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Zephyr

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Everything posted by Zephyr

  1. At last Woody has one character less to make as it was in his want to create list.
  2. Actually I think you intend to have the sprites as they are. The black lines around are double pixel size and it take great effort to make them to one pixel size or totally remove them Here an example on Aikanu by me with some mistakes while trying to do a hasty deletion the thick lines (I totally forgot the whie part on the left side of the mantle and there is problem with the neck: and here a raw higher res try (there are blurry pixel around the char which should be removed for less blurry appearance) You may give a try if you want to do the next char. Else... keep up your motivation and good work Xasor.
  3. I have now retry and use Corel Paintshop Pro and have seen this purple outline .....sigh. I have use the spritesheet and using whitebackground and enlarge to see this purple outline. When I am done with enlarging I have already filtered blurred lines and these look like those purple outline. But thanks Ryon to have put this into Fight Factory. I hope I am done with filtering process soon. Update: Done with Filtering and put on 256 Colours and tested with IDraw and Figher Factory. I have put it into a Zip. http://www.sendspace.com/file/6h5gi5
  4. Actually I was willing to do as much work to ease the creators work, I also have cut out from IDRAW for the non enhanced sprites from GOD/Master from Actraiser2 in the Zephyr WIP Post in past, in the hope I could safe the time for the creator and may motivate one to do the creation skipping the cutting process, so that only inserting and coding would be the work. I also did this with all the chars I made in the past to include all the direct usable sprites in the hope someone with skill may put the hands on it- if this person is not satiesfied and edit it. Since I saw Omegapsycho has created Ovonuvu , Somulu and Ultimate Phalanx and Dark Ruler would do SNES Bosses from Cadillac and Dinosaurs and other bosses, I got the motivation to do making correct size to fight normal sized characters as I like the idea by Xasor to make normal size One Piece Characters(which obviously seem to come to the present taste of this age and audience, I also like to watch One Piece). I do have edit stage edits for resized Bosses with triple size like Ceberus from Castlevania and Somulu as I use a 1340x1000 in a 1680x1050 Screen, zoom is not present but a Ryu against a Somulu with look from above is a pretty boss where one can hide below the head and definitv kill a CPU fast when he just run back and fourth- but you know the pixel, oh the pixels. I saw then that Lord Zymeth has now complete Spritesheets for each char for Demon Crest which fueled my motivation. I also saw Illusionista what he can do with little sprite in his char Summon Demon. I was asking me what they would do if they have big sprites. I have no idea about sprite work as it is new to me. I spend hours to remove the black lines after resize and white grey mix blurred outlines and I do not know how to use Paint.Net to make it useable and convert it into 256 Colours. You teached in your youtube tutorial in Corel Paint, but the trial had been running out and I do not like to register each time when I download a new version to bringconvert it into the right colour mode sprite sheet. I think the purple outline happens from the converting into 256 colour, only my guess..... still not know what background I should choose so that his outline does not happen. The orginal sheet can be used in normal plain paint and filling the purple colour, with white or something else. You can be sure that I had been sitting there and removed each pixel around each sprite, cleansing each sprite When all is cleansed is that I once do white all and then filled the white with purple, as I thought Mugen would filter that colour out as it is not present in the chars unlike White so that no outline should exist - theroretical. In the past it gave me trouble when the background was white. All white in the char was filtered as well in Fighter Factory. (I use Gimp 2.81 for the cleansing) Since I read your comment I think it makes sense to stop the projects as the sprites style is pretty old back from 1995 so I deleted all works like Holothurion and Belth (You can see the result in the Zephyr WIP post, I spend each day two sprites on Belth alone, go and watch the change from a normal pixel Belth there to something else), Warrior from Metin2 and I also being frustrated about the different size of the snapshoots from Gaia Battlearena Toshinden which would need to make new screenshots, Sky from Skyblazer has incomplete spritesheet, actually not very motivational as I also have catched a cold after a cold and I am ill again while writting this post. This sprite working is time consuming, especially coming back home to figure things out which is better for me to spend on chinese mediation. Actually my char choice is also not SNK, SF2, Tohou or any popular game from the present with nice high res graphics and 3D which make it difficult anybody touch this sheets. I saw nobody touched Knights of the Round, Demons Crest Red Arremer or Actraiser 2. Thought it would be food for Castlevania Mugen fans with facination to dark themed classical chars. Would be already satiesfying to seeing them in Castlevania Fighter, as I see potential as they fit in there. (See the fourth line it looks like , Flame Ghost SOTN Castlevania) But well if someone wants to code then I can go and clean and resize them- but teach me what to do that you can use it optimal- - since I have the motivation if the char is choosen to be made.Else I will stay out of creation buisness, its tempting but consumes lots of time, so I wish to spend more time on meditation and just observe the watch mode in Mugen with chars people had made.
