Comments: 146
scott910 [2016-03-07 01:11:34 +0000 UTC]
Where you get the Sprites of Aege getting hurt?
π: 0 β©: 0
Speed-Mikage [2016-03-01 15:14:43 +0000 UTC]
where the bg come from i see alot of people using this
π: 0 β©: 0
Speed-Mikage [2015-07-20 02:23:56 +0000 UTC]
whats the music?
π: 0 β©: 1
TheMatrixKirby In reply to Speed-Mikage [2015-08-10 22:58:09 +0000 UTC]
Movements - MitiS ft. MaHi
I don't remember if I put the name in the description or not
π: 0 β©: 2
TheMatrixKirby In reply to Nerotheshadowhog [2017-01-31 03:07:26 +0000 UTC]
sorry i don't have it anymore
sta.sh/02aj8kq36f9p
take this one instead it's pretty tooΒ
π: 0 β©: 1
Speed-Mikage In reply to TheMatrixKirby [2015-08-11 00:02:30 +0000 UTC]
naw u didnt XD thanks matrix i love this beat XD
π: 0 β©: 1
RadSonicFan2000 [2015-06-16 17:08:42 +0000 UTC]
Hey, where did you get that Virtual room background?
π: 0 β©: 1
Star64DX [2015-05-12 12:33:01 +0000 UTC]
Any tips for working the vCam? I have no problem making things of this quality most of the time but when it comes to camera work it kills everything. xD Help?
π: 0 β©: 1
TheMatrixKirby In reply to Star64DX [2015-05-13 21:51:12 +0000 UTC]
I use one frame shakes. basically move it up and down one frame each. Or tilt it back and forth. But make it so the tilts or the distance between the ups and downs becomes smaller each time. If you want an extensive vCam lesson, I can link you my stream next time I animate.Β
π: 0 β©: 1
beemario64 [2014-09-08 11:18:58 +0000 UTC]
dude ur so good of a animator
π: 0 β©: 1
beemario64 In reply to TheMatrixKirby [2014-09-11 22:20:57 +0000 UTC]
no prob hey how do u convert files ive made like 4 animations but the files were all stupid
π: 0 β©: 1
TheMatrixKirby In reply to beemario64 [2014-09-13 04:51:26 +0000 UTC]
I don't convert anything. I just upload the swf to deviantart lol
π: 0 β©: 1
SonicGoku2 [2014-08-27 17:45:35 +0000 UTC]
how do you get the reflection?
π: 0 β©: 1
TheMatrixKirby In reply to SonicGoku2 [2014-08-27 18:11:35 +0000 UTC]
Take the same sprite as the one above the ground. Transform it horizontally and use 50% Alpha. Use 100% Glow on the interior of the sprite and put the strength at 50%. And there you go, you have a reflection.
π: 0 β©: 1
LeonProductions [2014-06-14 01:05:41 +0000 UTC]
dis is good.u know any hacks to remove admin?i rly wanna use flash
π: 0 β©: 2
SonicGoku2 In reply to LeonProductions [2014-09-09 12:25:12 +0000 UTC]
look for a serial code on the computer, you'll find anyone, and use it
π: 0 β©: 1
LeonProductions In reply to TheMatrixKirby [2014-06-14 19:19:56 +0000 UTC]
I need admin to open D: u see my mom put a code and i cant open flash cuz of admin
π: 0 β©: 1
DaniTH98 [2014-05-16 18:06:33 +0000 UTC]
Epicness paralyzed meeeΒ ^^
π: 0 β©: 1
TheMatrixKirby In reply to Cosmetic-KMD [2014-05-13 00:27:50 +0000 UTC]
Uh all I use it Flash CS5.5. The crashing would most likely depend on the specs ur PC has. How much RAM does it have?
π: 0 β©: 1
Cosmetic-KMD In reply to TheMatrixKirby [2014-05-13 00:43:00 +0000 UTC]
dik wat a ram is...and I'm using CS3 and I'm wondering wat goes good with it I've heard of adobe fireworks but I'm not sure if its any good...mostly I'm wondering how to get rid of that white pixel BS...
π: 0 β©: 1
TheMatrixKirby In reply to Cosmetic-KMD [2014-05-13 02:10:12 +0000 UTC]
Uh RAM is Random Accessible Memory. It determines computer speed and functionality. And to get rid of the white pixels, go to Modify>Bitmap>Trace Bitmap then click the white pixels and hit "backspace"
π: 0 β©: 1
Cosmetic-KMD In reply to TheMatrixKirby [2014-05-13 22:23:46 +0000 UTC]
IK how to get rid of it I just need a easier and quicker way lets tlk on Skype ok.
π: 0 β©: 1
TheMatrixKirby In reply to Cosmetic-KMD [2014-05-14 01:44:46 +0000 UTC]
K, do I have ur skype? If not, just add me. It's matrix.kirby
π: 0 β©: 0
Cosmetic-KMD [2014-05-04 19:23:46 +0000 UTC]
Amazing and by the way who's voice are you using for jolt?
π: 0 β©: 1
TheMatrixKirby In reply to Cosmetic-KMD [2014-05-04 19:26:09 +0000 UTC]
Thanks dude! And Jolt's voice is Silver from Sonic Generations.
π: 0 β©: 1
| Next =>