Ascended M.U.G.E.N
March 28, 2024, 06:53:14 pm
Welcome, Guest. Please login or register.

Login with username, password and session length
News: WE ARE MOVING!

http://www.ascendedmugen.com/index.php?action=forum

This is the new forum and server. All downloads are now hosted here and everything far as post count can be recoverd in the proper topic.
 
  Home Help Links Staff List Login Register  

SGS coding

Pages: [1]
  Print  
Author Topic: SGS coding  (Read 280 times)
0 Members and 1 Guest are viewing this topic.
PhosphoruS
Guest
« on: October 10, 2007, 03:06:09 pm »

anyone know what the coding for SGS if soo please post thanks
Report Spam   Logged

Share on Facebook Share on Twitter

aZCal
Guest
« Reply #1 on: October 10, 2007, 05:02:43 pm »

it's basically a throw with Hitsparks as Explod and a blackscreen (can be done in many ways)  Azn
« Last Edit: October 10, 2007, 10:23:48 pm by aZCal » Report Spam   Logged
PhosphoruS
Guest
« Reply #2 on: October 10, 2007, 06:58:17 pm »

it's basically a throw with Hitspakrs as Explod and a blackscreen (can bedoen in many ways)  Azn
Sad okay can you walk me through this tho cause Im trying to make evil dan do a SGS but its a funny version.
Report Spam   Logged
Nekkou Nao
Guest
« Reply #3 on: October 13, 2007, 09:43:38 am »

Well, You would really only have to code 1 hit def, but that hitdef has to send its enemy into its own state. life in the hit def you put
p2stateno = *****

Then You would most likely use env color to make the bg black.
^Reference Shin Gouki by Pots.
Report Spam   Logged
Pages: [1]
  Print  
 
Jump to:  

Bookmark this site! | Upgrade This Forum
Free SMF Hosting - Create your own Forum

Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy