Jump to content

cultistofvertigo

Member
  • Posts

    25
  • Joined

  • Last visited

Everything posted by cultistofvertigo

  1. So I spent maybe half an hour tearing this post to pieces, as a culmination of my ever growing frustration of this "playing a freeware fighting game engine entitles me to be an enormous prick" nonsense as it pertains to exclusion of both people and information, and how this attitude is PRECISELY the reason for the earlier comments in this thread complaining about why the only characters anyone ever sees are umpteen bajillion overpowered Street Fighter edits, but theeeeeeeeen... Almost as an afterthought I checked out this link. I only watched the video, but wow did the anger and frustration evaporate quickly. This is cool, and recent too! This guy is still working on ol' Spike, and that just makes me feel all warm and fuzzy inside. So I haven't touched Sauron since I last posted, and I haven't even really tested that ff3 update to see if it makes a difference, and the reason for this is, like I said earlier, I've been getting increasingly frustrated by this inexplicable "boy's club" mentality that's harming both my patience for mugen as well as my ability to actually code anything, since I'm not getting any answers from anyone. There are a limited number of reliable resources for this thing online, and not everyone is making the same character/abilities/helpers/whatever that you are, and at some point you kinda just have to cave and ask for help. But, of course, this is the skull n' mugen society, and baka gaijin aren't allowed to know things. Seeing this basically finished Armadon (wait... is it actually finished?) has calmed me down considerably, but I still don't have a lot of enthusiasm for this at the moment. I was considering just dumping this forum altogether and, if I ever do finish any of this, releasing it on my blog or something, but at the moment I'll just say that I would very much like to continue working on Sauron, as well as the anything else PR related, but I need to back off for a little while. i don't think it's helping that Sauron is like my 5th choice to begin with, not counting the PR2 characters, in which case he's maybe the... gosh, 10th choice or something. Probably way lower if you account for the "Mega" characters. I'll still put some time in it, though. I might not worry about uploading any updates though, so I might just disappear until I have actual finished stuff to release in its own thread. I'll try and check back here, but if anyone has real criticism of my Sauron or the like, and I'm not responding here or via PM, you could always just get on your computer and e-mal me, Mal, at [email protected]. But in the future, expect progress from me to come at a much slower pace, and Sauron to not necessarily be my top priority. As cool as it is knowing that I'm not completely alone in working on mugenizing PR... you know, one of you guys could pick up Sauron or w/e too if you wanted... nothing's stopping you... and wouldn't it be awesome if there were THREE people working on it? Wowzerz, imagine the possibilities! That all sounds reasonable to me. You sort of have to assume on default that the reason something or another hasn't been done in regards to PR isn't because it's difficult or the tools aren't out there, but just because no one's done it yet. My experience with the extremely lackadaisical uploaders of those PR2 hard drive assets videos more or less proves this. However, once you get the image file, there is that even with the data (I know Gruntzilla viewed it with a hex editor) it's still up in the air about whether or not it's even in a format you can do anything with. The green guy apparently wrote some sort of custom program to view the sprites, I think, at most, maybe chdman + disktype could get us the sound effects? It's really just not a thing I know much about. If a problem can't be solved with arcane magic or blunt objects, then I'm at a loss. I'm not John Carmack, you know. I will certainly try these things myself sometime soon, but I fully expect to come up against another wall. I think it's really just going to come down to whether or not I take up a lot of my time learning advanced coding, which, unfortunately, I simply don't have the time for. It's not wise to depend on me for anything computer-y, yet time and again it always ends up being just me who cares enough to get it done, I just don't have the skills. Isn't there like ONE other person who loves Rage as much as me who actually knows what they're doing? Like ONE person? C'mon, it's a pretty big world out there, there's gotta be someone, right? p.s. In the future, TMC55, please don't shit up the thread with completely off-topic posts digging at other members whose posts you never actually read/understood for stating their opinion. In short, you would do well to follow your own "advice." I'm here of my own volition because I want to contribute something to this thread, forum, and community, not because I want to gossip out of school about people I don't know or things I've never said. If you can't respect that, and have nothing else to add about the development of Sauron, then please don't bother. This is the last time I'm going to acknowledge this line of conversation in the thread.
