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ThePredator151 Wrote:Middle of page 7....you need to thank him for doing this. I'm not sure you'll get any closer.
"Violent Ken"
Darklord_Xel Wrote:
Like this?
Like this?
"Violent Ken"
Meh. Its just a re-color. Besides, it doesn't have a hood which, apparently, he's obsessed with.


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yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.


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I did another quick edit of my guy...:


ThePredator151 Wrote:
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
Or, to satisfy his request we could implement the hood into his intro taunt and have him rip it off before a match begins.
That would only be about 5-11 frames...I think.
Probably solved...I guess???


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Pink_Ranger: Click the pic!
Before:
After:
Left it on the white background to avoid dealing with the hair. I mean, I did cut it out when I was working on it, but that just looked crappy. I cleaned up alot of the speckles and whatnot on the white bg so, if you ever end up having someone cut it, it should be less trouble when they rip the white from the render.
Anyway, I think that's it for manips tonight folks.
Whoa, nice! That's got a really cool comic book feel to it.
---
Sounds more like 20-30. For instance, this:
...is somewhere between 18-25 frames. Can't member exactly right off hand though.
But hey, if you think that idea can fit into 10 frames....you go first and give me the run down of how it'll work. lol But I think it'll be more.
Before:

After:

Left it on the white background to avoid dealing with the hair. I mean, I did cut it out when I was working on it, but that just looked crappy. I cleaned up alot of the speckles and whatnot on the white bg so, if you ever end up having someone cut it, it should be less trouble when they rip the white from the render.
Anyway, I think that's it for manips tonight folks.
Darklord_Xel Wrote:
I did another quick edit of my guy...:
I did another quick edit of my guy...:
Whoa, nice! That's got a really cool comic book feel to it.
---
MiNeOuT Wrote:
Or, to satisfy his request we could implement the hood into his intro taunt and have him rip it off before a match begins.
That would only be about 5-11 frames...I think.
Probably solved...I guess???
ThePredator151 Wrote:
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
Or, to satisfy his request we could implement the hood into his intro taunt and have him rip it off before a match begins.
That would only be about 5-11 frames...I think.
Probably solved...I guess???
Sounds more like 20-30. For instance, this:

...is somewhere between 18-25 frames. Can't member exactly right off hand though.
But hey, if you think that idea can fit into 10 frames....you go first and give me the run down of how it'll work. lol But I think it'll be more.
ThePredator151 Wrote:
Sounds more like 20-30. For instance, this:
...is somewhere between 18-25 frames. Can't member exactly right off hand though.
But hey, if you think that idea can fit into 10 frames....you go first and give me the run down of how it'll work. lol But I think it'll be more.
MiNeOuT Wrote:
Or, to satisfy his request we could implement the hood into his intro taunt and have him rip it off before a match begins.
That would only be about 5-11 frames...I think.
Probably solved...I guess???
ThePredator151 Wrote:
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
yYea I know, but still.
I know I'm not doin' the hood thing though. I got hair to deal with from my 3-400 sprites as it is.
Or, to satisfy his request we could implement the hood into his intro taunt and have him rip it off before a match begins.
That would only be about 5-11 frames...I think.
Probably solved...I guess???
Sounds more like 20-30. For instance, this:

...is somewhere between 18-25 frames. Can't member exactly right off hand though.
But hey, if you think that idea can fit into 10 frames....you go first and give me the run down of how it'll work. lol But I think it'll be more.
Well I don't think the SNK vs.CAPCOM sprites carry as much frames as the character you used does. So It should be easier to do.
I'm going to go ahead and "attempt" it.
EDIT: Anybody know where I can download Violent Ken?


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Darklord_Xel's post at the top of this page...It's already color swapped and everything.

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ThePredator151 Wrote:


Wow, that looks really great Pred. Thanks!


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MiNeOuT Wrote:
I want the finished downloadable character for mugen.
ThePredator151 Wrote:
Darklord_Xel's post at the top of this page...It's already color swapped and everything.
Darklord_Xel's post at the top of this page...It's already color swapped and everything.
I want the finished downloadable character for mugen.
This?
@MiNeOuT this is where i got it KEN_MASTERS.ziphttp://mugen.nycmuonline.com/files.php?start=133 its right on the page and i'm sry if i didnt thank u on page 7 so thx Darklord_Xel
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I don't think you actually posted a link to Binho's site
http://mugenbinho.scruffydragon.com/
Binho is one of my favourite mugenisers.
http://mugenbinho.scruffydragon.com/
Binho is one of my favourite mugenisers.
LEGO_Manson Wrote:
I don't think you actually posted a link to Binho's site
http://mugenbinho.scruffydragon.com/
Binho is one of my favourite mugenisers.
I don't think you actually posted a link to Binho's site
http://mugenbinho.scruffydragon.com/
Binho is one of my favourite mugenisers.
I thought Binho stopped making his street fighter style MK characters. I'm surprised to see that he starting working on them again. That's great.
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It's been said Reptile Coming Soon for awhile now.
And from the looks of that video he actually looks fairly solid and ready for release.
Unless Binho lost some of his work and has to redo it or is doing some tweaks/adding extra stuff.
And from the looks of that video he actually looks fairly solid and ready for release.
Unless Binho lost some of his work and has to redo it or is doing some tweaks/adding extra stuff.
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Just downloaded fighter factory. I'm going to read some tutorials, and hopefully I'll be able to help you out with the programing vash 
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vash, can you give me a link to a decent tutorial that's not on Youtube plz?
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wow, I can't find any decent tutorial. Youtube tutorials suck. I'll try again tomorrow, my head hurts from all the pallete crap 


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Well people, i know i am not into this project, but i've been into MUGEN for some years now, and this thread always pleases my eyes when i'm roaming around the site.
Well, i'm just postng here to drop a site where you can find tons of artwork, cutout 'VS' character images, character portraits etc etc etc all kinds of artwork for lots of games and series, like KoF, Samurai Showdown, Street Fighter, and MUCH more.
Well, i'm just postng here to drop a site where you can find tons of artwork, cutout 'VS' character images, character portraits etc etc etc all kinds of artwork for lots of games and series, like KoF, Samurai Showdown, Street Fighter, and MUCH more.
Yo guys, bad news. Pink_Ranger has a special, actually 2, which suck in the opponent, and while I start out with lack of sprites for this (situation easily remedied) I'm having trouble creating an invisible helper to push the opponent towards her. Anyone know how to help me out with this?
[State 0, Helper]
type = Helper
trigger1 =
helpertype = normal ;player
name =
ID =
stateno = 0
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =
[State 0, Helper]
type = Helper
trigger1 =
helpertype = normal ;player
name =
ID =
stateno = 0
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =
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