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Okami

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Everything posted by Okami

  1. Ok fixed it, made a small update so dl this cns file. http://www.mediafire.com/?xhk78omap3dwf75
  2. Exactly which attack is possible for infinite? Please specify ._."
  3. http://www.mediafire.com/?wsh6t80h81nq5ux Update Instant Kill http-~~-//www.youtube.com/watch?v=4mAtqL7YfcY
  4. Wha, he did? And only these voice clips or you cut them? O_O
  5. And... editing deltas.
  6. Link updated
  7. You know all my characters are meant to be accurate right? Try her yourself and tell me what you think. I constantly test the game itself(original) to make sure the things I code is right. Same with Akihiko, Labrys, and my Ougon Musou Kyoku Cross creations.
  8. http-~~-//www.youtube.com/watch?v=6FprFWEavM0 More progress and official beta release, read vid description for stuff. Update at first post. And... Taokaka has 3k+ sprites with tons of animations/sounds. Makes sense to be this big =)
  9. Alpha 4 does work flawlessly, besides the delta problem it has with localcoord on HD(which is easily can be fixed by editing values). IT runs faster too. More stable and people are now making stuff for 1.1 only. 32bit pngs beat pcx images all day.
  10. http://www.mediafire.com/?3gwvk2nu2t11tce Re-download. MF is acting weird atm...
  11. DL: Link http://www.mediafire.com/?qhg2ths2i0iuj0f Video http-~~-//www.youtube.com/watch?v=qHGrDtpkiMs Movement stuff are mostly done besides drives. All her required stuff and mechanics are supposedly done (besides the finishes since they are supers?) SS: Going to work on the last 2 crouching attacks (Specials and 3C). Then.. I can work on aerial attacks leading to win/lose/intro poses. NOTE CHANGE YOUR LOCALCOORD TO 1008,756 if you're using 640x480, same with Akihiko and Labrys!
  12. http-~~-//www.youtube.com/watch?v=qHGrDtpkiMs Vid upload! Read vid description for what's update!?!? Alpha may come out today(Probably need to finish aerial attacks first?)
  13. Just letting you know, have you guys ever read the dam docs lol? Please Read On Updates: New in 1.1 Overview New rendering engine based on OpenGL Camera zooming Graphical New rendering engine based on OpenGL (mugen.cfg: : RenderMode = OpenGL). RenderMode=System now deprecated (it still works but will not support all the new features). RenderMode=OpenGLScreen removed. mugen.cfg: : KeepAspect, StageFit, SystemFit options added. Various window-related preferences. If you prefer the 1.0 behavior of cropping stages and motifs to match the window aspect, set StageFit and SystemFit to 0. Alt-Enter during OpenGL windowed video mode (fullscreen = 0) will toggle windowed fullscreen instead of exclusive fullscreen mode. Added RGB and RGBA sprite support. Use the updated SprMake2 tool. AIR: Added scale and angle optional parameters. More info: http://elecbyte.com/alpha/air.html#optional-parameters AIR: Added linear interpolation support. More info: http://elecbyte.com/alpha/air.html#interpolation AIR: Floating point values now accepted for offsets. Stages and Backgrounds BG: Added maskwindow, startscale, scaledelta, zoomdelta parameters. http://elecbyte.com/alpha/bgs.html#advanced-parameters BG: Deprecated window parameter. Use maskwindow instead. BG: Parallax: Deprecated yscalestart and yscaledelta parameters. Use startscale and scaledelta instead. BG: Parallax: use of the width parameter is now the preferred method for hardware-accelerated rendering modes due to visual artifacts resulting from using xscale method. BG: Parallax: support for animated parallax added. Stages: [Camera]: added zoomout, zoomin, tensionhigh, tensionlow parameters. http://elecbyte.com/alpha/bgs.html#camera-group Stages: [shadow]: Added xshear parameter (RenderMode=OpenGL only). Removed support for color parameter; use intensity instead. http://elecbyte.com/alpha/bgs.html#shadow-group CNS CNS: DestroySelf: Added recursive param. http://elecbyte.com/alpha/sctrls.html#destroyself CNS: DestroySelf: Fixed instability if explods are not removed before DestroySelf. CNS: Explod: Added angle params (behavior will likely be changed before stable release). More info: http://elecbyte.com/alpha/sctrls.html#explod CNS: Explod: Added remappal param. http://elecbyte.com/alpha/sctrls.html#explod