  2. Oh. Well I double checked and I guess I am using a version from 2013. Maybe this will help. ~o~
  3. Then he shouldn't have made them in the first place. It's one thing to make a bonus, crazy version of a character that's been done a dozen times before, but there are NO other Blizzards or Chaoseses (or Shanks). It's disrespectful at the least, spiteful at the worst. And the more I look at the code compared to what's going on in Sinsitro's characters, the more obscene and ridiculous the whole thing looks. Honestly, the best thing about those characters is Blizzard's punching bag meter, which is extremely helpful. Also, I don't know who "The_None" is, I've never met them, and I don't expect anything of them. What I do expect is for a character named "Chaos" to not quote retsupurae videos at me, and that's not too much to expect, honestly. I'll still end up using some of them, like the sprites, probably, but most of that stuff is going to have to get gutted. What's the deal with Armadon? What's he like? About how much is done there? And what's the name of the guy who was working on him? Do they ever pop up on this forum? PR2 is from '96, the first game was from '94. It was made with modified PSX hardware, from what I understand. I also think they'd figured that the problems with emulation is because of issues emulating the hard drive, and I don't think Primal Rage II is alone in this either. WOAH! What the hell is that? Where'd you find that thing? Does it work? Man, I gotta try that. I'm not sure what video you're referencing though. I mentioned Gruntzilla and that... greenguy's youtube channels, but that's neither of them, nor does it have anything to do directly with Primal Rage II. I'm definitely bookmarking that video, though. I don't really have the time to mess with that right now, but hopefully it'll open up some doors. Speaking of time, because of a weird problem with Sauron where his palettes don't seem to work correctly (it doesn't read them from the def file like every other character, you have to manually insert every palette manually into the sff file), as well as some general numbering oddities and clean-up stuff, I decided to just remake his whole sff file from scratch. It seemed to be working okay, especially after I found the menu option to import sprites directly from another project, but that problem hasn't gone away yet, and I don't understand why. I created this thing brand new and it's still having problems. I think the issue has to do with something about which version it is. When I was originally looking up this problem I found that it only happened to people making 1.1 characters, and that this was just a thing 1.1 characters were supposed to do. So I "saved as" to turn it into a 1.0, but the difference was that manually adding palettes to the sff file worked, as opposed to nothing working at all. Now the issue is I can't get it to do what the def file tells it too and read the act files. There's a work around for this, obviously, if you've checked out my "Beta Sauron," but good lord this is NOT how mugen characters are supposed to work and I don't understand what I'm doing wrong. And, as I've very quickly learned, this is going to just be how things are unless I figure it out myself. Anwyas, my point is that technology is evil black magic, I don't trust it, and nothing I ever do works because I'm cursed and the technocracy hates me. ...idunno, I guess I'll just keep working on Sauron even with this stupid, terrible bug that won't go away no matter how many goats I sacrifice. This will probably end up taking way longer than I thought, though, which leads me to my next question: should I make a W.I.P. thread or something? I mean I'm back to Sauron now, but these broadly overlapping subforums confuse me. I don't really know what I'm supposed to be doing half the time, like there's request section where you aren't supposed to make requests. "Fairly Tough?" Talon is just as bad as he is in the original: a cheap, jerkwad scumbag. Vertigo is fair, and Diablo got a boost but he's not awful like SOME character's A.I.'s are. On the whole though, and I'm including Sinistro's MK1 Scorpion too, the AI on those guy are... reasonable. I suppose if I studied what he was doing enough I could learn to make AI that good, but I'm not much of a robot-brain-programmer. It's kinda just not on my list at all, other than getting Diablo's AI to stop glitching out after an Inferno Flash (something I cannot do by using the move myself, meaning there's nothing wrong with the move, it's all in the AI). As I've mentioned before, I'd really like to do Armadon, since I'm planning on doing all of them anyhow. Armadon became my third favroite character as I slowly grew to hate Talon and became obsessed with Spinning Death and Bed O' Nails. I, again, really picked out Sauron because I was under the impression he was more complete than Armadon, but from what I've heard in this thread I'm starting to think that's not the case. What's more, it would be pretty awesome to find out the guy is still working on ol' Spike, which I hadn't even considered. Of course Vertigo is the one true queen, though, and I'd drop everything to work on her if I could figure out how to code a shrinking spell a la Malyssa's Hypnotic Gaze (or Shank's shrink bombs), since that's really the only thing I need to add.
