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O Ilusionista

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Everything posted by O Ilusionista

  1. Ripping from MAME is not an easy task. I will show some ways to do it, each one has its advantages and disvantages. Choose the one which fits better to you. If you wanna rip a CPS-1, CPS-2 or NEO-GEO games, try to use Kawaks, Nebula, Final Burn or any other emulator, it will be easier. 1- the Debug Method Some games, like Denji Makai II, have a debug mode, which let you go into the debug mode. This may change from game to game. In Denji Makai 2 case, its the F1 key 2- The F4 method This works better with background images, but you can get many of the game sprites with patience. I advise you to set the screen to its own correct size, or your rips will be blurried. To capture the images, use ALT+PRINTSCREEN, since F12 doesn't works. Left Shift + F12 makes MAME record a animated gif. Hit it again to stop recording. When you are at the game, hit F4. It will bring you the palette screen. Hit enter and it will bring you the tile viewer. Commands: <- or -> to cycle between the palettes. Up and down scroll the lines. + or - change the tile size. { or } , on ISO 105 keyboards (USA, for example) change the graphic table. You can check the almost every sprite with that method, if the game's graphic data isn't encrypted. Hit ENTER again and it will bring you to Tile Map viewer, where you can get background images. Animated sprites will vary depends on which game you are using. Some will be rendered frame by frame, and you will need to capture each frame (by using animget, or Screenget (which is better). Some games uses the animated sprites as sprites per se (entities), so you will need to check each game 3- The Custom MAME method There is a custom MAME version, made by Maximilianjenus, which let you disable EACH tile on the game. It works great, but its works only with CPS-1, CPS-2 and CPS-3 games, mainly the fighting games. Its a command line tool, check which games are supported on the readme files. http://www.streetfighter.cl/Misc/20070828mame.zip http://www.mediafire.com/?2bsw7yv3at9c1 4- The Artmoney method The most complex of all. You can rip almost anything with it, but its hard to handle, the program crashes often and its a lot of trial-and-error. I won't cover it here, but you can check some tutorials at Youtube, like this: Fervicante, and old friend of mine, had made a complete artmoney tutorial, but I don't remember if there is an english version, just portuguese. You can use the google translator: http://www.mugenarok.com.br/add_ons.php
  2. Some progress: - New Playable char: Thor He was very fast to do (one day only) and its already complete. I edited all his sprites to match the sytle, removing some frames since it uses a high number of frames on the original game. Thunder Strike Wrath of God of Thunder - Hyper move The thunders dashes over all the screen, on a straight line, killing anything on their paths. All lighting moves have electric fx, its just too quick to take a screenshot :) - New Playable char: Hulk He is still wip, but his development is going pretty good. I edited a lot of new sprites to him, to give him new moves and the missed sprits, like the fall Gama Charge!
  3. oh thank you for your nice words. Its been 14 years now :) Its good to see that people still likes my works. thanks! About the game, I am working to let you be able to fall on the water, without the truck.
  4. Doom had done a great work on this sprite, and I put the machine parts on it:
  5. And he will have the War Destroyer hypermove from MVC, where he shoots many missiles at random positions
  6. War Machine have an incendiary missile, a smart bomb and the machine gun :)
  7. Bloodbane will be happy now :) He swipes the floor, from front to back, with bullets. Second stage on the works (the water is animated) There will be more cars on the start of the stage. Some will attack you, some not. After the cars are gone, you can go to that area. And the mine chases you, you need to kill it (one hit) before it gets closer and explodes. Some surprises will come from the water... I plan to remove this truck to make the chars be able to fall on the water. More to come soon :)
  8. http://marvel.wikia.com/Anthony_Stark_(Earth-616)#Offensive_Powers
  9. I solved the MP cost question: we will use Dr. Strange on the stage, explaining that through a spell, they don't spend their power on the moves, since we will use those mode as a Weapon, so we won't need any script :) Some progress: Select screen is done Ironman's new moves Unibeam! (hyper move) Energy Blade (special move)
  10. you should take a look. You will love it :) I haven't used it yet. But the water effect is very cool. Following the suggestion, I've recolored the background (and now the clouds are on another layer too). Started the hyper moves (moves which cost all the MP and does a lot of damage): (Its a backflip, then he shoots a diagonal arrow which just hits the ground and unleash a eletric discharge)
  11. That is Luke Cage. Little progress: managed to handle multiple layer stages, so each layer moves on its own speed and makes it different from the original games Mugen stage makers: OpenBOR have some cool options for stages, like water effect (raster), mirror and even Mode 7.
