-
Posts
21 -
Joined
-
Last visited
Arxos's Achievements
-
It's the big day! Originally I said I wanted to talk tagging next, but I really need to talk about the roster first. We'll do tagging next, for sure. Anyway, there's a few major things changing for the roster. The biggest one is the thing everyone knows, which is the addition of 0th Division. But a lot of details about that have been a mystery up until now. Today that will all change, and many more things. Division ranges So first off, lets establish the new rating ranges: Division Minimum rating Maximum rating 6th N/A 1149 5th 1150 1399 4th 1400 1549 3rd 1550 1699 2nd 1700 1799 1st 1800 1949 0th 1950 N/A For the most part, nothing changed except the two new ones being tagged on, but one meaningful change here is that this means a character can now go straight from New (or rather, Placement, New is now the holding area) to 6th Division. Promotions & demotions This may change at a later date, but for the time being we'll be using the following rules: Promoting into 1st-5th requires a winstreak of 5 and winning a boss fight Demoting into 1st-5th requires a winstreak of -5 and losing a boss fight Promoting into 0th requires a winstreak of 10 Demoting into 6th requires a winstreak of -10 Also, on a fun note, I put a lot of effort into making sure the new site has a backlog of all promotions/demotions that have happened. It's not 100% accurate, but it should be damn close. Reshuffling With this rather unique event in SpriteClub history, some extra changes become appealing. You see, for the longest time, 3rd Division has had a bit of a bias in terms of appearance rates. Upon doing some data analysis, it became clear that 3rd Division has been shrinking as a result, since the system essentially means that a "favoured" Division will bleed itself dry as characters move out of it but aren't able to get back in due to not receiving enough matches. There's a limit to this of course, but going purely by the numbers, it seemed unhealthy. So I decided to take this opportunity to just fix that, along with balancing out the appearance rate biases. What this means is that every character will be re-assigned to their respective division according to their rating, along with a reset of their winstreak if they were moved. This results in a total of around 5542 characters being moved. The result of this is the following shift: Division New size Change from v1 6th 787 +574 5th 4894 -929 4th 4626 -611 3rd 4126 +1414 2nd 2030 -422 1st 1540 -763 0th 737 +737 For specifics, please check the log on the site itself. Character maintenance So this is a big topic that probably few saw coming. What I'm talking about when I mean character maintenance is handling character updates, as well as ensuring a characters files is in the proper state when added the roster. In the past, this was a very dislocated venture. There were a bunch of disjoint applications that did some stuff like ensuring the display name was right, but things weren't always reliable since a lot of it relied on me running the application responsible. This is an issue I've really been wanting to address for v2, and it's one of the reasons why debuts will take a bit longer to add. I need finalize a system for ensuring that both new and updated characters automatically get the proper treatment. This set of modifications currently includes: Configuring the displayname of the character. Configuring the keymap of the character -- Needed for selecting the correct palette in turns. Fixing the .air bleed bug -- This is a crash unique to 1.0+ caused by defining a Clsn1/2 and Clsn1/2Default on the same frame. I previously mass fixed this on the roster, but due to aforementioned issues, the fix would sometimes be lost or not applied. Adding AI activation -- This is a new one that I only added recently, but this part of the tool has managed to identify about 8000 characters to add instant AI activation to. Some of these will be false positives (meaning, cases where the tool couldn't identify the AI was already always activating), but that's still a lot! Fun fact, there were also about 125 characters with faulty AI activation triggers that would cause their AI to activate slower than intended. I expect more fixes to be added to this list in due time, but it is important to note that any fixes are required to be universally applicable and extremely unlikely to cause problems, so the requirements are pretty high. Also, if you're particularly interested in the characters affected by the AI activation stuff, this isn't listed on the site as it's just considered "standard" for every character now, but regardless, you can have your fun checking it out here: https://docs.google.com/spreadsheets/d/1gLPGyUN3CJXGtFNEtkT9vytI2_UZ5MTzGhunweGhAKE/edit?usp=sharing. Mugen fixes So finally there's another fix that warrants mentioning. Courtesy of Warunoyari, SC v2 will be using a modified exe that should fix the infamous "target bug", which can result in crashes when certain characters hit multiple enemy characters at once. Because of the number of characters that do weird stuff with the engine's memory, there's a pretty strict requirement on not modifying the executable in a way that could cause problems for such characters, which this particular modification should not do. Along with the more consistent application of the .air bleed fix, it should hopefully result in notably fewer crashes in SpriteClub v2. Final words before launch I'm excited for these coming weeks/months. I've put a lot of effort into making something new and awesome, and I hope you all will enjoy it. I've got more planned as well, but first will be a bout of fixing bugs and addressing other issues that as a one-man developer I just didn't have the insight to think of. I'm confident that with the new system any problems can be addressed in due time and that I'll have time for new stuff before long. At least initially, I'll try to keep note of known issues in a different thread, so please keep an eye out on the known issues thread.