  4. ...by opening it back up? Here, I'll show you: That little window on the side there, the colormap thing? That's the palette. This is what happens when you convert an image to be indexed, and then reopen it. The palette is still there. I've used gimp for a hell of a lot of things, including editing paletted sprites, and not once has it "lied" to me, so I'm not really sure what you mean. By contrast, this is what happens when I open up a sprite that was cut up in Alferd from this very image: aaaaaaaaand it's gone. Fighter Factory verifies both accounts: any indexed image created with gimp will still have its palette if you add it to an sff file. But trying to add the palette of this sprite just got me a pop up telling me this isn't an indexed image. These aren't shadow governments or conspiracy theories here, they're just computer programs, they don't have a secret agenda or anything. I can't find anything on this "!draw3" program, though. Is there another name it goes by I should be searching for? I think the exclamation point is throwing the search off, but looking for "draw3" didn't return it either, so I'm not sure what's going on there.
  5. Oh ok. The PR2 rom is in two files: the zip file which is what you're going to find when you search for "Primal Rage II rom," and the hard drive file, the .chd, which is where all of the actual game is. The sprites, sounds, music, and all the rest are in that compressed file, and the game pulls information out that hard drive as needed while it's running. You can think of it sort of like mugen if you want, the assets aren't hard coded into the .exe or anything, they're all laid out in a specific place on your hard drive, and the configuration files tell the game where to get all of it's assets from your drive. Uncompressed, this information is a couple of gig, although I forget how much exactly. Gruntzilla and... uh, the other one, I forgot their name, have found out how to uncompress this file and get a look at the raw data for the sound, music, sprites, and even some of the AI commands. This is kind of a big deal. There's plenty of videos up about all of this, and Gruntzilla has the whole PR2 soundtrack ripped (it's okay, definitely a far cry from the original game's style and quality though, way too heavy on annoying 80's licks than the mysterious, tribal mood of the first game. Think about the difference between the MKII and MK3 ost). The other guy, green... something... however, the ONLY person on the planet who has figured out how to view the sprites, has released nothing, and has no plans to, and has been extremely uncooperative when I asked him about getting this stuff out there. The main problem seems to be that there's not an automated process for converting this data into some kind of image file that can be manipulated or uploaded easily. Of course for me this wouldn't be a problem, I'd just "print screen" and crop every single frame if I had too, because as I probably mentioned before, this is PR2 we're talking about here and we don't have the luxury of being lazy because no one's going to do it if I don't. I haven't bothered checking back with what's going on with that guy, because willfully sitting on the holy grail and being a dick about it doesn't exactly make me feel like being reasonable. If I was going to figure it out on my own (which, and let's be clear here, I can't) I'd at least need to extract the raw data from the .chd file and I don't even know where to start looking for that kind of info. Just searching the internet didn't give me anything I could understand, so I'm either not doing it right or don't know what I'm looking at. Either way it's a dead end. It's the most I can do to make a "Mesozoic Wars Slashfang" which approximates his moves, but with Rex sprites, and make the hyper attacks roughly resemble those of the avatars. Cool, thanks for reading the thread. The entire cast isn't mugenized. Sauron and Armadon are still unfinished, although I don't know what state Armadon is in to be honest, I've only just heard bad things about him. On top of that, Blizzard and Chaos are - sorry, but it's true - AWFUL. All of the sounds are wrong, the AI is worse than Omega Tiger Woods, the hyper moves are completely ridiculous and way too cheap, and on the whole they only just barely resemble the actual Blizzard and Chaos in the most vague form. The only good PR characters are, to this day, the three Lord Sinistro made. Since I rather recently discovered that there really just isn't anyone else who cares about Primal Rage as much as I do, I realized that the situation is something like this: if I don't do it myself, it's never going to happen. And that's kinda just the rule. So, if it's going to be up to me and only me to get these guys in mugen, then I better just go ahead and do it all. So I'm going to be making the entire PR1 cast as well as two additional "fanon" characters, with "Primal Rage 1.5" abilities and controls, all standardized and worked out as best as I can so that you don't run into those weird situations where MK ninjas made by different authors have wildly different scales and sounds and effects and it's all just a disjointed mess. I'm also making "Smashified" Game Boy/Gear versions of the six characters that were in those ports, and I'd LIKE to make a more authentic 2.3 version too, but the command coding doesn't actually work, and I have no clue what I'm doing wrong, so for the moment I'm ignoring this. My plan is to make a release thread, since this is still technically just about Sauron, once I get the three Rexes done, or at least mostly done. Then I'll just update that thread as I put more characters and stages out. In the meantime, today I'm going to start retroactively applying the edits/formatting I did to Diablo on Sauron, which probably won't take that long. I'd like to start on the third "secret" character by tomorrow, but we'll see.
