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JeanBureau

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Messages by JeanBureau

    

Re: City Ruin - A stage I am very proud to release :)

 August 16, 2011, 08:26:54 am View in topic context
 Posted by JeanBureau  in Ruin City - A stage I am very proud to release :) (UPDATED 17/08/11) (Started by JeanBureau August 15, 2011, 04:15:28 pm
 Board: Your Releases, older Mugen

* EX I see what what you mean now by tint.

* Yeah For the WATER EFFECT I USE SQUIRLZ INDEED but I also use others depending on what I want. I advice people to get nature illusion studio.

OK GUYS I have updated a few stuff I would appreciate more feedback for the updates I made. I think we nearly have a perfect version. almost there.


here are the changes that have been made:

- red outline for more fire realism (I know it is a bit big and flashy but I can reduce it... this is not an issue)
- reflection on floor instead of shadow + light water ripples on the floor (more visible in game than on screenshot)
- low fog (not sure if I should remove the fog... maybe its useless)
- The robot has been darken
- Floor has been darken
- The water is slightly more transparent instead of having 100% reflection like a mirror.

I added a "tint" if people want the screen to flash a little bit (soft flash, not a blank screen don't worry)  because of a presumed storm... I leave people the choice to activate or deactivate this feature as I find it somehow annoying in the long term. looks cool 2 mins...






    

Re: [Hi-Res] City Ruin - A stage I am very proud to release :)

 August 15, 2011, 06:38:54 pm View in topic context
 Posted by JeanBureau  in Ruin City - A stage I am very proud to release :) (UPDATED 17/08/11) (Started by JeanBureau August 15, 2011, 04:15:28 pm
 Board: Your Releases, older Mugen

Quote
Some feedback:

- The floor could use rain splashes.
- Maybe a reflection on the floor as well seeing as how it's wet.
- Maybe a slight red outline glow on the Mech  to add to the realism of the fire behind.
- Also, maybe you could add a slight tint to the stage to add to the atmosphere of the stage.


Thanks EX. I didn't think about the red outline, good idea. Not sure how to make rain splash yet actually i never did but i guess i can give it a shot.

I am not sure what you mean by "tint" though.

Quote
I'm not sure about the mech though it seems out of place. Maybe a darker shade on it will make it blend with the scenary

It's actually darker than the original, I didn't feel like making it too dark I guess. I wanted to put some lights effect due to the lightnings striking it but I got lazy on the end LoL.

Thanks for feedback guys. There will have their usefulness when I am motivated enough to make a complete update of all my stages.

    

Ruin City - A stage I am very proud to release :) (UPDATED 17/08/11)

 August 15, 2011, 04:15:28 pm View in topic context
 Posted by JeanBureau  in Ruin City - A stage I am very proud to release :) (UPDATED 17/08/11) (Started by JeanBureau August 15, 2011, 04:15:28 pm
 Board: Your Releases, older Mugen

Hi people.


I have a few stage to update and a lot more to finish but this one was really fun for me to make. I'm getting better and better hehe.

I hope you enjoy because me, I really do lol.



- Animation
- High Jump
- Music







UPDATED :
http://www.mediafire.com/?664apoo3q5p269p


ENJOY GUYS



EDIT: UPDATED

    

Re: The Big Tree

 August 05, 2011, 08:29:59 pm View in topic context
 Posted by JeanBureau  in The Big Tree (Started by JeanBureau July 30, 2011, 02:43:39 pm
 Board: Your Releases, older Mugen

hey thanks a lot for the replies and feedback guys.

I spent quite a long time to code these freakin leaves but the stage can be improved indeed. I'll consider everything that has been said.

thanks.



Quote
You started real simple by just using my stage tool to create a single layered stage, but you really progressed fast and released some really nice stuff.
I really liked your temple stage back at MI, and hope you'll soon update it with the nicer water animation. :)

Yeah it all started with your tool man lol.
I thought I would just give it a try once or twice and then i got sucked up and now everytime I got time at home I spend some time thinking about a new stage.

I got several stages to be released but they are like 80 to 90 % finished only. I lack ideas for animations. I thought about birds and stuff indeed.

Don't worry, it's coming for sure.
    