-
This thread is for listing known issues. This may be actual bugs, but could also just be points of attention that I am aware of and looking to address in the (hopefully) near future. I expect (hope?) that this thread will not see that much use once things are stable, but I hope that it will prove useful for now. Known bugs: Turns mode has some consistency bugs during setup and has been disabled for now. Known issues: On mobile, the "open search filter" button may clip into the search results depending on resolution. On mobile, the site can sometimes act finnicky with the address bar & scrolling. This should be already addressed for the main page, but I'm looking for a more thorough fix for other pages later on. There's no element for displaying level/xp/winstreak
-
I really can't stick to a schedule for even a single week. Anyways, I wanted to go over various of the new site features this time, so this one will be a bit more visual. Mobile support Mobile support was one of the biggest goals. I don't think screenshots will do any justice here, as it pertains to every single page of the website. But suffice to say that the site is much easier to navigate from a mobile device. There is one page that deserves a special mention however, which is the mobile version of the main page. The site will try to redirect you to it if it believes you are on a mobile device, but if this fails you can also access it via the "Watch" section in the navigation menu. This mobile page will display the chat in portrait mode, while it displays the stream and bets in landscape mode. You can bet in either mode. Settings In the settings there's options for language and site theming. I don't really expect the language feature to be expanded much, but it was a cool feature I wanted to have for the occasional Japanese visitors, with (pending) translations courtesy of a few friends of mine. The ability to customise formatting (e.g. date formatting) is just something that came along with that. A tiny new feature but highly desired is that the new site offers choices in bet notification sound. I have high hopes that the volume control will also be much more reliable this time! Finally, the biggest addition is additional customisations for the quick bets. You can now use this to: Customise the number of buttons Customise the step increment, which is used by the new up/down buttons on the bet amount input Customise all quick bet settings per mode. Always bet 1 on exhibitions? I got you covered Exhibitions Exhibitions come with a few cool new features: You can now select characters in rating ranges via e.g. "Random 1400-1500" You can now have non-turns teams against turns-teams. For example, a 1v3 match is essentially identical to a 3v3 where the blue side is just the same character repeated 3x. This even allows for things such as 2v3. Team names are no longer required, they'll just default to "Team red" or "Team blue". There is now a limit of 10 pending exhibition requests. The way this works out with priority is that it now goes by when your account last had an exhibition played out, instead of by when the exhibition was requested. You can now make exhibition templates! You can have up to 10 templates, which essentially allow you to fill in anything you want and save it for future re-loading. Exhibition history now features full information on things such as team names, requested stage, messages, etc. General As you can see right above as well, a lot of pages feature new search options, and all of them combine seamlessly. Pretty much any page that lists things now has search options. There is support for some old URLs, mainly for characters, matches and sessions. For example, the old URL for a character such as Rare Akuma will still work, but an old search result or image link will not. There is embed support! Linking to SC on something like Discord will make it give meaningful information about the thing being linked, if possible. Changelogs The new site has built-in changelogs, accessible via the "Other" section in the navigation menu. These pages track and list any changes that occur to characters or stages. Besides changes, these will also log notable events, mainly changes in division. This is partially a work in progress so some things may not be logged yet, and especially logging of things prior to SC v2 is shaky at best. But the goal is for these pages to allow anyone to keep up to date with changes or notable events happening to characters on the roster. These logs can also be viewed on the pages of characters themselves, to get a view of everything that has happened to a character since its addition. Next time There's many more additions than these, but I'll keep it to this for now. The main feature I left out was the addition of tags for characters and stages. This is something I'll cover at a later time, likely on the next newsletter, as tagging up the entire roster is something far beyond a one man job.
