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Everything posted by NotAGoodName
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Custom SSFIV Abel & Oni updated 2014-02-10
NotAGoodName replied to Werewood's topic in [ MAIN ROOM ]
lol @ file sizes. Closing Mugen after loading up one of these characters is frighteningly slow. The SFF is so big, I can't even use crop to optimize it. FF3 just ruined all the offsets when I tried on Oni. The sprites really should be cropped, but yeah. Don't bother. Ok, so Oni is pretty cool. In my opinion, localcoord = 352,264 makes him normal (CVS2 etc) size. If you like SF3 sprites, then by all means, don't modify him. I don't know what to think of Abel. I don't know if I like him, but that isn't any of your doing. He is bigger, so localcoord = 336,232 is more suitable. -
Of all the stages to convert from Fatal Fury 3, you did this one first. lol Well, now I know that really you like this stage. You'd have to like it to put this much work into it.
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I prefer Fighter Factory 3. The newest (?) version I have is quite good. As far as graphics, I use Jasc Paint Shop Pro, but I figure that even Paint.NET (which is free) would be more than sufficient since FF3 can do all of the palette handling on its own.
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I hate that it's just based on number of pixels. Needs more 4:3 vs 16:lol. If I have to pick ONE, I'll take 1280x960, but only because 1920x1440 is unfair and there's hardly any monitors that can run it. 640x480 isn't terrible, but it's really dated. I know for a fact that Mugen scales to 2 cores ~100% and we have 8-core CPUs now. If you run 320x240 for any reason besides playing on a Pentium 3 or worse, shame on you. Seriously, anything besides 640x480, 1280x960, and 1920x1440 is just a disgusting mangled mess of pixels.
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http://www.4shared.com/zip/MvstOigt/js4_stage_pack.html And yes it is animated. I should know because I made it.
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Awwyeah. Gotta have more basketball players and little children. I'm sure if Bobby were ever in KOF, he would be on Psycho Soldier team for some reason.
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Super Fighter Special Edition released 11/9/13
NotAGoodName replied to Lord Batros's topic in [ 2013 ]
Update: Fixed Joker's throw. Guess I should playtest better. http://www.4shared.com/zip/ALLjjaIe/Sarkov_and_Sons_unfull.html -
What would you like to see added in M.U.G.E.N.?
NotAGoodName replied to SeSsHoMaGoKu23's topic in [ MUGEN LOUNGE ]
I just want to pick it based on which character (or the first character) that I have it bound to. That way, I can tell where I'm at in the list. I usually recognize the stage by name. -
Super Fighter Special Edition released 11/9/13
NotAGoodName replied to Lord Batros's topic in [ 2013 ]
And to no one's surprise, you scrubs haven't figured out that this is a full game yet. Apparently I spent 6 hours doing nothing because "they work fine in mugen". Which of course is utterly false. I actually did a lot. http://www.4shared.com/zip/DCET140p/Sarkov_and_Sons_unfull.html This is all 11 characters and stages fixed to work in Mugen. Once again, people don't even have so much as an incorrect idea of how resolutions work. We didn't have widescreen monitors in 1991. 360x200 is analog scaled 4:3. Thanks for the extra work, Super Fighter Team. Changelog...I guess. * Fixed palette keymap to use X as 1 like pretty much 99% of fighting games. * Remapped commands to use X and A as P and K. * Characters localcoord'd to match other characters. * Made sounds, sprites, animations, and all that other formerly fullgame crap work. * Fixed black bars on stages so that they don't cover the lifebars and stuff. * Normalized stage music. (89dB guys. Not 96 or 101.) * Removed a sound in characters' sound file so that it's not freaking 9MB. * Balanced all life/damage and power to be more compatible with other characters. (x8/x24) - I don't care if it's not super exact. Too bad. * Fixed some state changes that relied on characters using a selfstate defined in fullgame common states. * Fixed all scaling issues due to original resolution. That was fun! * Fixed stage scaling so it's not some stupid incorrect ratio. -