The Big Tree

 July 30, 2011, 02:43:39 pm View in topic context
 Posted by JeanBureau  in The Big Tree (Started by JeanBureau July 30, 2011, 02:43:39 pm
 Board: Your Releases, older Mugen

    

MUGEN 1.0 - Sound problems / Inconsistency

 June 28, 2011, 09:53:53 am View in topic context
 Posted by JeanBureau  in MUGEN 1.0 - Sound problems / Inconsistency (Started by JeanBureau June 28, 2011, 09:53:53 am
 Board: M.U.G.E.N Configuration Help

Hello


I finally updated to MUGEN 1.0

However I noticed some differences and I wanted to know if you are in the same situation and  how to solve my troubles if possible.

1) The more my character is on the right of the screen the higher are the hitsounds. So if I block an ennemy on the right corner the sounds (NOT the music, just the char sounds) is definitly higher than on the left corner.
The sound in the overall is different than winmugen, like switching from mono to stereo sort of, but the problem of "right or left side" is very stupid...

2) I edited a character this morning adding a sound for a super move. It was a WAV file that I added so just one sound added to the SND file. This sound I added is WAY higher than the other sounds on MUGEN 1.0 ... looks like MUGEN 1.0 is emphasizing it but not the rest... why ? 
Does that mean the other sounds on the character were in a different format than WAV or something ?

3) MUGEN 1.0 seems to detect hitsounds and emphasize them but not the voices.... so my character is yelling his technique but you barely hear his voice compared to the noisy sound when he hits the opponent...
It's like having ryu doing a shinku hadoken and you would barely ehar him saying "shinku hadoken" but you would hear a big BOOOM when the hadoken hits the ennemy...


Anybody has the same problem ?
    

Re: Applying a palette to many images at the same time - ?

 June 25, 2011, 08:32:37 pm View in topic context
 Posted by JeanBureau  in Applying a palette to many images at the same time - ? (Started by JeanBureau June 24, 2011, 02:27:21 am
 Board: M.U.G.E.N Development Help

i'll try that thanks
    

Re: Applying a palette to many images at the same time - ?

 June 24, 2011, 07:48:40 pm View in topic context
 Posted by JeanBureau  in Applying a palette to many images at the same time - ? (Started by JeanBureau June 24, 2011, 02:27:21 am
 Board: M.U.G.E.N Development Help

i found how to use a repeat function in psp but thanks for the reply. I think i need to be able to incorporate my palette from psp to FF for your method but i never could because i couldn't find a software that WORKS on vista (screw ms dos) that converts .pal into .act  :(
    

Re: Applying a palette to many images at the same time - ?

 June 24, 2011, 04:42:49 am View in topic context
 Posted by JeanBureau  in Applying a palette to many images at the same time - ? (Started by JeanBureau June 24, 2011, 02:27:21 am
 Board: M.U.G.E.N Development Help

Ok that's what I thought.

Nah thank you very much, but there is no point you doing it for me - I know how to do it manually. In this case there are 30 images which is alright but IN THE CONCEPT of having a lot of images I wanted to know how to do it automatically.

Concretely if you were doing it for me my problem would still remain.Thanks for the offer. I'll do it manually this time and meanwhile try to fix what's wrong with the psp batch process...

    

Re: Applying a palette to many images at the same time - ?

 June 24, 2011, 03:13:49 am View in topic context
 Posted by JeanBureau  in Applying a palette to many images at the same time - ? (Started by JeanBureau June 24, 2011, 02:27:21 am
 Board: M.U.G.E.N Development Help

Hi,

yeah I tried with Ifranview as well but it just helps turning the images into 256 colors in batch processing.
The problem is that

1° it doesn't allow to apply a single palette to all the frames
2° its worse because after getting processed, each image has a NEW 256 color palette

So in the end its the same problem but worse because when I apply manually a palette to an image, the conversion is smoother from 16 million >>> 256 + palette, than 256 >> 256 + palette.

So yeah Ifranview doesn't really help me to apply the palette. The simple fact of applying the palette turn the image into 256 anyway so if I could do it automatically it would apply the palette AND turn the image in 256 at the same time during the process - decreasing the colors is not even the problem.

ANYWAY -

I have paint shop pro 8 and to be honest I have been using it for years so using photoshop now just for mugen... I don't know that's like learning another language lol.

The frustrating thing is that PSP DO HAVE a freakin batch process option. By recording your actions in a script you can then apply the recorded actions to other images. But that's in theory because in practice i either did it wrong or this thing is fucked - I get all sort of buggy messages etc...

-
How would you do it on photoshop by curiosity ? Do you have an option to apply an action to several images at the same time ?
    

Applying a palette to many images at the same time - ?