  6. I like lavados because he's the strongest. Real answer: Missingno., for a million reasons, but probably the most important being that it marked the last time I'd ever been so immersed in a video game until I discovered Silent Hill. Mew was one thing, but ol' Missy turned the playground into a damn amateur cryptozoology society. Second favroite is Ivysaur, I s'pose. Oh! And you can't forget about FISHGUN!
  7. "Evil will triumph over good because good is dumb." - Necrosan
  8. But they are, though. Obviously, because I'm "preserving" the existing palettes of indexed images, not generating them. Over and over again I convert an image to indexed mode in GIMP, then run them through Alferd and watch as the palette magically disappears! You know, a way you might get around that randomizing thing is just selecting a series of sprites at a time and extracting them piecemeal rather than the whole sheet at once. Or even make different folders for each animation, if you want to get really fancy.
  9. What? Why? The hell? No, it did that to me and then I realized I was using the wrong state controller. I used EnvColor and it turned EVERYTHING fuschia, and you couldn't see anything. So I double checked the wiki and it turned out I needed to use BGPalFX, which works. ...oh good lord, yeah for some reason the Sauron (3) file I uploaded has the EnvColor controller. Yikes, that's really weird. Well I uploaded the working one here: https://www.mediafire.com/?a4bk6w06d6bv1jw Really sorry about that. It's weird because I actually solved that problem really quickly, which means I must have just... not tested "voice of god" before zipping it up and uploading it. Oh well, I'll be more careful next time. By the way, Armadon's icon in that screenshot is really weird looking. :/ Green? Is that me? @_@ No, I haven't. I'm heavily restricted by the sprites I have access to. Again, if I could just get my grimy little paws on the PR2 sprites in that damned .chd file, then I could give Diablo his "face burner" throw, make Sauron scratch his ear, and add in those cool hyper attacks, among other things. As far as intros go it's really all you can do to make their roars look fancy. I actually happen to really like The None's Blizzard and Chaos intros, but I'm trying to stay on-model here. There's probably not anyone better equipped to write MKX-style character specific intro dialogue than me, but... you know, there's not much I can do there. Even Lord Sinistro just, uh, had them roaring and the PR title screen pop up, which is honestly pretty boring and annoying to me. I'm really not putting much thought into the intros, really, I usually just skip them anwyas. So, uh, no update on Sauron, because I haven't touched him since the version I just uploaded. I've been working on Diablo, trying to create a more standardized, stripped down template I can drop the other characters into, trying to keep everything organized and all that. I THOUGHT that Sinistro had Diablo in the bag and I'd have to do something dramatic to justify releasing an edit, but... ya' know, not so much. Turns out Sinistro never actually finished Pulverizer. I guess I never noticed because I don't use that move that much, but all he does is jump on their heads and pop off like Brain Basher or something. I fixed this, including adding the missing sprites and all that, but I'm having some issues. Namely, that the opponent GETS UP after the first stomp, and can just walk away, meaning it only does 25 damage. I do not understand what's causing this, and I've been fussing with it basically all day. The other problem with Diablo is that now that I've given him the ability to Inferno Flash in mid air, the AI sometimes gets stuck in an unhitable state constantly turning back and forth. I think this might be caused by having four players, but idunno. I sure as hell didn't want to have to mess with the AI coding, but it looks like I'll have to at some point. I wanted to make a straight up 2.3 as-faithful-as-possible version, but I'm having a really hard time with the commands. "/a, /x, D, DF, ~F" doesn't work. It just doesn't work. At all. Unless anyone actually knows how to write the code to make 1+3 D, T work, I'll probably just abandon this idea. I have, however, made a fully "Smashified" Game Boy/Game Gear version, a two-button character that only have the abilities that Diablo had in the handheld ports, and the palettes are your grayscale and green Game Boy colors, and the two Game Gear colors. I think he's kinda adorable, really, if I could just get the computer to stop spinning around in mid air it'd be great. :/ So, other than these bugs everything's kinda done with Diablo, and the blood really isn't quite the in-depth system of levers and pulleys I thought it was, it's basically just Explods. So soon I'll start applying all this stuff to Sauron. Hopefully I'll get past those two and start working on my secret third character after about two or three days, since that's more or less the speed I've been going at. Anwyas, here's some fun things: "Game Boy Green" Diablo pulverizing the air/moshing/pretending to be Titanosaurus Diablo with Sinjin's colors using Sauron's move. I'm actually using it as a stand in for Sinjin's rising, flaming axe attack which replaces the rather obnoxious combo thing Sinistro had for one of Diablo's hypers.