  5. Thanks Ryon for mention that so I can cancel stuff, it is time saving too know that most people wouldnt make characters filtered. A little bit sad but well a short time of motivation.
  6. Since this chars in this game are small I have resized and cleansed the Sprite Sheets by Lord Zymethhttp://www.spriters-resource.com/snes/demonscrest/sheet/13688/ from the game "Demon's crest" the Hipogriff to a 4 times bigger size with reduced pixelation. (I only did this for one type, for the others ..... do not feel to do this Its work guaah) Here as download: http://www.sendspace.com/file/2d5c25
  7. Since this chars in this game are small I have resized and cleansed the Sprite Sheets by Lord Zymeth http://www.spriters-resource.com/snes/demonscrest/sheet/13680/ from the game "Demon's crest" the Boss Flame Lord to a 4 times bigger size with reduced pixelation. 1892 x 1412 as .png Here as download: http://www.sendspace.com/file/6h5gi5
  8. Working a week on it already. I am reduce the thick lines and the white lines you can see with the last three sprites on turning around also I need to check later if the purple background is somewhere in the sprite which I had this problem with Sky from Skyblazer (Unfortunately nobody made a complete Sprite Sheet yet which I can try to restaurate and edit as much as I can.) Here the second part RAW Well complete cancelation on sprite edits.....
  9. Looks good against Um-Mi-XI-Kyo, is look insane both fight each other. They are each others match... almost.
  10. His AI is bad, jumping around and kicking above the head and special are countered. But if he has an AI then it is different.
  11. This Char is from Kabuki Klash and I find he is pretty to fight against.
  12. Almost one Year hiatus. 1.I started days ago because of gaining a second wind to work on mugen stuff. 2.Mostly I lost motivation because of working on sprites as the cleansing of sprites cost much time. 3.As well Corel Photopaint trial just go on my nerves. 4.My job is demanding. 5.Have someone an idea for a freeware tool to convert Spritesheets to 256Colours so I can use them with IDRAW? 6.I have try to resize and making sprites High Res. Since I have old sprite sheet from Demon Crest I did work on them and a nice spriter sheeter has upload decent complete one turning my effort back to zero. Actually I am happy about the the upload but I am just plain mad I have not found them when I resize and cleansed the sheets. Also I want to work on Firebrand who has 6 Spritesheets. 7.The Battlearena Toshinden Gaia came to an halt as I have taken screenshots with different size because of the dynamic camera. Resizing his sprites result in not so good looking graphics. I cancel this Project. 8.Working on the same time on cleaning the already High Res Warrior from the MMORPG Metin2 (at least I must not change anything and just cleanse, cleanse, cleanse) Oh and yes look this is the result on sprite edit I did This is how it looked This how the Sprite HAS to look like about! Thanks Lord Zymeth for upload He has some nice uploads for the bosses also which might interest mugen creator Dark Ruler. http://www.spriters-resource.com/snes/demonscrest/ Ovnunu (Mugen1.1) and Somula and Ultimate Phalanx are already created. If you think the spriteedit are OK and someone can convince them to recreate this Bosschar then I edit the sprites + I have only limited time. On my wish list are Ulimate Arma (would be the first one I work on) Belth Flame Lord (someone who works with helpers ala Tohou style here please) -DONE! Holothurion (Not many graphics but this would be something for mugen creator Illusionista from Brazilian Mugen Team because of "Mindlessone" and this waving motion which would be doing good on this giant snail) Dark Demon (very difficult as it needs its own stage, may need Omegapsycho) Grewon Hippogriff -DONE!
