Tópico Apagado.
+8
Alex. D. X4
MJnR
ares-ex
Daniel_Junior
dheam112
Gustavo Carvalho
Art12345
fxfreitas
12 participantes
Mugen Full :: M.U.G.E.N :: Chars :: Projetos de Chars
Página 1 de 5
Página 1 de 5 • 1, 2, 3, 4, 5
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
absolute zero:
recomendo um ataque tipo o do akuma que pega o cara a tela fica preta e aparece um monte de corte,tambem recomendo que ele possa desaparecer e aparecer em outro lugar.
zero x1:
recomendo que ele recarregue o tiro como o megaman.
agora uma duvida, no local do search man, no meu mugen as folhas tampam a lifebar, vc sabe como faz para isso não acontecer ?
recomendo um ataque tipo o do akuma que pega o cara a tela fica preta e aparece um monte de corte,tambem recomendo que ele possa desaparecer e aparecer em outro lugar.
zero x1:
recomendo que ele recarregue o tiro como o megaman.
agora uma duvida, no local do search man, no meu mugen as folhas tampam a lifebar, vc sabe como faz para isso não acontecer ?
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
não achei nenhum dos dois , da uma olhada:
- Spoiler:
- ;================================================================================
;RMZ/ZX Inspired LifeBars
;================================================================================
;Author: Bluecross
;Email: bluecross19@gmail.com
;version: V1
;Mugen version: Winmugen
;released: 07/01/09
;================================================================================
[Files]
sff = fight.sff
snd = fight.snd
font1 = font/jg.fnt
font2 = font/num1.fnt
font3 = font/Rockman.fnt
font4 = font/mega.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd
;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos = 140,17
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x = 0,-132
;Player 2
p2.pos = 178,17
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,132
[Begin Action 10] ;Darkened lifebar background
10,0, 0,0, 1, , S
[Simul Lifebar]
;Player 1
p1.pos = 140,17
p1.bg0.anim = 20,0
p1.bg1.spr = 21,0
p1.mid.offset = 0,0
p1.mid.spr = 22,0
p1.front.offset = 0,0
p1.front.spr = 23,0
p1.range.x = 0,-132
;Player 2
p2.pos = 178,17
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,0
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,0
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,132
;Player 3
p3.pos = 140,17
p3.mid.spr = 22,1
p3.front.spr = 23,1
p3.range.x = 0,-132
;Player 4
p4.pos = 178,17
p4.mid.spr = 22,1
p4.mid.facing = -1
p4.front.spr = 23,1
p4.front.facing = -1
p4.range.x = 0,132
[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S
[Turns Lifebar]
;Player 1
p1.pos = 140,17
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x = 0,-132
;Player 2
p2.pos = 178,17
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,132
;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos = 125,225
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-109
p1.counter.offset = -117,6
p1.counter.font = 2,0, 0
;Player 2
p2.pos = 195,225
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x = 0,109
p2.counter.offset = 118,6
p2.counter.font = 2,0, 0
; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0
[Begin Action 40] ;Darkened powerbar background
40,0, 0,0, 1, , S
;-----------------------------------------------------------
[Face]
;Player 1
p1.pos = 20,18
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos = 298,18
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
[Simul Face]
;Player 1
p1.pos = 10,16
p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.6,0.6
p1.face.facing = 1
p1.face.offset = 3,10
;Player 2
p2.pos = 308,16
p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = -3,10
;Player 3
p3.pos = 36,30
p3.bg.spr = 60,0
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 3,10
;Player 4
p4.pos = 282,30
p4.bg.spr = 60,0
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -3,10
[Turns Face]
;Player 1
p1.pos = 20,18
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 52,35
p1.teammate.spacing = 13,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,1
;Player 2
p2.pos = 298,18
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 266,35
p2.teammate.spacing = -13,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,1
;-----------------------------------------------------------
[Name]
p1.pos = 14,8
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,8
p2.name.font = 3,0, -1
[Simul Name]
p1.pos = 14,8
p1.name.font = 3,0, 1
p2.pos = 305,8
p2.name.font = 3,0, -1
p3.pos = 138,8
p3.name.font = 3,0, -1
p4.pos = 181,8
p4.name.font = 3,0, 1
[Turns Name]
p1.pos = 14,8
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,8
p2.name.font = 3,0, -1
;-----------------------------------------------------------
[Time]
pos = 159,21
; Uncomment the following line to use a bg component
bg.spr = 51,0
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60
;-----------------------------------------------------------
[Combo]
pos = 10,80 ;Coords to show
start.x = -120 ;Starting x-coords
;counter.font = 4,0
counter.shake = 1 ;Set to 1 to shake count on hit
text.text = M%iH ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 4,0
p1.text.offset = -30,-10 ;Offset of text
p2.text.offset = -30,-10
displaytime = 90 ;Time to show text
;-----------------------------------------------------------
[Round]
match.wins = 2 ;Rounds needed to win a match
match.maxdrawgames = 1 ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30 ;Time to wait before starting intro
; Default position for all components
pos = 0,0
; FIGHT
fight.time = 0 ;Time to show FIGHT component
fight.offset = 217, 110 ;Component for FIGHT display
fight.anim = 80 ;.
