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NotAGoodName

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Everything posted by NotAGoodName

  1. Updates: sf2car : fixed scaling of Bred madgear : updated localcoord to 280 zombiehorde : New and exciting way of making the helpers be valid targets so it works more often.
  2. His move set is source accurate, or thereabouts. And if you're too close to hit, you can throw.
  3. Not that any of these AOF2 conversions are "great" but this definitely isn't this dude's best work. And I hope that scaled version above isn't CNS scaled. That would be unfortunate.
  4. [Preview] [download] 4Share Folder (select AkjinWOF.zip) [comment] Another simple but effective and somewhat source accurate fodder enemy. More to come so I hope you like them. Quick features: * 3 characters in 1 (sprite swaps basically) * Throws! * Functional AI * Special move (qcb+P) If he's too short for you, increase the localcoord until it suits. You can change it to something like "localcoord = 200,lol" and it will work. Not that you should ever use cns scaling for anything besides obscure sprite ratios and Descolor characters, but I'll mention it anyways. Working out the scaling on CPS beatemups is rather difficult because there's so much fluxuation between the size of different characters and strange standing poses. Being a game filled with Chinese dudes, Warriors of Fate has characters that are probably a legitimate 5'0" and others that are enormous. All CPS sprites need their width scaled 83.3%, so using "localcoord = 266,200" then sets the scaled width back to 100% and scales up the height to 120% which seems to suit the Chou Hi and Ryo Fu characters that have been released. One last thing. If all my photos start screwing up, I can't do anything about it right now. MySpace decided to stop being useful for the only thing it was ever useful for and I don't have the time or internet access to go around fixing my website and every internet post when they decide to go suicide bomber on their own website. Be patient and deal with it because I don't have another way to host photos at the moment.
  5. [Preview] [Download] 4Shared Folder (select JakeSF1989.zip) [Comment] Citizens of the internet, behold! For I have created this masterpiece that it may suffice thee enough to earn a location in your collective rosters. There's a readme in the ZIP file with more information, but the important stuff to know is this: * There's 4 characters in one folder. They all do the same thing. * He plays kinda like a SF2 character, but with 4 buttons. * He only has one special move. (b),f+K * He has AI and, if I may toot my own horn, it's very well crafted. Good luck trying to obtain whatever goal it is that your Mugen roster battles for. He's not a useless character, but he's not a world beater either.
  6. His repetoire (besides C button attack) is game accurate. He has projectile (qcf,P), torpedo (hcf,u+P), and rolling attack (qcb+K). The rolling attack doesn't technically have a known motion and his actual AOF1 B+C attack is the same as hard kick. The fact that he can't jump is intentional. He doesn't even have jumping frames to jump with.
  7. Ask and you shall recieve. But if Elecbyte asks, you didn't see this.
  8. [Preview] [Download] 4Shared Folder Select aof1big.zip [Comment] I started with Fred's AOF2 Mr. Big and basically shredded it apart and came up with this. The moves are somewhat accurate, but the hit boxes and animation durations are likely not so much. Then again, it's crappy AOF1 Mr. Big, so who cares? He can't even jump! He does feature AI, but it's absolutely crap and basically the equivalent to a child mashing buttons. Good luck.
  9. [Preview] [Download] 4Shared Folder Select Cyber_Shredder_Patch.zip [Comment] I released this as a patch because I'm nice or something. So anyways, Werewood's Shredder was by far the best as far as the coding, but the sprites were prescaled with bilinear filtering (NOOOOO!). So what I've done is converted the sprites to a ~20 color palette which, with the help of only one "botch" color, restores the sprites to the ingame palette and looks pretty good. As a bonus, you can actually custom palettes now. I've also fixed an animation bug and a cns bug. Characters need to be in liedead state until the match ends, yo. Be sure to check what I've changed before you go dumping this into your cyber_shredder folder if you've made your own edits!
  10. [Preview] [Download] lol, download [Comment] I never properly released this and thus no one noticed. Typical KOF-ish controls and moves. Hopefully someone finds this to be easier to use than the crappy old one.
