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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Hot damn. Dat bone saw.
  2. Makes sense... Maybe he could just toss a huge ass shroobabomb or something.
  3. A thread to talk about how much time it takes you to create certain things in mugen, and time saving tips you've discovered over the years. It seems to mostly go unspoken. Granted some things take an ENORMOUS amount of time to do, and some things don't take very much at all, but this seems to lead to 2 things: First, 'non-creators' can often be seen taking the creative process for granted. For example someone might have no idea how much time it really takes to create a characters etc so they'll start off on some huge project that most creators know they'll never finish (like hand spriting an entire game for example). e.g. Bob: Check out this single sprite I did in paint brush. I have plans to sprite and code a full game with 18 playable characters all in this style, each with a custom stage. Fred: Good luck. Second, missed opportunities to share time saving tips, because someone didn't want to sound like they were complaining by saying how long it took them to do something that seems relatively simple. Of course a lot of the time creators ask questions or look at other peoples work to figure out efficient ways to do things, but sometimes people just get stuck in a rut of doing things a certain way, and don't bother asking about it. e.g Bob: Here we go again for the 4th time, another 16 hours of loading a sprite sheet in 1 by 1. Fred: Dude, you don't have to do it that way. Here's a link to the aligned sprites with the axis in tact, just load them in by groups like this...
  4. Video preview of Flaming Wario hyper, Snowman Wario Hyper and new hyper bg: While in the small snowball state you can walk , turn and jump (which works as an attack) for up to 10 seconds. During that time you're immune to regular attacks, but projectiles will destroy the snowball, causing no damage. Any attack button causes the large rolling snowball. During the Flaming Wario hyper you have no control while running, but once Wario is completely engulfed in flames you can turn him left and right, as per source. The coal thing that falls from the ceiling can be avoided. If touched by an opponent it will disappear, unless it's already flaming then it will deal them a small amount of damage. All animations are as close as I could possibly get to source accurate, including exact angle rotations of the snowball, and exact number of tics per frame all around. The actual pixels are exact from source, but the colors have seen the same filters as Wario's sprites. The only sprites I couldn't get were for the smoke and sparks, so I had to remake those, but I think they came out decent enough.
  5. Woops my b.
  6. http://mugenguild.com/forum/topics/skullgirls-spriterips-156597.0.html Looks good so far!
  7. Finally, got the dark swirling clouds from Wario Land Shake It to work for a hyper bg! Bye bye MvC hyper bg, hello good lookin custom hyper bg! Acap to source accurate. So the Flaming Wario and Snowman hypers are basically complete. Moving on to the Lunch Money hyper, and then to the Bobomb hyper, which is still completely open to suggestion. I was thinking a bunch of parachuting bobombs + a bunch of bobombs marching in from the sides...
  8. Well, you're off to a good start for sure.
  9. I like these a lot. Not distracting at all, very elegant in their minimalism. Nice work.
  10. Yea for me, deleting the parts I don't need includes deleting variables that are going to be set to the defaults anyway. Maybe I'll update the original post at some point to include all the default variables with a note reminding coders to delete the variable if they're not going to change it, for the reason you're pointing out. Thanks for the tip. EDIT: First post updated.
  11. I don't completely understand... I think something might be getting lost in translation. None the less, yes he will do what he wants with everyone's vote in mind, and the more opinions accounted for, the better for sure. :)
  12. Seeing that you posted a detailed suggestion on here was the only reason I posted one as well. It did seem worthwhile. However, if it's too late for that type of suggestion from me, it's probably too late for one from you as well.
