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Okami

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  1. Upvote
    Okami got a reaction from NeoGeoKitsune in [1.1] P4A SP (Technically Unfinished)   
    DL Link :https://mega.co.nz/#!ncFEFK5B!PVC5FU2NY1s8uGr4a3XamV41rgZ3jr0TO5ogZjMfq-0
       
    SS:
     

      Unfinished due to the portrait problem. It's technically finished if you use characters that are under localcoord 426.66,320.25 or that localcoord. Anything higher then the template needs modifying.. but it won't work well since the picture is too large for higher localcoords to handle. If someone can find a fix for that problem with this SP I will be greatly appreciated.
  2. Upvote
    Okami got a reaction from Zephyr in BB CSE - Taokaka Beta   
    http://www.mediafire.com/?vgpp0sx8h62isj3
     
    Updated:
    On video:
    3 D Drive Attacks Finished.
     
    CMD DL FOR FIXES:
    http://www.mediafire.com/?ba78naxas3zfc0r
     
    http-~~-//www.youtube.com/watch?v=-z6ISaIcQLI
  3. Upvote
    Okami got a reaction from NeoGeoKitsune in Mugen 1.1 Alpha 4 Downloadable   
    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.
  4. Upvote
    Okami got a reaction from Ryon in I'm having problems with portraits in HD!?!?   
    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.
  5. Upvote
    Okami got a reaction from NeoGeoKitsune in Akihiko P4A   
    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 =)
  6. Upvote
    Okami got a reaction from Mugen4Anthony in AI Tutorial - For Beginners!   
    Whats up! Welcome to a Beginner Guide on AI Coding. Since there are a lot of AI tutorials that are a bit in depth, but not really helpful to others (DON'T KNOW WHY), Guess I'll post a tutorial on AI Coding.

    First, to start AI coding, YOU MUST KNOW HOW TO CODE A CHARACTER WITH SOME EXPERIENCE (Well at least understand the codes)
    (Important or you'll get confused like an idiot =x)

    First, there are 2 different methods of implementing AI in terms of compatibility:
    Var AI coding:
    Coding AI through variable activation. Usually having a var set at either the CMD or the CNS file. Use this to recognize if this is the player or not the player, and must include various cpu commands for AI through this method.
    NOT recommended since this is old AI coding, refer to mugendocs if you want to do the hard way for custom AI.

    Simple steps however:
    Varset - var(59) occasionally for AI activation
    Trigger - var(59) = 0 or var(59) > 0 to see if this is an AI command or Human Command

    Example:

    CPU COMMANDS : <- NEEDED, usually complex hard to implicate for humans

    [state -1, AI TRIGGER] <- TRIGGER FOR AI
    type = Varset <-VAR SETTING
    triggerall = RoundState = 2 <- Occurs if RoundState = 2 (ROUND START)
    trigger1 = command = "cpu1" <- make the commands like x,d,f,d,x,f,x -> etc
    trigger2 = command = "cpu2"
    trigger3 = command = "cpu3"
    trigger4 = command = "cpu4"
    trigger5 = command = "cpu5"
    trigger6 = command = "cpu6"
    trigger7 = command = "cpu7"
    trigger8 = command = "cpu8"
    trigger9 = command = "cpu9"
    trigger10 = command = "cpu10"
    trigger11 = command = "cpu11"
    trigger12 = command = "cpu12"
    trigger13 = command = "cpu13"
    trigger14 = command = "cpu14"
    trigger15 = command = "cpu15"
    trigger16 = command = "cpu16"
    trigger17 = command = "cpu17"
    trigger18 = command = "cpu18"
    trigger19 = command = "cpu19"
    trigger20 = command = "cpu20"
    trigger21 = command = "cpu21"
    trigger22 = command = "cpu22"
    trigger23 = command = "cpu23"
    trigger24 = command = "cpu24"
    trigger25 = command = "cpu25"
    trigger26 = command = "cpu26"
    trigger27 = command = "cpu27"
    trigger28 = command = "cpu28"
    trigger29 = command = "cpu29"
    trigger30 = command = "cpu30"
    v = 7 <- Variable is 7 -> var(7)
    value = 1 <- Value is 1 -> var(7) = 1

    Example of how this works: <- Duplication State Method - One for AI and One for You

    [state -1, Stand Medium Left Punch] ; Human State
    type = ChangeState
    value = 900
    triggerall = var (7) != ; Trigger for When var(7) != 1 -> Its Human!
    triggerall = command = "Stand Medium Left Punch" ; Human Command
    trigger1 = statetype != A ; Your state should not be equal to A - Hence AIR
    trigger1 = ctrl ; You Have Control
    trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact
    trigger3 = (stateno = 901 && time > 17) && movecontact
    trigger4 = (stateno = 902 && time > 28) && movecontact
    trigger5 = (stateno = 903 && time > 10) && movecontact
    Triggers 1-5 are the conditions when it can happen and how many it can be linked or duplicated
    Important as you can use more complex triggers for better custom AI