  10. If you had access to a time machine, would you go back and kill Hitler? Really think about this, though, we're talking about a universe where time travel is already possible, and this time machine you've come across... well, you probably didn't build it, right? So that means we're talking about at least one other person being able to jump around in time. And we'll just say that you have no way of knowing exactly when they are. So consider that other people are out there using this technology, and also, keep in mind that getting rid of Hitler isn't exactly full proof. Would Himmler have been any less worse? Let's say you pick a "safe" time to go back and do the deed - and here's where it gets interesting - if we're talking about, for example, back during his WWI encounter with Tandy, you're probably going to have to wait in line. And remember, the past is still the way it's always been, but this isn't a sideways time machine: if you change the future you can't go back to your own timeline. But then again, if not killing Hitler, what would you do with a time machine? Bet on famous sports games? Ride a Tyrannosaurus? Follow up question: how much money do you make a year? Already got this one. Something about a prank. p.s. almost forgot, one more question! Would you rather invent the cure for cancer, or have cancer?
  11. That sounds fun. Isn't being a brainwashing detective a conflict of interest, though? Like, if people only tell you what you want to hear, you're never really doing any sleuthing, right? What do you think, gumshoes? I'm just debating whether to dive right into, say, figuring out how to make this stupid shrink spell thing work again, or do something BESIDES stare at mugen code since last night. And just now I'm realizing I'm hungry, so now I'm thinking about a funny internet video I could be watching while I eat something, what that might be, what it is that I would be eating, and why I'm still here typing up a post on a message board about doing this instead of actually doing it. Now I'm thinking about how I should turn my fan on, and NOW I'm thinking that this premise is running a little thin. I'm thinking I should end this post somewhere around here.
  12. Well, you know, you can just open up the cmd file in notepad or fighter factory to view/change whatever you want. The coding is only in one language, you don't need to read the name of a move to know how to do it. You could even take it a step further and write your own movelist, just by testing each command in the cmd file and jotting down what move it is. Maybe upload it somewhere as an English patch for the character or something... although that sort of seems unneeded to me, but whatevs.
  13. HIHI! I wouldn't join any club that would have me as a member. After this was pointed out, I went back and double checked and I guess you're not a mod? I got a hello from an Admin (HIHI! ^o^) but no mods. Hmm... usually it's the mods who choose to slog through the intro threads, but you're doing this totally of your own volition. Interesting. Either you really like being welcoming or you have ulterior motives... >:3c
  14. Ha, you think THAT looks like Diablo? Wait until you get a look at at his start+x and start+y colors. On Arik they're literally Diablo's first and second palette from PR1, I tried to differentiate them slightly as to avoid a yellow sub-zero situation, but, eh, whatever. Anwyas, here's the "finished" version: https://www.mediafire.com/?g3fo6moke1ox153 I'm not done yet, of course, but all of the stuff is technically there. All the normal, special, and hyper attacks, plus intro, win, lose, and taunt, basically everything is in place to work as a functional character. But he's not really done yet. Things I still need to do: - no blood yet, so that's probably pretty important - cleaning up the code, getting rid of copypasted things that are vestigal, making it all just look nicer and not like a crazy Frankenstein creation, etc. - tweaking the velocity stuff, some of the air moves have weird arcs, you can still attack after a Cranium Crusher, stuff like that - intro needs to have him walk over to the corpse of the opponent, which thanks to Lord Sinistro I think I know how to do now Then there's the bonus stuff, which would be people eating. If I'm going to add this functionality it should be 100% compatible with LS's other PR worshippers, so you can eat Hexia and Vertigo can eat Tothus, etc. Theoretically, I think this is just a matter of creating helpers with hitboxes, give them an ID or something so that only the chomp moves can hit them. I could probably figure it out. Anwyas, that likely won't come until later because I'm going to be editing all the other PR characters to maintain consistency. I'm probably going to have to skip Vertigo since I can't figure out a way to make her shrinking spell and jump into Diablo. I've also been making stages based on my psx rips. They're... okay, Cove and Tomb are done so far. All this means that I'm eventually going to have to start a new thread for Mal's PR stuff pretty soon, once I get something releasable outside the scope of Sauron. I think I'll hold off on Armadon until after Sauron, Diablo, and a third secret character I've got up my sleeve are in releasable forms. But, yeah, kinda getting to the end of this thread here. Anwyas, THANK YOU SO MUCH to to Skorpo for putting together all these sprites, getting the animations together, fixing the palette, and basically just getting the whole skeleton in place here. I definitely would have never bothered with Sauron at all if you hadn't already done the gruntwork. Also huge thanks to Lord Sinistro who basically wrote the book on PR characters and I, again, wouldn't have even tried if I didn't have his shoulder to stand on. This is all stuff for the readme, yeah, but I figured I'd gush here just to cover my bases, as it were.
