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Messages by kiLabee

    

Re: scaling a character in a custom hurt state?

 February 17, 2020, 06:38:38 AM View in topic context
avatar  Posted by kiLabee  in scaling a character in a custom hurt state? (Started by kiLabee February 06, 2020, 05:59:23 AM
 Board: M.U.G.E.N Development Help

as always thanks for the replies my good sirs.

i will look into this ASAP.
you guys are always so helpful to me
    

Re: scaling a character in a custom hurt state?

 February 16, 2020, 11:45:41 AM View in topic context
avatar  Posted by kiLabee  in scaling a character in a custom hurt state? (Started by kiLabee February 06, 2020, 05:59:23 AM
 Board: M.U.G.E.N Development Help

set angle and draw angle do what exactly?

    

8 WAY SHOOTING

 February 16, 2020, 11:33:59 AM View in topic context
avatar  Posted by kiLabee  in 8 WAY SHOOTING (Started by kiLabee February 16, 2020, 11:33:59 AM
 Board: M.U.G.E.N Development Help

HELLO MUGEN GUILD IM BACK AGAIN WITH ANOTHER QUESTION

i need help coding a character

imagine war machine with his shoulder cannon.

the shoulder cannon is actually a helper that you summon when a button is pressed and held.

pressing the button will shoot 4 rounds in the direction you press.
holding the button down war machine switches to a shooting state in where he can shoot his shoulder cannon in 8 directions  but holding down the
 shoot button  will shoot continuously.

and as i said in the air it should be shooting in 8 directions.


so i would have to code the same helper 8 times in each direction. right?

also i would like to know how balanced do you think that sounds?? as im just messing around with mugen to build my own personal MVC game.



    

Re: MAKING A HELPER UN HITTABLE ?

 February 15, 2020, 12:45:43 AM View in topic context
avatar  Posted by kiLabee  in MAKING A HELPER UN HITTABLE ? (Started by kiLabee February 13, 2020, 02:07:25 AM
 Board: M.U.G.E.N Development Help

thanks again my guy didnt think about that lol
    

MAKING A HELPER UN HITTABLE ?

 February 13, 2020, 02:07:25 AM View in topic context
avatar  Posted by kiLabee  in MAKING A HELPER UN HITTABLE ? (Started by kiLabee February 13, 2020, 02:07:25 AM
 Board: M.U.G.E.N Development Help

i have some helpers as a projectile that floats around kinda like striders oroboros but at the moment it can get hit by projectiles and makes clones.

how do i make it to so the projectile helper does not get hit at all ?
    

snapbacks in mugen??

 February 11, 2020, 03:24:52 PM View in topic context
avatar  Posted by kiLabee  in snapbacks in mugen?? (Started by kiLabee February 11, 2020, 03:24:52 PM
 Board: M.U.G.E.N Development Help

using the UNO tag system would you be able to code a snapback??


i think you can by having an attack trigger the changeout state right??

if you are using the 4v4 patch how would you go about doing that?
    

scaling a character in a custom hurt state?

 February 06, 2020, 05:59:23 AM View in topic context
avatar  Posted by kiLabee  in scaling a character in a custom hurt state? (Started by kiLabee February 06, 2020, 05:59:23 AM
 Board: M.U.G.E.N Development Help

i have a cinematic super I am thinking of coding.

i know how to use a custom hurt state in mugen now and was wondering how to scale p2 smaller during certain frames??

I have seen other mugen characters use this for their cinematic supers i was wondering on how that was achieved?


    

Re: How to insert a video/cinematic in MUGEN

 January 22, 2020, 10:12:10 PM View in topic context
avatar  Posted by kiLabee  in How to insert a video/cinematic in MUGEN (Started by Skyro January 22, 2020, 06:58:16 AM
 Board: M.U.G.E.N Development Help

i use VLC media player to take screenshots of the video its free and really useful.

it has a step button so you can take a screenshot for each frame and then you can take those screenshots to an image editing program like GIMP or photoshop to resize them all to scale.

i also use a batch convertion to make things go a bit faster
    

Re: HELP WITH CINEMATIC SUPER MOVES!

