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M.U.G.E.N Screenshots V3 (Read 2319975 times)

Started by nick., May 13, 2014, 03:05:14 am
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Re: M.U.G.E.N Screenshots V3
#6121  June 22, 2018, 09:56:45 pm
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Easily fixed by instead upscaling the sprites using the nearest neighbour algorithm.
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Re: M.U.G.E.N Screenshots V3
#6122  June 22, 2018, 11:51:54 pm
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Re: M.U.G.E.N Screenshots V3
#6123  June 23, 2018, 01:55:20 am
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Two Pikamen admire the view.
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Re: M.U.G.E.N Screenshots V3
#6124  June 23, 2018, 01:56:50 am
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well damn, thanks for that info.

What about hi-res characters? How do yall downscale them? i.e kirito/asuna or guilty gear characters
Re: M.U.G.E.N Screenshots V3
#6125  June 23, 2018, 11:24:24 am
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You may not have to if you're upscaling low-res characters, though if downscaling them is a requirement then you kinda have to put up with lost pixels, again using the nearest neighbour algorithm.

You just don't use things like bilinear or bicubic on sprites, regardless of whether you're upscaling or downscaling.
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Re: M.U.G.E.N Screenshots V3
#6126  June 23, 2018, 09:20:24 pm
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oh i know about the sprite thing. i just dont feel like indexing or cleaning or doing any of that stuff lol

Re: M.U.G.E.N Screenshots V3
#6127  June 23, 2018, 10:51:19 pm
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then halve portrait size on system.def,and doulbe the size of sprites,it would look less blurred
Re: M.U.G.E.N Screenshots V3
#6128  June 23, 2018, 11:05:22 pm
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i really dont want to do any extra work, i literally just wanna pop em in the template, and code stuff in game. i might re do everything in due time but again, i dont feel like editing every little portrait im doing at this rate
Re: M.U.G.E.N Screenshots V3
#6129  June 27, 2018, 06:28:46 pm
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<- I exercise like that regularly!
Re: M.U.G.E.N Screenshots V3
#6130  June 27, 2018, 07:34:13 pm
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The real work would be making those portraits on the MvC2-inspired screenpack actual indexed small portraits that would the character palette. Not that hard on that resolution but it would require quite the dedication.

Maybe it will not look too right tho, since the coloring of the portraits blend well with the colors of the overall screenpack.
Re: M.U.G.E.N Screenshots V3
#6131  June 27, 2018, 07:40:17 pm
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Re: M.U.G.E.N Screenshots V3
#6132  June 28, 2018, 05:20:17 pm
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Trying to  copycat Shiyo again
Re: M.U.G.E.N Screenshots V3
#6133  June 28, 2018, 05:41:09 pm
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Re: M.U.G.E.N Screenshots V3
#6134  July 01, 2018, 10:58:08 am
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Re: M.U.G.E.N Screenshots V3
#6135  July 04, 2018, 10:48:42 pm
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Re: M.U.G.E.N Screenshots V3
#6136  July 05, 2018, 02:14:02 am
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I've something like 24 characters I've edited over the years. (I've only release 12 I think) Mauru Mauru and Skullo are 95% good enough for release. I've just been editing them slowly over they years. So his sprites weren't out when I started. And I've actually done a lot of little edits to Skullo's sprites. Like his feet for his standing animation aren't so bouncy. A LOT of his sprites, the head is peanut shaped... or should say WAS peanut shaped. I've actually frankensprited a few things for Skullo too. I dont think you can tell either. SA&DW's Skullo is great. I think I actually like the size of the EX sprites better. I like how he's thin/lanky.
But for those other 12 chars I havent released, it's mainly because the edits aren't enough to warrant a release to say they're MY character. Like PotS' Lei-Lei wont ever be released as my own. In my roster she's got the 718 at the end, but still. Joe718. A bunch. And because I dont have ONE set style I dont think there's a definite point I say they're my own. I just edit already awesome characters and make them tough enough to stand against my friends' main(s).

BUT SkulloMania needs to have a release for Fighting EX Layer's release!!
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Re: M.U.G.E.N Screenshots V3
#6137  July 05, 2018, 10:32:13 pm
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Re: M.U.G.E.N Screenshots V3
#6138  July 05, 2018, 11:25:03 pm
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Re: M.U.G.E.N Screenshots V3
#6139  July 06, 2018, 01:28:51 am
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Re: M.U.G.E.N Screenshots V3
#6140  July 07, 2018, 11:25:46 pm
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so i've been designing my own GFX as of late. these are for normals. going for a super exaggerated look