-
Hello everyone. There's a lot of new stuff coming, and even more new stuff that I have planned. I figured it's about time (more like, well overdue) to further explain the things that are happening or being planned, both to prepare or simply to discuss. As such, I figured I'd start doing a newsletter here, to give these announcements a bit more permanence and not be lost and forgotten in Discord before long. My current plan is to do these weekly, but it probably won't be too long before I reduce the frequency of these to once a month or something in that region. We'll find out what works as we go. Anyway, there's lots of topics I have in mind. Lots of new site features that are already added, or features that are planned for the near or not so near future. But for this week I figured I'd focus on things that aren't quite the same... which begs another important question: What things aren't changing? Well, put simply, most things! I tried my best to make sure SC v2 is the same as SC v1 in most places, as well as that all data is transferred over to the best of my ability. And I'd say I did a damn good job at this, as hopefully SC v2 should feel familiar to longtime fans of SpriteClub. Which isn't to say that everything is the same, far from it, but it's mostly new things, additions, enhancements. Not changes to existing things. And those new things are stuff I'll dive into more over the next weeks. Anyway, so lets get to the things that did change then. Of course, there's probably a few things that I'll forget, but I think this should cover all of the important bits. Changes E-Mail You can no longer change the e-mail associated with your account. Changing the e-mail of an existing account is something very few places offer. SC v1 only offered this because it didn't do e-mail verification anyway, but SC v2 does, so changing your e-mail is just a hassle and not something I want to spend time on when so few sites allow this anyway. With this in mind, please use SC v1 to change your e-mail if needed while you still have the chance. Exhibitions Any exhibitions that you requested but did not get a chance to be played out yet will be cancelled. I'll be fair, this is kind of the result of a mistake of mine in creating the database migrations, but it's really annoying to fix at this stage and just not worth the effort. Luckily, making a new exhibition on SC v2 will only take a minute, or less when using the new template feature. Additionally, SC v2 fully allows turns teams to be matched against single/simul teams, allowing for example 1v4 without having to pad slots. In this instance, the team of 1 will have 4 lives, meaning the match winner is still effectively just whoever gets to a score of 4 first. There are no plans for these type of matches to appear in matchmaking, so the only way for such matches to take place is via exhibitions. Settings All user settings are completely reset in SC v2. The format in which settings are stored is entirely different, and SC v1 simply did not have enough settings for me to bother ensuring existing settings would be preserved. Hence, you'll want to take a look at the new settings page in SC v2 once it goes online, both to restore any old settings you had, but perhaps more importantly, to make use of the newly added settings! The Great Escape This custom mode isn't making it into SC v2. The long and short of it is that this mode existed in SC v1 in order to allow F division characters to escape confinement. However, for a while already and all the more in SC v2, F division has natural means of escaping it. This custom mode is simply no longer needed and has outlived its usefulness, hence why I had already massively reduced the chance of it occurring in SC v1. Re-implementing the mode in SC v2 wouldn't be too difficult, but more difficult than any other custom mode, and I simply saw no reason to put such effort into it, so into the bin it goes. Debuts Debuts still need a few finishing touches in order to be good to go for SC v2. The mode itself actually already works, but there's still work to be done for actually adding new characters to the roster in a productive way. This involved a fair few manual steps in SC v1, and I really want to ensure this process requires as few manual steps as physically possible for SC v2. Because of this I'm leaving it in the oven for a while longer, and the next debuts are expected to occur around September or October. Boss Matches SC v1 had very weird logic for deciding bosses. It did something akin to taking the total size of the division, then grabbing randomly from the bottom half (or top, for demotions), ignoring characters rated outside of the cutoff range of that division (e.g. 1700 for 2nd Division). The thing is, some divisions have very uneven spreads, particularly 1st Division, though there was some code in place to attempt to counteract this. However, even for other divisions it could lead to wild swings in the difficulty of boss fights, as the strongest character in the bottom half could actually be surprisingly high rated. Instead of this weird logic, SC v2 works much more simply. Bosses are simply grabbed from the first 25 rating beyond the cutoff, so for a 3rd Division character looking to promote into 2nd Division, the boss