  13. Always good to have multiple options tho.
  14. Nice catch. Added. Also updated sprpriority to 1.1s p1sprpriority and p2sprpriority.
  15. Personally I'm not a huge fan of the way the default HitDef controller is laid out in FF. So I organized it in a way that makes sense to me. Now, I just opened up FF and replaced the HitDef Sctrl's automatic text with it, so now when I select HitDef from the Sctrls column on the right side of the cns editor, I get this instead. But of course you could just save it as a txt file and copy / paste it, if that's worth the extra little hassle for you. Every line is set to it's default value, and if it's default is derived from another variable, a comment says how. It looks like a lot at first, but the first thing I do after calling this is delete all the lines I don't need to change. It trims down to the minimum variables very quickly and easily. I just figured I'd share it on here in case anyone else happened to find it useful as well. Hope it helps someone at least! [State 0, HitDef] type = null; HitDef trigger1 = 1 ;_________________________________/ Basics ; SCA: stand, crouch, air ; N: normal, S: special, H: hyper ; A: attack, P: projectile, T: throw damage = 0,0 getpower = 0,0 givepower = 0,0 attr = SC, HA ; SCA, NA NP NT SA SP ST HA HP HT hitflag = MAF ; MHLAFD+- medium(=HL), high, low, air, fall, down guardflag = MA ; MHLAFD+- default = empty / unguardable affectteam = E ; EFB enemy, friend, both priority = 4, Hit ; on mutual hit: (1-7), (Hit, Miss, Dodge) p1sprpriority = 1 p2sprpriority = 0 ;_________________________________/ Sparks, Sounds & Pauses sparkxy = 0,0 ;sparkno = ; player const ;hitsound = ; player const pausetime = 0,0 ;guard.sparkno = ; player const ;guardsound = ; player const guard.pausetime = 0,0 ;_________________________________/ Ground Hit animtype = light ; light,medium,hard,back,up,diagup ground.type = high ; high,low,trip,none ground.velocity = 0,0 ground.hittime = 0 ground.slidetime = 0 ;ground.cornerpush.veloff = ; 1.3 * guard.velocity unless attr = A, ... then 0 ;_________________________________/ Air Hit ;air.animtype = ; animtype ;air.type = ; ground.type air.velocity = 0,0 air.hittime = 20 ;air.cornerpush.veloff = ; ground.cornerpush.veloff ;air.fall = ; fall air.juggle = 0 ;_________________________________/ Down Hit ;down.velocity = ; air.velocity down.hittime = 0 ; ignored if down.velocity y != 0 down.bounce = 0 ;down.cornerpush.veloff = ; ground.cornerpush.veloff ;_________________________________/ Guarded ;guard.velocity = ; x value of ground.velocity ;guard.hittime = ; ground.hittime ;guard.slidetime = ; guard.hittime ;guard.ctrltime = ; guard.slidetime ;guard.cornerpush.veloff = ; ground.cornerpush.veloff ;guard.dist = ; player const ;_________________________________/ Air Guarded ;airguard.velocity = ; air.velocity x * 1.5, air.velocity y / 2 ;airguard.ctrltime = ; guard.ctrltime ;airguard.cornerpush.veloff = ; guard.cornerpush.veloff ;_________________________________/ Falling yaccel = 1 ; 240p: .35 480p: .7 720p: 1.4 fall = 0 fall.damage = 0 fall.animtype = Back ; up if air.animtype is up, back otherwise ;fall.xvelocity = ; no change ;fall.yvelocity = ; no change fall.recover = 1 fall.recovertime = 4 ;_________________________________/ Hit Specifics hitonce = 0 ; unless attr arg2 = ..., T then 1 numhits = 1 kill = 1 guard.kill = 1 fall.kill = 1 id = 0 chainID = -1 nochainID = -1 ;mindist = 0,0 ; default = no change ;maxdist = 0,0 ; default = no change ;snap = 0,0 ; default = no change ;_________________________________/ States ;p1stateno = -1 ; default = no change ;p1facing = 0 ; default = no change ;p2stateno = -1 ; default = no change ;p2facing = 0 ; default = no change p2getp1state = 1 ;p1getp2facing = 0 ; default = no change ;forcestand = 0 ; default = 0 unless ground.velocity y != 0, then 1 forcenofall = 0 ;_________________________________/ Palette palfx.time = 0 palfx.mul = 1,1,1 palfx.add = 0,0,0 ;_________________________________/ Shake envshake.time = 0 envshake.freq = 0 envshake.ampl = 0 envshake.phase = 0 fall.envshake.time = 0 fall.envshake.freq = 0 fall.envshake.ampl = 0 fall.envshake.phase = 0 ;_________________________________/ Universals ;ignorehitpause = 0 ;persistent = 0
  16. @ SPRI YAR ZON, sorry man I missed that comment. No prob :) It's been pretty fun working on him so far. --- More work done on hypers: Flaming Wario essentially finished 99%, Snowman Wario about 80% Projectile eating animation updated Anyone happen to know any good *free* screen-video capture for mac? The one I was using before was a demo and it ran out. EDIT: Progress update, new hyper BG ripped (swirling clouds from Wario Land Shake It)
