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Red Lunchbox

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Messages by Red Lunchbox

    

Re: Super Smash Bros [3DS][Wii U]

 February 03, 2014, 09:05:53 pm View in topic context
 Posted by Red Lunchbox  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games



It looks like niether.
    

Re: Need Help with coding!

 February 03, 2014, 08:58:33 pm View in topic context
 Posted by Red Lunchbox  in Need Help with coding! (Started by GrandOne February 03, 2014, 08:21:59 pm
 Board: M.U.G.E.N Development Help

  • Read the Docs, and study them. I reccomend getting to know CNS, Scrtls, and Triggers
  • Observe other tutorials here on the guild or (dare I say it) Youtube. Lurk around the Tips, Tricks, and Tutorials forum for a bit. The Code Library's good, on the other hand, if you want to know how to do a specific thing.
  • A good place to start is to observe, tinker, and experiment with existing characters. Observe what does what and how things work when you get under the hood. One way I got familiar and comfortable with coding was simply making edits of pre-existing characters. They were complete crap, but they allowed me to gain enough expierience to be able to make not-crap. Kung Fu Man's a good start, especially since his CNS is littered with tutorial notes. POTS's characters are generally a good step up for the intermediate coder.
  • Don't give up, and understand that it's not going to be something that's quick and easy. Coding takes time, and hard work. Things are going to go wrong, a lot. You'll get errors, things not working the way you expected, people thinking your character sucks, etc etc. etc. Get yourself into a mentality of "Wow that sucked" Vs. "I am constantly learning and improving." Make sure whatever project you are working on is something that'll be fun for you to work on, rather than shooting for the next COTY.
    

Re: Round 2 "Break Time" Intros

 February 02, 2014, 10:31:20 pm View in topic context
 Posted by Red Lunchbox  in Round 2 "Break Time" Intros (Started by D, The Red Cloak January 20, 2014, 02:58:56 am
 Board: Development

    

Re: Anti-healing coding

 February 02, 2014, 08:36:12 pm View in topic context
 Posted by Red Lunchbox  in Anti-healing coding (Started by Amidweiz February 02, 2014, 05:58:30 am
 Board: M.U.G.E.N Development Help

If it's a fullgame enviroment:
Just use a variable in every character that activates upon being hit by the move. Set up all their lifeadds so that they decrease the health instead of increase if the variable is active. (The easiest way is probably to just have the Var switch between 1 and -1 and mutiply all the lifeadd amounts by that Var.)

Not Fullgame enviroment:

-Var = enemy, life. (If you're in simul mode, have a different var = enemy(1), life, or else it will only track the first enemy's health)

At this point, you have too options:
  • Have an attack that does extra damage if Var(0) is less than enemy, life. If you wish, it can be by the difference of the two numbers.
  • If var(0) is less than enemy, life. Unleash some sort of fullscreen death mode attack of destruction.
    

Re: Super Smash Bros [3DS][Wii U]

 January 31, 2014, 08:56:01 pm View in topic context
 Posted by Red Lunchbox  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

    

Re: My MUGEN question: MUCH stages or LESS stages?

 January 31, 2014, 07:27:52 pm View in topic context
 Posted by Red Lunchbox  in My MUGEN question: MUCH stages or LESS stages? (Started by ShinZankuro January 31, 2014, 06:38:38 pm
 Board: M.U.G.E.N Discussion

My approach to stages is "That stage looks neat so I am going to download it and add it to MUGEN."
    

Re: Super Smash Bros [3DS][Wii U]

 January 31, 2014, 07:20:03 pm View in topic context
 Posted by Red Lunchbox  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Pokemon Trainer.
    

RedLunchbox's Ramiel

 January 31, 2014, 07:13:48 pm View in topic context
 Posted by Red Lunchbox  in RedLunchbox's Ramiel (Started by Red Lunchbox January 31, 2014, 07:13:48 pm
 Board: Projects


SCREAMING BLUE OCTOHEDRON

What is this?
A Neon Genesis Evangelion antagonist, consiting of only a blue polygon. As such, this charcter will only consist of a blue polygon.

How will it work?
Ramiel in the anime was a passive character - simply blasting away at anything that came too close.  In MUGEN, they've been reworked into a keep-away boss type character. While this changes up the winning strategy from "fight them from afar" to "fight them up close", they still follow the simple idea of "desperately tries to keep you out of close range." In addition, a few creative liberties have been taken, seeing as their only attacks in the show were "BEAM", and "STRONGER BEAM".

In a sense, they're a projectile-heavy boss, inspired by the likes of Tohou, MODOK, and others. Not exactly the most enticing boss ever, but it's something I've been working with.

Current Moves, Features, and Mechanics:
Spoiler, click to toggle visibilty

What's done?
-The singular sprite that makes up Rameil.
-All the necessisties and mechanics.
-A few basic attacks.

What do you need to do?
-Find effects more suited to Ramiel than some of their current effects.
Spoiler, click to toggle visibilty
-Add in the rest of the attacks, effects, gameplay elements, etc. etc. etc. Basically finish the character.
-A custom sprite that isn't used from a German Mathematician found on Google.
    