will simply be a 2nd Division character that ranges between 1700 and 1725. Character Bans Characters have various ways in which they can be banned from things. Even v1 had more ways to do this than most people probably realised, especially because some methods were incredibly underused, as nobody but myself could change them. To be a bit more precise, SC v1 could allow banning characters for fighting on or against teams (2 different states), banning from tournaments, or banning from bosses. That last one would also ban them from appearing as opponents in debuts. None of this info was displayed anywhere, though moderators did have means of retrieving tournament/boss ban lists. SC v2 in contrast displays all ban states publicly, allows moderators to change all ban states freely, and expands the possible ban states to effectively... everything. A character can be banned from being on a team, against a team, on a turns team, against a turns team... even banned from appearing on its own! Though I doubt that one will ever get put to use. Besides that, the state of being banned from boss fights and being banned from debuts are now 2 different states instead of being linked. Furthermore, a character can now also be banned from appearing in King of the Hill or Lord of the Valley, which is referred to as a "Survivor ban". Quick note, these bans do not apply to exhibitions, at least not yet. Divisions This is a big one. SC v1 had a very weird structure. Anyone that paid attention to the URL when filtering for divisions would notice that 1st Division was identified by a 5, and 5th Division was identified by a 1. There were also a bunch of divisions ranging from -5 to -9, none of which were normally accessible to users, but they existed. For reasons. Anyway, SC v2 not only re-orders the number association to make more sense (I'm sure this is very important to everyone), but also reduces the number of special divisions: Dupe is the only one unchanged, still housing all of the characters that are marked as "[D1]", "[D2]", etc., marking them as being duplicates of characters already on the roster, but with a different AI or some other change that is meaningful enough for them to remain requestable for exhibitions. Untiered now consolidates the old "Joke" and "Untiered". If you're wondering how to identify joke characters, worry not. This is a perfect job for the new tagging system. Hell, in the long run I might even consolidate every non-matchmaking division into one or two because of this, but I digress. All of -5 through -9 is now consolidated into simply "Removed" and "Banned". The latter of which is not something you'll ever see, those characters will not show up anywhere, ever. As for "Removed", this essentially just causes the character to be banned from exhibitions, but is otherwise not different from any other special division. Quick note, character search pages will automatically filter on matchmaking-only divisions. This can of course be disabled if desired. Additionally, there are also some changes to the matchmaking divisions. The crux is simply that the matchmaking divisions are expanded from 1st-5th to 0th-6th. The exact cutoff ranges for each division is not fully decided, but it is likely that any existing cutoff between 1st-5th will remain as-is. The ultimate goal of this is, first of all, to properly acknowledge the former F division as a proper matchmaking division. It was more or less already treated as such anyway, so this is more of a name change than anything. Secondly, it is to allow the peak strength characters to get a better playground. When SpriteClub first launched, the roster was just over 5000 characters, there simply weren't enough characters to have a healthy ecosystem for a hypothetical 0th division at the time (the same goes for F/6th division, for that matter). Nowadays, the roster is much, much bigger, and it's about time that the low 1st Division characters get their own playground away from the true eldritch horrors. Finally, if you're wondering "when 7th division?", the answer is... likely never. One of the goals of divisions is to be a bit inherently unfair. The big gap between the top and bottom is to create interesting dynamics of a character being "weak" or "strong" in correlation to its division. To allow characters to stand out within a division, be it good or bad. The thing people call "mistiers" is something that I consider a feature, not a flaw. If you want fair matches, rated matches have you covered. Ultimately, divisions require there to be a big rating gap to create such environments, and divisions containing more characters doesn't change the overall power gaps. In this instance, the growth simply allowed room to support a new range that had before been too void of characters. And lets be real, a low 1800 had no business fighting 2200's. Their odds aren't great with a 1950 either, but at least there's a faint chance. Next week That is all for this week! Check in next week where I'll give an overview of lots of new features of the website. For better or for worse, there's too many to cover in one post, but I'll try to cover most things. There'll definitely be changes that I won't even bother mentioning, but I'll be trying my best to give a comprehensive breakdown.
