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SAINT SEIYA ultimate cosmo (mugen 1.1) (Read 109787 times)

Started by icare26, January 31, 2016, 08:36:20 pm
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Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#61  September 04, 2017, 07:54:48 pm
  • **
    • France
Hao.D,merci oui j'ai résolu le problème en faisant autre,j'ai mis le liedown = 5 car il n'est pas pris en compte par l'AI, donc j'ai mis le sprite du perso allongé au sol au debut de l'animation 5120,là ou le perso se reléve, comme ça il joue bien le timing.^^  j'ai régler mon mode arcade également, par contre mugen 1.1 est une version bêta, est parfois mais chars pesant de plus de 100Mo et j'ai une error ne peux chargé sff. donc le fait que  2 characters de 100Mo se charge fait planter le jeu...(enfin je pense).
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#62  September 04, 2017, 11:03:58 pm
  • *
    • France
Ah ok pour le liedown , pour ton autre bug je l'ai déja eu comme beaucoup je pense avec les personnages blazeblue , tu peu fixer ça dans le mugen cfg , je pense que le réglage exact dépend des pc
je te mes le mugen cfg que j'utile pour mon mugen 1.1 biensure la résolution ne sera pas bonne mais peu être que ça vous permettra de regler le crash

Code:
;-=====================================================-
;        Configuration file for M.U.G.E.N
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = -1
GameSpeed = 0

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 1

; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/system.def

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1.5


;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth =640;1280
GameHeight =480;720
;GameWidth =1280
;GameHeight =720
 ;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
 ;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
 ;Leave blank automatically detect the system language.
Language = "en"

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 0;1

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 256

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1;0

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 0

 ;Set to 1 to run at maximum speed by default.
Speedup = 0

 ;Default starting stage for quick versus.
StartStage = stages/stage0-720.def

 ;Set to 1 to hide the development build banner that shows on startup.
HideDevelopmentBuildBanner = 0


;-------------------------------------------------------
[Video]
 ;Screen rendering mode.
 ;OpenGL - Experimental OpenGL renderer (recommended)
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;System and DirectX modes do not support advanced features
 ;such as RGB sprites and window resizing.
RenderMode = OpenGL

 ;Set to 1 to enable "safe" mode for older graphics cards.
 ;Many features will be disabled.
SafeMode = 0;1

 ;The video resolution defaults to the same as the game resolution.
 ;In windowed mode, this specifies the window size.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
;Width  = 1280
;Height = 720
Width  = 640;1280
Height = 480;720

 ;This is the color depth at which to run MUGEN.
 ;Ignored if RenderMode=System (forced to 16).
Depth = 32

 ;Set to 1 to enable vertical retrace synchronization.
 ;Only supported for RenderMode=OpenGL.
VRetrace = 1;;<------ utile pour pas crash

 ;Set to 1 to start in fullscreen mode, 0 for windowed.
 ;This enables exclusive fullscreen, which may give better performance
 ;than windowed mode.
FullScreen = 1

 ;Set to 1 to make the window resizable when in windowed mode.
 ;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1

 ;Set to 0 to stretch the video to fit the whole window.
 ;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
 ;BlitMode is ignored for RenderMode=OpenGL
BlitMode = Normal

; ;Drawing mode
; ;Choose from Normal (fast) and PageFlip (less image "tearing")
; ;BlitMode is ignored for RenderMode=OpenGL
;BlitMode = PageFlip
;RenderMode = OpenGL;Screen

 ;Stage fit mode.
 ;0 - stage drawn to width of screen (may crop stages with tall aspect)
 ;1 - stage shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
StageFit =  1;0

 ;System fit mode.
 ;0 - system drawn to width of screen (may crop motifs with tall aspect)
 ;1 - system shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

;-------------------------------------------------------
; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100

  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Number of voice channels to use.
WavChannels = 32

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100

  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 75

  ;This is the master volume for music, (0-100).
BGMVolume = 50

  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage)
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample

  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0

  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0


[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin = <pluginname> [, <pluginfile1>]
  ;  <optional_param_1> = <value>
  ;  <optional_param_2> = <value>
  ;  plugin = <pluginname2> [, <pluginfile2>]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the <pluginfile> argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = <decodername>
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
  ;      generic_dither.   
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = <volume>
  ;    Specifies volume scaling for MIDI in percent.
  ;    100 means no change (default).
  ;  modvolume = <volume>
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =

;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 2;<------ utile pour pas crash

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled.
  ;Precaching is disabled when Rendermode=OpenGL.
Precache = 1 ;<------ utile pour pas crash

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 0;;<------ utile pour pas crash

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 1;;<------ utile pour pas crash

  ;Set to 1 to pause the game when the window is in the background.
PauseOnDefocus = 1;0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play

  ;Set to nonzero to force stages to have the specified zoomout scale
  ;factor.
  ;This option has no effect on stages that have either zoomin or zoomout
  ;parameter set to a value other than the default of 1.
  ;This is a debug parameter and may be removed in future versions.
;ForceStageZoomout = .75
;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 0;1

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating).
 ;Set to 1 to enable, 0 to disable.
AI.Cheat = 1

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 0, 0
arcade.AIramp.end   = 0, 0

 ;Team Mode AI ramping
team.AIramp.start = 0, 0
team.AIramp.end   = 0, 0

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
  ;Joystick type:
  ;0 - Disabled
  ;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1
  ;Command input direction mode
  ;0 - Commands are input in direction player faces
  ;1 - Commands are input in direction of nearest opponent (experimental; do not use)
InputDirMode = 0
  ;0 - Only pause key will unpause
  ;1 - Any key unpauses if there is no menu
AnyKeyUnpauses = 0

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 264
Crouch = 258
Left   = 260
Right  = 262
A      = 97
B      = 115
C      = 100
X      = 113
Y      = 119
Z      = 101
Start  = 96

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 273
Crouch = 274
Left   = 276
Right  = 275
A      = 44
B      = 46
C      = 47
X      = 107
Y      = 108
Z      = 59
Start  = 8

[P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 14
B      = 15
C      = 20
X      = 13
Y      = 16
Z      = 18
Start  = 22

[P2 Joystick]
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 46
B      = 47
C      = 52
X      = 45
Y      = 48
Z      = 50
Start  = 54

en espérant que ça règle le crash , j'ai marquer se qui me semble régler le crash mais si ca fonctionne pas tu as un cfg complet qui fonctionne sans crash pour des gros perso 100 mo a 150 mo + avec combat a répétition sans error loading sff
Last Edit: September 05, 2017, 12:09:05 am by Hao.D
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#63  March 15, 2018, 05:23:25 pm
  • **
    • France
Hello dear members of the forum, here I am modifying a character "argol"

I made sure that I could use the shield "medusa shield" with a command: command = ~ D, DB, B, x

;------------------------------------------------------
;argol puts the bouclier
[StateDef 6200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 1

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;argol remove the bouclier
[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002

[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State explod]
type = explod
trigger1 = time = 0
anim = F6019
sprpriority = -9999
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1,1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

everything is working properly, it plays well the animation of chanegement.

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0+(var(7)*20000) && Anim != 5+(var(7)*20000)
trigger2 = Anim = 5+(var(7)*20000) && AnimTime = 0 ;Turn anim over
value = 0+(var(7)*20000)


now I would like to include another condition.

I wish that argol when it has its shield in possession, the shield is destroyed with: life <= 400!

the problem is that the shield helper works in but argol remains with the shield on it.

file command
[State -2]
type = Helper
triggerall = life <= 400
trigger1 = numhelper (216000) = 0
ID = 216000
pos = 0, -110
stateno = 216000
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999

ST file
[Statedef 216000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 300000

[state shield]
type = explod
trigger1 = time = 0
anim = 60
ID = 60
pos = 0.0
velocity = 0.2.5
postype = p1
facing = 1
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
bindtime = 1
removetime = 49
supermovetime = -1
pausemovetime = -1
removeongethit = 0
Persistent = 0

[state 2160000]
type = DestroySelf
trigger1 = animtime = 0


help me please?
thanks.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#64  March 15, 2018, 08:24:24 pm
  • **
    • France
it's ok ! I think what I have a solution.