Re: most wanted characters for Mugen

 January 31, 2014, 01:57:48 am View in topic context
 Posted by Red Lunchbox  in most wanted characters for Mugen (Started by Faisaijin August 28, 2007, 12:49:57 pm
 Board: M.U.G.E.N Discussion

Apocalypse-Esque Dating Sim Characters
    

Re: Pac Man [UPDATED 1/30/14]

 January 30, 2014, 06:57:55 am View in topic context
 Posted by Red Lunchbox  in Pac Man [UPDATED 1/30/14] (Started by Red Lunchbox January 15, 2014, 08:21:43 pm
 Board: Your Releases, 1.0+

Character has been updated to Beta v2. Although there are a few more things I want to get done, I felt like there were a big enough changes to warrant a release.

Changelog:

NEW:
-No longer 1.1 exclusive - Now compatible with MUGEN 1.0.
-Added a black border so the sprites don't blend into the background as much.
-Ghost sprites now properly look towards the direction their going.
-Added a mini-game mode where the ghosts and pellets are disabled.
-Holding start when picking a palette enables Ms. Pac Man Mode.
-Added a rather buggy, unfinished AI.



BALANCING:
-Pac Man's speed has been halved.
-Ghosts can now only change direction every 20 tics to compensate, rather than 15. Shouldn't be too noticable, but it makes some split-second manuevers possible again.
-Pac Man now has infinite priority.
-The Ghosts now spawn at different times:
--Blinky when the player makes their first move.
--Pinky when the enemy is damaged once.
--Clyde when the enemy looses 1/3 of their health.
-The ghosts now have a 1 second delay before chasing after Pacman.
-Blinky will no longer scatter once the opponent reaches 25% health. (AKA "Cruise Elroy mode.")
-Pacman is immune to the ghosts when the AI is playing. (For now).

BUG FIXES & POLISHING:
-Touching a ghost the second pacman wins the round no longer triggers the death animation.
-Now has proper required sprites.
-Fixed Debug spam that resulted from eating ghosts or picking non-existant palettes.
-Fixed Pacman's sprite shifting over a pixel when the round ends.
-Pac Man now plays the death animation when loosing by Time Over.
-Touching a ghost in training mode now causes the ghosts to back off.
-Removed that 'pop' from the ambient music.
    

Re: different pal animation

 January 29, 2014, 07:28:11 pm View in topic context
 Posted by Red Lunchbox  in different pal animation (Started by EM20XX January 27, 2014, 09:51:14 pm
 Board: M.U.G.E.N Development Help

MUGEN 1.1 allows for multiple colors to be rendered as transparent.

In which case, you'd color the knfie with colors that have a 0 for the Alpha value in palettes where you didn't want it to show.

Although it's going to be A TON of work if you want it to be a good effect. Notice how Kung Fu Man's right hand "ghosts", and displays the following area as transparent. What'd you have to do is color seperate the hell out of every frame where the knife covers up part of the character's body.
    

Re: M.U.G.E.N Screenshots V2

 January 29, 2014, 07:05:51 pm View in topic context
 Posted by Red Lunchbox  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



Ramiel gains the ability to summon geometric shapes to attack or defend herself.

Working on getting more-fitting beam/shard styled sprites to replace the current fired-based placeholders.
Spoiler, click to toggle visibilty
    

Re: I need YOU!!

 January 29, 2014, 06:47:14 pm View in topic context
 Posted by Red Lunchbox  in Come make palettes for Hi-Res Lesbian (Started by Websta January 15, 2014, 10:23:34 pm
 Board: Projects

Peacock
    

Re: QuickFist WIPs: My own style

 January 28, 2014, 09:35:37 pm View in topic context
 Posted by Red Lunchbox  in QuickFist WIPs: Updating K' (Started by QuickFist August 05, 2013, 02:08:04 am
 Board: Projects


Public Indecency

Captain Falcon
    

Re: Super Smash Bros [3DS][Wii U]

 January 23, 2014, 04:53:52 am View in topic context
 Posted by Red Lunchbox  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Fox got knocked off first, so based on what was said, he'd presumably be the one to get priority on the ledge.

    

Re: Best place to get fx

 January 22, 2014, 02:35:41 am View in topic context
 Posted by Red Lunchbox  in Best place to get fx (Started by Thagr8test January 22, 2014, 02:15:21 am
 Board: M.U.G.E.N Discussion

    

Re: More Anime in Mugen

 January 21, 2014, 08:47:42 pm View in topic context
 Posted by Red Lunchbox  in More Anime in Mugen (Started by QuickFist December 12, 2013, 07:47:45 pm
 Board: Idea Engineering

Gradius-style AAA Wunder.
    

Re: More Anime in Mugen

 January 21, 2014, 06:56:29 pm View in topic context
 Posted by Red Lunchbox  in More Anime in Mugen (Started by QuickFist December 12, 2013, 07:47:45 pm
 Board: Idea Engineering

I'm currently working on a boss-type Ramiel.

    

Re: QuickFist WIPs: My own style

 January 21, 2014, 01:45:00 am View in topic context
 Posted by Red Lunchbox  in QuickFist WIPs: Updating K' (Started by QuickFist August 05, 2013, 02:08:04 am
 Board: Projects

w o w  I messed up.

That should do it.
    

Re: QuickFist WIPs: My own style

 January 21, 2014, 12:23:09 am View in topic context
 Posted by Red Lunchbox  in QuickFist WIPs: Updating K' (Started by QuickFist August 05, 2013, 02:08:04 am
 Board: Projects

Kinky Boots: The Musical