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Everything posted by Okami
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Atm, there is no method to find the script for the texture files and the models, going to be hard to get the fx.
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He's supposed to do ducking and weaving during kill rush. Try faster! 5D really? Hmm I'll check that. Want me to take out the super bg for cyclone. The Level 2/3 Cyclone Uppers are coded through varsets (if you cancel properly, it levels the cyclone upper). I'll fix these problems and quickly upload a fix. Ok, I fixed most of the issues and actually implemented the cyclone system/fatal counter. For every successful counter, you can a level up, so use it wisely! Cyclone Upper lag is fixed (apparently it spawned more than 1 super bg animation...) lol Update Link: (Being uploaded)
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Can't rip them, they're 3d textures and must be animated manually. You can go ahead and try to do them.
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http-~~-//www.youtube.com/watch?v=wNtdG1PzrQk Update: Check first post for download. Sound insertion for Akihiko is what needed to be done now.
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I fixed that error. It doesn't use decimals due to the pos triggers (which I already fixed). Redl the new update.
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Please convert to 1.0, I don't make winmugen creations anymore.
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Ehh - K let me post an update. Gotta update the "world" fx Updated Link Posted With Fix.
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Fixed
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Update: ALL PERSONA ATTACKS DONE/ALL SPECIALS DONE What's left? Supers, Instant Kill, Sound placement, (Modes/ports) Link is updated on first post! Video: http-~~-//www.youtube.com/watch?v=XXYip0y7AB0
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Whats Update: All Specials are coded. Most/All p4 mechanics are coded (one more, dash, etc). Grabs are coded http-~~-//www.youtube.com/watch?v=J9puJGzvHv8 DL Link is updated on first post. Whats left: Persona Attacks (Animation on personas for bursts/one more) Supers Instant Kill Burst Port/Super Port Sound input for Akihiko
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Akihiko is updated, check first post for link: http-~~-//www.youtube.com/watch?v=8mssjFc6wcc
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How to convert stages from Normal Resolution to HD Resolution
Okami replied to Okami's topic in [ TUTORIAL LIBRARY ]
To an extent, probably it does. It really depends on the stage itself and the localcoord you use. Yours is similar to 320,240 (same y resolution) which is kind of like a default mugen sized stage but with the different x resolution. Every stage may have different configurations, so any suggestions on good localcoords to use for certain stages is good. I may make a list for what localcoords to use for each possible stage for HD res. -
How to convert stages from Normal Resolution to HD Resolution
Okami replied to Okami's topic in [ TUTORIAL LIBRARY ]
You mean doing the reverse or how to convert low res stages to HD? It's basically the same but enlarging it more through localcoord o-O -
Try again and see if it works.
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Oh, so you see come here to find answers for making portraits for HD resolution eh? Firstly, in making portraits, find what resolution your character uses. Traditionally, normal characters use a localcoord of 320,240(or no localcoord which defaults to 320,240). Possible Localcoords: 320,240 960,720 1338,756 426.66,320.25 How to make ports for them? Basically, if the template model for a certain HD is set for normal res, you can make portraits easy by just using the template, and then put them in game. How does it work for other resolutions? Most characters going into HD normally uses localcoord: 426.66,320.25 (Which I use normally) or localcoord = 1338,756/localcoord = 850,480. Now here's how to figure out the size differences for making ports. It's all about math. Want to make a character port of 15x15 for a character of a localcoord = 426.66,320.25 All you do is divide the resolution to a default resolution: 426.66/426.66, 320.25/240 = 1.99 15x1.33,15x1.33 =20,20 Pixels = 20,20 for the portrait for the character in resolution = 426.66,320.25 Also, here's a shortcut if you're planning to make portraits for 850,480 and 1338,756. The portrait will be 2x bigger for 850,480 from the resolution of 426.66,320.25, and portrait will be 3x bigger for 1338,756 from the resolution 1338,756. For 640,480 - It's just 2x bigger from 320,240. To conclude: Localcoord = 320,240 - 15,15 Localcoord = 426.66,320.25 - 20,20 Localcoord = 640,480 = 30,30 Localcoord = 850,480 - 40,40 Localcoord = 1338,756 - 60,60 I hope this will help a bit on understanding on making custom pots for characters with different localcoords for HD resolution. I will answer questions (if they are good questions) and post answers here.
