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Author Topic: Protoman MvC2 Hyper portrait  (Read 1967 times)

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Offline REDHOT

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Protoman MvC2 Hyper portrait
« on: February 24, 2008, 10:14:34 AM »
I design a Hyper Portait for Protoman, all of you and Chaotic can use this, if one of you want to credit me no problem, look:


ARCHIVE IN PCX:
http://www.sendspace.com/file/clhwdy
Only I want to share with you THIS Hyper Portait, for that you enjoy it. I´ll not share all the Hyper Portaits.  ;D
« Last Edit: March 04, 2008, 12:23:47 PM by Scar »



Offline ExShadow

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Re: Protoman MvC2 Hyper protait
« Reply #1 on: February 24, 2008, 10:21:23 AM »
cool thnx  :)
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Offline Jelux Da Casual

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Re: Protoman MvC2 Hyper protait
« Reply #2 on: February 24, 2008, 11:05:34 AM »
damn dude, that looks great  ^^(PM)^
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Offline Lothar-Ex

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Re: Protoman MvC2 Hyper protait
« Reply #3 on: February 24, 2008, 05:00:38 PM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this

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Offline TÐZ

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Re: Protoman MvC2 Hyper protait
« Reply #4 on: February 24, 2008, 05:18:35 PM »
HOT DAMN!!!

Offline REDHOT

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Re: Protoman MvC2 Hyper protait
« Reply #5 on: February 25, 2008, 09:06:34 AM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this
Well I give you a base of the codes:
Open the Fighter Factory and put in this sprite (Hyper Portait) in X: 78  -  Y: 86. Anim: 1080  -   sprite: 0
In this anim (Hyper Portait) open the notebook option (right to the cactus) and put this:

;Hyper portait
[Begin Action 1080]
1080,0, 80,0, 2
1080,0, 79,0, 2
1080,0, 78,0, 2
1080,0, 77,0, 2
1080,0, 76,0, 2
1080,0, 75,0, 2
1080,0, 74,0, 2
1080,0, 73,0, 2
1080,0, 72,0, 2
1080,0, 71,0, 2
1080,0, 70,0, 2
1080,0, 69,0, 3
1080,0, 68,0, 3
1080,0, 67,0, 3
1080,0, 66,0, 3
1080,0, 65,0, 3
1080,0, 64,0, 3
1080,0, 63,0, 3
1080,0, 62,0, 3
1080,0, 61,0, 3
1080,0, 60,0, 3
1080,0, 59,0, 3
1080,0, 58,0, 3
1080,0, 57,0, 3
1080,0, 56,0, 4
1080,0, 55,0, 4
1080,0, 54,0, 4
1080,0, 53,0, 4
1080,0, 52,0, 4
1080,0, 51,0, 4
1080,0, 50,0, 4
1080,0, 49,0, 4
1080,0, 48,0, 4
1080,0, 47,0, -1

In the CNS when you think in the state that you want to put the Hyper Portait put this code:

[State 3510, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 7001, 2]
type = DestroySelf
trigger1 = time =50

[State 9999,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1

Offline TÐZ

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Re: Protoman MvC2 Hyper protait
« Reply #6 on: February 25, 2008, 05:12:09 PM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this
Well I give you a base of the codes:
Open the Fighter Factory and put in this sprite (Hyper Portait) in X: 78  -  Y: 86. Anim: 1080  -   sprite: 0
In this anim (Hyper Portait) open the notebook option (right to the cactus) and put this:

In the CNS when you think in the state that you want to put the Hyper Portait put this code:

[State 3510, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 7001, 2]
type = DestroySelf
trigger1 = time =50

[State 9999,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1


Where did you exactly put this?

Offline REDHOT

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Re: Protoman MvC2 Hyper protait
« Reply #7 on: February 26, 2008, 09:02:21 AM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this
Well I give you a base of the codes:
Open the Fighter Factory and put in this sprite (Hyper Portait) in X: 78  -  Y: 86. Anim: 1080  -   sprite: 0
In this anim (Hyper Portait) open the notebook option (right to the cactus) and put this:

In the CNS when you think in the state that you want to put the Hyper Portait put this code:

[State 3510, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 7001, 2]
type = DestroySelf
trigger1 = time =50

[State 9999,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1


Where did you exactly put this?

On the state of the Hyper move.

Offline FerchogtX

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Re: Protoman MvC2 Hyper protait
« Reply #8 on: February 27, 2008, 01:05:19 PM »
NICE!!!! I'll download inmedia!!!!!

