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GaziraAgain

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Messages by GaziraAgain

    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 04, 2024, 02:35:23 pm View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

I send a PM to T1t@n Ur@nus because maybe can help me to convert lifebars with .cns files. With Ikemen I find new documentation and you can use 32 layers for fight animations but to convert Blazblue lifebars I need tons of them... I hope he can help me because lifebars are the only thing that remains. If not, over time Ikemen will surely have the option to add unlimited layers to fight animations.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 02, 2024, 02:31:59 pm View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Hello everyone! After quite a while here I bring you what is going to be the version of the Blazblue Battle Colisseum screenpack in the Ikemen Go version. I upload the video so you can see all the new features like:
-Portrait effects.
-Select sounds.
-Character intro fonts.
-Fightfx effects
-And more...

But there is still a little to do, first the lifebars and then we have to fix a problem with the ranking and lifebar portraits. I'll ask in the discord to see if they can give me a solution.
Well I hope to have the screenpack ready soon, see you!



Many thanks to Tornillo Oxidado for his great help with the code to add distortion background animation.
Lifebar animations are from Mugen Battle ClimaX by V-Nix.
    

Re: Problems with sprpriority

 February 29, 2024, 10:41:24 pm View in topic context
 Posted by GaziraAgain  in Problems with sprpriority (Started by GaziraAgain February 28, 2024, 02:15:48 pm
 Board: M.U.G.E.N Development Help

Today with time I put layerno = 2 in lifebars, names and portraits and everything is under fightfx animation but I see that like with layerno = 1 characters are under lifebars too. Maybe the only solution is create the lifebars using a .cns file like in Add004.
    

Re: Problems with sprpriority

 February 28, 2024, 11:07:04 pm View in topic context
 Posted by GaziraAgain  in Problems with sprpriority (Started by GaziraAgain February 28, 2024, 02:15:48 pm
 Board: M.U.G.E.N Development Help

Thanks a lot! I've tried it and it works perfectly. Now I will do the same with the time and the portraits. I thank you very much.
    

Problems with sprpriority

 February 28, 2024, 02:15:48 pm View in topic context
 Posted by GaziraAgain  in Problems with sprpriority (Started by GaziraAgain February 28, 2024, 02:15:48 pm
 Board: M.U.G.E.N Development Help

Hello everyone. I am creating a fightfx file and in this I have included animations for hyper background. Thanks to Tornillo Oxidado I have managed to get the animation to work perfectly when executing the char movement. The problem is that it appears above the lifebars. You can see  the combo fonts or the ko animation for example.
I have tried giving very high negative values to the sprpriority but it doesn't change anything, how could I do it?


The same happens when I put the hyper finish background in the code...


*I use layerno=1 for powerbars.

Here I leave the code that I use for the first animation:
Spoiler, click to toggle visibilty

I hope someone can help me now that I'm so close. Thank you so much.
    

Add sounds to Fightfx Actions

 February 15, 2024, 09:47:33 pm View in topic context
 Posted by GaziraAgain  in Add sounds to Fightfx Actions (Started by GaziraAgain February 15, 2024, 09:47:33 pm
 Board: M.U.G.E.N Configuration Help

I have read that it is possible to add sounds to actions in the fightfx file using the common.snd file. When I open the latter I see that there are sounds for knocks and so on but they are not executed. How can I assign sounds to each of the actions such as hitsparks or ground shockwave? Thanks a lot.
    

Re: How to add Stage Portraits for IKEMEN screenpacks

 January 14, 2024, 08:47:04 pm View in topic context
 Posted by GaziraAgain  in How to add Stage Portraits for IKEMEN screenpacks (Started by Retro Respecter January 14, 2024, 04:49:00 am
 Board: Ikemen General Discussion and Help

Open the system.def file and go to  ;Stage portraits
In this part go to stage.portrait.spr = and put the group that you want, in my case I use 9000,1
Use the big portrait as template because you need to create all the portraits with the same height. One time you have the portrait you need to add in the .sff stage file in the group 9000,1.
I hope I explain well.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 January 14, 2024, 08:30:43 pm View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