Super Fighter Special Edition released 11/9/13
NotAGoodName replied to Lord Batros's topic in [ 2013 ]
I'm stoked to get home and rip this apart. I had Jaan's sprite sheet and was going to see about making him later, but now I don't have to! -
Han Baedal released by ahuron (23/10/2013)
NotAGoodName replied to sтαя∂υsт cяυsα∂εя's topic in [ 2013 ]
So back on topic. This character is good on its own right, but it damn sure isn't Han Baedal from Fight Fever. He does fight like an AOF character in CVS2 would, but he fights nothing like Han Baedal (who is basically Ryo). -
Cody Travers released by Cannon Musume (26/20/2013)
NotAGoodName replied to sтαя∂υsт cяυsα∂εя's topic in [ 2013 ]
This is pretty disappointing. The sprites aren't exactly 5 star quality. -
Cody Travers released by Cannon Musume (26/20/2013)
NotAGoodName replied to sтαя∂υsт cяυsα∂εя's topic in [ 2013 ]
Stoked for generic Cody gameplay. -
(MUGEN 1.1) Ryu/Ken SF2/SF1 updated by MASA 5/10/13
NotAGoodName replied to Lord Batros's topic in [ 2013 ]
No they are not. -
Street Fighter Zero 3 By Ehnyd (768x448) mugen 1.0
NotAGoodName replied to Kaze No Ken's topic in [ MOTIFS ]
Needs scaling and stuff applied. I'll ignore the impracticality of a 768x448 localcoord and get to the point. 384x224 is a resolution that is analog scaled to 4:3. Using CPSx sprites at 1:1 is incorrect. -
Fatal Fury 3 Blue Mary by Keyuu
NotAGoodName replied to Potpourri's question in [ CONTENT REQUESTS ]
Also want. I saw a screenshot in releases with this character, so someone has it. Even if it sucks, it needs to be house'd. -
(MUGEN 1.1) Ryu/Ken SF2/SF1 updated by MASA 5/10/13
NotAGoodName replied to Lord Batros's topic in [ 2013 ]
Good to see that MASA isn't dead. Not good that he deleted his SFC section right when I finally decided that I'd go ahead and download some of those characters. -
[COMP] Super Street Fighter II - The New Challengers
NotAGoodName replied to gui0007's topic in [ COMPILATIONS ]
Bah. The New Challengers didn't have super combos. -
How tall r u? Does height matter to you?
NotAGoodName replied to Werewood's topic in [ RANDOM CHATTER ]
I'm 5'8" and just going by my high school classmates, I consider myself short. Strangely, the average female height of my fellow class men was shorter yet. Average height around here might be 5'11" and 5'5" or so. Quite a discrepancy. Does it matter? Yes and no. Being 5'8" is convenient as it's the perfect height for all those one-size-fits-all things. On the other hand, being taller is more practical. Height provides an inherent strength advantage, reach advantage, speed advantage, and other stuff. In turn, the shorter you get, you more disadvantaged you'll be in comparison to taller people. Of course, there's other things to deal with like health issues. Taller people are more likely to have back and leg trouble because of their own leverage. Whatever. -
This thing is really brutal, but I've actually seen some AIs defeat it. I can't remember which ones, though.
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I'm gonna be that guy for just a second. Need that Blue Mary, even if it sucks.
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I'm not familiar enough with Last Blade characters to know how this compares to the actual Amano character, and I didn't have time to check, but this character is very entertaining. Maybe a bit too powerful...but cool.
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[preview] http://youtu.be/wTfiiM56NUQ [download] 4Shared Folder (BrudalBaddleStages.zip) [comment] If you're closer to 30 than 20, you might recall a game called Brudal Baddle that appeared in many shareware collections. It was absolutely terrible, but I'm sure someone will look at this garbage and find it appealing. Everything has been ripped perfectly. Props to Java MOD Player and the GIF format. Hope you enjoy the shadows. I'm sure they suck.
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Umm...yeah. Testing characters is a pretty fundamental component to installing them. I don't know about anyone else here, but my Mugen takes like 5 minutes to start. I test every character long before they even go in my select.def.