 January 14, 2020, 07:52:16 AM View in topic context
avatar  Posted by kiLabee  in HELP WITH CINEMATIC SUPER MOVES! (Started by kiLabee January 11, 2020, 10:48:54 PM
 Board: M.U.G.E.N Development Help

XG to my rescue once again thanks always for your help my guy!

so i put the pos set in p1 or p2 state?

    

character specific taunts??

 January 14, 2020, 07:50:50 AM View in topic context
avatar  Posted by kiLabee  in character specific taunts?? (Started by kiLabee January 14, 2020, 07:50:50 AM
 Board: M.U.G.E.N Development Help

so i was wondering if you can have character specific taunts??

like for example
batman to superman you show batman putting on the kryptonite ring.

or another is like when deadpool meets a character he can say something about the character or play a soundbyte from yourtube or something??

has anyone bothered to do this?
    

Re: GOKU FIGHTER Z download

 January 12, 2020, 08:43:50 AM View in topic context
avatar  Posted by kiLabee  in GOKU FIGHTER Z download (Started by oscar123 January 11, 2020, 04:55:48 PM
 Board: Your Releases, 1.0+

yo so i gotta ask how did you manage to rip these amazing sprites??


i gotta learn how to rip these because i want to get my hands on those amazing broly sprites
    

HELP WITH CINEMATIC SUPER MOVES!

 January 11, 2020, 10:48:54 PM View in topic context
avatar  Posted by kiLabee  in HELP WITH CINEMATIC SUPER MOVES! (Started by kiLabee January 11, 2020, 10:48:54 PM
 Board: M.U.G.E.N Development Help

basically i need help with 2 things

i want a maximum spider style super where the character can track his opponent across the screen BUT can be blocked and is severely risky on block.
how do i make mugen know how to track a player??


like p1 will jump into the wall for a couple of ticks then he jumps off and tracks p2?

and when p2 gets hit i want p2 to go into a custom state in the center of the screen and as p1 flying around p2 hitting him p2 is in a custom state spinning around while getting webbed up.

https://www.youtube.com/watch?v=y3-StC_EuPc

    

Re: Pyron (Darkstalkers) original stage

 December 31, 2019, 07:41:51 AM View in topic context
avatar  Posted by kiLabee  in Stages WIPS (Started by Master Yoda May 05, 2010, 12:36:57 AM
 Board: Projects

looks good but i would move his arms a few pixels up and down as he is laughing

looks like hes just making funny faces at his food
    

Re: help me undersstand this code.... MVC 8 way air-dashing

 December 31, 2019, 07:22:04 AM View in topic context
avatar  Posted by kiLabee  in help me undersstand this code.... MVC 8 way air-dashing  (Started by kiLabee December 29, 2019, 08:51:09 PM
 Board: M.U.G.E.N Development Help



i found the problem

Code:
; Air Dash Controls
; --------------------------------
[State -2, A-Dash-CLR]
type = VarSet
triggerall = var(37)
trigger1 = stateno = 52
trigger2 = stateno = 0
trigger3 = StateNo = 50 && var(6) > 0
var(37) = 0

[State -2, A-Dash-IN-Timer.R]
type = VarSet
triggerall = var(38)
trigger1 = StateType != A
trigger1 = StateNo != [600,655]
trigger1 = StateNo != 50
var(38) = 0

[State -2, A-Dash-IN-Timer.A]
type = VarAdd
triggerall = var(38) > 0
trigger1 = StateNo = [600,655]
trigger2 = StateNo = 50
var(38) = -1

[State -2, A-Dash-Mul.PFX]
type = VelMul
triggerall = MoveType != H && StateType = A && var(38) > 12
triggerall = StateNo != [110,117]
trigger1 = StateNo < 900
x = 0.927

[State -2, A-Dash-ST.VSZ]
type = VelSet
triggerall = MoveType != H && StateType = A && var(38) > 12
triggerall = StateNo != [110,117]
trigger1 = StateNo < 900
y = 0

