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Fist Of The NorthStar-Bor

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Post by BALDOGON Mon Aug 30, 2010 5:54 am

I dedicated this 1st mod to my Master Ericard for taking me as his student and showing me the way to this addicted engine!
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Post by Ericard Mon Aug 30, 2010 6:00 am

Amazing!
Maybe I should help your characters.
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Post by Ericard Tue Aug 31, 2010 12:14 am

Baldogon, can you upload tghem into Rapidshare?
Cause I having problem with megaupload.
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Post by maxman Tue Aug 31, 2010 4:43 am

You just released a demo, dude? I don't see any link here.
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Post by BALDOGON Tue Aug 31, 2010 2:04 pm

Nah,not yet maxman,just a demo to my Master Ericard.
rest assure that when i do you will be the 1st to know.
Date Mod release 10/19/10 My Bday! Cool
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Fist Of The NorthStar-Bor Empty Returning favor.

Post by Ericard Tue Aug 31, 2010 7:47 pm

BALDOGON wrote:Nah,not yet maxman,just a demo to my Master Ericard.
rest assure that when i do you will be the 1st to know.
Date Mod release 10/19/10 My Bday! Cool

Baldogon, your character is done. If you are not satisfied with it, you can change it to your previous version.
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Post by BALDOGON Tue Aug 31, 2010 11:27 pm

WOW,THX Master...i knew i would like...your the best bro..!! Fist Of The NorthStar-Bor Icon_lol
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Post by Ericard Wed Sep 01, 2010 12:44 am

Your welcome. I saw your working in your project and you did very well on it. So, I am really proud of what you have done for the first step. If you need me to fix any more of your char, please let me know.
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Post by Ericard Wed Sep 01, 2010 2:46 am

Maybe you need this stage...
https://i.servimg.com/u/f38/14/08/62/45/s-000010.png


Last edited by Ricarde on Thu Sep 02, 2010 6:37 pm; edited 1 time in total
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Post by BALDOGON Thu Sep 02, 2010 4:09 pm

Yes,awesome stage Master,where the link? Fist Of The NorthStar-Bor Icon_biggrin
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Post by Ericard Thu Sep 02, 2010 6:34 pm

https://i.servimg.com/u/f38/14/08/62/45/fotnst10.png
Here is another one. Just save target as to save the bg, however the size must be "?"x"488".
I suggest you should try and resize some other BG on other modes to make them for Fist Of The NorthStar-Bor.
Normally here is the example: 320x240 convert it to 640x480
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Post by Ericard Thu Sep 02, 2010 11:36 pm

while select stage file of "?"x240, try and us Graphicgale and select Enlarge Canvas. Then, resize it to "?"x480.
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Post by BALDOGON Fri Sep 03, 2010 9:23 am

that help alot master but i have a few stages i want to implement,is there anyway to put two stages or three 2gether to make stage look longer?
if so,how would i put them in order?or txt wise? Shocked
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Post by Ericard Fri Sep 03, 2010 10:35 pm

Here is the sample:


Code:
set   Street_Fighter:The_Beginning
typemp 0
maxplayers 1
continuescore   2
noshare   1
cansave 0
credits   1
lives   1
custfade   100
ifcomplete   0

skipselect Ryu

scene   data/scenes/INTRO1.txt
z   220   240
file   data/levels/stg1.txt
next
z   210   240
file   data/levels/stg2.txt
next
z   220   240
file   data/levels/stg3.txt
next
z   200   240
file   data/levels/stg4.txt
next
z   150   240
file   data/levels/stg5.txt
next
file   data/levels/stg6.txt
next
file   data/levels/stg7.txt
next
file   data/levels/stg8.txt
next
file   data/levels/stg9.txt
next
file   data/levels/stg10.txt
scene   data/scenes/Ending.txt
end

####################################

By the way, did you see this:
z 150 240

Z is represents the Z-axis from the stages of the walk up-down size length.
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Post by BALDOGON Thu Sep 09, 2010 7:24 pm

Time for another video update:
added a bloodshed hit flash,i think it needs a little tweak,wat do u think Master!?
Besides that effects are great and progress is going awesomely progressing..


Also Hokuto no ken character of the school of Nanto-saiken "Shuu" in progress 80% complete! Fist Of The NorthStar-Bor Icon_cool
Fist Of The NorthStar-Bor Shuu
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Post by Ericard Thu Sep 09, 2010 9:46 pm

Baldogon, truelly amazing. The blood effect was very fit.
And that Shuu sprite looks very original. It was a good work.
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Post by BALDOGON Fri Sep 17, 2010 10:44 am

Time for another update in action, added for stages and gave this mod a good facelift!
Story line is still in the works and will show on next update! Until then enjoy and im always open for ideas!

Big thanks to Master Ericard! Cool
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Post by Ericard Fri Sep 17, 2010 11:47 am

Good remake main Menu and selections. The stages is also better than before.
Also, I like the violent effect.

Here is the hint:
If you input the "falldie 1" to the enemy, this is how it works:

ANIM ATTACK => ANIM DEATH
ANIM ATTACK2 => ANIM DEATH2
ANIM ATTACK3 => ANIM DEATH3

and so as

ANIM ATTACK => ANIM PAIN
ANIM ATTACK2 => ANIM PAIN2
ANIM ATTACK3 => ANIM PAIN3

It also works at

ANIM ATTACK => ANIM FALL
ANIM ATTACK2 => ANIM FALL2
ANIM ATTACK3 => ANIM FALL3

That is how I can make the flashing knockout in Street Fighter Ultimate Collection in perform the special to knockout.
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Post by BALDOGON Fri Sep 17, 2010 3:51 pm

how about a video to this great idea Master?! Cool
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Post by Ericard Fri Sep 17, 2010 4:58 pm

It was a greatwork for a beginners, you are almost on the next level after the far more progress. By the way, if you add the "Rock 1" in the stage text, you might remove the frontpanel picture that is an object that cannot be moving.
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Post by BALDOGON Fri Sep 17, 2010 5:04 pm

so rock1 in level txt.?
then remove front panel to see boat rock?like its sailing? Very Happy
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Post by Ericard Fri Sep 17, 2010 7:39 pm

Yes. Just to makesure that "Rock 1" must input in the stage text. Not in Level.txt.
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Post by BALDOGON Fri Sep 17, 2010 7:41 pm

I have a suggestion for my character select screen, it would look better if the character i am choosing was aligned with the ground that the rest of the characters in the background are standing on. This can be done by using the p{#}smenu command.

That command must be used in the levels.txt file. Here is some more info about it:

p{#}smenu {x1} {y1} {x2} {y2}
~Determines the position of players in select screen.
~ {#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space around {#} though.
~{x1} and {y1} determines player's position.
~{x2} and {y2} determines player's "Ready!" position.
~ x and y are the number of pixels, right and down respectively, from the top left corner of the screen to the player's offset (for x1 and y1) or to the top left corner of "Ready!" text.
any suggestions on how to do this easier? Shocked
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Post by BALDOGON Fri Sep 17, 2010 7:45 pm

Also i want to implement spawnframe/summonframe and text entity to my characterss,sorta like MvC SPECIAL. Like the screen goes dark with a spark then character does special.And how to make background rotate?!ideas?!

EXAMPLE:
Fist Of The NorthStar-Bor Dd
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Post by maxman Fri Sep 17, 2010 7:58 pm

Maybe you can ask volcanic for info about this, dude.
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