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Author Topic: old dos coding  (Read 407 times)

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Offline Hattori hanzo

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old dos coding
« on: April 30, 2010, 07:54:47 PM »
wassup infinity peeps havent post here in a min well i gto a question.... im lookin at a old character Sogetsu made by ckenni

and he as a supper that doesnt connect and i wish to know i have to to do to fix that. here is the code its 3 parts..


;No Contest
[Statedef 6200]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 6200
facep2 = 1

[State Dark]
type = BGPalFX
trigger1 = stateno = 6200
add = -100,-100,-100
time = 1

[State 6000, 2]
type = VarSet
trigger1 = var(30) = 1
v = 30 
value = 2

[State 6000, 1]
type = SuperPause
trigger1 = AnimElem = 3
pos = 0, -80
time = 30
anim = S18000

[State Dust]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10102
offset = -20,-50
velocity = 0,-1
projremovetime = 40

[State Dust]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10102
offset = 20,-30
velocity = 0,-2
projremovetime = 40

[State Dust]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10102
offset = 0,-10
velocity = 0,-1
projremovetime = 40

[State 1201, 2]
type = VelSet
trigger1 = (P2Dist X = [6,20]) && Time >= 17
x = 0

[State 1201, 2]
type = PosAdd
trigger1 = P2Dist X <= 5 && Time >= 17
x = -20

[State 1201, 3]
type = VelAdd
trigger1 = P2Dist X > 0 && Time >= 17
x = 3

[State PlaySND]
type = Playsnd
trigger1 = Animelem = 1
value = 20, 7

[State Playsnd]
type = Playsnd
trigger1 = AnimElem = 1
value = 15, 20

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20, 0

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 6201
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 6201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 6201

[State Dark]
type = BGPalFX
trigger1 = stateno = 6201
add = -100,-100,-100
time = 1

[State PlaySnd 3]
Type = PlaySnd
trigger1 = AnimElem = 1
Value =  20, 0

[State Gray]
type = BGPalFX
trigger1 = MoveHit
color = 0
time = 228
ignorehitpause = 1

[State Hitdef]
type = HitDef
trigger1 = Animelem = 3
hitflag = MA
guardflag = MA
attr = S, HP
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   =  S20,6
guardsound= S20,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -4
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
palfx.add = -200,-70,40     
palfx.mul = 232,256,256
palfx.sinadd = 10,0,40,2
palfx.invertall = 0
palfx.color = 0
palfx.time = 50
air.juggle = 3
p1getp2facing = -1
kill = 0
guard.kill = 0

[State Water Explod 1]
type = Explod
trigger1 = MoveHit && numexplod(100001) = 0 && Time = 2
anim = 10000
id = 100001
postype = p2
pos = -20,-70
sprpriority = 5
bindtime = 20
removetime = 20
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Water Explod 2]
type = Explod
trigger1 = MoveHit && numexplod (100002) = 0 && Time = 5
anim = 10000                                                 
id = 100002
postype = p2
pos = -5,-20
sprpriority = 5
bindtime = 20
removetime = 20
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Water Explod 3]
type = Explod
trigger1 = MoveHit && numexplod(100003) = 0 && Time = 8
anim = 10000                   
id = 100003
postype = p2
pos = -40,-20
sprpriority = 5
bindtime = 20
removetime = 20
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Water Explod 4]
type = Explod
trigger1 = MoveHit && numexplod (100004) = 0 && Time = 11
anim = 10000                 
id = 100004
postype = p2
pos = 0,-80
sprpriority = 5
bindtime = 20
removetime = 20
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Water Explod 5]
type = Explod
trigger1 = MoveHit && numexplod (100005) = 0 && Time = 14
anim = 10000                                       
id = 100005
postype = p2
pos = -30, -40
sprpriority = 5
bindtime = 20
removetime = 20
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1200, 2]
type = ChangeState
trigger1 = movehit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1200, 2]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
trigger1 = p2statetype != A
value = 6202
ctrl = 0                 

[State 1200, 2]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
trigger1 = p2statetype = A
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 6202

[State BG]
type = null;Explod
trigger1 = MoveHit && numexplod(15001) = 0
anim = 15001
id = 15001
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 50
bindtime = 50
ignorehitpause = 1

[State Width]
type = Width
trigger1 = Time >= 0
value = 40
time = 1

[State PlaySnd 1]
Type = PlaySnd
trigger1 = AnimElem = 2
Value =  7, 5

[State PlaySnd 1]
Type = PlaySnd
trigger1 = AnimElem = 2
Value =  15, 10
           
[State Hitdef # 1]
type = HitDef
trigger1 = AnimElem = 3
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10210
guard.sparkno = -1
sparkxy = 0,-60   
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0



[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(1) = 0
trigger1 = Animelemtime(3) = 10
anim = 10500
id = 1
postype = p2
pos = 0,-90
sprpriority = 5
bindtime = 1
removetime = 36
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State PlaySnd 2]
Type = PlaySnd
trigger1 = AnimElem = 7
Value =  15, 11