  15. Sol Invictus. Right now it's on "Deceit," it's okay but I'll probably skip it... nope... oh, there's deep forest but I don't really wanna hear that... nope... oh, here we go, "Black Easter." Oh, wait a minute I don't really like this version. Skip. Now it's on "Here We Stand." That one's pretty good, I'll keep it there. So, there you go, I'm currently listening to "Here We Stand" by Sol Invictus. Thanks for asking? I don't know how to embed videos. :/
  16. I deleted all of the sounds you had and built the new sound file from scratch, using the rip from the spriter's resource sound thingy, whatever it's called. I didn't notice it until you pointed it out, but yeah I didn't bother remapping the taunt to the correct sound. But also, the taunt is pretty low on the list as well, mostly because I'm sore that I can't use the "ear scratch" taunt from PR2. Ultimately the taunt will end up being the same-old primal scream animation, just much faster, and have it give him 1000 power to make it more like the PR2 Sauron. Things from PR2 I will not bother porting include the variations of the Earthquake Stomp, because honestly I have no idea what that would even entail. Different knockback distances? I never liked Stun Roar, or really most "sonic scream" attacks. First of all, soundwaves are invisible to the naked eye, and that includes theropod eyes too, they can see UV as a color but not soundwaves. I give it a better grade than Anguirus' sonic attack in the Atari games, but that's just because PR is my favroite game ever and the totally ludicrous liberties taken with some of the monsters in those Atari Godzilla games bug the hell out of me. But, more importantly, breathing fire is Diablo's schtick, not Sauron's. Sure, it's a "lazor," or w/e, but Sauron is the God of Hunger, not the god of screaming at things, and as Scorpion and Sub-Zero can have wildly different abilities, Diablo and Sauron shouldn't be sharing the core power that all of Diablo's abilities are based on that make him unique. Scorpion shouldn't be able to freeze people, that's just wrong. For what it's worth, the sprites for Stun Roar in PR2 are much better looking, resembling warbly waves more than something an Ultraman monster might have. And, regarding those sprites, no offense, but that's kind of the exact opposite of Primal Rage. Giant, obnoxious, cartoony hyper beams are not what Sauron's about, neither gameplay wise (he's all about anti-air and air combos) nor thematically (again, his thing is that he's constantly hungry all the time, like a parody of the popular "T. rex" character that chases and eats everything indiscriminately). However, that does give me another idea, a "super primal scream" that effects the whole screen (blockable), and instead of goofy looking sprites, just use a color filter and some screen shaking. This move would solve all of my hang-ups about "sonic scream" attacks, by making it semi-invisible and not restricting it to a directional weapon like some sort of futuristic military weapon rather than just a really loud dinosaur and/or the booming voice of god. Double checking the footage of PR2, Sauron's Arik morphs end with either the "carnivorous slash" (I don't know if that's actually the name of the dolphin slash-style move, but it's also the only one of Arik's moves whose name I can remember) or a forward slash, so no ideas there. Arik almost seems kinda pointless to me, he really just seems like Sauron without a projectile and better reach. Forcing the Avatar mechanic on every character had some pretty mixed results, they're not all Shank. Speaking of Shank, I really want to give Vertigo Malyssa's shrinking attack to replace the rather lame come slither-scorpion sting hyper Lord Sinistro gave her. An AngleDraw state controller works, but as soon as the opponent moves they pop back up to normal size. The various "berserk" states of the other PR characters in mugen didn't really teach me anything, either because their method isn't applicable or I don't understand what I'm looking at, so I don't really know where to look for an example or anything. Any help with this would be greatly appreciated, and if there's a substantial change to the character like that, it will also justify releasing it, I s'pose. Here's a fun bonus, Sauron with Arik's p2 colors: Looks like he's been to long in the company of Tothus. *rimshot*
  17. Okay, so this isn't strictly a mugen question, but since it's such a ubiquitous tool for mugening, I'm sure someone around here ought to know what's up with it. So apparently since ver. 10 (from 2013), Alferd has had the ability to preserve the palettes of indexed images on export, hence why I've updated to the newest version when I discovered, to my horror, that it wasn't already doing this. You open up the options menu and there's a little checkbox for it. Wow, how convenient. Except that it doesn't work. Like, at all. The somewhat plain and straightforward nature of the program means there's not really anything I can do about this, everything is there in plain black and white and there's not much futzing around I can do, so all I could think of was reloading the image after changing the options, but that didn't work either. I can't tell what I'm doing wrong here because there's not much to DO, you know what I mean? Either I need to enter a secret code or this functionality doesn't actually work, I clicked the little checkbox, what else is there?