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Apparently, I'll give a tutorial to people who wants to convert to HD but don't want to because of said hassles that it comes to play in HD. First, there are two choices of HD, 850x480(true hd but not really the kind of res you probably want), and 1280x720p, the res that supposedly is HD. So, how do you convert stages from single res to hd res? It depends on the stage itself. Make sure the stage's length can support the HD res (some are only made for 640x480 (bg sprites being about this size for normal res stages). First: Playing with bounds [Camera] startx = 0 starty = 0 boundleft = -32 <- Normally it is higher, but make it smaller since when you convert the stage you might notice empty spaces, so do it properly by configuring values boundright = 32 boundhigh = -45 boundlow = -10 tensionhigh =240 tensionlow= 60 tension = 100 overdrawhigh = 0 overdrawlow = 0 startzoom = 1,1 zoomout = .7 zoomin = 1 You only really need to worry about bounds at this point, later you'll get used to other modifications for stages if you need to. [PlayerInfo] p1startx = -200 <- Starting positions must be changed to 200 from 70(For normal res) Do it for p1 and p2 p1starty = 0 p1facing = 1 p2startx = 200 p2starty = 0 p2facing = -1 p3startx = -180 p3starty = 0 p3facing = 1 p4startx = 180 p4starty = 0 p4facing = -1 leftbound = -1000 rightbound = 1000 [stageInfo] - Most important - Most stages can use localcoord = 850,480 perfectly fine to make it well on HD. Some stages are already HD so need to edit the def file if it is already made for HD zoffset = 444.0 <- It used to be 222, double the value of the offset when you use localcoord = 850,480 or play HD res autoturn = 1 resetBG = 0 localcoord = 850, 480 Take out Hires = 1 always when converting HD stages. IMPORTANT TO 1.1 USERS (If you are one) Note to any 1.1 users, converting stages also use this method but if you're converting any 1.0 stage to 1.1, change the deltas of the stage by a half if a stage is using a delta that is higher than 1 An example stage def converted properly: [info] name = "Apple Place" displayname = "Apple Place" versiondate = mugenversion = 1.1 author = "PandoraSM" [Camera] startx = 0 starty = 0 boundleft = -32 boundright = 32 boundhigh = -45 boundlow = -10 tensionhigh =240 tensionlow= 60 tension = 100 overdrawhigh = 0 overdrawlow = 0 startzoom = 1,1 zoomout = .7 zoomin = 1 [PlayerInfo] p1startx = -200 p1starty = 0 p1facing = 1 p2startx = 200 p2starty = 0 p2facing = -1 p3startx = -180 p3starty = 0 p3facing = 1 p4startx = 180 p4starty = 0 p4facing = -1 leftbound = -1000 rightbound = 1000 [bound] screenleft = 30 screenright = 30 [stageInfo] zoffset = 444.0 autoturn = 1 resetBG = 0 localcoord = 850, 480 [scaling] topz = 0 botz = 50 topscale = 1 botscale = 1.2 [shadow] color = 0,0,0 yscale = .2 [Music] bgmusic = sound/Apple Place.mp3 bgvolume = 255 [bGdef] spr = stages/Apple Place.sff debugbg = 0 [bG Sky] type = normal spriteno =11,0 start =0, -235 trans = none mask = 2 Velocity = -1, 0 delta = 1,1 tile = 1,0 [bG BackGround] type = normal spriteno = 10, 0 start = 0,-235 delta = 1,1 mask = 1 [bG Sakura] type = anim actionno = 1 start = 0,-50 delta = 1,1 mask = 1 layerno = 1 [begin Action 1] 6,0, 0,0, 3,, A 6,1, 0,0, 3,, A 6,2, 0,0, 3,, A 6,3, 0,0, 3,, A 6,4, 0,0, 3,, A 6,5, 0,0, 3,, A 6,6, 0,0, 3,, A 6,7, 0,0, 3,, A 6,8, 0,0, 3,, A 6,9, 0,0, 3,, A 6,10, 0,0, 3,, A 6,11, 0,0, 3,, A 6,12, 0,0, 3,, A 6,13, 0,0, 3,, A 6,14, 0,0, 3,, A 6,15, 0,0, 3,, A 6,16, 0,0, 3,, A 6,17, 0,0, 3,, A 6,18, 0,0, 3,, A 6,19, 0,0, 3,, A SPECIAL NOTES: Some stages may require other localcoords to look better: An example could be localcoord = 960,720 Answers to questions will be saved under here:
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There is? There shouldn't be any movement on it, hmm let me check. Edit, found the problem fixed it in new update, file link is uploaded on first post.
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A released alpha of Akihiko. Most of or not all of the required sprites are done(same with animations). Burst mode and pal select is coded (while burst still need caesar to be in it). What is in it: - Almost everything, just needs sounds and some tweaks. (Akihiko's Sound Rips are going to be cut somewhat soon, I need to do it ASAP though). DL Link: http://www.mediafire.com/?wsh6t80h81nq5ux Vid && SS: http-~~-//www.youtube.com/watch?v=FhqFIsMwMEE
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*Update* More progress on Akihiko - Get Hits / Persona Recovery System / Burst System / Power System (ports need to be done for super ports and... burst port) / Hop / Custom Standing Death when hit by normals /etc....
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http-~~-//www.youtube.com/watch?v=qgEcmGhLSF0 Update: Some stuff done. Watch in 1080p and enjoy, and give feedback if you need to.
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Oooh, an OMK Jessica, noice.
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Meh, not much to do and I get the energy to make something, guess Akihiko it is. I got a good mp3 sound rip of akihiko's voices, so I'll be fine with that. A little preview (just standing atm but it's something right? Though it's not technically finished either). SS: Video: http-~~-//www.youtube.com/watch?v=sd5fiHZKAaM Palette Template: If someone can help me put colour boxes in then that's grateful. I will appreciate custom palettes if possible! I'm going to do this properly so I will test intensively to make everything right for Akihiko =)
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Just finished it somewhat, and here is the inlive pics, and Labrys got hurt badly by Satoko =P Name fonts and power fonts are done. So is the hit counts. Just trying to finish the round animations (sprite sheet is horrible in quality) and.. I need announcer rips from Chaos Code. The one's I got from Insanius are mostly sound fx rips without the announcers (except for the Chaos Code intro voice that it has lol).
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Well, I did try that. Somewhat a little update. I may have to find another idea for the bottom powerbars hmm... With turns:
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I was considering to use drop shadow, I'm going to add the black section on the bars of course! I can try to change the colours on the bottom somewhat =) I don't know where is the widescreen lifebar frames, I'll try to look for it. Hmm, the lifebar fonts can be bigger, not too hard to adjust yet. I think I can delete that gradient vertical bar, probably looks odd anyways. I'll update another SS and see if it's better.