  13. Nice char. There is obvious a problem that bgm that plays is halted when he use his special making the stage bgm to pop up which is annoying.
  14. I wish he had partly a Super Armor. It would be most fun mid-boss.
  15. Daraku Tenshi: The Fallen Angels, Harry is something for people who like Maxima from KOF
  16. Zephyr

    Gaia by Tokage

    Oh, oh yes, another Baki Character!
  17. It is well done but it only one third in size compared to a normal sized char as SNK- KOF- Kyo but it is not Chibi. Half of the animation is effect from 318.
  18. This Ogre is aweseome. If one set the DEF and Attack up it makes a very good boss. Since even with this. One can spam attacks and combos but have still to be careful for the Ogre. This char moves slow but seems not being stopped when it makes a special move. One has to see that it counter while being hit. It also does not spam attacks but blocks for a good part. Most attacks are fire based and the sort of resistance and slow speed gives sort of feeling really fighting a strong char who takes all attacks and then counters. It is actually like watching Wrestling Shows, where the pro's seem to loose and then get back and getting tough.
  19. Man, this guy is Genius. Sprite upgrades. Guitar player and action figure collector. He is one man company.
  20. This Zangief use himself half Somersault Kick, Sonic Boom, and shows the variety of attacks with a gold transform where he use more nasty versions like double Sonic Boom. It makes a good opponent to fight against.
  21. I am not very good in this, it is only useful for my own stall you can say cosmetic changes. I think almost everyone here who has Fighter Factory do this cosmetic changes when they get a char they see a problem and correct to their standards of their skill-level. And working crudly on 74/155 animation alone for 2 hours isnt that fun. I have really better things to do for one day in a week free with half day sleeping on my free day. Member ShirokinoKaijin already told that it becomes are long night, and I think he can do things much better than me, asking him of the edited/changed char would be more accurate. Also I ask me if he already has consider member Dumanios mention of "need to fix".
  22. The collision Boxes are covering non space around the sprite. He uses far too many boxes covering spaces which are unnecessary. For example Valkenhayn has a long ponytail blond hair and he put collision box on it, very unfavorable when he moves backwards and the hair is in the front - never seen someone gets hit to have damage when the hair is hit. Next is the Tailcoat. The swallowtail have boxes, unnecessary since it belongs to clothes. The clothes when get hit should not get damage. Doing boxes unnecessarty big space for the char to get hit. Much of the tailcoat and the long hair make the char difficult for visual precise players since it creates illusion one hit something, whilte the putton smasher just go in without considering space. Valkenhayn creates little space to be getting hit. Kal Style is covering all space and non existent space. At some places the boxes are off. Especially, guarding and jumping. For the char itself. The char is for the sprites interesting for a Kickboxing Style. There is something interesting I observe while editing the char. When he take back the attack the sprite that follows look like a defensive guard position. It would be interesting to put an autoguard whenever such a sprite occurs - but my understanding and skill level is beyond it to insert such thing. Well I am still editing.
  23. This is why I keep it with the fansubs, who do quality work because they love the authenticity of the work the people translate and set. Much like those people who in Mugen try to recreate characters 1:1 (with a bit refreshing for making Eye Candy.) Beside the seiyu are excellent. While I find the older anime had better seiyu, but maybe it is only my nostalgic familarity. The theme is much darker in the story at some point the Anime itself is already fluff in comparism to the Manga because the parts which are important to understand are left out the characters are left out to have more action than story telling. So when in the West people start to censor more then one has only a Bonsai. But it is not only in Anime but also the Sentei Genre.
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