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MugenBR Noticias - MugenBR News
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Antes de mandar e-mails com duvidas, leia o FAQ.
Quer começar a criar algo para mugen ? Comece por aqui.
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Elecman - Rockman Battle Arena
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Por .(O). as 23:58
I'm releasing Elecman for the upcomming Rockman Battle Arena project.



It has a semi MVC style, but not too strict.
Feedback would be good. BUT PLEASE: The damages aren't wrong, they follow my standard.
DOWNLOAD: http://www.mediafire.com/?i1ak1649hdn1jm5 |
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M.u.g.e.n 1.1 - Algumas Informações
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Por DeLeTeBR as 05:22
Enquanto a versão 1.1 do Mugen não é lançada, sugiro a todos ficarem de olho nesse topico no site oficial da Elecbyte.
Neste topico você irá encontrar informações sobre o andamento do teste da nova versão do Mugen, leitura interessante. |
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News(15/07/10)
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Por Phantom Of The Opera as 01:18
News:  ________________________________________ Lançamentos, Chars ________________________________________ Por: ŁfenrirŁ Chars: Soi Fon Link: Download Fotos:

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Por: han23 Chars: Shippuuden Itachi Link: Download Fotos:

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Por: Ahuron Chars: Real Shishioh Link: Download Fotos:

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Por: Ryo2005 Chars: Krizalid-ROTD Link: Download Fotos:
 ________________________________________ Lançamentos, Stages ________________________________________ Por: zion Stages: Lobo-Sewer, Lobo-Psoriasis, Shaq-Fu-Laboratory, Shaq-Fu-Wasteland, TMNT-ICE, TMNT-OCEAN Link: Download Fotos:

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Por: The Doctor Stages: The Tardis Link: Download Fotos:

================================================== Atualizações, Chars ________________________________________ Por: Rajaa Chars: Todos os chars Link: Download Fotos:
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Por: KoopaKoot Chars: Athena Link: Download Fotos: Nenhum
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Por: DNZRX768 Chars: Make Way for the Pikachu Link: Download Fotos:

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Por: or2=3, mikita (Path: Happa) Chars: Angel, Sai Link: Download Fotos:


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Por:não mostraram o nome Chars: Jubei Yagyu Link: Download Fotos:

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Por: akakedama Chars: Scarlet Devil Link: Download Fotos:

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Por: Tora Chars: 4 chars Link: Download Fotos:

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Por: Ryo2005 Chars: K'-ROTD Link: Download Fotos:
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M.u.g.e.n 1.0 Rc8 Lançado
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Por DeLeTeBR as 13:32
Lançado novo RC da versão 1.0 do Mugen, as novidades:
QUOTE Engine Changes * Merged EX + alpha audio system into main RC line. * BG: tilespacing is now a required parameter for tiled anim BG elements. Setting any tilespacing argument to 0 will disable tiling in that axis (prevents problems with 2002 BGs that have incorrect tilespacing). * CNS: Added StageVar trigger with basic functionality for checking stage name and author.
Bug Fixes * BG: Fixed paral not working with compressed sprites * BG: Fixed paral BGs drawn at incorrect y position at certain resolutions. * CNS: fixed InGuardDist trigger incorrectly returning 0 during enemy attacks when projectiles outside guard distance exist. * CNS: Fixed PlayerPush coordspace height bug. * Fixed physics precision error in certain situations. * Fixed software rendering sprite scaling position accuracy. * Fixed player SelfAnim drawn with incorrect offset scaling when in temporary state. * Removed common1.cns stand state pos y < 0 detection for compatibility reasons. * Font v2: fixed bank palette using palettes in the order added to the sff, instead of the actual palette item number. * Fixed problem where program would not start on some older Windows installs. * Fixed mouse pointer not reappearing after switching out of fullscreen mode by Alt-Enter or task switch. * Fixed AllPalFX green and blue fields being ignored. * Fixed system explods not getting reset before mode select and character select screens. * Fixed cutscene to not adjust BGM path if the filename is empty. * Fixed sound volume and panning bugs. * Fixed volumescale bug. * Fixed victory screen showing after quick VS. * Fixed mode select repeating sound during fade in.
Tools * Fixed sprmake2 crash on pal.discardduplicates=0. - Mugen Site |
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"suaves" - Elecbyte Blog
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Por DeLeTeBR as 03:21
Uma interessante atualização no blog oficial da Elecbyte. Um pouco mais sobre a historia e o que podemos esperar sobre o eterno inigimo do Kung Fu Man, confiram:
QUOTE You know Suave Dude as Kung Fu Man's long-time elusive nemesis. But did you know they'd once faced off long before Suave even kidnapped KFM's girlfriend?
That's right. The year was 199X, and Suave was vanquished to white nothingness in mere seconds.
Back then, Suave was really just a sprite recycled from a private project, used for illustrating the function of a tool called PCXClean.
The height of fashion was 198X
Suave Dude returned in 2001 with an updated look in the KFM example motif. Along with the scribbly illustrations in KFM's intro storyboard, this would be Suave's last appearance.
Will kidnap your girlfriend for revenge
Or would it really?
Briefly gave up violence on 1 Apr 2002
One more sprite of Suave Dude was made shortly after, but was never included in any public releases. Official work on the character was put on hold, and until today Suave has yet to become much more than a single standing sprite.
Left the gun in the other pants
How would Suave look if he was remade in a modern fighter? We'll leave that to your imagination.
Could be your FB friend
-K'Style - Elecbyte Oficial Blog |
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Elecbyte Blog - Cns's Last Hurrah, Part 2 - Named Variables
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Por DeLeTeBR as 21:46
Novidades no blog da Elecbyte:
QUOTE The next upcoming feature of CNS that we'll look at is named variables. A particularly tedious and error-prone characteristic of the current version of CNS is the fact that there is a fixed set of variables that can only be accessed by number. With named variables, you'll be able instead to declare your own variables and address them by name; e.g.,
$foo := 1
would set the variable named 'foo' to 1.
One-dimensional arrays can also be declared. In fact, arrays are used to handle legacy accesses to Var, FVar, etc. For example, Var(12) + FVar(4) would be internally translated to $_var[12] + $_fvar[4].
Variables can be declared either as int or float, or as a flexible numeric type that takes on the type of whatever is assigned to it. Another new type of variable is the player variable. A redirection keyword, or a recursive series of redirection keywords, can be thought of as returning a pointer to some player or helper. In trigger redirection, triggers use this player pointer to determine whose values to return. Player variables will allow you to save player pointers, making it easy to refer back to the same player later on. Note, however, that player variables can go stale (e.g., due to a helper destroying itself), so you will need to check whether the player variable has become invalid before using it.
By default, variables are not visible via redirected access from unrelated players (where 'unrelated' means they do not descend from the same root player). Public visibility must be explicitly enabled in the variable declaration. This allows you to expose only those variables that are necessary for signaling or communication according to a well-defined standard.
- R. - Elecbyte Blog |
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