If you can use my templates for the hexagonal hyper portraits you can do something for the dual hyper portraits... I'ts realy nice!!!!!

See ya!!!! :D
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Current Universal War Official Artwork

Offline A!

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Re: Protoman MvC2 Hyper protait
« Reply #9 on: February 27, 2008, 07:29:36 PM »
Whats up with all the drama ;*)) calm down its just a hyper portrait theres millions made in the mugen potrait section
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

Offline TÐZ

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Re: Protoman MvC2 Hyper protait
« Reply #10 on: February 29, 2008, 08:32:07 PM »
Yay, thx RedHot

Offline ExShadow

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Re: Protoman MvC2 Hyper protait
« Reply #11 on: March 04, 2008, 10:04:13 AM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this
Well I give you a base of the codes:
Open the Fighter Factory and put in this sprite (Hyper Portait) in X: 78  -  Y: 86. Anim: 1080  -   sprite: 0
In this anim (Hyper Portait) open the notebook option (right to the cactus) and put this:

;Hyper portait
[Begin Action 1080]
1080,0, 80,0, 2
1080,0, 79,0, 2
1080,0, 78,0, 2
1080,0, 77,0, 2
1080,0, 76,0, 2
1080,0, 75,0, 2
1080,0, 74,0, 2
1080,0, 73,0, 2
1080,0, 72,0, 2
1080,0, 71,0, 2
1080,0, 70,0, 2
1080,0, 69,0, 3
1080,0, 68,0, 3
1080,0, 67,0, 3
1080,0, 66,0, 3
1080,0, 65,0, 3
1080,0, 64,0, 3
1080,0, 63,0, 3
1080,0, 62,0, 3
1080,0, 61,0, 3
1080,0, 60,0, 3
1080,0, 59,0, 3
1080,0, 58,0, 3
1080,0, 57,0, 3
1080,0, 56,0, 4
1080,0, 55,0, 4
1080,0, 54,0, 4
1080,0, 53,0, 4
1080,0, 52,0, 4
1080,0, 51,0, 4
1080,0, 50,0, 4
1080,0, 49,0, 4
1080,0, 48,0, 4
1080,0, 47,0, -1

In the CNS when you think in the state that you want to put the Hyper Portait put this code:

[State 3510, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 7001, 2]
type = DestroySelf
trigger1 = time =50

[State 9999,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1

u know what thats kinda looks like stage coding i think char coding is just like stage coding but just coding inside fighter factory am i right or no
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Offline A!

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Re: Protoman MvC2 Hyper protait
« Reply #12 on: March 04, 2008, 12:07:31 PM »
I realy Like the portrait but when i put it in my protoman its a little to big how do i fix this
Well I give you a base of the codes:
Open the Fighter Factory and put in this sprite (Hyper Portait) in X: 78  -  Y: 86. Anim: 1080  -   sprite: 0
In this anim (Hyper Portait) open the notebook option (right to the cactus) and put this:

;Hyper portait
[Begin Action 1080]
1080,0, 80,0, 2
1080,0, 79,0, 2
1080,0, 78,0, 2
1080,0, 77,0, 2
1080,0, 76,0, 2
1080,0, 75,0, 2
1080,0, 74,0, 2
1080,0, 73,0, 2
1080,0, 72,0, 2
1080,0, 71,0, 2
1080,0, 70,0, 2
1080,0, 69,0, 3
1080,0, 68,0, 3
1080,0, 67,0, 3
1080,0, 66,0, 3
1080,0, 65,0, 3
1080,0, 64,0, 3
1080,0, 63,0, 3
1080,0, 62,0, 3
1080,0, 61,0, 3
1080,0, 60,0, 3
1080,0, 59,0, 3
1080,0, 58,0, 3
1080,0, 57,0, 3
1080,0, 56,0, 4
1080,0, 55,0, 4
1080,0, 54,0, 4
1080,0, 53,0, 4
1080,0, 52,0, 4
1080,0, 51,0, 4
1080,0, 50,0, 4
1080,0, 49,0, 4
1080,0, 48,0, 4
1080,0, 47,0, -1

In the CNS when you think in the state that you want to put the Hyper Portait put this code:

[State 3510, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 7001, 2]
type = DestroySelf
trigger1 = time =50

[State 9999,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1

u know what thats kinda looks like stage coding i think char coding is just like stage coding but just coding inside fighter factory am i right or no

yea character coding is done on ff but with stages and screenpacks we do it by hand
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

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