fight.snd = 1,0 ;Sound to play
fight.sndtime = 0 ;Time to play sound
ctrl.time = 85 ;Time players get control after "Fight"
; KO
KO.time = 0 ;Time to show KO component
KO.offset = 160, 70 ;Component for KO display
KO.anim = 200 ;.
KO.snd = 2,0 ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font = 3,0
DKO.text = Double K.O.
DKO.displaytime = 60
DKO.snd = 2,0
; Time Over
TO.offset = 160, 70
TO.font = 3,0
;TO.text = Time Over
TO.anim = 220
TO.displaytime = 60
TO.snd = 21,0
KO.sndtime = 0 ;Time to play sound for KO, DKO and TO.
slow.time = 60 ;Time for KO slowdown (in ticks)
over.waittime = 45 ;Time to wait after KO before player control is stopped
over.hittime = 10 ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45 ;Time to wait before players change to win states
over.time = 210 ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 70
win.font = 3,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 3,0
win2.text = %s and %s Win
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 3,0
;draw.text = Mission Incomplete
draw.anim = 210
draw.snd = 2,0
draw.sndtime = 0
draw.displaytime = 540
;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 1
80,1, 0,0, 1
80,2, 0,0, 1
80,3, 0,0, 1
80,4, 0,0, 1
80,5, 0,0, 1
80,6, 0,0, 1
80,7, 0,0, 1
80,8, 0,0, 1
80,9, 0,0, 1
80,10, 0,0, 1
80,11, 0,0, 1
80,12, 0,0, 1
80,13, 0,0, 1
80,14, 0,0, 1
80,15, 0,0, 1
80,16, 0,0, 1
80,17, 0,0, 1
80,18, 0,0, 1
80,19, 0,0, 1
80,20, 0,0, 1
80,21, 0,0, 1
80,22, 0,0, 1
80,23, 0,0, 1
80,24, 0,0, 1
80,25, 0,0, 1
80,26, 0,0, 1
80,27, 0,0, 1
80,28, 0,0, 1
80,29, 0,0, 1
80,30, 0,0, 1
80,31, 0,0, 1
80,32, 0,0, 2
80,33, 0,0, 1
80,34, 0,0, 1
80,35, 0,0, 1
80,36, 0,0, 30
80,37, 0,0, 4
80,38, 0,0, 4
80,39, 0,0, 4
80,40, 0,0, 10
80,41, 0,0, 4
80,42, 0,0, 4
80,43, 0,0, 4
80,44, 0,0, 1
80,45, 0,0, 1
80,46, 0,0, 1
80,47, 0,0, 1
80,48, 0,0, 1
80,49, 0,0, 1
80,50, 0,0, 1
80,51, 0,0, 1
80,52, 0,0, 1
80,53, 0,0, 1
80,54, 0,0, 1
80,55, 0,0, 1
80,56, 0,0, 1
80,57, 0,0, 1
-1,-1, 0,0, 1
;"K.O." Animation
[Begin Action 200]
-1,-1, 0,0, 1
200,0, 0,0, 1
200,1, 0,0, 1
200,2, 0,0, 1
200,3, 0,0, 1
200,4, 0,0, 1
200,5, 0,0, 1
200,6, 0,0, 1
200,7, 0,0, 1
200,8, 0,0, 1
200,9, 0,0, 1
200,10, 0,0, 1
200,11, 0,0, 1
200,12, 0,0, 1
200,13, 0,0, 1
200,14, 0,0, 1
200,15, 0,0, 1
200,16, 0,0, 1
200,17, 0,0, 1
200,18, 0,0, 1
200,19, 0,0, 1
200,20, 0,0, 1
200,21, 0,0, 1
200,22, 0,0, 1
200,23, 0,0, 1
200,24, 0,0, 1
200,25, 0,0, 1
200,26, 0,0, 1
200,27, 0,0, 2
200,28, 0,0, 1
200,29, 0,0, 1
200,30, 0,0, 1
200,31, 0,0, 1
200,32, 0,0, 30
200,33, 0,0, 4
200,34, 0,0, 4
200,35, 0,0, 4
200,36, 0,0, 10
200,37, 0,0, 4
200,38, 0,0, 4
200,39, 0,0, 4
200,40, 0,0, 1
200,41, 0,0, 1
200,42, 0,0, 1
200,43, 0,0, 1
200,44, 0,0, 1
200,45, 0,0, 1
200,46, 0,0, 1
200,47, 0,0, 1
200,48, 0,0, 1
200,49, 0,0, 1
200,50, 0,0, 1
200,51, 0,0, 1
200,52, 0,0, 1
-1,-1, 0,0, 1
;"Draw" Animation
[Begin Action 210]
-1,-1, 0,0, 1
210,0, 0,0, 1
210,1, 0,0, 1
