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RobotMonkeyHead

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Posts posted by RobotMonkeyHead

  1. Ok, so after messing around with this Wario a bit I wound up liking him a lot better than Warners version, so I did some work on him. 

    As it turns out, the sprites weren't "blury" per say, they were the original sprites ripped directly from "Wario Land Shake It!".  None the less, I batch processed all of them to make them look a little more suiting for mugen (that took me about 16 hours), and then cleaned off a lot of the stray pixels.  After that I essentially rebuilt all the basic (stand, crouch, jump) attacks animations and clsns, as well as his basic movement, fully implemented a hunter chain combo system for standing, crouching and jumping basics, (wanted to make him super combo friendly because of his short range), and removed the easy infintes in the corner.  Tweaked some of his special moves, completed the moves list, added new intro, a new large, small and hyper portraits and am now just rounding off a couple edges before I release him into the wild to roam free.

     

    Spri Yar Zon, I'm sorry ma man, I compared his hyper start up time to a lot of other characters and his seems to be pretty much normal.  I'll take one last look at it before I call him finished, but I'm pretty sure I'm going to leave it.  Are there any certain hypers you notice it on more than others?  It would be kinda funny if I put in like 3 solid days of work and didn't even end up doing the thing you asked me too.

    :goodmood:

     

    Here's a copy of the change log so far (more to come!).


    ___/ 5-13-15
    *Batch filtered and hand cleaned all sprites.
    *Deleted extra Ryu sprites from sprite file.
    *Added extra frame to standing animation.
    *Added a couple extra frames to crouch turn animation.
    *Adjusted placements and timing of stand, crouch to stand,
     stand to crouch, turn and crouch turn.
    *Touched up clsns on stand, crouch to stand,
     stand to crouch, turn and crouch turn.

    ___/ 5-14-15
    *Realigned walk sprites and tweaked walk and walk back animations.
    *Added a turn animation in before walking backwards.
    *Repositioned all jump frames.
    *Added a jump take off and landing animation.
    *Fixed up taunt, by adding turn frames and adjusting positions.
    *Duplicated fixed version of taunt for intro.
    *Added truffle shuffle intro.
    *Completely overhauled all standing crouching and jumping basics
      Repositioned frames, added / dropped frames, changed clsns / timings
      Reworked a couple hits entirely.
    *Repositioned spin throw and 1000 slap so foot position holds
    *Labeled animations for s,c,j basics, stand, turn, crouch, walk, dash etc.

    ___/ 5-15-15
    *Started labeling states for "cleaning" purposes.
    *Renamed a few specials.
    *Fixed head.pos and mid.pos
    *Organize cmd file a bit
    *Added step sounds to dash
    *Added landing sound
    *Added new motorcycle sound
    *Deleted all empty sounds
    *Add new big portrait, small portrait and hyper portrait.
    *Changed weird super jump flailing animation, and added clsns to it.
    *Completed hunter chain combo system (standing, crouching and jumping)
    *Added crouching hits canceling into standing equivalents (not visa versa).
    *(trying to make him as combo friendly as possible because of short range)
    *Aerial hunter chain can now be done while jumping in as well.



    Edit: As for those stages, if anyone knows how to do what I was asking, I'll be able to get those all done in a day with screen shots.

  2. So I'm trying to code something pretty simple, and I can't get it working.  I tried unplugging the computer and plugging it back in but it doesn't seem to be doing anything.  I was hoping someone might be willing to help me out on this...

    I'm trying to make it so taunt calls up an in game moves list.  I know OMEGAPSYCHO's done this in the past but his code is way beyond what I need.  I don't need multiple pages with scrolling or anything.  I just want the game to pause and a single image file to be displayed until any other key is pressed.

     

    I started off trying to code it in a separate .cns file, but I can't even get the game to open that.  For some reason it crashes as soon as the character loads, even if the file is completely empty. 
    Def file looks like this:

    [Files]
    cmd      = code/wario.cmd
    cns      = code/states.cns
    stcommon = code/common.cns
    st       = code/states.cns
    st1      = code/dttml.cns
    sprite   = code/wario.sff
    anim     = code/wario.air
    sound    = code/wario.snd
    pal1     = Palettes/WarioRMHpal.act

    [Arcade]
    intro.storyboard  =
    ending.storyboard =


    There is a folder in the character named Code, containint dttml.cns which I've tried having completely blank, and having code in it.  Neither seems to work.