  17. Point taken, first post updated as per your suggestion.
  18. Welcome to MFFA! Great to see you here!
  19. (demo trophies only) Welcome to the trophy ranking democracy thread! Here's the breakdown: As a creator and forum member, it's possible to earn trophies / titles and rankings by meeting the requirements below. If you do, that trophy can be copied to the About Me section of your profile or for display. Each title has a distinct trophy, the color of which represents the ranking: bronze, silver, gold or platinum. Rankings must be earned in order, starting with bronze. So for example if you became a "Silver Rank Character Creator", and you move from a silver ranking to a gold ranking, you could replace your silver character creator trophy with a gold one, and so on. The basic idea is to kind of make becoming a mugen creator and a good forum member into a game in and of itself, which should have a lot of positive benefits for the forum and community, not to mention giving much earned recognition to people for their hard work. The first step (and the point of this thread) is for everyone to get a say in what they feel the titles and ranking requirements should be. So on that note, here's the template list for anyone to discuss changes, additions or removals they'd like to see. ___________________________________________________________________ __/ 1. Character Creator For a character to be counted as complete, it must have all necessary sprites and states and no major bugs. Coding, sprites and animations quality must pass community evaluation. Bronze = create 2 complete characters Silver = create 5 complete characters incorporating at least 3 strikers, and 3 animated hyper finish bgs Gold = create 10 complete characters at least 4 with 5+ hypers and 5+ specials, and 4 with 3+ intros and win poses Platinum = create 15 complete characters at least 1 source accurate (or very close), and 1 that clearly shows the refinement of your skills in some way __/ 2. Stage Creator For a stage to be counted as playable, there must be no exposed "background" space, and no major defects with the edge movement or sliding parallax. The images quality and consistency must also pass community evaluation. Bronze = create 10 playable, animated, multi-layer, stages Silver = create 25 playable, animated, multi-layer, stages at least 10 with parallax Gold = create 50 playable, animated, multi-layer, stages at least 20 with super jump and 20 with zoom Platinum = create 100 playable, animated, multi-layer stages, at least 10 with bg controllers, and 1 that clearly shows the refinement of your skills in some way __/ 3. Motif Master For a screen pack to be counted as complete it must have it's own intro, ending, title, select and vs screen. The screen packs overall quality must also pass community evaluation. Bronze = create 2 complete screen packs Silver = create 4 complete screen packs at least 1 high res Gold = create 6 complete screen packs at least 3 with multiple slot options Platinum = create 8 complete screen packs, at least 2 with custom life bars, and 1 that clearly shows the refinement of your skills in some way __/ 4. Portrait Artist All portraits quality should pass community evaluation considering edge cleanliness, transparency, stray pixels, coloring and style / taste. Bronze = create 12 large or small portraits (or one full game) Silver = create 50 large or small portraits Gold = create 100 large or small portraits, showing an overall increase in content quality and skill as a creator Platinum = create 200 large or small portraits, at least 50 of which are custom, and 1 full game set that clearly shows the refinement of your skills in some way __/ 5. Palette Master A complete palette set is 6 palettes. All palettes must also pass community evaluation in terms of style / taste. Bronze = create 10 complete palette sets for different characters Silver = create 25 complete palette sets for different characters Gold = create 50 complete palette sets for different characters and color separate 1 character Platinum = create 100 complete palette sets for different characters including 1 full game set that clearly shows the refinement of your skills in some way __/ 6. Sprite Artist Sprites should pass a community evaluation of their quality. Bronze = create a set of 20 sprite edits (creating midnight bliss / shock etc sprites counts) Silver = hand sprite a new basic attack for an existing character Gold = hand sprite 3 new hypers or specials for existing character(s) Platinum = hand sprite an entire character __/ 7. Content Refiner Refining a character means removing all major bugs and all potential infinites + fixing / setting all corner pushes, misaligned clsns, and debug floods + making sure all necessary portraits, sprites, states and sounds are present. Any