210,2, 0,0, 1
210,3, 0,0, 1
210,4, 0,0, 35
210,5, 0,0, 1
210,6, 0,0, 1
210,7, 0,0, 1
210,8, 0,0, 1
210,9, 0,0, 1
210,10, 0,0, 1
210,11, 0,0, 1
210,12, 0,0, 1
-1,-1, 0,0, -1
;"Time Over" Animation
[Begin Action 220]
-1,-1, 0,0, 2
220,0, 0,0, 2
220,1, 0,0, 2
220,2, 0,0, 2
220,3, 0,0, 2
220,4, 0,0, 2
220,5, 0,0, 2
220,6, 0,0, 2
220,7, 0,0,30
-1,-1, 0,0,-1
;-----------------------------------------------------------
[WinIcon]
p1.pos = 69,44 ;33,43
p2.pos = 250,43 ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p2.counter.offset = 0,0
p2.counter.font = 2,1
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Use icons up until this number of wins
useiconupto = 4
;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
;
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
; 1. anim (animation)
; 2. spr (sprite)
; 3. font (text)
; 4. snd (sound)
;
; 1. anim
; Format: anim = actionno
; actionno is the number of the action to use. You must
; specify a valid action that is defined within this file.
; The sprites for the animation come from the file given
; for the "sff" parameter in the [Files] group below.
; You can define your animation actions anywhere in this
; file, as long as it does not come in the middle of a
; group (an example of a group is the block of text
; starting with [Files], and ending on the next group
; [Lifebar]).
; For example, to use action 5 for the p1.bg0 component:
; p1.bg0.anim = 5
;
; 2. spr
; Format: spr = spritegrp, spriteno
; This is the identifier pair for the sprite you to
; display.
; For example, to show sprite 103,0 for a component named
; p1.throw:
; p1.throw.spr = 103,0
;
; 3. font
; Format: font = fontno, fontbank, alignmt
; text = text
; This lets you set the font (and optionally the content
; text). fontno is the number of the font defined under
; [Files]. For instance, for the line "font2 = font/num1.fnt",
; the fontno is 2.
; fontbank is the color bank of the font to use. Refer to
; the font for what color banks it has.
; alignmt is a number representing the text alignment.
; 1 is left, 0 means center, and -1 is for right-alignment.
; The "text" element should accompany the "font" element
; wherever necessary. The following example will display
; "FIGHT!" using font 1, bank 1, with center-alignment.
; fight.font = 1,1, 0
; fight.text = FIGHT!
;
; 4. snd
; Format: snd = sndgrp, sndno
; This is the identifier pair for the sound effect to
; play. The .snd file that the sound is played from
; is given in the "snd" parameter in the [Files] group.
; This plays sound 21,0 for the "level1" component.
; level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
; counter.font = 2,4 ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
; 5. offset
; 6. displaytime
; 7. facing
; 8. vfacing
; 9. layerno
; 10. scale
;
; 5. offset
; Format: offset = x, y
; Displaces the display element horizontally by x pixels,
; and vertically by y pixels.