    As far as building it goes, I was thinking of running a cycle between 3 states, the first state being a 1 tick pause, the second displaying the graphic for 1 ticks and the thirdstate being a check for any key being pressed.  I was going to use an explod to display it.

    So does anyone know why it won't load that extra .cns, or have any suggestions for other ways to code that?

  3. I'll deffinintely take a look at it.  The Wario I have in my roster right now is Warner's, so I'll play test this one against it and if I like this one better I'll fix it up. 

     

    EDIT:

     

    Ok, after a quick test I like the way he plays, but the graphical issues are too much for me.  The sprites are blurry and there's a lot of palette issues. 

    So I dumped one of the standing sprites into gimp and messed with it a bit to see if I could get it looking good enough to justify batch processing all the sprites but with all the weird floating pixles around the border I couldn't really do much with it. 
    AfZpuzP.png   s8rnpHI.png

    Basically it would take too much work to get this to a point where I prefered it over Warner's, so no, sorry.

    I just figured out a way to batch process the sprites that might actually be easy enough to make this worth doing.  I'm going to give it a shot, but no promises at this point.

  4. Thank you for adding preview sprites for the characters. Hope to see stages links with images too.

     

    Me too !

     

    No prob fellas, I've started getting the stage screenies together and I sort of got sucked into updating them all to 1.1 which is definately going to happen at this point.  I ran into something I can't figure out in the process tho, and I was wondering if anyone could help me out.

    The thing is I can get the stage to zoom out all the way, so the top of the stage is the top of the screen, but when it's zoomed in, the camera won't scroll up to follow the characters when they jump.  I got the floortension and vertical follow set right, but the problem seems to be the boundhigh.  If it's set to zero, you get the situation I just described.  If it's set to about -120 or so, it will follow the characters up when they jumo, but when it zooms out, all the way, it will still follow them up when they super jump, exposing the purplse background.

    Does anyone know how I can get this stage to zoom out all the way, so the top of the stage is the top of the screen, but when it's zoomed in, still have the camera follow the characters up to the top of the stage when they jump? 

    The other problem is that when player 2 is all the way to the left, and still trying to walk backwards, then player 1 walks away from them toward the other edge of the screen you get this weird jittering effect.  Messing around with the bounds helped in one instance, but I can't seem to get a reliable setting for it.

    Here's a download link and some screenshots for the stage so you can see what I mean.  Any help would be greatly appreciated.  

    foImmOl.png

     

     

    4ENNFFY.png

  5. 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...

    Man, I can't even tell you how many times I've written a 3 chapter response to someone who's being a blatant dick (and is probably prepared to say something like "What?! I'm just acting edgy like everyone else, grow a thicker skin pussy!") and then just been like...ehh...nah.. and copied and pasted it into a text file where I keep that kind of thing.  This one didn't even bother me, but what does bother me is exactly what you pointed out right here, and how true it is:

     

    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,

    It was apparently Way worse back in the day.  You couldn't use anything by anyone else at all without being reamed as a thief... like Ryu was their personal creation or something. 

    Now it's pretty much just that a few people are straight assholes for the same reason kindergarteners are, and just like in preschool those kids form shitty little "in cliques" and wreck the hell out of the experience for other people for fun.  If you could add up the damage they've done to the community, the creative people they've driven off... pfff ...I'll just say I'll bet there would be a Lot more characters, stages, etc and a much more encouraging place that people actually wanted to be a part of.

    I could give you a list of people to watch out for, but it's better if you make up your own mind.  All I'll say is that Most people in the community aren't dick wads, but there are some Major exceptions, so plan accordingly.  It would be unfair to let them represent the community at large to you tho. 

     

    (TMC55 This is not directed at you, as far as I know, I'm talking about the real assholes who I won't even bother mentioning.)

     

    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.

    Like I said Most of the community is pretty chill, it's just those exceptional assholes tend to stand out.  Don't let them define it for you.  Just try to focus on the people you enjoy, and remember all of the awesome mugen stuff you got came from people who did it for free for the community, right down to the engine itself.  Keep the good part of it alive, it's worth it.  There's plenty of cool ass mo-fuggas around here.

     

    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.

    Yea I hear some people work on two characters at once so they don't get burnt out on one.  Might help?  Something I like to do is put on an audiobook in the bg or some music while I'm coding just for extra stimulation.  Any help you need tho, just post questions on your wip thread, and people following it will usually try to help.

     

    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.