    [state -1, Stand Medium Left Punch AI] AI State State
    type = ChangeState
    value = 900
    triggerall = var (7) Trigger for When var(7) = 1 -> Its CPU
    triggerall = !Win ; Don't need but usually AI turns on if the AI did not win and won't go again after win.
    triggerall = P2bodydist X = [0,20] Move should occur if p2bodydist x is around 0-20 pixels
    triggerall = P2StateType != L Move should occur if p2statetype is not lying down
    trigger1 = statetype != A Can't do this move in AIR to prevent bugs in AI
    trigger1 = ctrl AI must have control to use this
    trigger1= random <= 300 Not recommended way to do random, you can use triggerall = random <= (expression) for better transition
    trigger2= random <= 300
    trigger3= random <= 300
    trigger4= random <= 300
    trigger5= random <= 300
    trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact
    trigger3 = (stateno = 901 && time > 17) && movecontact
    trigger4 = (stateno = 902 && time > 28) && movecontact
    trigger5 = (sta teno = 903 && time > 10) && movecontact
    Triggers 2-5! IMPORTANT FOR AI linking combos and states for better AI

    Note: AI can be scaled through variable by having a variable placed in the random with an expression, must be for moderate coders only =P
    Advantages : Can be used for custom combos really well, if you know how to code more complex triggers and using other triggers and expressions.
    Disadvantages: Coding may be complex, and CPU commands tend to override Human commands. Basically, ending up being controlled by the CPU while you SUPPOSE to play.

    Note: You can have one state for both AI and Human, just set it different triggers and don't use triggeralls that only apply to AI or Human or it will cause errors.

    This is the old method to use, but I recommend the AILevel method.


    AILevel Method Coding:
    This method of Coding is the most up to date and the best way to code characters as it includes a very handy feature: Adjustable Diffuculties!

    There is no need to include CPU commands or variables to activate AI, however, you can use complex expressions and vars for AI custom combos and human commands.

    Example: -> You can do it the Duplication State Way
    NOTE: For Human Commands
    YOU MUST HAVE TRIGGERALL = !AILEVEL TO SPECIFY THAT YOU ARE NOT AI
    While Triggerall = AIlevel is applied to CPU commands.



    [state -1, Lotus Sinking Fangs AI]
    type = ChangeState
    value = 1200
    triggerall = AIlevel ; Applied if AI is activated
    triggerall = random <= AIlevel*10 ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated.
    triggerall = p2bodydist x = [0,20] ; Distance trigger as explained above
    triggerall = power >= 3000 ; IMPORTANT, AI MUST HAVE THIS TRIGGER OR ELSE THEY CAN SPAM SUPER!
    trigger1 = statetype = S ; Has to stand to activate move
    trigger1 = ctrl ; AI is in control

    You can have more triggers to activate this move more by adding other expressions and more triggers. Most you probably need is 10 for triggers, for 10 different outcomes * state triggers outcomes in other states.
    THIS WAY OF CODING IS EASIER AND IT IS RECOMMENDED TO BE USED FOR BEGINNERS

    Moderate and Expert Coders Occasionally Use Vars and AIlevel coding together for Good AI, but AIlevel is all you really need for AI activation, and triggers are used to define the right trigger to make the move work without bugs and to work properly for AI


    NOTE: IF any questions is asked, I will answer and update this post and give feedback on it!
  7. Upvote
    Okami got a reaction from Ex✭Cᴀʜᴍ in Hatsune Miku SP Edit [850x480]   
    DL Link:
    http://www.mediafire.com/?1i3lb69a8i21ovk
     
    Basically a resize to 850x480 resolution for Hatsune Miku SP. You can use the same ports that they have provided, though you must use the custom resolution normally for HD to make it work. 
     