[state -2]
type = changestate
triggerall = !var(6) = 1
triggerall = Life != 0 && P2Life != 0
triggerall = life < 400
trigger1 = time = 0
ctrl = 1
value = 6201

and modify statedef 6201:

[StateDef 6201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 20002
=========================
[State -2]
type = varset
triggerall = life < 400
trigger1 = 1
var(6) = 1
=========================
[state 190]
type = varset
trigger1 = animelem = 2
v = 7
value = 0

[State destruction shield]
type = explod
triggerall = life < 400
trigger1 = time = 0
anim = 6203
sprpriority = -9999
postype = left
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
ontop = 1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#65  March 15, 2018, 09:35:29 pm
  • ****
  • NINJA COP SAIZOU
    • Mexico
Question, with all that racket that just happen with some people selling the game, what's gonna happen with regular members? how can we download the game when a a new update comes out?
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#66  August 01, 2018, 11:07:12 pm
  • **
    • France
Hello, a new pack will be released in a few weeks in August 2018!

The project continues despite the poor conscientiousness of some people, which I hope will not happen again at the risk of having to abandon the project to avoid any problems of liscense against us.

So a pack will be released soon, new characters: Hyoga, shiryu (2modes), Hagen merak, Persus algol!

Update: internships, hyper added / verseau, fenrir.
boosting gameplay, link, cancel, minor bug fixes
update movelist, special effect ...
garlic
Here I will share the link on mugenguild and it will be available on all the sites he wants to host the game.

Thanks again to mugenguild and all the creators who make this forum live!






Last Edit: August 01, 2018, 11:13:57 pm by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#67  August 01, 2018, 11:18:31 pm
  • **
    • France



Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#68  August 01, 2018, 11:33:05 pm
  • **
    • France


Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#69  August 13, 2018, 10:20:15 am
  • ****
    • Argentina
    • sites.google.com/view/senseiyoda/sensei-yodas-mugen
Awesome man! Good job!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#70  August 13, 2018, 07:32:53 pm
  • ****
    • Zimbabwe
    • hephaistos1.wix.com/mugen-palace
Tu pourrais largement améliorer les grosses images des personnages. On dirait ou que ça a été étiré, ou que ça provient de versions HD faites avec les fesses. :)
Pas d'offense hein, c'est le rendu typique des épisodes DBZ mais upscalé pour arriver aux hautes résolutions actuelles... Mais ça rend moyennement au final.
Un peu de polish manuel aiderait beaucoup! ;)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#71  August 14, 2018, 03:55:45 pm
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I've seen some videos of the project, and I think the time on the cinematic hypers should be toned down a bit, some of them take 10 to 15 seconds to complete, killing the pace of the fight.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#72  August 17, 2018, 12:40:03 am
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the hypers we were reduced in time, yes there are images that I could rework completely for lack of time I'm alone to sprite for 4 characters in 6 months, not to mention everything else, but I'll come back as we has excellent quality see hyper milo scorpion, aiolia etc, everything is just a matter of time., but I'm getting out beta versions currently.(image hagen gros plan visage et hyoga pas retravailler complétement, application de filtre etc)
for the hypers, many were reduced in timing but there are hypers in console games that are all as long if you calculate the time ^^
Last Edit: August 17, 2018, 12:45:11 am by icare26
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#73  August 17, 2018, 12:49:03 am
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anime version
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#74  August 17, 2018, 01:00:53 am
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I like the hypers as they are, because I enjoy watching the animation going on, keep them as they are.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#75  August 17, 2018, 02:13:11 am
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Good job guys! I hope you'll reduce the time of some moves, btw you're very close to perfection! :)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#76  August 22, 2018, 10:07:02 am
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For the hypers, yes we think that 5/10 seconds maximum which is already a lot, but we especially want to make them more dynamic, we will rework many things to improve.
I noticed a problem with the AI, the file cfg AIcheaté = 1 which is not good ^^, we have to work it has thereafter for it to be coherent because there are still some bugs, we are not at the top levels programming, hyper dbz is much stronger and other creators are very good in the field, but we do our best by being the fastest productive.

there are sometimes still crashes on the loads, which happens sometimes, I think that it comes from the performances of pc according to the cases ...

we continue the advancement.
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#77  August 22, 2018, 02:08:44 pm
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    • hephaistos1.wix.com/mugen-palace
Good luck, I'll be happy to see what will result of this hard work! ;)
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#78  August 22, 2018, 07:40:35 pm
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Good to see this progressing!
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#79  August 23, 2018, 10:35:50 pm
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thanks,there is still a lot to do !
Re: SAINT SEIYA ultimate cosmo (mugen 1.1)
#80  September 12, 2018, 07:13:12 pm
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When the new version will be available? @icare26