; If this element is omitted, the offset is assumed to
; be 0,0.
;
; 6. displaytime
; Format: displaytime = time_in_ticks
; This element defines the time to display the component.
; If omitted, the default display time varies with element
; type. For spr and font elements, the default displaytime
; is 1. For anim, it is the looptime of the animation.
; This example displays the text "FIGHT!" for 45 game
; ticks:
; fight.font = 1,1, 0
; fight.text = FIGHT!
; fight.displaytime = 45
;
; 7. facing
; Format: facing = dir
; Sets the horizontal flipping of the display element.
; 1 means no flipping, and -1 means flip horizontally.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 8. vfacing
; Format: vfacing = dir
; Sets the vertical flipping of the display element.
; 1 means no flipping, and -1 means flip vertically.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 9. layerno
; Format: layerno = 2
; This element lets you set the layer to which the
; display element will be drawn on. 0 is in front of
; the background, but behind the players. 1 is in
; front of the players, but behind the foreground.
; 2 is in front of the foreground. The default is 0
; in most cases.
; An example of where this might be useful is when
; you want to have the life or power bars appear
; on top. In that case, set all the components to
; have layerno = 2.
;
; 10. scale
; Format: scale = xscale, yscale
; Scales the display element by a horizontal scale
; factor of xscale, and vertically by a factor of
; yscale. Defaults to 1,1 if omitted.
; Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
Última edição por Art12345 em Sáb 22 Set 2012, 11:30 pm, editado 2 vez(es)
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
agora ja da para ver.
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
achei que fosse o da lifebar se e o do stage entao olha :
;--------------------------------------------------------
[Info]
;Name of the stage.
name = "Hidden Sniper - Searchman"
author = "Enscripture"
;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = 0
boundright = 0
boundhigh = 0
boundlow = 0
verticalfollow = .3
floortension = 35
tension = 60
;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
;Player 1 starting coordinates.
;p1startx is typically -70 and p2startx is 70.
;p1starty and p1startz should be 0.
p1startx = -70 ;Starting x coordinates
p1starty = 0 ;Starting y coordinates
p1startz = 0 ;Starting z coordinates
p1facing = 1 ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1
;--- Common ---
;Don't change these values.
leftbound = -1000 ;Left bound (x-movement)
rightbound = 1000 ;Right bound
topbound = 0 ;Top bound (z-movement)
botbound = 0 ;Bottom bound
;--------------------------------------------------------
[Scaling]
;No need to change these values
topz = 0 ;Top z-coordinate for scaling
botz = 50 ;Bottom z-coordinate for scaling
topscale = 1 ;Scale to use at top
botscale = 1.2 ;Scale to use at bottom
;--------------------------------------------------------
[Bound]
;Distance from left/right edge of screen that player can move to
;Typically 15
screenleft = 15 ;Dist from left of screen that player can move to
screenright = 15 ;Right edge
;--------------------------------------------------------
[StageInfo]
;Z offset for drawing
;Adjust this value to move the ground level up/down in the screen.
;It's the position where the players stand at.
;Up - smaller, Down - larger
;***
zoffset = 203
;Leave this at 1. It makes the players face each other
autoturn = 1
;Set the following to 1 to have the background be reset between
;rounds.
resetBG = 0
;--------------------------------------------------------
[Shadow]
color = 45,45,10
yscale = -.05
reflect = 0
;--------------------------------------------------------
[Reflection]
intensity = 0
;--------------------------------------------------------
[Music]
bgmusic = sound/15 - Robot Master Battle.mp3
bgvolume = 255
;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ? "Normal"/"Parallax" (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd)
; start = ?, ? Starting location (integer) (def: 0, 0)
; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1)
; trans = ? Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ? (only for trans=addalpha) Source,dest alpha (def: 256,0)
; mask = ? Masking (int): 0 - off, 1 - on (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
; >1 - tile that number of times (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
; Parallax-only:
; xscale = ?, ? Top xscale, bottom xscale (float)
; width = ?, ? Top width, bottom width (int) (use either this or above, but not both)
; yscalestart = ? Starting y-scale (float, in percent) (def: 100)
; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0)
;-------------------------------------
;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = stages/RM8-Searchman.sff
;-------------------------------------
[BG ground]
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 240
delta = 1, 1
mask = 1
[BG Bush]
type = normal
spriteno = 0, 3
layerno = 0
start = 12, 222
delta = 1, 1
mask = 1
[BG Walls]
type = normal
spriteno = 0, 1
layerno = 1
start = 0, 240
delta = 1, 1
mask = 1
[BG Trees]
type = normal
spriteno = 0, 2
layerno = 1
start = 0, 240
delta = 1, 1
mask = 1
[BG Wily Door]
type = anim
actionno = 2
layerno = 1
start = -175,144
delta = 1, 1
mask = 1
[Begin action 2]
1,1,0,0,3
1,2,0,0,3
1,3,0,0,3
1,4,0,0,3
1,5,0,0,3
1,6,0,0,3
;--------------------------------------------------------
[Info]
;Name of the stage.