CNS: Helper: Added remappal param. http://elecbyte.com/alpha/sctrls.html#helper CNS: Explod: Added space, bindID params. Deprecated postype param; use combination of pos and screen instead. http://elecbyte.com/alpha/sctrls.html#explod Because stage zooming was added in 1.1, there is a need to distinguish screen space from stage space to achieve the desired effect. CNS: Projectile: Added ownpal and remappal params. http://elecbyte.com/alpha/sctrls.html#projectile CNS: RemapPal: now restricted to 8 mappings. http://elecbyte.com/alpha/sctrls.html#remappal CNS: Trans: Deprecated addalpha and add1 parameters; use add with alpha parameter instead. http://elecbyte.com/alpha/sctrls.html#trans CNS: Added CameraPos trigger. http://elecbyte.com/alpha/trigger.html#camerapos CNS: Added CameraZoom trigger. http://elecbyte.com/alpha/trigger.html#camerazoom CNS: Added ScreenWidth, ScreenHeight triggers for use with screen-space explods. http://elecbyte.com/alpha/trigger.html#screenheight CNS: Added BackEdge, FrontEdge, LeftEdge, RightEdge, TopEdge, BottomEdge triggers. http://elecbyte.com/alpha/trigger.html CNS: Line number report on parse errors. Misc Motifs: sysexplods: added angle parameter (doesn't work right for text yet) Text line limit increase from 4k to 16k. Graphics: Fight player portraits are no longer affected by player PalFX. Efficiency of ownpal=1 explods improved. Fixed possible resource leak in survival mode. select.def: Increased arcade.maxmatches and team.maxmatches limit to 30. Font v2: added banktype parameter: palette (default) and sprite. Sprite banktype lets you substitute an entirely new set of sprites instead of changing the palette. Font v2: added RGBA font support. Use an SFF with RGBA sprites, and optionally set banktype = sprite. See font/num72.def and work/font/num72/ for an example of an RGBA font. Precaching does not work yet in 1.1 and is currently disabled. Tools SprMake2: Added support for 24 (RGB) and 32 bit (RGBA) sprites. Including such sprites will generate an SFF (v2.01) that is incompatible with MUGEN 1.0. SprMake2: Added png8, png24 and png32 compression methods. Using such compression methods will generate an SFF (v2.01) that is incompatible with MUGEN 1.0. ReimplementedThese have been partly or fully reimplemented. Info for alpha testers only. Graphical renderer (affects all sprites) Palfx and RemapPal (affects all players, helpers, explods, projectiles and afterimages) Explod drawing Shadows drawing Screen fading Game flow, i.e. transitions between mode select, vs screen, fight, etc. (not in alpha 1) Player Update Notes Some explods in 1.0 characters may not appear correctly when the camera zooms in or out. This happens because 1.0 does not understand if an explod is meant to be zoomed with the camera or not. Convert existing explod controllers to use the new parameters, particularly "space", in order to display explods correctly. Examples of explod effects that should be in screen space are fullscreen background shown during supers, character portraits, victory screens implemented in CNS, etc. Examples of explod effects that should be in stage space are hit and super sparks, dust, character parts (e.g. a shield), etc. More info: http://elecbyte.com/alpha/sctrls.html#explod Explods now take angle, yangle and xangle parameters. This means you can rotate an explod in 3D space. Those of you familiar with 3D will notice that there is a fixed perspective projection. You can play with these new parameters, but note that we'll probably change how this works, so expect breakages during the alpha and beta phases of 1.1. Stage Update Notes There is a temporary parameter "ForceStageZoomout" under [Misc] in mugen.cfg. This enables zooming on all stages that do not have explicit zoom parameters. Camera zooming has a tendency to expose blank areas around the edges of stages, especially on background elements with a small delta. You can think of zooming out to be like switching a camera to a wide-angle lens, enabling you to see a wider view of the same scene. For 1.1, you should explicitly set the zoomout and zoomin parameters in the [Camera] group. It's also recommended to use tensionhigh and tensionlow to control vertical movement as they look better than verticalfollow for tall stages. If you're using content from 1.0, you'll