 June 24, 2011, 02:27:21 am View in topic context
 Posted by JeanBureau  in Applying a palette to many images at the same time - ? (Started by JeanBureau June 24, 2011, 02:27:21 am
 Board: M.U.G.E.N Development Help

HI

First of all I read Cybaster awesome Tutorial even the part concerning batch processing however I can't manage to find a way to repeat the same action automatically for all my images.

Here is the problem


[img resized=1 width= height=]http://data.imagup.com/9/1123538814.gif[/img]

This is my animation -

It is composed of several images so I DONT WANT TO apply the right palette to each image manually because it's a pain in the ass. And there should be a way to do it automatically anyway.
What I call "right palette" is a pallet with the right index and in fact, the transparency color (the pink) in the 1st position (since I use PSP).

I have the right pallet already saved and I tried to apply it to 3 images just to test. It works fine. 256 color + right index.

But yeah, like I said, the idea is NOT to do it manually. It's stupid that there isn't an option like "apply palette to all image" or something like that with PSP.

I tried to use the batch processing with scripts with psp but I get error messages and shit so I gave up.


SO there we go.

How do I apply my palette to ALL the images in the animation NOT manually which means not one by one ?
Thank you.
    

Re: [Hi res] Asurah stage

 June 21, 2011, 03:32:21 pm View in topic context
 Posted by JeanBureau  in [Hi res] Asurah stage (Started by JeanBureau June 19, 2011, 10:05:02 pm
 Board: Your Releases, 1.0+

1/ ? I Don't see the problem. If it's the fact that the stage and mp3 file is different, I do it on purpose. Renaming a song for a stage is bad in my opinion because when you like the music you want to know where it comes from

2/ Ok I can fix the space in the name bu I never thought it was a problem. I wonder why.

3/Yeah the floor has rough cutting. Can be fixed. I'll have to think how, without loosing surface.

4/...

5/I don't see how to get rid of these color problems so far with the fog. What should I do ?

6/ Water ? Well it's a city in the sky , what would water do here ? I tried to stay faithful to the original concept.

7/ the right side of the floor appears like the wooden floor is burnt yeah. I left it for me, but if it's a problem I can fix it as well however the stage will become less wide. (which I personally hate).

8/ How do you know there is still color loss ? The loss means there is less color than originally. But I have the original image and it looks the same...
If Jigsaw is not good enough, (i thought it was the best), then what is better ?

9/... Personal preference I guess. It's fixable but when you have the sun in the face, you expect the screen to be bright.

10/ what is tweak ?

11/ I forgot to Say I used cybaster tool but, since you opened my def file, I am surprised you didn't realize his name is here.

In fact if you want to know the author's name you obviously have to check the DEF. And when you do so, His name appears straight before mine. His tool gives him automatically credits and I noticed it. That's why I wasn't concerned.

Next time I will put a read me file I guess.

-

Thanks for the feedback
    

Re: [Hi res] Asurah stage

 June 21, 2011, 08:51:20 am View in topic context
 Posted by JeanBureau  in [Hi res] Asurah stage (Started by JeanBureau June 19, 2011, 10:05:02 pm
 Board: Your Releases, 1.0+

the white spots are supposed to be here... there are lights coming out of the city - it's in the original image.

colorloss ? I improved the saturation because the original image was fade and was lacking color AND I used the Jiggsaw which is the method that keeps the best quality.

Because The "white spots" do not appear like the white spots when you rip sprites the wrong way and you would see it if you had download it.

The background is static I give you this at least the fog makes it more alive I guess.

Don't juge the screenshot it's meaningless. Get the stage, try it, and then tell me what really sucks.
    

[Hi res] Asurah stage

 June 19, 2011, 10:05:02 pm View in topic context
 Posted by JeanBureau  in [Hi res] Asurah stage (Started by JeanBureau June 19, 2011, 10:05:02 pm
 Board: Your Releases, 1.0+

Hi

Okay my second stage. Much more interesting than the first one.
The background is taken from the upcoming "Asurah's Wrath" for PS3 -

Link:

http://www.filesonic.com/file/1262088284/Ashurah_stage.rar





content :

- high jump
- fog
- music (head or tails from DMC 2)

stage + mp3 = 2Mo + 5Mo 

I hope you enjoy it. It was long for a newbie like me but I did enjoy doing it.

I am open to any feedback.
To be honest I couldn't be bothered but the original idea is that I would separate the ring around the city and make it float a little bit and also put some some small lights flashing etc...