  11. [Preview] [Download] lol, download [Comment] A crappy WIP that I never finished because it's actually pretty much done other than not having AI (because I ripped it out). X Light Punch A Light Kick Y Hard Punch B Hard Kick Z,Y+B Body Blow C,X+A Roll C+Z Charge Kaiser Wave (DM) f,hcf + P Deadly Rave (SDM) qcf,hcb + KK Gigatec Cyclone (SDM) hcb,hcb + PP High Blitz Ball qcb + P Low Blitz Ball qcb + K Leg Tomahawk qcf + K Phoenix Thrust (counter) qcf + P Scum Gale (grab) hcb,f + LP To the Moon Blow (grab) hcb,f + HP Kaiser Claw (aa grab) dp + P Rapid Punches LP* Elbow Drop d+HP, when opponent downed Two Palm Thrust f+LP
  12. Ok, one last brush of the dust on this thread. I've done some testing with my HD4670 and can now conclude that if you have sufficient hardware for Mugen 1.1 and you're not using it, you're insane. Some notes... In my testing, the OpenGL renderer is no less than 36 TIMES faster than the software renderer. That's enough to overcome pretty much any hardware insufficiency. The new renderer can still be overwhelmed by too many sprites. I have about 1200 characters which brings my framerate to a crawling 19fps. That's the only time that happens. Safe mode IS NOT software GL. Safe mode disables hardware scaling and maybe some other things. It may actually be faster on your hardware. If you play Mugen at the native resolution of your screen pack, then by all means try using safe mode for a boost. Otherwise, only use it as needed. So what is hardware scaling? Hardware scaling is when your GPU scales the resolution of the program to the resolution of your monitor, as opposed to software scaling which is generally bilinear filtering (yuck!). If you have a monitor with a strange resolution or you have some huge ass CRT (like me), this is a god send. It basically makes the old OpenGLScreen mode obsolete. Also good for the zero people using a two or more monitors. "How to do hardware scaling?" - sampae Good question. You need to know two things. The resolution of your screen pack and the resolution of your monitor. You're first going to want to get the most pixels out of your screenpack, so set the gamewidth and gameheight to the highest sane multiple. I use 640x480, so let's go nuts and set it to 1920x1440. If you use 1280x720, then 2560x1440 is good (I'm not joking). Then in the section, set width and height to whatever your resolution your monitor is. If your video card is smart, you'll get nice crisp video in the proper aspect ratio. For instance, this picture used to be 1920x1440. And yes, 60 frames per second all day. You didn't see this link for Mugen 1.1a4 versions of the 4v4 and 3v3 mods.
  13. Awwright. Maybe this will inspire me to complete converting Fred's Mr. Big into AOF1 Mr. Big. Excellent.
  14. I was hoping that the update would "fix" Kaiser Wave being a normal special move beings that Krauser has always had it as a DM. Too bad.
  15. [Preview] [Download] http://www.4shared.com/folder/Woe7L7F0/_online.html (Select aof1todofix.zip) [Comment] Fred's AOF1 Todo with some fixes. * Can now charge * Scaled properly (using localcoord) * Added pallettes, including a crappy Sega Genesis alternate color * Fixed that annoying bug when you defeat him by chip damage * Intuitive button layout May include some other fixes. Most of the fixes had already been here because I edited the crap out of all of Fred's characters. As-is, they suck.
  16. Sorry for expecting people to catch up with the brutally expensive and sophisticated 1990s technology that is a decent gamepad. If the keyboard is an excuse to suck, then why the hell use it? Cell phone plan too expensive to spare $10-$20 for a crappy USB gamepad? Or maybe all this touchscreen non-sense has ruined your thumbs.
  17. I'm talking about Akira Yuki, not the author's characters. He's extremely difficult to use in Virtua Fighter 2 because he is almost exclusively a counter character. So you need to know a great number of moves to use him properly as there are different counters for different heights of punch or kick. And why pray tell use the keyboard. Ugh. It's 2013. We have adapters for adapters and the most badass controllers available ever known. You can pretty much play Mugen with any controller.
  18. Alright. It's that guy that was mega hard to play as. The AI would always dominate with him, though. Damnable counters and such.
  19. This looks absolutely amazing but 850x480? That's a helluva wacky resolution to work out of. Do you have one of those badass Sony widescreen CRTs or something?
  20. If you have a BAT file set up for quick matches, it takes less than 5 minutes to download, install, test, and ultimately delete or keep the character. Don't be "that guy". Downloading random crap and screwing with files is the spirit of Mugen. It never ends.
  21. Ok, here's the run-down evaluation and all the crap you actually need to know. REGARDING THE NEW RENDERER: First off, the default RenderMode in this "release" is system. You'll want to change it to OpenGL to use the new rendering mode. BUT WAIT, THERE'S MORE! You will need to have a GPU that is compliant with what Mugen is looking for or it will not, in fact, work. I'm not certain, but my best guess is that the limbo bar is set to Vertex Shader 2.0 (DX9). That means if you're using some piece of shit Intel system, you're probably fucked. My Mom's crappy computer with a C2D + i945G is not compliant and therefore fails to start in OpenGL mode. :( My Aunt's spiffy AMD E-450 (Radeon 6320) system does work. Therefore, the new renderer works. Even without the new renderer, Mugen 1.1 seems to be ever so slightly faster, but not appreciably so. REGARDING COMPATIBILITY: Quit whining about it. Mugen isn't about point and click. It's about getting your hands dirty in text editors and programs like Fighter Factory. If you're worried about upgrading from Mugen 1.0, don't be dumb. If you're still using WinMugen or DOS Mugen, grow up. You're not Windows XP guy, old car guy, or even Atari guy. You're Windows ME guy. You're bring-back-the-old-MAME-cheat-engine guy. You're never-even-owned-a-computer-and-you're-under-60-years-old guy. Get with the program, upgrade your Mugen to something good, and fix your crappy Penultimate Eldrick Woods character yourself. It's 2013. Don't hate "new" for the sake of hating new. Hate new when new sucks. I know it usually does, but try to be somewhat educated about these things.
  22. Awwright. About damn time. Enough of this software mode garbage. Time for real speed.
  23. Because they don't like high-res sprites? Because high-res KOF sprites are a different scale and look crappy a 640x480 when scaled down? No wait, I got it. Because they were bored. That's the money.
  24. AWWYEAH Time to witness Mugen doing what Art of Fighting never could. That is, make one of these characters fun. Man, those games are garbage.
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