    Right on, as much as it is fun to see all the little updates as the character develops, and to give feedback and all, it's respectable to want to finish something.  My only concern is that it might be easier to get burnt out that way.  Sometimes the support of the community can drive you, just like the assholes can drive you away if you let them.

     

    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!

    I might be willing to do a little work on him. My strength tends to be in polishing the details, but I can code to some degree. I'm certainly no expert, but yea if you're down I'd be happy to lend a hand.  Let's talk more about this...

     

    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?

    Could you link me to the forum where Gruntzilla and whoever are doing their work please?  I spent all day fucking around with the Killer Instinct CHD file, and I got it dumped to a raw hard disk image, and I found out the processor used, the language its coded in, the system it was likely built on and a program that I think can emulate the original operating system.  My hope is that I can recreate the environment the hard disk was made in and actually access it completely.  I want to see if that forum can help.  If I can do it with KI I might be able to do it with PR2. 

    By the way, in case you haven't seen them there are a ton of primal rage 2 videos on youtube.  I didn't know they existed until today, but something tells me you've long since been there.

  6. Sweet lookin focus attack, and wheel kick.  Just a thought for that wheel kick, I know you mentioned a lot of uses for it like closing the gap, anti air and defense on getting rushed.  If you're not planning on it already, you could make each kick button cause it to fly at a different distance.  Like fierce kick would send her pretty high, maybe not too far for an anti air, medium kick could send her far and quick, but not so high for closing the gap, and quick could keep it tight in close but with a bit of power for a rush defense.  Wouldn't require any extra sprites, just vels in the coding.  Nice work, can't wait to see her finished!

  7. Yea I was pretty happy with that Armadon.  Not perfect by any stretch, but decent.

     

    hahahah also as for The_None... let me see how to put this... he's pretty notorious in the mugen community, I'd say many if not most people who frequent mugen forums know his work, and they know it for being sorta off the wall wacky as fuck or just downright weird, usually with a brilliant sense of humor infused, but with solid programming behind it, for as weird as it is.

    Here's a link to his other characters.  If you're not expecting anything source accurate and just looking for some solid fun characters, they're def worth checkin out. http://www.justnopoint.com/lbends/index.php?location=chars&page=0
     

    TMC55, on 22 Apr 2015 - 2:24 PM, said:snapback.png

    If you know The_None then you should've known it wasn't going to be accurate, he made it how he wanted and that's it, don't go bashing other people's works just because they didn't make it how you wanted to be made, stick to the projects thread

    Yea that's exactly what I'm saying.  Why are you telling me to stick to the projects thread?

  8. ...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.

    hahahaha VirtualTek did release an update of FF3 very recently that corrected a few problems.  If you haven't checked it out, it might be worth a shot.

  9. To be fair tho, Blizzard and Chaos were made by The_None and all his shit is zanny as fuck.  Expecting a source accurate character out of him would be like (weird analogy is supposed to be appropriate) getting a veggie burger and expecting it to resemble an actual cheeseburger in any way shape or form.  I mean it's nice to have playable characters that have the names Blizzard and Chaos and use the sprites and sounds and all, just for roster sake, but yeah, source accurate, no.  Armadon looked like a very decent start tho.  Does anyone know if he's still being worked on?

    As for those .CHD files, yea that was around 94 or so when arcade games started coming with their own hard drives inside them.  I wonder if whatever decryption method they're using for PR2 can be used on other .chd files...

    I take it this is the youtube vid you're talking about:

    EDIT:

    Ok, really, I have no idea what I'm talking about, but I'm going to throw in my two sense here anyway in case it turns out to be helpful.  By the look of that video, it's possible to turn a .chd file into an .img (<-check the 'overview' section) file using chdman.  The problem from there is that you have to identify the file system in order to get any data out of it.  Apparently there are programs that do that, like disktype for example.  So would it be possible using a combination of chdman and disktype to identify the file system used in the chd file and then decompress / access it?


     

  10. Hey Staubhold, thanks man it's good to see you, and to be back on a forum again. 

    I really only stopped working on my mugen stuff for about a 6 month period where I was doing some "health cooking" for a friend of the family.  It's just that the 2 projects I've been working on are really large and have taken an enormous amount of time, so I really haven't had anything to release, but I've been lurking.  They're both nearing completion tho, so I'll be around for a little bit, maybe doing a few edits here and there.  Good to see you.

    EDIT: Drawing wip added. 


    ssj3rna.png

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