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Алексей

Legendary Savior
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Everything posted by Алексей

  1. Thanks! I'm thinking later today I'll upload a video showing the animations since you really can't tell what is and isn't, outside of the obvious, in just those pictures. In other news, I am starting on the lifebars. They'll have a similar theme, matching colors and fonts. The essential idea behind this screenpack is that the color comes from the background, allowing things to change color. The yellow you see is the primary color that doesn't change. It just looks universally good against the background colors. I'm going to try to incorporate this concept into the lifebars in a similar way. I have a pet peeve with lifebars though. That is: I really hate it when they're too large and take up more real estate than they need to. I'll find a happy medium though.
  2. Okay, well look out for that next time. Check to see if there is a duplicate. You have the ability to delete it.
  3. Thanks! Here's the new VS Screen with the smaller VS icon:
  4. Miru, please stop posting double topics. I deleted the duplicate. This is your second warning. The next one won't be so nice.
  5. Yeah, I think it's because the new portrait size takes up even more space now, so things look a little crowded. Yes, the background is animated. Once things are good enough, I'll be making a video so people can see it in action. Thanks for the feedback!
  6. Updated the Versus and Win Screens in the first post. Versus Screen has the new portrait size and the Win Screen contains an artificial scoring system. I chose stats to rank that can't really be ranked (barring Strength, maybe), but still made sense and fit with the theme. In game, they have an animation that plays. I think it really adds to the screen overall.
  7. What bugs me is when I read stuff like this, mugen just keeps proving more and more that it's shit. Why the hell would random reinitialize itself every time you use it? That would lead to far less random results than we'd hope to believe.
  8. Awesome, glad to see the responses. :) Thanks! I agree. They were way too small. That's been implemented with the new size and next is the empty space on the Victory Screen. I'm thinking of adding some sort of animated, yet static, final score. Of course it would always be the same, but hey, it's better than nothing. Mugen's limitations really drag me down sometimes. *sigh*
  9. Well that's good and fine, but do you understand why .52 is better value than 11? yaccel is a constant velocity that's applied when your character is in the air. It's the equivalent of this: [State -2] type = VelAdd trigger1 = pos y<0 y = .52 Every tick, the value of yaccel is applied to your character's velocity through addition. So, if your jump.neu value is -8.4, then on the next tick, it will be -7.88, slowing you a bit. On the next tick, the same thing happens until eventually your upwards velocity is then positive and you're being pulled downwards. With a value of 11 for yaccel, your next calculated velocity would be 2.6. In one tick, your upwards velocity has been reversed practically. That explains your initial problem. Hope that helps you understand this a bit more.
  10. I see what you mean. I'll test out some different sizes and see what works. Thanks for the feedback. Edit: Maybe something like this:
  11. Merged your two threads. Please refrain from doing that in the future. Thank you.
  12. Added to the first post, the Versus Screen and Win Screens.
  13. Thanks man. :)
  14. Rice, this is awesome. Very well written and informative. I hadn't thought about the impact that state machines have on AI like this. My AI usually is consolidated to one trigger2 per attack to keep things clean, but after reading this, I've been severely limiting my AI. That explains why they guard so much, lol. This just proves that I didn't know state machines as well as I thought I did. It's not as simple as just being procedural it seems. Excellent work. Thank you for this guide.
  15. Here you go:1. Put in AI activation 2. Make character do special shit when AI is active 3. Profit? 4. Realized you've made a horrible AI and tweak it a bit 5. Repeat steps 2~4 until you go insane
  16. Thanks! Most of the screenpacks I have seen for HD that are really nice to me, have custom portraits. While they look amazing, who wants to do all that work? Not I. Laziness for the win! I have no plans to scrap it, so I'd say it's a surefire "yes." :)
  17. Hehe, I can't see it being over 200mb, but I'll watch the file size. I actually don't know how large it is right now, lol. Yep, there will be an 800+ slot patch and it's HD 1280x720.
  18. Thanks! I've updated the first post with the real select screen. Versus Screen coming soon.
  19. Hello and welcome to MFFA. Hope you enjoy your stay. :)
  20. I've updated the first post with the actual completed Title Screen and Select Screen comp. The Select Screen is currently implemented in full, so you'll see that later. It's got the same kind of polish as the Title Screen. The options screen is as basic as it can get, but still visually pleasing. :) Up next is the Versus Screen. I wanted to have scroll marquee text along the bottom of the title screen, but I couldn't get my Background Controller to actually do anything. Correct me if I'm wrong, but I could have sworn you could use Background Controllers (BGCtrl) in ScreenPacks. I remember doing that in 1.0 and even WinMUGEN. Did they change something 1.1? I'm very new to it.
  21. Interesting. What other game engines have you dabbled with? What languages are you best familiar with? CNS is like none of them, lol. I wish you luck on your game with custom characters. That's a huge undertaking and I hope you persevere. Feel free to ask in the Help section if you need any assistance or are stuck with something. CNS can be tricky at times and mugen has many limitations. Welcome to the forums!
  22. Good lord man, come off it. Let the man be and don't derail threads mister Global Mod.
  23. Confused you, have I? No worries. I saw that you had created two accounts. I guess because you never got the email from the first time, as it was still validating. I deleted the other account and gave your account the name of the old one, because I figured that's what you were going for. Just some info for you in the form of a poorly-executed joke. Anyways, welcome to the forum!
  24. Hello everyone, I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter: This released now! Check out the release thread: These screens don't show everything as the background effects really can't be show here besides maybe a frame: Video Preview (Outdated): Features and plans: - Cycling background colors - New-age pixel style with modern color scheme - Animated transitions - Background and foreground element animations - Mugen 1.1 32-bit source graphics, meaning no color loss - HD 1280x720 - Matching lifebars with possible custom fightfx effects to match the style - 800+ character slot variant - Chiptune-like/synthesized music and UI sfx That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  25. I thought it was an edit of Kamui from Arcana Heart.
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