  12. Man, OpenBOR surpass Mugen in many aspects, if you want to makem a beat em up game. For a versus game, it will require some work. And there is one cool thing: OpenBOR community is way betther than mugen one. Period. I will paste here something I posted at Guild, so who don't knows OpenBOR maybe could learn more about it. Specially the coders will have the same reaction as me and Zvitor had when we saw the manual. Mugen (Elecbyte) needs to take a brief look at OpenBOR and learn a lot of things. There are so many things that are way easier (and better) in OpenBOR that you get frustated when you come back to mugen. For example, on scripted slams (like our Throws) the way it handle the custom animations is way smarter. You wanna make a move that inflicts fire damage (and have fire fx)? Simply put BURN on it "hitdef" and voilá, the engine understand and treats is different from a normal hit. The engine will even make different animations for BPAIN (Burned PAIN, PAIN is the gethit animation), BURN (Falling BURN animation), RISEB (Rise from BURN), BDIE (dying from a BURN attack) even BLOCKPAINB (Played when an entity received too much damage from 'burn' attack while blocking). Pretty easy, no? You just need to put the animations on your char. If you don't have a BURN anim, for example, it will just display the normal PAIN animation. No "missing animations", no "invisible characters". You don't want to make it have a different anim when its killed from burn? Just remove the BDIE anim. And the same will work for FREEZE and SHOCK animations. There are other options, like burn, freeze, shock, steal. Steal is a Drain-like move. You just put one line of code and, If this box hits a player or enemy, it will drain life from the target and give it to the attacker. Simply like that. This is a "hitdef" from a simple burn: There are more options, but its that: just one line. Wanna make a attack which poisons the oponent? Take a look: This isn't even the tip of the Iceberg. If you wanna learn about it, take a look at its manual (a bit outdated) http://dcemulation.org/index.php5?title=OpenBORManual
  13. About the playable characters ... the following are completed ... though perhaps we add or modify something ... These characters are in progress ... I think also is in progress Iron Fist and Storm... Many people ask more playable female characters ... So I do some designs ... All are fairly simple ... If some brave spriter is interested in helping with any of them ... please tell us. I have also made ​​these designs. They are available for editing...
  14. Too much colorloss, you need to improve it.
  15. This isn't a site of ONLY mugen, you know. We have another sections here.
  16. I can agree with you about not beeing on a WIP section of Mugen, but I don't agree with not beeing on this forum. Well, the moderators are free to move this topic if they want to. Exactly, and we all win in the end. Progress: - Burn effects for all chars and enemies (thanks Pierwolf) - Robotic hit sounds for Warmachine and Ironman - New Soldier enemy (the most common one) - Guard now actually...guards - General improves on the stage - Doors were resized, the stage is wider and have some new edits. Plus, this is the new sub boss: Forklift. When you beat him, a normal Soldier will jump to fight you (but if he wasn't able to fight with you with a Forklift, what he can do by himself anyway, lol) (I think they doesn't likes the Avengers...) - Each char has a new unique icon. And looks, Hawkeye has a fan, lol - Whenever you see a char on other palette, watch out: with new colors, comes new moves. Green gunner, for example, shoots twice. - TMNT fans will remember what happens if you pass in front of a car :) (the shadow is wrong, I know) - This will lead to a branch - New playable char: Ant Man
  17. I've been working to make Ironman and Warmachine different from each other. So there are new aerial moves Smart bomb (wip)
  18. Its a OpenBOR game, not Mugen. Dunno even if I can post it here. I will use many music and sounds from the classic arcade game :) thanks Progress: - Burn effects for all chars and enemies (thanks Pierwolf) - Robotic hit sounds for Warmachine and Ironman - New Soldier enemy (the most common one) - Guard now actually...guards - General improves on the stage - Doors were resized, the stage is wider and have some new edits. Plus, this is the new sub boss: Forklift. When you beat him, a normal Soldier will jump to fight you (but if he wasn't able to fight with you with a Forklift, what he can do by himself anyway, lol) (I think they doesn't likes the Avengers...) - Each char has a new unique icon. And looks, Hawkeye has a fan, lol - Whenever you see a char on other palette, watch out: with new colors, comes new moves. Green gunner, for example, shoots twice. - TMNT fans will remember what happens if you pass in front of a car :) (the shadow is wrong, I know) - This will lead to a branch - New playable char: Ant Man I am loving to work on this mod :)
