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Topics - Vans

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Mugen Releases / SKen_WLS , Public Beta
« on: September 01, 2006, 11:43:01 PM »
My first public character release, it's not much but i'm really proud of what i've done.
I tried to be as accurate as possible to SvC, he's still missing some SvC System stuff (Like the Anywhere cancels) but that will be added soon.^_^

Special Thanks:

Rolento, for his SvC Template and countless help                           
Caddie, for the Ifelse Formula                                             
Sander71113, for the limiter triggers found on his tutorial               
OrochiKof97, for attack priorities found on his Short Guide for Mugen     
[E], for VelCalculator and tips on HitDef/CMD Parameters                   
YongMing, for his fantastic corner push code found on MugenGuild           
TestP, for their Open Source works which helped me to learn how to code   
Kamek, for Helping me with Shinbu Messatsu's HitGround State               
Chloe, for her awesome Misogi edits and the Skull Sprites :P               
Jesuszilla, betatesting and feedback, also because he rules               
Fong, betatesting and bugfinding, also helps me A LOT when i get stuck     
ShinGouken, betatesting                                                   
Psicoso, edits and betatesting                                             
#randomselect and #badassstuff, i really can't thank you guys enough       
 for everything you have helped me with and your support in all my         
 projects, i love you guys.                                               




Extremely old, link removed until further notice.

Miscellaneous Releases / KOFXI - Lifebars
« on: July 29, 2006, 04:44:19 PM »
Sprite Rips - Vans / JJWE
Sprite Cleaning - Vans / Jesuszilla
Edits - Vans / Jesuszilla
Programming - Vans

Double Res ONLY

Single Mode:

Turns Mode:

Simul Mode:

Simul Mode Patch:

Note on Portraits:

Sprite should be 9000,11

If created with the template Axis should be X=-1 Y=0

If ripped from KOFXI Axis should be X=-1 Y=-1

That's just to maintain correct behaviour with the lifebars, it is also possible to adjust the ripped portraits with the template if you wish.






*A BMP version of the template will be uploaded soon. ^_^

You will not direct link to this file
You will contact me if you desire to release a patch
You will not use this on a compilation of yours
You will not use ANY of the sprites or code

Mugen Direct-Linking Union has been blocked from BadassStuff permanently, please don't direct link.

Tips, Tricks, and Tutorials. / SvC Style HitSound System.
« on: June 18, 2006, 05:53:17 PM »
As you know, or noticed, SvC has 2 or sometimes 3 predifined hitsounds for the type of hit.

Generally it's as follows:

2 HitSounds for Light/Medium Attacks
3 HitSounds for Hard Attacks

How do we represent this effect in Mugen?
With the Next Code in your hitsound parameter in your hitdef:

hitsound = sW,ifelse(Random<=500,ifelse(Random<=500,X,Y),Z)

"W" is the group number where your hitsounds are located, if you use group "3" the code would be as follows:

hitsound = s3,ifelse(Random<=500,ifelse(Random<=500,X,Y),Z)

Where do i define the sounds? Easy.
X is the first sound to be played.
Y is the second
Z is the last one.

This could be any number as long as that Sound exists in that group : 1,2,3 or 1,5,9 or 3,5,2

So if you want to play sound 1,2 and 3 it would be as follows:

hitsound = s3,ifelse(Random<=500,ifelse(Random<=500,1,2),3)

What does it do?

Let's see:

The first ifelse chooses between the Second Ifelse or number 3 in a 50 % Chance.
If it chooses Ifelse 2 (ifelse(Random<=500,1,2)) this one will choose between sound 1 and 2 in a 50% Chance

Remember that ifelses are chainable, and easy to use.
Check trigger documentation for more info on "ifelse"
Trigger thanks to Caddie.

MUGeneral / Happy Birthday To Me!
« on: April 01, 2006, 10:25:39 PM »

Random Shit Mk II / SPAM THREAD!
« on: March 20, 2006, 09:58:47 PM »
You heard it, post any random stuff/chat/dicussion/walrus here.  :D

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