want to fix the blank areas around the edges of your stage. One way to do this is draw in the edges of the affected sprites. There is another method that works on multi-layered stages: use the zoomdelta BG element parameter. For elements on layers that are "far away", such as the sky, use a small zoomdelta. Use progressively larger zoomdeltas up to 1.0 for elements that appear closer to the foreground. A general guideline is to use a zoomdelta that is close in value to the delta value of each element. This method requires less touch up artwork and gives stages a feeling of depth. You may need to reduce your stage bounds slightly using this method. More info: http://elecbyte.com/alpha/bgs.html Note that the example KFM stage has zooming explicitly disabled. Version 1.1 Alpha 431 Aug 2012 Graphics Fixed palette reservation bug http://elecbyte.com/forum/index.php?topic=2841.0 Fixed round fade in. http://elecbyte.com/forum/index.php?topic=2828.0 Fixed a shadow flipping bug. http://elecbyte.com/forum/index.php?topic=2847.0 Fixed projectile ownpal=0 bug. http://elecbyte.com/forum/index.php?topic=2845.0 Fixed Fixed F4 not resetting life in survival. http://elecbyte.com/forum/index.php?topic=2843.0 Fixed victory screen showing wrong portrait in turns. http://elecbyte.com/forum/index.php?topic=2837.0 Fixed bug where victory screen can't be disabled by motif. http://elecbyte.com/forum/index.php?topic=2844.0 Fixed F1 and Ctrl-F1 debugkeys swapped http://elecbyte.com/forum/index.php?topic=2829.0 Disabled debug keys outside of fight screen http://elecbyte.com/forum/index.php?topic=2832.0 Most of these things you may not understand though.
  14. As in not working, it works for me though? o-o
  15. @Garcian. It isn't really hard, I can remove it if you want. I just gotta remove the helper system and that's it. Though, the pals(you have to save it on your own as acts). On other news, more progress: (The paw fx is being ripped or modified for the game, please wait =)!) http-~~-//www.youtube.com/watch?v=rJf97LXnYyw
  16. More progress! What is done is listed in the video. Enjoy it =) http-~~-//www.youtube.com/watch?v=TFTadEBzWtI
  17. I don't understand anyone's view of "broken characters" as this isn't really broken, just "overpowered" to an extent. It's an edit. It is bound to be more superior than your normal CVS Terry Bogard. Sure, having 15 supers is probably wrong but what's wrong with having more supers? What I see here is probable damage issues, which can be altered. Juggle values may need adjustment but I honestly don't see any infinites(Unless I didn't check that other vid). And what's wrong with using a lot of FX? It's a personal preference, just remove it if you don't like it. And personally, I never really see proper feedback that doesn't really incite negative criticism. About the character, I'll be testing and providing feedback on probably improving gameplay with Terry. EDIT: I honestly don't really see anything that is broken with this Terry, just that he's more flexible and does a bit more damage. I didn't find any infinites either and the variable number of supers doesn't really affect how "OP" he is either. What's with this backlash in the first place?
  18. http://www.mediafire.com/?k34cawkskmw5ole Updated link.
  19. http-~~-//www.youtube.com/watch?v=mChXp76MoCo Update! Not much done, but it's a start.
  20. If you can take that and cut it out for me, I can make a sound patch for her. Same with Akihiko.
  21. Awesome. Thanks for the stage pack, and keep up the great work. (I'll try to give feedback if possible)!
  22. Really depends on your playstyle. She reminds me of Felicia's gameplay (in term of her movement patterns).
  23. More info will be posted* But.. I'm going to do Taokaka from Blazblue. Preferably CT and... I'll make sure she plays properly with the right velocities. Going to post SS later when I actually have done progress with her. Finishing up Akihiko and will present results with Taokaka later on. Toodoos! (Gotta eat).
  24. Labrys is updated! Check first post! What's update? Persona Attacks (Tweaks to prevent possible infinites) Now compatible with Akihiko in terms of P4A Mechanics!!! Enjoy =)
  25. Will do, going to cut all the sounds and try to put them in by today =).
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