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SSM230

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  1. Brilliant
    SSM230 reacted to Arxos in SpriteClub Newsletter #2 - New goodies   
    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.
  2. Upvote
    SSM230 got a reaction from virtua_willdu in [STAGE] Ultra Fight Da! Kyanta 2 stage ports   
    Realized i never shared these here lol. download link





     
  3. Brilliant
    SSM230 reacted to Arxos in Character Submission Guidelines   
    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.
  4. Upvote
    SSM230 got a reaction from jrm1007 - Rin in Kung Fu Man SC-Jam edition released!   
    waow
  5. Like
    SSM230 got a reaction from Lillie's 音MADs in Kung Fu Man SC-Jam edition released!   
    waow
  6. Upvote
    SSM230 got a reaction from CoolAnimeHustler in Kung Fu Man SC-Jam edition released!   
    waow
  7. Brilliant
    SSM230 reacted to Lillie's 音MADs in Kung Fu Man SC-Jam edition released!   
    A very special release today - over the last three months, I've been running a character jam over at my favorite MUGEN stream, SpriteClub - our goal was to create an edit of Kung Fu Man together. We all took turns to work on it, with a wheel decider picking out the author in question, who would pass it off to the next person after a few days. The result - no less than 15 authors all worked on this!

    Kung Fu Man SC - also known as "What is a Rare Wonderful Legendary Dark Mighty Morphin Kamen Rider Super Neo Kung Fu Man Erisia Plus LV512 Extra Edition that kung fu fights & Joon Yorigami?! A miserable little pile of secrets! - boasts 14 new specials, a variety of new supers, various new mechanics, an assist trophy system and a powerful AI to fight against - right alongside a permanent helper in the form of Jo'on Yorigami. With a tool for just about every situation, he can make quite the formidable opponent - or screw himself over if he trips too much.
    Give him a try and see for yourself!
     
    Credits:
    Character creation:
    N_N
    NovaMagnolia
    Extended-Tangent
    Lillie's MADs
    xyzw
    misakasister_no.69420
    lexi
    Sergio P
    Extra
    SpacyBeanie
    yours truly
    BelugaSturgeon
    ShadeblastHere
     
    AI creation:
    B_R1997
    DaMarioMemer

    Special thanks:
    Z-9 Lurker (Assets)
    LogicPuzzle (art as seen above!)
    Mod and Reckty (Testing)
    The mod team over at SpriteClub - for letting me run this event!!
     
    Download it here!
    https://mega.nz/folder/29NVzLRY#Jdb3MLVCnabim-dFkI2cUg
    Thank you for reading and enjoy!
     






    April Fools? What's that?
     
    oh yeah, in case you're curious about the name, everyone got to add another phrase to it
  8. Upvote
    SSM230 got a reaction from Gaulbetti in Does anyone know any crusty mugen fangames to the likes of something like Mortal Kombat Chaotic?   
    I'm essentially looking for very, VERY fanon-esque mugen fangames similar to something like Mortal Kombat Chaotic, where it's full of things like having almost the entire cast of the series and random weird OCs, poor balance and artstyle clash, and in general just fangames that give this feeling of like "this is the best game of this series, it has 900 different characters and 1000 stages, and it has super laser omega ryu that kills in one hit".
     
    The crustier the better, does anyone have any suggestions?. 
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