  18. Yikes, the connotation is pretty out there then. I'm lots of folk's senpai, but none of them ever want me to notice them. :/ But I do, I see you guys. 'sup?
  19. I've had the somewhat unfortunate revelation recently that there's not really anyone else that cares as much about Primal Rage as me. That's not bragging, it actually makes me extremely upset, although I s'pose PR could've done worse. Then again, if I knew how to uncompress the information in that PR2 chd file, I sure as hell wouldn't be wasting my time on Sauron, I'd be making Malyssa and Necrosan. But then, that's kinda my point: no one else will. And there exist two people who know exactly how to go about getting the sprite and sound effects info, but won't... I mean they don't... like they're just sitting around twiddling their thumbs, hiding away all the info like a band of greedy monsters and it drives me crazy. If I could just get my hands on those damned Necrosan sprites we could all be playing mugen PR2 characters RIGHT NOW. But, again, nobody else is willing to lift a finger, so it's dependent on me to learn a bunch of confusing computer junk, so of course the situation is totally hopeless. It's all a bunch of black magic anwyas. Anwyas, enough complaining, here's an update on Sauron: https://www.mediafire.com/?rktqjobt28rir30 Changes: - Stun Roars now work no matter what order you press the buttons in, but only the Stun Roars. Fixed this by adding "command !=" triggers to add a sort of priority to the inputs, but that didn't for Primal Scream or... - New moves Earthquake Stomp and Cranium Crusher. Earthquake Stomp was copied almost wholesale from Chaos, with just a few tweaks, and there is just a really absurd amount of code for that move (Ground Shaker), and I'm sure that later I'll try and trim some of the fat off, because I can't imagine you'd need all of it. I tried to make it work in the air too, ala 2.3, but I didn't try very hard, so that's not working yet. As is the norm with my PR characters, three button moves don't require a direction, so it's just 1+2+4 neutral. Cranium Crusher is D, 1+4, even though it's the only 1+4 move he has. I might remove the direction later because of that. I futzed with the numbers for a while until I could more or less consistently combo the two together, it's slightly more reliable than the original, but only slightly. I'm worried Cranium Crusher actually knocks P2 back too far, so that might get changed too. - 6th palette was changed to a more literal version of the 4th PR2 palette, which would be oversaturated bright yellow + ...tan? stripes. I still don't like it, but that's the palette he has, so whatever. This won't be changed, so if you're into making up crazy colors that the characters never actually had in the original games, you'll have to do that yourself ~o~ (Still) Known Issues: - Heavy hit and Jumping Low Quick animations still play twice, with LQ even hitting twice. This is annoying and I don't know how to fix it. Still. - Primal Scream and Cranium Crusher's commands do not work properly, as you can only use them by pressing (and releasing) down after holding down the buttons, but they're coded to work no matter what order you press them in. I don't understand what's stopping this from working, as I took the same measures to fix them as I did for the Stun Roars, and that obviously worked, so... - Earthquake Stomp doesn't work in the air, as I mentioned earlier. Other stuff I still need to do: - Bone Bash and the ground and air throws - some sort of super/hyper attacks for which I have no ideas whatsoever. To make it synch up with PR2 it should be roughly analogous to one of Arik's moves, but he's basically just a Conan-esque version of Marth, and the rising carnivorous slash thing is really the exact same move as Cranium Crusher anyhow, so that's not exactly helpful. I'm thinking an Earthquake Stomp - Cranium Crusher - Air Throw combo might be cool, but it's not exactly innovative. - Win animation needs to have Sauron walk over to the opponent's corpse before roaring. I don't really have a clue how to do this but I also haven't looked into it at all, and it's the absolute last thing on the list for me, really. - Better protrait, probably icon too to keep it consistent with Lord Sinistro's characters. This is super easy I just keep forgetting about it. :/ - Blood. Blood everywhere. - One neat idea I had was to add four more palettes taking after Sauron's avatar, Arik. Problem with this is one of his outfits include a red with black stripped loincloth & boots, which is basically like making a yellow sub-zero. I might still do it, though. Things I'm not planning to do: - Fatalities/Extinctions - insane cheap-o jerkass AI that will destroy you in five seconds on the absolute easiest setting, because the AI gets to use Omega Tiger Woods mode but you don't, because that's totally fair... NOT! Assuming I can figure out some of these issues I'm having I could finish a "final" version of Sauron in definitely less than a week, soonest possible being maybe three days. It's not like I have anything else to do.
