ULTIMATE Crossover FIGHTING Game Club
Where All Fighting Game Ideas Come To Life
 


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Ultimate Crossover Tournament
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Which Universe Will Win?
IF... all Dimensions / Universes Possess The Same Level Of Power (see story and trailer at home page) and that Power was distributed amongst its Fighters WHO WILL WIN? (i.e. in this scenario the power rating of the most powerful beings in every universe are about the same... Superman's overall powers will be comparable to Hulk, Shao Kahn, Shin Gouki, etc... get it?  It will all depend on skill, strategy, and the fighters' unique abilitites)
Select The Best Universe Below:
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Ultimate Crossover Fighting Game 2.0

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Reminder: Get the Access Code Needed to Download The Pre-Release of UFGC 3.0
Available After You've Completed the UFGC 2.0 Download
 
 
 
Sample CNS File:

; Guile's constants.
; Format (case insensitive):
; [groupname]
; constname = value
;----------------------------------------
[Data]
life = 1000 ;Amount of life to start with
power = 3000 ;Amount of Supermeter
attack = 102 ;attack power (more is stronger)
defence = 103 ;defensive power (more is stronger)

fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down
liedown.time = 50 ;Time which player lies down for, before getting up
airjuggle = 20 ;Number of points for juggling
sparkno = 2 ;Default hit spark number for HitDefs
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0 ;1 to enable echo on KO
volume = 200 ;Volume offset (negative for softer)
IntPersistIndex = 60 ;Variables with this index and above will not have their values
FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.

[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1.06 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -5, -90 ;Approximate position of head
mid.pos = -5, -60 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd = 3 ;Walk forward
walk.back = -3 ;Walk backward
run.fwd = 6, 0 ;Run forward (x, y)
run.back = -4,-3 ;Hop backward (x, y)
jump.neu = 0,-9 ;Neutral jumping velocity (x, y)
jump.back = -3 ;Jump back Speed (x, y)
jump.fwd = 3 ;Jump forward Speed (x, y)
runjump.back = -4,-8 ;Running jump speeds (opt)
runjump.fwd = 4,-8 ;.
.... ..
.


Continued....




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