work done on stages must also meet the same requirements as a stage creator. All refined content must of course pass community evaluation. Bronze = refine 2 existing character Silver = refine 4 existing characters and make 2 alternate number of slots patches for existing screen packs Gold = refine 8 existing characters and add either zoom, parallax, animation or overlay to 16 existing stages Platinum = refine 10 existing characters adding at least 10 new hypers and 10 new specials, distributed as desired, and do something unique with 1 that clearly demonstrates the refinement of your skill in some way __/ 8. Mugen Sensei Aside from answering help topics, and earning at least bronze ranks, a Mugen Sensei should pass community evaluation for being able to demonstrate clear knowledge of mugen creation. Answering a help topic means the person asking for help selected your response as the "best answer" to their question. Bronze = answer 5 help topics and obtain bronze stage creator Silver = answer 10 help topics and obtain bronze character creator Gold = answer 20 help topics and obtain bronze content refiner Platinum = answer 30 help topics and make a tutorial or a contribution to the code library __/ 9. Stand Alone Ranks Vault Hunter = Post 3 rare / hard to find character or stage links to the warehouse collections. Story Teller = Create 12 endings for existing characters (or all chars from a single game). Resource Locator = Link to 3 previously unreleased or unknown sprite set. Content Collector = Start and upkeep a Collections thread on this forum. Image Ripper = For contributing your sprite rips of either a full character, stage, or motif. Wish Granter = Link to content for 10 requests in "does this exist?" thread. Fighting Gamer = For demonstrating extensive knowledge of fighting games in general. Code Ninja = For demonstrating refined knowledge of mugen coding. Peace Keeper = For generally helping to keep the peace and resolve conflicts. Mugen Legend = For being around for a while and contributing high quality content. Supreme Quality = Refers to 1 or more of the 8 main titles, for showing supreme craftsmanship. i.e. up to 8 of these are possible. _____________________________________________________________________ So what do you think? Any titles need to go, should any be added / Do the rank requirements look alright to you / Should any of them be changed? Note: It's possible that Stand Alone Ranks could be added as time goes on, seeing as it wouldn't mess with the existing ranking at all. For anyone wondering about the logistics of how this will actually work, here's that part:
  20. @Big Green: Yes I was thinking so. @Ryon: Awesome, sounds good! I'll start up a thread where we can start discussing the specifics. And here's the link to the official Ranking Requirements discussion thread.
  21. My suggestion: 0 - Lurker 10 - Noob 25 - Greenhorn 50 - Rookie 100 - Mugenite 200 - Warrior 400 - Ninja 600 - Master 800 - Grand Master 1,000 - MFFA Veteran 1,500 - MFFA Icon 2,000 - MFFA Champion 2,500 - MFFA Royalty 3,000 - MFFA Ancient 4,000 - MFFA God 5,000 - MFFA Boss
  22. I have to say I'm pretty stoked with you guys response to the idea. Yea I think a Kung-Fu man trophy would certainly be more appropriate. I just kind of grabbed a Ryu off google images and Gimped up a quick 10 min demo to show you guys basically what I was envisioning by the word "trophy". Really what I think we should do is have a public discussion of different ideas for all the trophies pics, ranks and titles until everyone's satisfied. No extra work on the staffs part at all, this thing would be completely handled by any and all members interested in it. As far as I can tell, and correct me if I'm wrong Ryon but, Ryon's dismissal of the idea was in regards to using it as the official ranking system. He had a thread where he was just asking for titles based on post count, and I suggested this not understanding fully what he was looking for. A couple people really seemed to like the idea, so I just figured if the trophies went somewhere else, no staff involvement was necessary. So I thumbed through the profile, and figured the About Me section or the Signature was the next best spot, and it makes the whole thing hands free for the staff. No extra work for them, just a fun democratic system of recognition for peoples hard work. @Ryon: Yea I hear you, 10 playable characters for a platinum rank might be a bit soft. I think that's why we need a group discussion about the qualifications for the specific ranks. Like I said tho, I'd be willing to head up that part of it until it gets going. Once it's going it should essentially run itself. So what do you say, do we have your permission to start trying to get this thing off the ground?
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