  20. There's always a few bad apples. I've always said that. Honestly the only forum I can remember that actually read these things was the one for kaiju combat. But that was back before it turned into... the, uh... the thing it is now. Although I'm getting a sort of response from this thread, but you have to figure that has more to do with the bait-ish title than anything.
  21. I used to play as Johnny Bravo in q3 all the time, so that would be pretty wild. Also, new thing: there needs to be a good Leopardon. Early I found one on the mugen archive, but it's a static sprite, like a pachimon character but with absolutely no animation, and those same kind of single button attacks. I'm sure he's showed up in... idunno, super robot wars or some Toei game before, right? I feel like there should be sprites, but even if there aren't wouldn't it be possible to edit a megazord or something? And while I'm at it, how about a HB Godzilla? Complete with lazor eyes and everything. Late 70's Godzilla X Leopardon? Yes please~
  22. This. In my experience some of the most perplexing issues I've dealt with in mugen are caused by simple, stupid, overlooked mistakes. Stuff that's easy to take for granted. Another thing, from the select.def to the folder name is case sensitive (I have two Poisons, where the only difference in their folder names is a capital "P"), but it doesn't appear to be that way from the folder to the .def file. Still, you might also want to double check that just in case. You might also could double check the .def file itself, and make sure all of the files it references are spelled right/in the correct locations/etc. As long as the characters aren't fundamentally broken or something, that might be it. Given the comment about inserting from collections (which I've had problems with before trying to get an MKP Reiko working in my regular game), if you're still having problems, you might could also link to the specific place you downloaded one of theses non-working characters from, or, if they've been edited or something, upload them as you have them now for other people to look at and see if they can't find the problem themselves. Still, i'm like 90% sure that it's just some dumb mispelling or accidental semicolon in one of the files. That's usually the way things work out in mugen.
  23. What does "senpai" actually mean anwyas? I was under the impression it was a title for a teacher or something, but that doesn't quite gel with the whole "notice me senpai" hilarious internet may-may. If it does mean "teacher," then my senpai is the streets (that's where I'm from, you know ;o).
  24. Omegapsycho (is that supposed to be one word?) has made some absolutely killer Mortal Kombat characters, and in fact apparently made the only female MKII ninjas that aren't terrible. But he hasn't done Mileena (or Skarlet) yet, so assuming he keeps it up that's what I'm excited for that I'm aware of. Oh! And MKII Liu Kang came out two days ago, including a Hornbuckle mode. Frickin' sweet.
  25. Armadon, Necrosan, Malyssa, Sha- erm, actually every Primal Rage character. Also Zzneesy, who I might actually try and make one day. Also King of the Monsters characters. The controls have never been perfected, and mugen would be a great place to do that. I "finished" a KOTM1 Geon, but because there's no way to get to the sound effects that I know of, that's kind of the end of that. KOTM2 characters would be vastly more interesting, though, a playable Famardy would be tops. PG-13 Kuromaru, since I recently found out no such thing already exists, and I'm certainly not going to make it myself anytime soon. 2gross4me. aaaaand... a Pyramid Head that isn't nonsense, or basically any Silent Hill monster, really. Oh! And some of the aliens from Prometheus, particularly the hammerpede and deacon. I bet you could probably make a decent deacon by editing the sprites for that pointy-headed alien in the avp arcade game. Some more things that should exist: porkchop sandwich, three children in a trenchcoat pretending to be an adult, Cyberdemon, and Shub-Niggurath (but not the q1 version).
×
×
  • Create New...