  19. Avengers: United Battle Force is a game I am working with OpenBOR engine (something I advice every mugen creator to take a look), a tad based on the Arcade game plus some new stuff. This game started as a study case from Doom, who worked with me on Bullseye, so he could learn how to code for OpenBOR. Then it turned into a full game. Basically, Doom edits the chars and starts the codes, and I handle all the core codes and some sprite edits. The idea is to make an Avengers (though some non-avengers chars will appear) based on the old Arcade game, which we loved so much, but won't be a perfect copy. The title is a working title, and can be changed later. Features (not everything is avaliable yet): - 2 players (although 3 players could be done) - Specials and air specials - Hyper moves (consumes all the powerbar) - Vehicles - Traps, plataforms, holes and other beat em up things - NPC chars - Unlockable chars - Alternate routes - While I am a rookie on OpenBOR coding, I promisse to be a cool game to play :) What could be done: -Weapons system, if I manage to code it well. -Aerial Rave, like on versus games Roster (subject to change): - Quicksilver - Captain America - Ironman - Hawkeye - War Machine other who will join later: - Vision - Iron Fist - Black Panther - Black Widow - Antman - Psylocke - Beast - Wolverine - Hulk - Colossus - Nightcrawler Some which could appear, as a playable or NPC - Black Knight - Wasp - Fantomex and some others Shots (outdated): Select screen In game (GUI is a WIP) more to come.
  20. what a nice animation
  21. Strange, I never had anything against Darkflare and Orochi Gill. Darkflare made a valid video showing some bugs on my char and I fixing it. Orochi Gill was my beta tester for many time. The main problem is that people just accept criticism if its covered with sugar. Just look at the feedback, listen what they have to say, ignore any rude words, fix and move on.
  22. Thanks for removing one of my wips from my list, this was in my list since forever but I never had time for that :)
  23. Read the Avengers vs X-Men comics and you will understand. http://marvel.wikia.com/Avengers_vs._X-Men_(Event) Or http://marvel.wikia.com/Utopia_(X-Men_Base)
  24. Info Utopia is a custom stage made for Logarnir & Verz's Astonishing Cyclops. Image Video CREDITS : Sprites: Lance Uppercut Code: O Ilusionista Music: WizzyWhipitWonderful Download http://www.brazilmugenteam.com
  25. This info is so useful that needs to be shared with everyone. Thanks to nedflandeurse for finding this gem. There are some times that we want to scale or rotate sprites to make new ones, and most graphic programs will just ruin the sprites - by blurring then or by messing up the pixels. The solution is a free program called RotSprite, which have unbelievable results. What it is? As Xenowhirl has himself said, this utility has been released because "the walking and running frames in Sonic 1, 2, and 3 all need 45 degree rotated equivalents" and "making rotated versions of sprites is usually a pain in the ass, because most programs that rotate a sprite will antialias it (which blurs it and messes with the colors)". RotSprite uses a special algorithm instead which tries to preserve the original sprite's feature by "guessing" pixel patterns. As an additional feature, RotSprite can also resize sprites (and it does a very good job also for this task). Several major sceners found this utility very useful. How it works? The program interface is very simple. You choose which image you will use (accepts many formats), the output name (just outputs BMP) then you will see this: First box: you will enter the angle of the rotation (if you don't want rotation, just put 0). Try to use integer numbers, and remember graphic programs works better in 15º subdivision, so any multiple (15º, 30º, 45º and so on). Remember that is in counter-clockwise, so if you wanna rotate 45 CLOCKWISE, you need to enter 315º or use a negative value (-45º). Second box: Its the scale value. If you doesn't wants a scale, leave it alone (do not use 0). Again, the same 15 multipies will work here, but multiples of 10 will work too. 1.000000 means 1 (normal size), 2.000000 doubles it, 0.500000 half size and so on. Scale down works better than scale up. But the result is better than any other tool. Third box you can enter how much frames do you want, and the final rotation and it will made as much frames as needed. Examples Rotating Scale (zoomed for better view) DOWNLOAD here: http://info.sonicretro.org/RotSprite Alternate host: http://www.sendspace.com/file/xdoeyq
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