-
The latest character update is now live! Aside from that, this post also recaps all of the roster changes that have happened since the last update, which was back in December, 2024. Character updates Name changes Division changes Tournament bans Matchmaking palette changes Author changes
-
Coincidentally, happy Valentine's Day. A number of updates have gone live on the stream as of today. Note that not all of these work 100% as intended, but the problems will be worked out over the next few days. We'll quickly go over most of the changes in this thread. General F Division can now appear in matchmaking Characters can now be banned from appearing in boss/debut matches Increased the range from which characters can be chosen for rated matches by about 50% (on most ratings, this creates a maximum gap of about 40) Debuts will now favor characters that have been in the pool for longer (this is not a guarantee, but it is quite a strong bias) Added support for changing/configuring the mode sequence on the fly There is now a "Matchmaking Monday" sequence that rotates between only exhibitions and matchmaking There is now a "Custom" sequence that rotates between exhibition and 3 different custom modes For now, these are only activated via manual controls, but will likely soon have automatic activations depending during certain time periods Free matches Now favors non-matchmaking palettes Now favors non-1v1 and larger number of turns If 2v1, now always makes the highest rated character the boss Uses different logic for character selection that is more chaotic in terms of power differences Some secret stuff! Chat commands There are now "previous" (alias: "last") commands for: palettes, authors, stage, song, divisions, characters, requestor There is now a "next" (alias: "future") command for custom modes (i.e. the one after the upcoming or current custom mode) Custom Mode changes King of the Hill can now feature F Division King of the Hill and Lord of the Valley can now feature 2v2 and turns Currently, there is no limit to how long streaks can go in these modes, but this will likely be added in the very near future, as it is possible to generate teams that are nearly unbeatable Rebalanced the odds of divisions a bit for both King of the Hill and Lord of the Valley, making them more evenly distributed Downdraft and Updraft now dynamically scale in rating, with some minor randomness. The highest/lowest rated character can now always appear in the last 1 or 2 matches New Custom Modes Added Whiplash, which alternates between high and low end matches 60% chance for rated, 40% for division matches Low end matches are 50/50 F or 5th This uses true random rating. Regular matchmaking has a bias towards ratings at which there are more characters. True random does not have this bias, and so has comparatively more very high/low rating matches than other modes Added Middraft, which generates matches in the 1400-1700 range As like Whiplash, this is true random Added Turnaround, which generates exclusively turns-mode matches Added Double Trouble, which generates exclusively 2v2 matches Mod controls Can now ban characters from boss/debut matches Can now ban songs/mark songs for finals Can now ban stages/mark stages for tournaments Various improvements to custom mode/tournament generation commands It's likely that a number of additional updates will be coming in the next few days. I'll try to keep this thread updated.
