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Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Posts : 76 Join date : 2013-08-24 Age : 35 Location : California, USA
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME October 28th 2018, 1:16 am
We definitely need an RE6 Sherry Birkin in her extra costume as well as Ashley, Party Girl, and a Code Veronica X Claire Redfield.
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 10th 2018, 5:58 am
superxash wrote:
any plans for Billy Coen?
no.. sorry
Remember the cover of resident evil 1? I think is very cool and creepy to use in my resident evil mugen
superxash
Posts : 286 Join date : 2016-07-27
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 11th 2018, 9:15 am
well poop. Oh well. You've gotten quite a few characters I've wanted to see in MUGEN made with this project, so it's all good.
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 11th 2018, 12:28 pm
The Secret final Boss of the this game EVIL BIOHAZARD
superxash
Posts : 286 Join date : 2016-07-27
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 11th 2018, 6:39 pm
lol XD
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 17th 2018, 9:17 pm
im working on life bar im going to create the effect fine, caution and danger in this game
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 18th 2018, 12:47 am
FlavioCamarao wrote:
im working on life bar im going to create the effect fine, caution and danger in this game
THIS IS COOL! This will be even cooler if that three status (fine, caution and danger) can be seen on the character as well. The furthest I can think of is change of stance, but that will be too much of work to do. And instead, you can show certain icon/emoji near the head of character displaying the said status.
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 18th 2018, 1:42 am
In the bottom of the screen, but can be moved anywhere I need it
@FlavioCamarao let me know if you need help with the code for this
gosh, never seen this feature, never thought it has been done before, and never paid attention to that detail in your videos @thatguy that's REAL cool! so, in short, we can really make portrait to change according to health status?
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME November 18th 2018, 8:03 pm
alnyrd wrote:
so, in short, we can really make portrait to change according to health status?
Yes you can.
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Resident Evil MUGEN 1.1 FULL GAME December 2nd 2018, 7:14 am
I've been working these days on resident evil mugen screenpack..
The results are most better that old screenpack,now just missing one thing..
im trying to use condition fine caution danger on lifebar, i did it and this is the code i use :
Code:
Code:
;--------------------------------------------------------------------------- [Statedef -2] ;------------------------------------------------------------------------------- ;ECG Single & Turns [State 0, ECG Helper] type = Helper triggerall = NumHelper(18999) < 1 trigger1 = 1 helpertype = normal name = "ECG" id = 18999 stateno = 18999 facing = 1 ownpal = 1 persistent = 1 supermovetime = -1 pausemovetime = -1
;--------------------------------------------------------------------------- ;ECG [Statedef 18999] type = A movetype= I physics = N anim = 9999 id = 9999
[state 3767, SB] type = screenbound trigger1 = 1 value = 0 movecamera =0,0 persistent = 1
;------------------------------------------------------------------------------ ;P1 Left Side [State -2, P1 Left Side FINE] type = Explod triggerall = Numexplod(19000) < 1 trigger1 = teamside = 1 trigger1 = life <= 1000 anim = 19000 id = 19000 pos = 104,-9 postype = left space = screen sprpriority = 5 bindtime = -1 removetime = -1 ontop = 1 ownpal = 1 facing = 1 persistent = 1 scale = 0.5,0.5 ignorehitpause = 1 pausemovetime = -1 Supermovetime = -1
[State 0, Remove FINE] type = RemoveExplod trigger1 = parent,life <= 500 id = 19000 ;ignorehitpause = ;persistent =