In the Ikemen Go version I have 2 screenpacks, one for low res chars and the other for hi res. In the firts one I have 72 games added, I only need to add Martial Masters I think, and for the hi res 35 games.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 December 31, 2023, 01:23:25 pm View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Hello, for now I cannot include any of the lifebars because I cannot create them yet with the options that ikemen offers. All Blazblue lifebars are made with Add004 and there were infinite layers to be able to add all the animations.
What I would like is to be able to launch the screenpack for Ikemen since I have a lot of advanced work and a lot of news regarding the mugen version. The problem is that since version .98 the menu fonts look bad, one on top of the other and I don't know how to solve the problem... If someone would be interested in reviewing it to correct the error that would be great! Well, let's hope the last day of the year goes very well.
    

Re: Ikemen GO bug reports

 December 26, 2023, 08:02:35 pm View in topic context
 Posted by GaziraAgain  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

I have encountered both of these problems creating portraits for ikemen. First, if I use a different scale value in the .cns, for example x=0.8333333, y=1, then in the character's .def file I modify the portraitscale=1.20,1 but the image still does not display well on the screen.


The other problem is with the lifebar portraits and is that when taking the portraitscale data from the .def file if the value is not 1.1 it does not look good either.

    

Re: Cvs2 London 3D by Violin Ken

 December 25, 2023, 11:51:29 pm View in topic context
 Posted by GaziraAgain  in Cvs2 London 3D by Violin Ken (Started by Violin Ken December 25, 2023, 09:45:07 pm
 Board: IKEMEN Releases

Really impressed to see your work on this stage. Thanks for share.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 December 11, 2023, 12:18:05 am View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

I'm sorry but I don' t remember this. The last 2 years I'm working in a Ikemen go version of the screenpack and I hope really soon I can release it. All the new templates that I have now are made for the new one.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 26, 2023, 11:30:31 pm View in topic context
 Posted by GaziraAgain  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Please, there is only the Margartet download link in the firts post, can you add the link to your site? Thank you very much.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 November 25, 2023, 10:52:46 pm View in topic context
 Posted by GaziraAgain  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

I recommend to download any intro that I create for chars and open it with fighter factory. Then you can see the sprites or images that you need to change. There are some work on them, stand anim and win anim of each char, portraits, story, game origin and name. Then you need to change in the .def file the stand and winner animations.
    

Re: Add004/Ikemen Tag System

 September 30, 2023, 06:44:41 pm View in topic context
 Posted by GaziraAgain  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

I'm interested in convert my mugen lifebar created with Add004 to Ikemen using your files. But when I open your common2.cns file I can't see the Config.Round_Fight and Config.KO code. It's posible to copy the lines and paste in your files or maybe you add this parameters in the future. Thank you very much.
    

Re: Blazblue Central Fiction Update (14/01/20)

 June 25, 2023, 10:34:53 am View in topic context
 Posted by GaziraAgain  in Blazblue Central Fiction Update (14/01/20) (Started by GaziraAgain March 24, 2018, 10:03:04 am
 Board: Your Releases, 1.0+

Excuse me but i seem to be having a problem with your life bars. everything works except for whenever the match starts. there is no announcer or visuals saying the wheel of fate is turning, or the rebel, or to fight. nothing shows up or can be heard. the lifebars do look quite clean though, truly the most beautiful high quality lifebars i have ever seen

Thank you! This lifebars are made for Add004 and then you need to patch your characters for work the lifebar. It's really esay to do with add004pie.
    

