Jump to content

Arias

Creator
  • Posts

    541
  • Joined

Everything posted by Arias

  1. +Zoom +640X480 +32 Bits +Animated +Super Jump +Semi 3D, horizontal & vertical +Parallax -No foreground expectators, I don't like how they look, plus the animation isn't done correctly(it's misaligned for most of them). Wait for the gifs to load completely to watch at full framerate. The graveyard side was supposed to be separated in layers, but that would put a lot of stress in the cpu, so I merged them to keep the vertical effect aligned with the parallax floor. DL: https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/skullgirls
  2. The basic that you need to know to edit characters is pretty much the same you need to know to create them. The difference is that most of the work is already done. You can start by reading the docs, and messing with Kung Fu Man files, as it has annotations of what each state does.
  3. Brokenness aside(looking at the author didn't expect another thing tbh)... Has decent looking sprites but animations are too stiff, armor doesn't move consistently...... also..... that walk and jump :/ I wish she was as fluid as Tabibito's Gilgamesh. Moving body parts up and down is not enough.
  4. Has to be the most annoying thing.
  5. One thing I've noticed is that with png's, in some stages the scrolling goes more smoothly than one using indexed sprites, regardless of the fps(could go 60 fps and the scrolling still would look jumpy), I already made it anyway: 1.0 version http://www.mediafire.com/download/nqf61irqm5qu6dk/sdm%281.0%29.rar It doesn't look as good as the 1.1 version, but still keeps the perspective(3D) effect in the walls, ceiling, etc.
  6. The Cathedral was updated Now it has a much better depth effect, the curtains over the statue won't change perspective vertically, only horizontally because I didn't want to add more stress to the CPU in low systems. It's just a video converted to gif.
  7. -960x720 -Zoom -32 bits -Animated -Super Jump -Parallax DL: https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/skullgirls
  8. Well, it happened once in this place, isn't it? IIRC with the fairy tail related stuff, ..........not that paranoid :P
  9. It got a very good feeling of depth, though I feel strange how all the statues face in the same direction all the same time, also because one side shrinks too much when you reach the bounds, you may like to arrange their perspective from the center viewpont, in 1.1 you can do it without the need to change anything in the sff. I'll leave a small edit in case you want to see what I mean: http://www.mediafire.com/download/0vjajr79qd7vp5m/GurianoStage1.1.rar There's also a bit of sliding in the floor.
  10. -Zoom -960x720 -32 Bits -Animated -Super Jump -3D horizontal & vertical -Parallax Wait for the gifs to load completely to watch at full framerate. The stage comes with two defs, one has a full perspective effect and is demanding, but in case you have problems running it due to a low system, there comes another file wich replaces the cells and floor with a simple scaledelta. Note that in this version, the floor (& most of the stage) will still change perspective vertically but the cells won't, this isn't too noticeable if the jump is only vertical, however it becomes evident when the stage makes the change of perspective in both ways at the same time ( I mean, when you jump and scroll the stage at the same time). If this annoys you like me, just set the boundhigh to 0, this will make the stage being unable to change perspective vertically and will keep only the horizontal effect. DL: https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/skullgirls
  11. It has been a while since I watched this Doujinshi, don't know if it was never finished, I can't find anything after episode 4, I really liked it. no images, but video....of images. EP1.- https://www.youtube.com/watch?v=OOoztCYFYW4 https://www.youtube.com/watch?v=MUVDRarxDjo
  12. Vertical Horizontal -32 bits -640x480 -pseudo 3D -animated Dealing with leaning perspectives is rather annoying, has a couple of mismatched pixels due to that. DL: http://www.mediafire.com/download/oeumy1iu4h5o3jk/sdm.rar
  13. well, after reading the topic I've learned that 90% of people don't even bother to take a look at the docs. or development ideas... :disappointment: props to the guy for actually doing it.
  14. I'm all for both, novelty & accuracy, but I'm rather special with my choices: when it comes to existing characters from non fighting games, my choices are generally bosses & minigames(a good example are those bosses created by IF, or that megaman game by Ukege), this is what I like the most, generally don't pick characters meant to be used but to be fought against.(even got to start a mini DooM game in the form of a FPS, that never could finish for one thing or another) when it comes to characters from fighting games, my choice is to pick the most accurate possible(like in Souki, Kurogane, Aotsuki touhou stuff, ‡H melty blood stuff, muteki gg, neat unsou etc...) I don't keep those with custom gameplay,there are a few exceptions, the only characters with custom gameplay I keep is Arcueid by kuro & Shin Gouki by POTS,..... and rare akuma if joke counts, but that's it, I don't bother with anything else with "POTS" in the title, or with similar styles. Also characters which I liked their sprites, in this case, I liked the graphics & they could play horrible, but I only want them for showcase, most likely keep their sff. fanmade/original stuff is a rather rare choice for me as well(I think I have only 7 counting both), but one thing they have in common is that they share a mix of novelty gameplay+graphics I find interesting, like Unyuho by Ohgaki.
  15. Rather hard one to set in 3D.
×
×
  • Create New...