name = "Hidden Sniper - Searchman"
author = "Enscripture"
;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = 0
boundright = 0
boundhigh = 0
boundlow = 0
verticalfollow = .3
floortension = 35
tension = 60
;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
;Player 1 starting coordinates.
;p1startx is typically -70 and p2startx is 70.
;p1starty and p1startz should be 0.
p1startx = -70 ;Starting x coordinates
p1starty = 0 ;Starting y coordinates
p1startz = 0 ;Starting z coordinates
p1facing = 1 ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1
;--- Common ---
;Don't change these values.
leftbound = -1000 ;Left bound (x-movement)
rightbound = 1000 ;Right bound
topbound = 0 ;Top bound (z-movement)
botbound = 0 ;Bottom bound
;--------------------------------------------------------
[Scaling]
;No need to change these values
topz = 0 ;Top z-coordinate for scaling
botz = 50 ;Bottom z-coordinate for scaling
topscale = 1 ;Scale to use at top
botscale = 1.2 ;Scale to use at bottom
;--------------------------------------------------------
[Bound]
;Distance from left/right edge of screen that player can move to
;Typically 15
screenleft = 15 ;Dist from left of screen that player can move to
screenright = 15 ;Right edge
;--------------------------------------------------------
[StageInfo]
;Z offset for drawing
;Adjust this value to move the ground level up/down in the screen.
;It's the position where the players stand at.
;Up - smaller, Down - larger
;***
zoffset = 203
;Leave this at 1. It makes the players face each other
autoturn = 1
;Set the following to 1 to have the background be reset between
;rounds.
resetBG = 0
;--------------------------------------------------------
[Shadow]
color = 45,45,10
yscale = -.05
reflect = 0
;--------------------------------------------------------
[Reflection]
intensity = 0
;--------------------------------------------------------
[Music]
bgmusic = sound/15 - Robot Master Battle.mp3
bgvolume = 255
;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ? "Normal"/"Parallax" (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd)
; start = ?, ? Starting location (integer) (def: 0, 0)
; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1)
; trans = ? Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ? (only for trans=addalpha) Source,dest alpha (def: 256,0)
; mask = ? Masking (int): 0 - off, 1 - on (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
; >1 - tile that number of times (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
; Parallax-only:
; xscale = ?, ? Top xscale, bottom xscale (float)
; width = ?, ? Top width, bottom width (int) (use either this or above, but not both)
; yscalestart = ? Starting y-scale (float, in percent) (def: 100)
; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0)
;-------------------------------------
;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = stages/RM8-Searchman.sff
;-------------------------------------
[BG ground]
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 240
delta = 1, 1
mask = 1
[BG Bush]
type = normal
spriteno = 0, 3
layerno = 0
start = 12, 222
delta = 1, 1
mask = 1
[BG Walls]
type = normal
spriteno = 0, 1
layerno = 1
start = 0, 240
delta = 1, 1
mask = 1
[BG Trees]
type = normal
spriteno = 0, 2
layerno = 1
start = 0, 240
delta = 1, 1
mask = 1
[BG Wily Door]
type = anim
actionno = 2
layerno = 1
start = -175,144
delta = 1, 1
mask = 1
[Begin action 2]
1,1,0,0,3
1,2,0,0,3
1,3,0,0,3
1,4,0,0,3
1,5,0,0,3
1,6,0,0,3
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
.
Última edição por fxfreitas em Dom 09 Nov 2014, 9:18 pm, editado 2 vez(es) (Motivo da edição : Coisinha que esqueci de escrever.)
