y is not 0?

If it is please tell me how, how cos i dont manage to do it  --;

(for example when i do shun goku satsu in the air i want to anim change from 4001 wich is stand grab anim to 4010 wich is his air grab anim for shun goku)
    

Re: problem whit sprites

 April 30, 2011, 01:37:18 PM View in topic context
 Posted by -_Shadow_-  in problem whit sprites (Started by -_Shadow_- April 30, 2011, 10:48:10 AM
 Board: M.U.G.E.N Development Help

no ofc i dont have the dos ones, i use the winmugen one, last version, also downloaded the 1.0 for checking the sff, all of em have the same problem.
    

Re: problem whit sprites

 April 30, 2011, 11:37:07 AM View in topic context
 Posted by -_Shadow_-  in problem whit sprites (Started by -_Shadow_- April 30, 2011, 10:48:10 AM
 Board: M.U.G.E.N Development Help

thats some big work i mean there are like 300 files of special sprites per char. fixing and add em back to like 8 chars will take me like 1 month xD

i was wondering, pots chars are here since long time, noone ever ''fix'' those sff? :p
    

problem whit sprites

 April 30, 2011, 10:48:10 AM View in topic context
 Posted by -_Shadow_-  in problem whit sprites (Started by -_Shadow_- April 30, 2011, 10:48:10 AM
 Board: M.U.G.E.N Development Help

well i was making a kinda full mugen game whit cvs chars wich include pots, but for some reason i was having mugen error c560 line spr library or something like that i readed that it was caused by bad sprites, and i only got that error playing as pots chars, i cheked most of em in Fighter factory and i saw most of em have some kind of blocked pallete i mean u see their normal color but some sprites dont change in it when u change pallete wich is weird

i think thats the problem whit the error c560 spr library errors

now my question is there is a way to fix em whiout dos2win cos it fuk some sprites like specials pause ones.
    

Re: afterimage problem

 April 25, 2011, 09:16:20 PM View in topic context
 Posted by -_Shadow_-  in afterimage problem  (Started by -_Shadow_- April 25, 2011, 08:43:03 PM
 Board: M.U.G.E.N Development Help

i use same code as pots shin gouki and he have afterimage
    

afterimage problem

 April 25, 2011, 08:43:03 PM View in topic context
 Posted by -_Shadow_-  in afterimage problem  (Started by -_Shadow_- April 25, 2011, 08:43:03 PM
 Board: M.U.G.E.N Development Help

i changed @ndroide God Rugal jumps code to shin gouki by pots jump code for having short jumps but for some reason in the long jump i dont get afterimage and i dont know why :p
Code:
;---------------------------------------------------------------------------
[Statedef 40]
type=S
physics=S
anim=40
ctrl=0
sprpriority=1
facep2=1

[State 40, var]
type=varset
trigger1= !time && var(59)>=1
var(9)=ifelse((p2dist x>240 || p2dist y>180),3,1)
[State 40, var]
type=varset
trigger1= var(59)>=1
sysvar(1)= 1;ifelse((enemynear,movetype!=A || backedgebodydist<=10),1,ifelse((enemynear,movetype=A),-1,0))
[State 40, var]
type=varset
trigger1= !time && var(59)<=0
var(9)=ifelse(command="highjump",3,1)
[State 40, var]
type=varset
trigger1= var(59)<=0
sysvar(1)=ifelse(!time,0,ifelse(command="holdfwd",1,ifelse(command="holdback",-1,sysvar(1))))
[State 40, var]
type=varset
trigger1= var(59)<=0 && var(9)!=3 && command!="holdup"
trigger2= var(59)>=1 && var(9)!=3 && random<100
var(9)=2
[State 40, var]
type=varset
trigger1= !time && prevstateno=240
var(9)=3

[State 40, Dust]
type=helper
trigger1= !animtime
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1
[State 40, Vel]
type=velset
trigger1= !animtime && var(9)!=3
x=ifelse(!sysvar(1),const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y=ifelse(var(9)=2,.75,1)*const(velocity.jump.y)
[State 40, Vel]
type=velset
trigger1= !animtime && var(9)=3
x=ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,1.5*const(velocity.jump.fwd.x),1.5*const(velocity.jump.back.x)))
y=ifelse(!sysvar(1),1.15,1)*const(velocity.jump.y)

[State 40, Vel]
type=velset
trigger1= !animtime && prevstateno=100 && sysvar(1)=1
trigger1= var(9):=3
x=const(velocity.runjump.fwd.x)
[State 40, End]
type=changestate
trigger1= !animtime
value=50
ctrl=1

[Statedef 50]
type=A
physics=A

[State 50, Snd]
type=playsnd
trigger1= !time
value=0,ifelse(var(9)=3,41,40)

[State 50, Anim]
type=changeanim
trigger1= var(9)!=2
value=ifelse(!(vel x), 41, ifelse((vel x)>0, 42, 43))
persistent=0
[State 50, Anim]
type=changeanim
trigger1= var(9)=2
value=ifelse(!(vel x), 51, ifelse((vel x)>0, 52, 53))
elem=animelemno(0)
persistent=0

[State 50, No Guard]
type=assertspecial
trigger1= var(9)=2
flag=noairguard


[Statedef 51]
type=A
physics=A
[State 51, null]
type=null
trigger1= 1


[Statedef 52]
type=S
physics=S
ctrl=0
anim=ifelse(vel y>11,48,47)
movehitpersist=1

[State 52, stop]
type=velset
trigger1= 1
x=0
y=0
[State 52, Pos]
type=posset
trigger1= 1
y=0

[State 52, anim48]
type=changeanim
trigger1= !time && (prevstateno=222 || prevstateno=1250 || (prevstateno=[1301,1310]) || prevstateno=3050)
value=48
[State 52, anim283]
type=changeanim
trigger1= !time && prevstateno=282
value=283
[State 52, anim1102]
type=changeanim
trigger1= !time && ((prevstateno=[1100,1110]) || prevstateno=3100)
value=1102

[State 52, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 52, Dust]
type=explod
trigger1= !time
anim=7102
ID=7102
sprpriority=-2
postype=p1
scale=.5,.5
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 52, ctrl]
type=ctrlset
trigger1= !time
trigger1= prevstateno!=[200,4999]
value=1
[State 52, ctrl]
type=ctrlset
trigger1= time>=1
trigger1= prevstateno<1000
value=1
[State 52, guard]
type=changestate
trigger1= command="holdback"
trigger1= inguarddist && (prevstateno!=[200,4999])
value=120

[State 52, nowalk]
type=assertspecial
trigger1= time<=2 || (prevstateno=[200,4999])
flag=nowalk
[State 52, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1