    Enjoy and credit is all due to the creators of this SP :
    Dissida, GLB 
     
     
    http://imageshack.us/photo/my-images/11/mugen008.png/]   http://imageshack.us/photo/my-images/15/mugen005vs.png/]      
     
  8. Upvote
    Okami got a reaction from NeoGeoKitsune in Screenshots Mffa Style   
    Re-edit of my Lifebars, everything is 32 bit... Things will be edited later... Ports will be adjusted later (Notice the slight height differences) =l
  9. Upvote
    Okami got a reaction from raremew in Capcom, where did you go so wrong? T-T   
    Honestly, all I see with the issues are on disk DLCs, early releases and conflicts with Megaman fans. I like Capcom in general, and they were good when had CVS, Rival Schools, RE, and other interesting games before they went mainstream. The only thing I kind of hoped was if it possible to create a totally new fighter out of nowhere, that would be really interesting for me to see.
  10. Upvote
    Okami got a reaction from Kirito in Persona 4 Arena - Labrys Complete   
    Oh fuck, wait. http://www.mediafire.com/?zktlh3flg3alze3
  11. Upvote
    Okami got a reaction from Card388 in Screenshots Mffa Style   
    I have no idea why I'm doing this. And.. the phrases I need in japanese is not in the resources =l
  12. Upvote
    Okami got a reaction from Moʋniƭorirɲ in Screenshots Mffa Style   
    I have no idea why I'm doing this. And.. the phrases I need in japanese is not in the resources =l
  13. Upvote
    Okami got a reaction from Ex✭Cᴀʜᴍ in Screenshots Mffa Style   
    I have no idea why I'm doing this. And.. the phrases I need in japanese is not in the resources =l
  14. Upvote
    Okami got a reaction from RIS in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?4smdpash3l91kjt
    Should work now.
  15. Upvote
    Okami got a reaction from Kazagami in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?4smdpash3l91kjt
    Should work now.
  16. Upvote
    Okami got a reaction from Kazagami in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?1po1ajr9slwr874

    http-~~-//www.youtube.com/watch?v=v2bWiglKkaw

    Update
    - All ex attacks are done.
    - All out attack is coded!
    - Other thingamagies for Labrys (small fixes).
    - Included an alternative file to replace (for old palette system)
    - Bursts

    What's next
    - Persona Attacks/Instant kills/Persona combo chains (when attacks are coded).
  17. Upvote
    Okami got a reaction from Kazagami in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?j4s37fvjzsje3u5 Update, fix the 5AAA auto combo (since the launcher seems a bit too high for other chars), addition of chain knuckle punch and rushdowns!
  18. Upvote
    Okami got a reaction from Kazagami in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?zicxwza5gjea1r5
    Labrys Update:
    Shown in Vid

    - Ariadne's Pal Select
    - Chain Light Knuckle Punch
  19. Upvote
    Okami got a reaction from Kazagami in Persona 4 Arena - Labrys Complete   
    Here's a video, for those who are interested.
  20. Upvote
    Okami got a reaction from Otasira in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?4smdpash3l91kjt
    Should work now.
  21. Upvote
    Okami got a reaction from thekillnator in Persona 4 Arena - Labrys Complete   
    http://www.mediafire.com/?1po1ajr9slwr874

    http-~~-//www.youtube.com/watch?v=v2bWiglKkaw

    Update
    - All ex attacks are done.
    - All out attack is coded!
    - Other thingamagies for Labrys (small fixes).
    - Included an alternative file to replace (for old palette system)
    - Bursts

    What's next
    - Persona Attacks/Instant kills/Persona combo chains (when attacks are coded).
  22. Upvote
    Okami got a reaction from Reigizuo_78 in Persona 4 Arena - Labrys Complete   
    I will add that, it's not hard to implement but I have to get the fx for it first =P
  23. Upvote
    Okami got a reaction from Reigizuo_78 in Share a school story   
    I probably have the most normal school story: I graduated and got into university and had fun in Japanese class at University on the first day. ~ Weeee
  24. Upvote
    Okami got a reaction from NeoGeoKitsune in Who ever think this is holy comment   
    Figures there are people who goes straight to the stereotypical point. I'm a certainly straight, I don't have to enjoy every women's private parts as I see them. If you see your lovely women breasts on an ugly person, how would you think? This is my standpoint. No need to ask any more questions about what I said above. For a lack of understanding for (Flare/Celest/Ryon), this is vulgar to me and I don't like it at all. I have my opinions and my personal view of beauty, while you guys just drool or any nude women parts you see >_> The more threads that is made like this, I'm pretty sure this will derail the community on par with opposite genders.
  25. Upvote
    Okami got a reaction from Reigizuo_78 in Who ever think this is holy comment   
    Figures there are people who goes straight to the stereotypical point. I'm a certainly straight, I don't have to enjoy every women's private parts as I see them. If you see your lovely women breasts on an ugly person, how would you think? This is my standpoint. No need to ask any more questions about what I said above. For a lack of understanding for (Flare/Celest/Ryon), this is vulgar to me and I don't like it at all. I have my opinions and my personal view of beauty, while you guys just drool or any nude women parts you see >_> The more threads that is made like this, I'm pretty sure this will derail the community on par with opposite genders.
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