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
Heeeeey
Eu quero!!!!!!
Eu quero!!!!!!
Gustavo Carvalho- Mensagens : 746
Reputação : 9
Desde : 28/06/2011
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
Hummm, ok, vou dar uma olhada!!!
Gustavo Carvalho- Mensagens : 746
Reputação : 9
Desde : 28/06/2011
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
faz o char do zero voar normalmente.
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
Sugestão:
Tem Como Modificar o Zero-X1 Com um Ataque do COLONEL Modifica o Soco no Chão
Não é Bem Modificar é so Para Adcionar Esse Ataque Junto Com Soco no Chão Olha.
Tem Como Modificar o Zero-X1 Com um Ataque do COLONEL Modifica o Soco no Chão
Não é Bem Modificar é so Para Adcionar Esse Ataque Junto Com Soco no Chão Olha.
dheam112- Mensagens : 53
Reputação : -2
Localização : Quem Quiser Faço Set's Manda Pedido
Desde : 25/05/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
Essa Foi Uma Otíma Ídeia Faça Isso Ele Vai Ficar Mais Bom Ainda.
Quero Esse Absolute Zero Para Mugen Ele Tem Caracteristicas Muito Interessante As Garras Parecem a Do Legacy of Kain Soul Reaver Muito Bom.
Quero Esse Absolute Zero Para Mugen Ele Tem Caracteristicas Muito Interessante As Garras Parecem a Do Legacy of Kain Soul Reaver Muito Bom.
dheam112- Mensagens : 53
Reputação : -2
Localização : Quem Quiser Faço Set's Manda Pedido
Desde : 25/05/2012
Re: Tópico Apagado.
Sugestão de Nomes Para Female Hunter:
Flash Gunner
Blue Heatz
Best Hunter
Morthar Robot
FX Hunter
Freitas Hunter
Lhotz Jet
Jet Gunner
Hunter Cannon
Legacy
Soul Reaver
Legacy Blue
Sbost Retron
Reborn
Reborn Tron
Overplay
New Robot
Essas São Minhas Sugestões de Nomes.
Sugestão Para Absolute Zero:
Poderia Fazer um Attack Com As Asas Dele Tipo Um Attack do Vento Feito Pelas Asas Dele.
Flash Gunner
Blue Heatz
Best Hunter
Morthar Robot
FX Hunter
Freitas Hunter
Lhotz Jet
Jet Gunner
Hunter Cannon
Legacy
Soul Reaver
Legacy Blue
Sbost Retron
Reborn
Reborn Tron
Overplay
New Robot
Essas São Minhas Sugestões de Nomes.
Sugestão Para Absolute Zero:
Poderia Fazer um Attack Com As Asas Dele Tipo Um Attack do Vento Feito Pelas Asas Dele.
Última edição por dheam112 em Sex 28 Set 2012, 6:13 pm, editado 1 vez(es) (Motivo da edição : Outra Sugestão)
dheam112- Mensagens : 53
Reputação : -2
Localização : Quem Quiser Faço Set's Manda Pedido
Desde : 25/05/2012
Re: Tópico Apagado.
alguns nones ja devem existir mas essas sao minas sujestoes :
Hira, Reine , Kitari , Daika , Hidaila , Sashine, Arina , Ipia.
talvez eu devo ter escrito alguma bobagem em japones , mas como alia,layer,ciel, são nomes tipo esses, pensei : por que não por um nome assim ?
Hira, Reine , Kitari , Daika , Hidaila , Sashine, Arina , Ipia.
talvez eu devo ter escrito alguma bobagem em japones , mas como alia,layer,ciel, são nomes tipo esses, pensei : por que não por um nome assim ?
Art12345- Mensagens : 498
Reputação : 12
Localização : olhe atras de vc. Eu não estou la
Desde : 12/02/2012
fxfreitas- Mensagens : 596
Reputação : 13
Desde : 06/06/2012
Re: Tópico Apagado.
Hidalia, Kitari e Legacy Combina Mais Com Ela Gostei Desse Nome Mas a Decisão é Sua.
Última edição por dheam112 em Sex 28 Set 2012, 9:24 pm, editado 1 vez(es) (Motivo da edição : Names)
dheam112- Mensagens : 53
Reputação : -2
Localização : Quem Quiser Faço Set's Manda Pedido
Desde : 25/05/2012
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