-
This year, the tournament will feature characters between 1400 and 1500 rating, across 4th and 5th Division. For anyone unfamiliar, the setup is as per usual: - A total of 512 characters will compete - A raffle will be held to determine the competing characters - The tournament will run throughout the day, up to top 48 (62 matches remaining) - The tournament will halt upon reaching top 48, and resume at a designated time - During the runtime of the tournament, an exhibition break will be held every 64 matches The details of the raffle are as follows: - Users may vote on up to 50 characters - Each character eligible has 1 ticket by default - Each user vote is worth 3 tickets - Each local author request is worth 5 tickets for their eligible characters - You may submit your votes multiple times, but I'll ignore all but the last submitted votes. An overview of eligible characters can be found here: https://docs.google.com/spreadsheets/d/1QE43g5e0FZIUE8nR1ZwryDx34mgtT8GnywenkpdxSD0/edit?gid=1307719784#gid=1307719784 Please use the following form to submit your choices: https://docs.google.com/forms/d/e/1FAIpQLSc_V-yBvpvSpeU0SigY3_nckmZwYaxB1jGOwpsvshNDN8Luhw/viewform?usp=dialog And finally, the dates! First off, I'll be streaming the raffle at December 30, 20:00 UTC over on my own Twitch channel (erxos4). In addition to the raffle I'll be spending a bit talking about what else I'm up to, as well as the future of SpriteClub. The tournament itself will start at January 5th, 14:00 UTC. And finally, top 48 will start at January 5th, 18:00 UTC. And that's all. Happy holidays folks!
-
Character updates Name changes Division changes Tournament bans Matchmaking palette changes Author changes
-
Basic Guidelines Songs can be suggested in the Twitch channel. Any song can be directly added via Twitch bot commands if it is available on YouTube. This method is greatly preferred. Alternatively, you may submit them via DM to a moderator on Discord (preferably ask a moderator in twitch chat instead). The song(s) must be a youtube URL or id (not suggested), such as this, followed by the composer, the song name, and if applicable the album or OST the song is from. With the prior example: DJ版 - 我想做你的新郎 (DJ China Vol 80) Under normal circumstances any track longer than 10 minutes will be rejected. That doesn't mean you should send 10 minute loops of a 60 second clip though. Preferably songs should also be longer than 30 seconds, 2 to 3 minutes is the perfect spot. Please don't send stuff like this. You can send troll-y stuff if you really want but don't get your hopes up. We enjoy anime too, but consider submitting instrumentals. We don't need to listen to Japanese for most of our time here. You can use this page to see all songs on the playlist. Please check for duplicates, use both song name and artist name to check.
-
Basic Guidelines The preferred means of submitting stages is by DM'ing me (@Arxos) on Discord. Please verify if your character runs correctly on MUGEN version 1.1a4 with OpenGL renderer and 4:3 resolution. Generally speaking just testing if it runs on 1.0+ should be enough. The folder name for each character should match it's .def file. Do NOT expect me to search through the character folder or settings to activate the AI. If you have the know-how, remove permanent timer slows or stops from your submissions. Removing this is very simple though, so don't worry about this step too much if you don't know how. You can use this page to see all characters on the roster. Please check for duplicates, use both names and author names to check. ZIP all the characters into a single archive and submit the download link or the archive. If the character needs palette locking please include a message regarding it in your submission. Either in the archive itself or the submission message. Additionally, you can also send character updates to [email protected] or @Arxos (as long as you specifically explain its a character update, and not a new character), though processing them isn't high on the priority list right now so I recommend only sending major updates (e.g. crash fixes or AI patch on a character with otherwise no AI). Low quality warnings This is a list of things we consider low quality, and likely to lead to rejection: Character cannot (consistently) beat standard Kung Fu Man, given that it's not a joke character. Characters that almost exclusively kill in a single hit, in particular if they're not interesting or varied in the process. Unbeatable characters (it's OK to not die, as long as they can lose). If a character like this slips through, it is likely we will make it beatable in a way you probably did not intend for it to be, so do it yourself. Clone type characters (unless there is a thematic reason). Characters with extremely limited movesets (unless there is a thematic reason). Sadclaps edits and the likes. If you want to make such a character, some originality in its moves/style is greatly