[State Hitdef # 2]
type = HitDef
trigger1 = AnimElem = 8
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= S10231
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
ground.type = Low
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0

[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(2) = 0
trigger1 = Animelemtime(8) = 10
anim = 10550
id = 2
postype = p2
pos = 0,-60
sprpriority = 5
bindtime = 1
removetime = 40
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State PlaySnd 3]
Type = PlaySnd
trigger1 = AnimElem = 15
Value =  15, 13

[State Hitdef # 3]
type = HitDef
trigger1 = AnimElem = 16
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10220
guard.sparkno = -1
sparkxy = 0,-60
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0

[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(3) = 0
trigger1 = Animelemtime(16) = 10
anim = 10510
id = 3
postype = p2
pos = 0,-60
sprpriority = 5
bindtime = 1
removetime = 34
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State PlaySnd 4]
Type = PlaySnd
trigger1 = AnimElem = 23
Value =  15, 13

[State Hitdef # 4]
type = HitDef
trigger1 = AnimElem = 24
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10220
guard.sparkno = -1
sparkxy = 0,-15
ground.type = Low
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0


[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(4) = 0
trigger1 = Animelemtime(24) = 10
anim = 10510
id = 4
postype = p2
pos = 0,-0
sprpriority = 5
bindtime = 1
removetime = 34
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State PlaySnd 5]
Type = PlaySnd
trigger1 = AnimElem = 31
Value =  15, 10

[State Hitdef # 5]
type = HitDef
trigger1 = AnimElem = 32
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10211
guard.sparkno = -1
sparkxy = 0,-60
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0


[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(5) = 0
trigger1 = Animelemtime(32) = 10
anim = 10500
id = 5
postype = p2
pos = 0,-90
sprpriority = 5
bindtime = 1
removetime = 36
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1


[State PlaySnd 6]
Type = PlaySnd
trigger1 = AnimElem = 37
Value =  15, 11

[State Hitdef # 6]
type = HitDef
trigger1 = AnimElem = 38
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10231
guard.sparkno = -1
sparkxy = 0,-60
ground.type = Low
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0



[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(6) = 0
trigger1 = Animelemtime(38) = 10
anim = 10550
id = 6
postype = p2
pos = 0,-60
sprpriority = 5
bindtime = 1
removetime = 40
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1


[State PlaySnd 7]
Type = PlaySnd
trigger1 = AnimElem = 42
Value =  15, 10

[State Hitdef # 7]
type = HitDef
trigger1 = AnimElem = 43
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10210
guard.sparkno = -1
sparkxy = 0,-60
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0

[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(7) = 0
trigger1 = Animelemtime(43) = 10
anim = 10500
id = 7
postype = p2
pos = 0,-90
sprpriority = 5
bindtime = 1
removetime = 36
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1


[State PlaySnd 8]
Type = PlaySnd
trigger1 = AnimElem = 49
Value =  15, 11

[State Hitdef # 8]
type = HitDef
trigger1 = AnimElem = 49
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,20
priority = 8, Hit               
hitsound   = S15,3
guardsound= -1
sparkno = S10220
guard.sparkno = -1
sparkxy = 0,-15
ground.type = Low
ground.slidetime = 100
ground.hittime = 30
ground.velocity = -1
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
kill = 0
guard.kill = 0


[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(8) = 0
trigger1 = Animelemtime(49) = 10
anim = 10510
id = 8
postype = p2
pos = 0,-0
sprpriority = 5
bindtime = 1
removetime = 34
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State PlaySnd 9]
Type = PlaySnd
trigger1 = AnimElem = 58
Value =  15, 13

[State PlaySnd 9]
Type = PlaySnd
trigger1 = AnimElem = 58
Value =  7, 3

[State Hitdef # 9]
type = HitDef
trigger1 = AnimElem = 58
hitflag = MA
guardflag = MA
attr = S, HA
damage = 25 + (6 * var(23)) + (6 * var(11)), 5 + 6 * var(11)
givepower = 40
animtype = Heavy
pausetime = 0,75
priority = 8, Hit               
hitsound   = S15, 3
guardsound= -1
sparkno = S10220
guard.sparkno = -1
sparkxy = 0,-60
ground.type = High
ground.slidetime = 100
ground.hittime = 30
ground.velocity = 0, -11
fall = 1
fall.recover = 0
air.velocity = -7, -7
air.fall = 1
air.fall.recover = 0
air.juggle = 3
fall.damage = 30


[State Blood]
type = Explod
trigger1 = MoveHit
trigger1 = numexplod(9) = 0
trigger1 = Animelemtime(58) = 10
anim = 10510
id = 9
postype = p2
pos = 0,-60
sprpriority = 5
bindtime = 1
removetime = 34
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Remove Explod]
type = RemoveExplod
trigger1 = 1
id = 26200 + (animelemno(0) - 1)
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1