[State -2, A-Dash-Mul.PFY]
type = VelAdd
triggerall = (StateNo = [600,655])
triggerall = StateType = A
trigger1 = var(37) = 1
y = Cond(Vel Y < 0, -0.22, 0.20) * const(size.yscale)

[State 0]
type = VarAdd
trigger1 = var(33) >= 1
persistent = 1
var(33) = -2

[State 0]
type = Varset
trigger1 = var(33) >= 1
trigger1 = Movetype = H
var(33) = -2

[State 0]
type = VelSet
trigger1 = var(33) > 0
trigger1 = Movetype = A
trigger1 = Pos Y <= -1
trigger1 = prevstateno != [111,119]
x = 0
y = 0

;•‚—V
[State 0]
type = statetypeset
trigger1 = var(33) > 0
trigger1 = pos y < -1
trigger1 = Movetype != H
physics = N

[State 0]
type = posset
trigger1 = var(33) > 0
trigger1 = pos y >= -20
trigger1 = movetype != H
y = -20

[State 0]
type = posset
triggerall = prevstateno = 0
triggerall = pos y != 0
trigger1 = stateno != 0
trigger1 = statetype != A
trigger1 = movetype != H
trigger2 = anim = [120,121]
trigger3 = statetype != A
trigger3 = movetype = H
persistent = 0
y = 0


[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
trigger2 = roundstate != 2
trigger3 = statetype != A
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = var(17)
var(17) = -1

[State -2, PosFreeze]
type = PosFreeze
trigger1 = var(17)
trigger1 = stateno = [600,800)
 
[State 23080, StopSnd]
type = StopSnd
trigger1 = StateNo != 9000
trigger1 = StateNo != 600
trigger1 = StateNo != 610
trigger1 = StateNo != 620
channel = 3

[State -2, Dizzy Stars]
type = RemoveExplod
trigger1 = anim != 5300
ID = 5301

[State 0, VarSet]
type = VarSet
trigger1 = var(43) = 0 && Stateno = 150000
var(43) = 1

[State 0, VarSet]
type = VarSet
trigger1 = partner,var(4) = 0 && var(43)
var(43) = 0

[State -2, Pre-walking state]
type = ChangeState
;triggerall = !var(59)
trigger1 = prevstateno = 191 ;Enable after Intro
trigger2 = RoundNo != 1              ;Enable If Round Number is > 1
trigger2 = RoundState = 1           ;RoundState < 2 and
trigger2 = stateno = 0              ;Current state is 0
value = 21
ctrl = 0

thanks to you i found this peice of code and it worked.

now all i have to do is fix the CMD to clean it up and the animations

    

Re: help me undersstand this code.... MVC 8 way air-dashing

 December 30, 2019, 08:50:30 PM View in topic context
avatar  Posted by kiLabee  in help me undersstand this code.... MVC 8 way air-dashing  (Started by kiLabee December 29, 2019, 08:51:09 PM
 Board: M.U.G.E.N Development Help

so basically i got the move to somewhat work.
but it only works once and i have to reset the round in order to make the move work again.
i think its the variables that making it not work like its checking it off at first but the variables ardent in the character so it works once then done.

i read what variables do and still fucking confused a.f as to how it works.
http://mugenguild.com/forum/topics/all-things-variables-a-variable-tutorial-129930.0.html

i read that whole thing and BOY am I  stupid.

i think its just something im missing??

basically i want to give superman from hannnibal an 8 way dash
im kinda reworking the character into a true MVC style character.
8 way airdash, wavedash, etc etc

basically magneto.

where could the variable be in?

    

help me undersstand this code.... MVC 8 way air-dashing

 December 29, 2019, 08:51:09 PM View in topic context
avatar  Posted by kiLabee  in help me undersstand this code.... MVC 8 way air-dashing  (Started by kiLabee December 29, 2019, 08:51:09 PM
 Board: M.U.G.E.N Development Help

help mugen guild! you're my only hope....

so im trying to understand how to implement the 8 way airdash code used by author="Kong & DarkWolf13-MvC2"
Editor = "REDHOT" version of magneto.



code is here below.