appreciated. For certain characters that are prone to low quality edits, the barrier to entry may be raised, since there are too many low quality edits of these characters out there to accept all. For example, characters such as Orochi, Donald and Veku qualify for this (Veku in particular, we honestly recommend not making edits of, as many of the moderators have a dislike towards him). Exceptions may and have happened to the above, so you can always give it a shot regardless, but be aware the chance of being accepted will be greatly diminished. Additional information: DEF files SpriteClub scans for a few special things when parsing characters. All of these starts with ";SC;" (case insensitive) and allow you to modify the author field or sprite previews that will be used. It is recommended to place these in the "[Info]" section. The regular author field is also parsed of course, but the advantage of the SC-specific variant is that you can supply additional info (e.g. who AI patched the character) without interfering with any characters that may be expecting a specific author field for character interactions, such as special intros or outros. As such, it is strongly recommended to use this when including additional author information. Below you can find some examples: ;SC;author = "Bob, AI by Arxos" ;SC;idle = 20 ;SC;preview = 9000, 2 Here, the idle is an action (defined in the .air file), while the preview is a "group, index" (defined in the .sff file). The "group, index" format can be used for the idle too, but then it won't be animated of course. If not present, SpriteClub will default to animation 0 for the idle, and the first frame of animation 0 for the preview. Please do ensure that these actions/sprites are present when using these special fields, as I'll get an error during parsing otherwise. Note: Idles and sprites are currently only generated on command. Changing the values and submitting an update will not result in it updating unless you tell me to update it. The author field is only parsed when adding the character to the roster. For changing the author field of a character already on the roster, contact a moderator. Additional information: GameSpeed SpriteClub plays at gamespeed 5, which can sometiems cause issues. A frequent example of this is soundclips that are designed for gamespeed 0. See for example this sctrl that you might find in a lot of outros: [state ] type = assertspecial trigger1 = time < 300 flag = roundnotover At gamespeed 5, this effectively waits for 5 seconds before ending the match, but on SpriteClub this will only wait for roughly 3.5 seconds, cutting off the soundclip before it can fully play. However, we can make it wait for 5 seconds on any gamespeed by doing this: trigger1 = time < 300 * tickspersecond / 60 Here, "tickspersecond" is the framerate of the game based on speed. Specifically, tickspersecond is 60 for gamespeed 0, and every gamespeed up or down is an increment of 5. Meaning, gamespeed 5 is 60 + 5 * 5 = 85 ticks per second. So on SpriteClub this trigger becomes 300 * 85 / 60 = 425, or 5 real-time seconds.
-
Basic Guidelines The preferred means of submitting stages is by DM'ing me (@Arxos) on Discord. Please verify if your stage runs correctly on MUGEN version 1.1a4 with OpenGL renderer and 4:3 resolution. Generally speaking it's mostly the 4:3 resolution that needs to be checked. Don't include any stage music in your submission, those will just be deleted anyway. Simply ZIP all the stages into one archive with a single folder and send the download link. Do not put each stage in it's own folder. These two are the most important requirements. Furthermore, there are a number of criteria that are looked at when judging stages. Ideally, take them in mind when submitting stages. They may seem strict, but judging a stage only takes a few seconds thanks to some tools. Therefore, don't be too concerned about meeting all of the criteria. I'd rather you just send me your stages than get overly concerned about verifying all your stages and end up not sending anything. Example - No weird starting positions. Example - No high standing height stages. Example - No overly saturated stages. Example - No foreground elements that excessively obscure characters. Example - Any stage width is fine as long as it's not smaller than the screen width. Example - Silly stages can still be submitted, however it is unlikely to make it into MM and will either be rejected or used as exhibition only. Example - Make sure your stage doesn't contain too much movement or overly small, repeating patterns, these severely degrade stream quality and are generally very annoying to the eye. The main offender of this tends to be rain. You can use this page to see all stages on the roster, including the ones that aren't used in matchmaking/requests. Please check for duplicates, use both names and author names to check. Feel free to ask me questions why a stage on this list is banned.