[State Slash Explod]
type = Explod
trigger1 = 1 && numexplod(26200 + animelemno(0)) = 0
anim = 26200 + animelemno(0)
id = 26200 + animelemno(0)
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
removeongethit = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State PlaySnd 10]
Type = PlaySnd
trigger1 = AnimElem = 64
Value =  20, 0

[State 7100, 5]
type = PlayerPush
trigger1 = Time > 170
value = 0

[State Turn]
type = Turn
trigger1 = Time = [0, 169]
trigger1 = p2bodydist x < 0


[State Velocity]
type = VelAdd
trigger1 = AnimElem = 59
X = 30

[State Stop]
type = VelSet
trigger1 = AnimElem = 64
X = 0

[State Stop]
type = PosAdd
trigger1 = AnimTime = 0
X = -200

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 6203
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 6203]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 6203

[State PlaySnd ]
Type = PlaySnd
trigger1 = AnimElem = 1
Value =  20, 0

[State PlaySnd ]
Type = PlaySnd
trigger1 = AnimElem = 13
Value =  20, 4

[State PlaySnd ]
Type = PlaySnd
trigger1 = AnimElem = 26
Value =  15, 12

[State Dark]
type = BGPalFX
trigger1 = stateno = 6203
color = 0
time = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6300]
type    = A
movetype= A
physics = S
juggle  = 10
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 6300

[State Water Dust Explods]
type = Explod
trigger1 =  1 && Random < 800
anim = 10100
offset = 0,0
random = 500,500
velocity = ifelse(facing = 1, 0.5, -0.5),0.9
postype = left
sprpriority = 5
supermove = 1
removetime = 100
bindtime = 1
ignorehitpause = 1

[State Water Dust Explods]
type = Explod
trigger1 =  1 && Random < 800
anim = 10100
offset = 0,0
random = 500,500
velocity = ifelse(facing = 1, 0.6, -0.6),0.7
postype = left
sprpriority = 5
supermove = 1
removetime = 45
bindtime = 1
ignorehitpause = 1

[State Water Dust Explods]
type = Explod
trigger1 =  1 && Random < 800
anim = 10100
offset = 0,0
random = 500,500
velocity = ifelse(facing = 1, 0.9, -0.9),0.3
postype = left
sprpriority = 5
supermove = 1
removetime = 75
bindtime = 1
ignorehitpause = 1

[State 1000, Statetype]
type = StatetypeSet
trigger1 = AnimElem = 5
physics = A

[State VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = -3
y = -4

[State PlaySND]
type = Playsnd
trigger1 = Animelem = 3, = 1
value = 20, 3         

[State 1000, Charge]
type = Explod
trigger1 = numexplod(1005) = 0 && Time = 2
anim = 1005
id = 1005                                 
postype = p1
pos = -55,-105
sprpriority = 5
bindtime = -1
removetime = 14
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 1000, snd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 7

[State 1000, snd]
type = PlaySnd     
trigger1 = AnimElem = 3
value = 0, 4

[State Playsnd]
type = Playsnd
trigger1 = AnimElem = 1
value = 15, 20

[State Dark]
type = BGPalFX
trigger1 = Time = 0
add = -100,-100,-100
time = 160

[State 6000, 2]
type = VarSet
trigger1 = var(30) = 1
v = 30 
value = 2

[State 6000, 2]     
type = HitBy
trigger1 = AnimElem = 1
value = SCA, HA, HP, HT
time = 100

[State 6000, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -45
time = 30
anim = S18000

[State PlaySND]
type = Playsnd
trigger1 = Time = 16
trigger2 = Time = 20
trigger3 = Time = 24
trigger4 = Time = 28
trigger5 = Time = 30
value = 20, 3

[State Projectiles]
type = Helper
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 3, = 2
trigger3 = AnimElem = 3, = 3
trigger4 = AnimElem = 3, = 4
trigger5 = AnimElem = 3, = 5
trigger6 = AnimElem = 3, = 6
trigger7 = AnimElem = 3, = 7
trigger8 = AnimElem = 3, = 8
trigger9  = AnimElem = 3, = 9
trigger10 = AnimElem = 3, = 10
trigger11 = AnimElem = 3, = 11
trigger12 = AnimElem = 3, = 12
trigger13 = AnimElem = 3, = 13
trigger14 = AnimElem = 3, = 14
name = "Water Projectile"
ID = 1006
pos = -55,-105
postype = p1
stateno = 6310
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


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Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by ExShadow
[November 02, 2024, 04:54:41 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]


Rooftop Skyline(1.1 Only/AIGS) by Vegaz by LightFlare
[October 21, 2024, 12:13:37 PM]


Secluded Base(1.1 Only/AIGS) by Vegaz by LightFlare
[October 17, 2024, 01:21:06 PM]


Ultimate Balrog + stage by ELECTRO
[October 17, 2024, 05:40:31 AM]


Classic VS : Balrog by ELECTRO
[October 08, 2024, 04:35:53 PM]

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