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NotAGoodName

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Everything posted by NotAGoodName

  1. I have posted in news before. Get over yourselves and quit posting shit.
  2. Screw it. There's stuff that doesn't even get posted in news that is good. Quit posting this crap. -1'd
  3. He has a b+X+A "taunt" that gives him a stock for some reason...
  4. Some of the sprites are ok, but I bet they are scaled wrong. On the other hand, the idle pose is absolutely putrid. Chucho seems to be trying to work too fast or something.
  5. Not gonna lie. I prefer him scaled down 5% (localcoord = 336,lol). Heck, you can see in the video preview image that he's much too tall.
  6. [Preview] [Download] http://yiazmatomegavictorys.wix.com/mugenvictorys [Comment] Finished now. It has a new Lv3 where he blows up (like Dan, but not useless).
  7. I wonder if there's like a pack of characters that are only a single idle frame but are otherwise uncreated and interesting characters.
  8. There's two "good ways" to do it. 1) Winmugen compatible Make a crap ton of humanly impossible commands that will activate a variable in the character which enables his AI. Annoying, but functional. Requires even more work if you want your AI to be adjustable as you have to account for that and make it possible for the user to modify it. 2) Mugen 1.x AILevel variable You can use the global AILevel variable for Mugen 1.x compatible characters for AI attack states. It works the same way as player command states (states in CMD file), but instead of using the command as the trigger, you use AILevel > 0 and some other situational triggers to emulate AI. This is much easier than it sounds. My characters use this method and they manage to have surprisingly competent AI. The biggest reason you want this is that (if you do it properly) it uses the Mugen difficulty setting.
  9. So I thought about it and this is almost possible, but not the way you're describing it. From the global hitsparks, it won't work. You can't change sparks on the fly and they're shared between players. You COULD do this if a character were generating the blood from its own SFF and not using the same blood hitsparks for itself at any point. In that case, you could map all the blood to a specific palette in the SFF and then change it in CNS depending on the opponent. This will, of course, be unreliable in simultaneous battles, but whatever. [state 5900, 3] ; Example crappy code type = trigger1 = (P2Name = "Reptile" || P4Name = "Reptile") && EnemyNear,AuthorName = "An author that made Reptile" trigger1 = 1 source = 8000,0 ; Red dest = 8000,1 ; Green ;; this part might be backwards...?
  10. Since winmugen didn't have anyway to know if a player was AI controlled, author's often used crappy and stupid methods of setting their own AI variable such as a certain amount of idle time without input. The only way to fix it will be to reverse engineer the AI variable and set it by some other method. Thanks winmugen.
  11. Man it must have sucked trying to make AI before Mugen 1.x introduced the AILevel variable.
  12. Someone should do this for Master's Fighter on PSX. The sprites are actually high res in game. They're just really badly scaled, kinda like CVS Pro. I'd do it, but I'm too lazy and don't really have enough time to fool with it.
  13. [Preview] [download] Cyborg http://www.mediafire.com/download/zpf3tzbclistbxa/Theresaholeinthesky.rar Victorys homepage http://yiazmatomegavictorys.wix.com/mugenvictorys [comment] Welp, I noticed. Takuma now has a 2002 mode and some more color separation. Serious Mr. Karate has a couple more command moves.
  14. Nice job fueling err moderating the "discussion" as usual. So anyways. Another ROTD character. Cause hey, some people like ROTD sounds, ROTD hit sparks, and those goofy body blows. Given no better alternative, these sorts of characters aren't too bad once you "fix" all the ROTD stuff. It's too difficult to remember that you're not actually a KOF character, otherwise.
  15. You could always try making some cheats which change what frame you're in. Then you can just capture any frames that are programmed.
  16. I haven't looked at how you coded this or anything, but even the optimised version is quite taxing despite using Mugen 1.1 and hardware acceleration. Granted, I'm scaling 1920x1440 to 1600x1200, so that's going to be way more work than playing in 640x480 or 1280x720. I think I can just assume that it took a ridiculous amount of effort and the result looks awesome.
  17. if you're patient enough, you can rip sprites from the tilesheet. It takes a lot of precision and freetime, but it beats doing it frame by frame.
  18. I'm proud of chucho. I mean, this isn't a fantastic character by any means, but it's almost good and worthy of a roster spot if you have one of those 1000+ character screenpacks and a few open spaces to spare. Now, It would be nice if he didn't have the blatant win pose glitch, but I guess I'll let it slide. It's chucho.
  19. This is easily my favorite character that you've ever done. That kinda CVS-ish style. Not overpowered. Good stuff. I admit, I'm not really even familiar enough with Laurence to know how wildly innaccurate this is from his normal game play, but who cares? Going by his mugen appearances, he normally sucks. I only found one level 2 super in a quick test, and I find that odd, but whatever.
  20. Mugen is not the best at managing its own memory usage. Regardless of what you do, if you play for a long enough time and have memory intense characters in your roster (such as Borewood's high res offerings), Mugen will eventually fall on its face. You can try changing the PlayerCache setting in mugen.cfg. I use 0 and that seems to prolong it, but I can't really say anything for sure other than it works. I guess if you have a crap load of RAM, you can try 30, but I don't recommend it.
  21. Ok, yes. See how you see more stage in the 4:3 mode screenshot? You need to make it work it there, first. You obviously didn't use any sort of localcoord for it in 16:9 mode, so mugen is just doing the default thing where it's cropping the top and bottom to make it 16:9. It's really obvious if you make both screenshots the same width.
  22. bizarre choice of effects, but sure. I really hope Pocket Athena gets done. She was hilarious.
  23. I can't exactly tell because you don't show the entire screen, BUT... By default, 16:9 in mugen is 4:3 cropped. So, you need to design the stage for 4:3 first. THEN make adjustments and edits so that it works in 16:9 with/without appropriate localcoord.
  24. This is a pretty good author. Too bad this wasn't a particularly good fighting game. But hey, that's ok.
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