Re: Zooming/Center on a winner of a round

 June 24, 2023, 11:29:17 pm View in topic context
 Posted by GaziraAgain  in Zooming/Center on a winner of a round (Started by Tiger-Boy February 18, 2023, 02:23:08 am
 Board: M.U.G.E.N Configuration Help

I use this code made by Darek lot's of years ago. It works with mugen or ikemen and it's really easy to add. First you need to copy this part in the statedef -2

;-------------------------------------------------------------
;ESTADO DEL HELPER QUE PERMITE MANDAR EL CHAR AL CENTRO DEL STAGE
;----------------------------------------------------------------------------------
[Statedef 89565656]
type = A
movetype = I
physics = N
anim = 90701;ANIMACION VACIA, CAMBIAR SI ES NECESARIO

; EL CHAR ESTA VIENDO A LA DERECHA Y SU POSICION EN PANTALLA ES MENOR A 151
[State 0, VelSet]
type = VelSet
trigger1 = root, facing =1 && root,screenpos X <151
x =-5
y = 0
ignorehitpause =1

; EL CHAR ESTA VIENDO A LA DERECHA Y SU POSICION EN PANTALLA ES MAYOR A 151
[State 0, VelSet]
type = VelSet
trigger1 = root, facing =1 && root,screenpos X >151
x =5
y = 0
ignorehitpause =1

; EL CHAR ESTA VIENDO A LA IZQUIERDA Y SU POSICION EN PANTALLA ES MENOR A 151
[State 0, VelSet]
type = VelSet
trigger1 = root, facing =-1 && root,screenpos X <151
x =5
y = 0
ignorehitpause =1

; EL CHAR ESTA VIENDO A LA IZQUIERDA Y SU POSICION EN PANTALLA ES MENOR A 151
[State 0, VelSet]
type = VelSet
trigger1 = root, facing =-1 && root,screenpos X >151
x =-5
y = 0
ignorehitpause =1

; DETIENE EL HELPER CUANDO EL CHAR HA LLEGADO AL CENTRO DE LA PANTALLA
[State 0, VelSet]
type = VelSet
trigger1 = root,screenpos X= [148,152]
x = 0
y = 0
ignorehitpause =1

; PERMITE EL MOVIMIENTO DE LA CAMARA
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1
ignorehitpause =1

; SE DESTRUYE SI EL CHAR NO ESTA EN EL ROUNDSTATE 4
[State 0, DestroySelf]
type = DestroySelf
trigger1 = roundstate!=4

[Statedef -2]

[State 0, ScreenBound]
type = ScreenBound
trigger1 = !Alive
trigger1=enemy,numhelper(89565656)
value = 0
movecamera = 0,0

;------------------------------------------------------------------------
;HELPER PARA CENTRAR EL CHAR DURANTE LA WINPOSE
;------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall= Win && Roundstate= 4 ;Solo se activa durante el roundstate 4 y si el char ha ganado el combate
triggerall = TeamMode =single ||TeamMode =turns
trigger1= !Numhelper(89565656) ;No se ha activado el helper
helpertype = normal
name = "89565656"
ID = 89565656
stateno = 89565656 ;Estado del helper
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

And then you need to copy this lines at the end of the .air file

;
[Begin Action 90701]
-1,0, 0,0, -1,

The code it's made by Darek not by me and it's only for center the camera at the end of the round not zoom but it's posible to implement.
    

Re: Arcana Heart 3 Love Max

 May 31, 2023, 07:36:46 pm View in topic context
 Posted by GaziraAgain  in Arcana Heart 3 Love Max (Started by GaziraAgain May 07, 2023, 11:10:29 pm
 Board: Your Releases, 1.0+

Thank you very much Gazira. I really love this stages.
Do you have the sprites for the otherworldly versions of these stages? :???:
 I have seen them but they do not have the quality or the vivid colors of these.  ^_^

Thank you very much! About the otherworldy stages sprites I don't rip them. Each stage is divided into 54 images and in the end it gets boring. Maybe later I'll start creating them. Thanks and see you soon.
    

Re: Arcana Heart 3 Love Max

 May 12, 2023, 11:03:21 pm View in topic context
 Posted by GaziraAgain  in Arcana Heart 3 Love Max (Started by GaziraAgain May 07, 2023, 11:10:29 pm
 Board: Your Releases, 1.0+

No problem for my part but I think you need to put in the edits section. Good job.
    

Re: Arcana Heart 3 Love Max

 May 09, 2023, 09:03:01 pm View in topic context
 Posted by GaziraAgain  in Arcana Heart 3 Love Max (Started by GaziraAgain May 07, 2023, 11:10:29 pm
 Board: Your Releases, 1.0+