Code:
;Air Dash Fwd
[Statedef 110]
type    = A
physics = A
sprpriority = 1
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 730

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 11
y = 0

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Backward
[Statedef 111]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 731

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -11
y = 0

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Up
[Statedef 112]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 732

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -0
y = -9

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Down
[Statedef 113]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 733

[State 115, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = 0
y = 9

[State 115, 1.2]
type = VelSet
trigger1 = Pos Y >= -8
x = 0
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Fwd Up
[Statedef 114]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 734

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 11
y = -6.5

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Fwd Down
[Statedef 115]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 735

[State 114, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = 11
y = 6.5

[State 114, 1.2]
type = VelSet
trigger1 = Pos Y >= -9
x = 9
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Back Up
[Statedef 116]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 736

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -11
y = -6.5

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Back Down
[Statedef 117]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 737

[State 114, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = -11
y = 6.5

[State 114, 1.2]
type = VelSet
trigger1 = Pos Y >= -9
x = -9
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = C
movetype= H
physics = N
anim = ifelse(prevstateno=5200,5200,5201)
facep2 = 1
sprpriority = -1

[State 5201, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(anim=5200,8,-4)
y = 0

[State 5201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, PlayerPush]
type = PlayerPush
trigger1 = anim = 5200
value = 0

[State 5201, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

so i am trying to understand what the code is doing and i have a few questions obviously,

1. how does one read/ interpret what this is?
there are a bunch of variables included in the code.
help me identify and understand what each variable does if someone here is more experienced in variable usage.

2. in this code the final changestate for the dash is "changestate =1335"

i look it up and here is 1335
Code:
[Statedef 1335] 
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6000) = 0
stateno = 6000
id = 6000


[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y > -30
y = -10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1336
trigger1 = command = "holdup"
value = 1336

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1335
trigger1 = command = "holddown"
value = 1335

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1331
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 1331

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1337
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 1337

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1334
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 1334

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1332
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 1332

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1338
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 1338

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1339
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 1339

[State 855, ChangeState]
type = ChangeState
trigger1 = var(17) = 0
value = 1336
 
[Statedef 1336]
type = A
movetype = I
physics = A
ctrl = 0
anim = 57
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(17) = 0

what is going on in here and how does this pertain to making the 8 way dash work?
    

smoke trail using explods for helpers....

 December 16, 2019, 06:31:59 AM View in topic context
avatar  Posted by kiLabee  in smoke trail using explods for helpers.... (Started by kiLabee December 16, 2019, 06:31:59 AM
 Board: M.U.G.E.N Development Help

so i was thinking sitting here in my desk

you call a helper.
for every tick it plays a quick short animation.

and as the more ticks go on ( like the projectile is travelling somewhere... it plays the animation and you can start big then eventually goes small?

the short explanation of what i think is happenning is you can play a short looping animation on a helper and in code make it fade away the smoke trail i mean.

    

Re: Fastest/Efficient Way of Doing 250 pcx files?

 October 23, 2019, 02:26:01 PM View in topic context
avatar  Posted by kiLabee  in Fastest/Efficient Way of Doing 250 pcx files? (Started by extravagant October 17, 2019, 09:29:43 AM
 Board: Development Resources

    

Re: Help me RIP rival shool sprites please?

 October 20, 2019, 09:31:09 AM View in topic context
avatar  Posted by kiLabee  in Help me RIP rival shool sprites please? (Started by kiLabee October 19, 2019, 08:33:49 AM
 Board: Development Resources

OH YEAH??? I NEVER KNEW.....*/END SARCASM

no really though, i know ive seen street fighter EX and MVCi characters converted to mugen and i was just wondering how they did it.
im willing to put in the work to get the sprites i just dont now how.
    

Help me RIP rival shool sprites please?

 October 19, 2019, 08:33:49 AM View in topic context
avatar  Posted by kiLabee  in Help me RIP rival shool sprites please? (Started by kiLabee October 19, 2019, 08:33:49 AM
 Board: Development Resources

i didnt know where to ask this but does anyone know how to rip sprites off the game?
any help would be greatly appreciated!