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NotAGoodName

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Everything posted by NotAGoodName

  1. Cosplayer Kyoko from KOFEUM (with some edits here and there <_< )
  2. When I had HDD space problems, I set the entire folder to compressed and deleted a bunch of other stuff.
  3. Woo, super jump? That's a lot pixels to draw. Fatal Fury 3 stages are short.
  4. The proper localcoord to make the character scale correctly to other characters is going to be all kinds of wonky. SF4 characters aren't sprites, so that's a thing. Then, being captured at 800x600. Going by your CNS scale value, the localcoord would be something like 762,571. Yeehaw. Worrying about matching some predefined localcoord is a total waste of time for characters. You might as well just keep using CNS scaling since you've already programmed the character to use it. You'll have to redo all kinds of math, otherwise. Just leave it up to the user to screw with.
  5. I'm stoked. Even if this game did suck thanks to it's damnable 10-button fighting system.
  6. Aww shucks, I forgot another not-so-obvious feature. A freaking icon for the stage select so I can see which character (if any) that I'm on when scrolling through the list. It's pretty hard to pick one stage out of 1000.
  7. I obviously missed an opportunity to give a jerk response so... I play Mugen with a game controller. That's how.
  8. I'm not really all that interested in this, but it'd better have my shitty characters so that I can become famous.
  9. [preview] http://youtu.be/-3JJ0aPTTTI [download] http://www.4shared.com/folder/Woe7L7F0/_online.html (HowardArenaFF3.zip) [comment] I was working on the barrel bonus for SF2 when I was like "aww hecks, this is gonna take forever, yo" and I decided to make some stages instead. I FORGOT THE INTRODUCTORY FROG ANIMATION OH NOES -1 Seriously, this stage sucks, but it needs to be made. Also, I updated Geese Tower.
  10. [preview] http://youtu.be/mniugugSOLs [download] http://www.4shared.com/folder/Woe7L7F0/_online.html (GDX68K Stage Pack.zip) [comment] The preview is only one stage, but it's probably the best one. The pack includes 7 stages. Higashi and Nishi's stages are the same, so I didn't bother. Also, these games didn't have music, so you get the always suitable KOF Wing music! (Yes, I actually ripped music from a flash game.) Includes stages for Terry, Kerry, Mai, May, Kim, Kym, and Higashi.
  11. [preview] http://youtu.be/ZFBscaMzc5k [download] 4Shared Folder (PaoPaoFF3.zip) [comment] I was going to make Sokaku's stage after this one, but his stage has like 6 layers and most of them are animated. The musicians aren't accurate because they're synced to the music. That would take hundreds of frames for no reason. Everything else should be good to go.
  12. I like fighting games and I desperate need things to tinker with when I get bored. With Valve going stupid, and my other previous ventures getting stale or obsolete, Mugen is a good way to occupy my time. Unfortunately, with so much to do in Mugen, it's easy to get burned out on it because it can get overwhelming.
  13. Feel free to delete the credit thieving flamebait bootleg thread. [Preview] http://youtu.be/yKwc0lRLOWQ [Download] http://www.4shared.com/folder/Woe7L7F0/_online.html (MillionaireFighting_FullGameEdition.7z) -- This is an ultra compressed 7-zip file, so you will require 7-zip or maybe WinRAR. [Comment] I've included a readme of sorts that should answer most questions, but the low down is this. This is a fullgame packed version of my crappy screenpack. It includes characters (made by me), a stage with music (that I made), and Mugen 1.1b1 configured to run in a 1280x960 window using the OpenGL renderer in safemode. You can't possibly screw it up.
  14. I gotta say, I like these characters. They're the kind of crappy that I get enjoyment from. Good work.
  15. Folder in ZIP because... 1) It's much faster to use drag and drop vs "Extract to..." 2) 99% of the time, I don't need to rename the folder. 3) Even if I make my own directory instead of "Extract to...", then I have to drag a mess of files instead of just the one. Therefore, it's inconvenient to have to do that often. And I agree that stages can be packed as just files in a zip. It's not that inconvenient.
  16. I was just thinking, you what Mugen kinda needs? localaspect localcoord doesn't scale x and y independently. In fact, the y value in localcoord for characters does nothing. You can put something like "localcoord = 432,lol" and mugen will gladly accept it. I'm too lazy to calculate the actual value, so I actually do this a lot. But some sprites are not meant to be displayed at 1:1 pixel ratio (Dragoon Might, all CPS-x games) and CNS scaling ruins a bunch of stuff unless the character was programmed for it. So for all those Capcom stages and Capcom characters, I want a thing that can easily scale the width without wrecking the coding.
  17. Mugen is deliberately designed in such a way that characters are easily shared and easily modified. Doing things like releasing encrypted full games or demonstrating characters that you're never going to release is not only silly, it requires a mindset that isn't compatible with Mugen. Yeah sure, there's a gray area. For instance, all those fancy lifebars that require intense professional editing of the character. No thanks. It's also pointless to waste webspace with tiny edits of other people's characters. But if you've got a 100% source accurate KOF '94 Heidern and you're not releasing it for whatever imaginary reason, get over it. Furthermore, much like all the pitiful attempts made by YouTube to block downloading, if something happens on your computer, it can be captured. If I want it, I'll grab it. No matter of encryption or copy protection will stop anyone with enough diligence. Those moleboxed fullgames are a waste of time. If anyone spends money for the software to produce a moleboxed game, they wasted their money too. Run a moleboxed mugen and guess what? It takes up exactly as much RAM as the entire folder. Takes some effort to protect the files. Takes some effort to get them back. Be smart, don't bother, and call it even. In short, make good, well thought, educated decisions. Don't be private mugen character guy.
  18. I enjoy fighting against characters with no AI.
  19. I attempt to keep it balanced, but that's pretty difficult to achieve, especially if you want a decently complete collection. But my taste in mugen characters reflects my taste in games in general. I'm not a big of the new spam fighters like BBB and MVC3, but whatever floats your boat.
  20. No one likes 1.1 for some reason, so no sense making a character in the new SFF format and saying "lol, upgrade". On the other hand, if you're going to code AI, then making the character for WinMugen is silly. The AILevel trigger is an absolute must have.
  21. Ironjw has certainly improved when it comes to this character. Not perfect (what is?), but it's enjoyable.
  22. They've been compatible since Mugen 1.0 RCs with none to minimal effort.
  23. I damn sure know that you (or anyone else) don't have a monitor that displays 850x480 native resolution and I highly doubt that there is such an atrocity as a 1700x960 monitor. All common 16:9 resolutions are a 4:3 resolution with the y-resolution reduced to make it wide. That (and the obvious lack of width standardization for stages) is why characters don't look good in wide-screen resolutions.
  24. I wonder if anyone considers the idea that screenpacks should probably match an actual screen resolution.
  25. I can't recall exactly, but I know I've run into quite a few under 1MB that I enjoyed. My JakeSF1989 is 273KB and I'd like to think that he's not a bad character. Things like bonus stages tend to be even smaller. SF2 Oil Drum Bonus + stage is 37KB + 31KB, but I don't think that includes the music. Also, It helps to use the next-to-highest compression ratio for ZIP files that 7-zip allows. If you're really brave, use highest ratio 7z files to upload works!
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