-
We have a special format for submitting tournaments. A SpriteClub moderator can directly feed this to the system and easily set up a custom tournament bracket. Simply get in contact with a SpriteClub moderator to work out any details, preferably via Twitch or Discord, and determine when your tournament can be ran. Also available on rentry. Username User: [Username] Lets you link the tournament to your SpriteClub username, you should change this to be the name you use for SpriteClub. This will show up when the tournament gets ran. Size Size: [8,16,32,64,128,...] Lets you determine the size of your bracket. It must be a power of 2, such as any of the lengths inside the bracket. Format Format: ["single elimination","double elimination"] Lets you determine whether or not the bracket should be using the formatting of a double elimination type. Matchup Matchup: ["1v1", "2v1", "2v2", "2-turns", "3-turns", "4-turns"] Lets you determine the team styles of matches in the tournament, see characters to see formatting of this. Palettes Palettes: ["matchmaking", "lowest matchmaking", "custom"] Lets you choose the palettes of the individual characters. Matchmaking will pick any one of the matchmaking palettes available, lowest matchmaking will pick the lowest of the available matchmaking palettes, while custom lets you choose which palettes to use. If you use custom and you want a character to stick to matchmaking palettes, just use -1. Team Names Team names: ["enabled","disabled"] Lets you determine whether or not to use team names specific to the individual teams, this is good for community tournaments or tournaments with overarching themes of character teams. Stage Stage: ["random" or a valid stage name] Lets you choose a stage for your tournament. If you don't want a specific stage, leave it as random. Remember the full name of the stage, as shown in the stage view here. Shuffle Shuffle: ["enabled", "disabled"] Lets you determine whether or not to shuffle/randomize the fights. If left disabled, it will be ran exactly as you put it with the characters, if left enabled, it will be randomized when the tournament gets ran. Examples Here's a spreadsheet showing a sample setup of characters, palettes, and team names. You can make a copy of this sheet, or copy the values into a text document. Here's the same example in a pastebin. The same example, but minimal can be found here. Here are some extra examples: Link - 8-man 1v1 single elimination with random 5th Division characters Link - 16-man 1v1 double elimination 12p with random 5th Division characters Link - 8-man 2v2 single elimination with team names and random 3rd Division characters Link - 16-man 3-turns double elimination with team names, palettes and random 2nd Division characters and a specific stage Link - 32-man 1v1 double elimination with lowest matchmaking palettes, random 1st Division characters, a specific stage and no shuffle
-
Mugen Free For All and Sprite Club have joined forces
Arxos replied to RobotMonkeyHead's topic in [ ANNOUNCEMENTS ]
Thanks for the space and looking forward to all this collaboration has to offer in the future! SpriteClub does a batch update about once a year (the next one isn't far off), but what actually gets updated depends a lot on what people submit for updating, as going through everything previously submitted ourselves isn't feasible given the roster size. I can try to do a pass for your characters myself once the next update rolls along, but the best way to ensure that something gets updated is to simply submit them yourself. -
It sounds like you're using the standard .def files rather than the ForceAI.def files if you say they're not aggressive. Only the default Chartette could be called 'non-aggressive', really (and Hime Len, I guess, because she prefers just jumping circles around you). After looking at it again, it seems that the Rusty that I uploaded was a slightly older version that had a 4x grab bias. I changed her slightly during the recording but I forgot to update the archive unfortunately. Anyway, for all characters except for Rusty (fixed now), Hime Len and White Len Force (due to a 5 week gap between recording and release), I can assure you that all characters in the videos are the EXACT same as the ones you're downloading.
-
I use Steam but that's about it, and I'd kind of like to keep that clean of mugen-stuff. Dropping me a PM or contacting me on Twitch is the best way for me, there's a small collection of (private) authors & mugen wizards over at SpriteClub's Twitch chat, really ;) Feel free to join us, I go by the name Erxos4 on Twitch chat. The stream is up 24/7, although this weekend we're covering a lot of Combo Breaker (https://combobreaker.org/) so the Mugen stream is off during the time when Combo Breaker is live.