EDIT: Credit to Cybaster for using his Automatic stage background maker - Merci bien.
    

Re: [Hi Res] Need Help for Coding (good looking) stage :D

 June 19, 2011, 09:43:51 pm View in topic context
 Posted by JeanBureau  in [Hi Res] Need Help for Coding (good looking) stage :D (Started by JeanBureau June 19, 2011, 01:41:44 am
 Board: M.U.G.E.N Development Help

Ok I spent all day on that shit seriously and it's a success :D

I didn't even had the time to separate the ring but I added the floor and some fog successfully. I am pretty happy about it especially for my second stage.

here is snapshot -

the stage is ready even if I could improve it a little bit. (add lights + separated ring) but I can't be fucked I have been spending half a day on a stage lol. (okay i suppose compared to some people its nothing...)







    

Re: [Hi Res] Need Help for Coding (good looking) stage :D

 June 19, 2011, 12:27:10 pm View in topic context
 Posted by JeanBureau  in [Hi Res] Need Help for Coding (good looking) stage :D (Started by JeanBureau June 19, 2011, 01:41:44 am
 Board: M.U.G.E.N Development Help

Hi thanks for your reply.

Let's assume i would have the floor, the ring, and the background separatly on my computer.

Ok here is the thing. I don't know how to code sprites - when I do, the position suck (I couldnt even place the floor properly when I tried).

Cybaster codes the sprites position for me then.

If I hear you, I would code 3 elements separatly with Cybaster:
- One DEF file with the codes of the background, One
- One DEF file with the codes of the ring
- One DEF file with the codes of the floor

THEN I would combine all these codes into ONE DEF file and would simple modify a single parameter (the depth priority ---> delta ?)

but After the "DEF" problem is solved, how do I combine the sprites in ONE SFF ?

Do I have to upload all the small jiggsawed piece of pcx image on FF ?


EDIT: OK I figured out how to combine the sprites together with FF but I have other problems now. I will try solve them myself and put a feedback.
    

[Hi res] stage - Genji (PS2) temple

 June 19, 2011, 01:52:49 am View in topic context
 Posted by JeanBureau  in [Hi res] stage - Genji (PS2) temple (Started by JeanBureau June 19, 2011, 01:52:49 am
 Board: Your Releases, 1.0+

Hello

This is my first stage -
I made it with the automatic stage maker from Cybaster because when I use FF the quality of the image decreases dramatically...

I hope you like it. I never thought I would create anything for mugen though...




Link:
http://www.filesonic.com/file/1255761271/Genji_stage.rar

------------------

I am preparing a second stage but will need help. I'll post it in the HELP section.
Thank you.




    

[Hi Res] Need Help for Coding (good looking) stage :D

 June 19, 2011, 01:41:44 am View in topic context
 Posted by JeanBureau  in [Hi Res] Need Help for Coding (good looking) stage :D (Started by JeanBureau June 19, 2011, 01:41:44 am
 Board: M.U.G.E.N Development Help

Hello

This is my second stage and I would really appreciate if someone could help me finish it.
I am alright when it comes to image editing with paint shop pro but I suck in coding even after reading tutorials...

I am encountering 2 problems by doing it myself :

1) When uploading the stage on Fighter Factory, the background is losing 60 % of the color quality so it becomes useless... that's why I DONT USE FF so far. I use the automatic stage maker by CYBASTER because it's the only way I found to have really nice background without damaging the image quality... but there are some cons...

2) I suck at coding, I didn't even managed to put the floor and the background when trying + the color quality problem just discouraged me of using FF.

---> I would like to add different depths to the stage to make it look great.

here is the stage, composed of the background and the floor on the same depth (I added the floor manually with paint shop pro, since I don't know how to do it the right way with FF)




The stage looks good to me but to be perfect it needs a lot of improvement in my opinion such as:

- the floor separated from the background (must be on different depths)
- the bing "ring" around the city should be on a different depth as well
- possibly some animation making the lights flashing to make the city look less static/ more animated
- possibly a bit of fog moving slowly around the sky/clouds

--------

If anybody is willing to help me, I can provide the floor and the background city separatly.
I don't have the ring around the city separatly YET but I can isolate it I think. I'll do it if someone can help.
I have no fog animation or lights flashing animation.


I think this stage could look really cool If I could complete my idea at 100%

I hope someone can help, otherwise I will have to release the stage with one depth and it's a bit of a lost potential in my opinion.

Thank you people.