The Mugen Fighters Guild

Off-Topic => All That's Left => Hall of Fame => Topic started by: artistropeadope on November 29, 2014, 09:51:34 pm

Title: Evolving MUGEN: artistropeadope
Post by: artistropeadope on November 29, 2014, 09:51:34 pm
What can we do to evolve mugen? 2015 is coming & the biggest thing ive seen is stage zooming ... I want to hear your opinions.

Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release. Also, sprites should be at least on par with guilty gear before being considered serious. Let me know what you guys think.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 29, 2014, 10:11:50 pm
Easy, have stages have randomized events, multiple portraits like in Knuckle Fighter, environmental hazards/things that can affect players, cinematics in the middle of Arcade, like in Fighter Maker, a score system like in KF, and a universal tag system. Oh, and a stat/save/replay system. Lastly, we need Suave Guy by Elecbyte.
Title: Re: Evolving MUGEN
Post by: Byakko on November 29, 2014, 10:15:31 pm
What can we do to evolve mugen?
Absolutely nothing, how do you even think we can do anything to Mugen. Mugen is coded by Elecbyte, and they do what they want with it. the best you can do is make suggestion, which they'll very likely ignore.
I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.
It's already possible.
Also, sprites should be at least on par with guilty gear before being considered serious.
1/ That's completely retarded.
2/ This has nothing to do with Mugen itself. People can do whatever they want with whatever sprites they want.

Easy, have stages have randomized events, multiple portraits like in Knuckle Fighter, environmental hazards/things that can affect players, cinematics in the middle of Arcade, like in Fighter Maker, a score system like in KF, and a universal tag system. Oh, and a stat/save/replay system. Lastly, we need Suave Guy by Elecbyte.
A lot of those can already be done.
Title: Re: Evolving MUGEN
Post by: Aldo on November 29, 2014, 10:26:29 pm
Also, sprites should be at least on par with guilty gear before being considered serious.

what
Title: Re: Evolving MUGEN
Post by: Japanese Jesus on November 29, 2014, 10:34:44 pm
What can we do to evolve mugen?

It's simple. Future Trunks w/ sword by TEAM ZEETWO.
Title: Re: Evolving MUGEN
Post by: -Whiplash- on November 29, 2014, 11:07:53 pm
Also, sprites should be at least on par with guilty gear before being considered serious.
That's just Stupid. What, are Stuff Like CVS2 and MVC2, KOF not "serious"? Hell, you Probably you consider SF3 Sprites (even though SF3 sprites are better done then GG, but I digress) not good enough cause they aren't "Hi-Res" or whatever.

On that note... What the hell do you mean by "Serious"? what does that even mean?
Title: Re: Evolving MUGEN
Post by: Speedpreacher on November 29, 2014, 11:10:50 pm
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.

Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?
Title: Re: Evolving MUGEN
Post by: AlexSin on November 29, 2014, 11:11:09 pm
artistropeadope, don't forget to say it's your opinion. But I'd like you to explain what you mean by serious.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 29, 2014, 11:12:54 pm


Easy, have stages have randomized events, multiple portraits like in Knuckle Fighter, environmental hazards/things that can affect players, cinematics in the middle of Arcade, like in Fighter Maker, a score system like in KF, and a universal tag system. Oh, and a stat/save/replay system. Lastly, we need Suave Guy by Elecbyte.
A lot of those can already be done.

Oh, sorry. I meant universal for everything. AKA: Every character having this stuff by defualt.
Title: Re: Evolving MUGEN
Post by: Byakko on November 29, 2014, 11:15:53 pm
No, that's just not feasible. Not every single character has the sprites required to pull things like that. A stat system would be completely arbitrary if it was available for every character. It doesn't make sense outside of a full game, that's why it can only be done there.
Title: Re: Evolving MUGEN
Post by: -Whiplash- on November 29, 2014, 11:17:00 pm


Easy, have stages have randomized events, multiple portraits like in Knuckle Fighter, environmental hazards/things that can affect players, cinematics in the middle of Arcade, like in Fighter Maker, a score system like in KF, and a universal tag system. Oh, and a stat/save/replay system. Lastly, we need Suave Guy by Elecbyte.
A lot of those can already be done.

Oh, sorry. I meant universal for everything. AKA: Every character having this stuff by defualt.

I Don't think this should be stuff in a character, the stat/replay/save, tag and score system should be in the engine itself, not in a character.

Also, I can safely say that a lot of people (Myself included) don't like stage hazards.
Title: Re: Evolving MUGEN
Post by: Byakko on November 29, 2014, 11:19:51 pm
Tag would be bad too in the engine, since, again, not every single character has the necessary sprites. Adding required animations (such as like jumping in or out) would bloat Mugen, and even then, there are several methods to do it (do they jump in ? Do they run in ? Is it only when doing a certain attack ?) so it would just be way too complex to implement it in the engine because Mugen would have to be able to account for every single case. Again, it only makes sense in a full game.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on November 29, 2014, 11:22:01 pm
duh, online mode, and cinematic like the others said and so that your opponents victory screen shows (i didn't make all those fucking quotes in my bosses for nothing) hm what else.... i guess that tag system(i prefer 3 on 3 like mvc and kof) while still keeping simul

also online mode would be this

each match, the character who you pick will be uploaded temp so then after the match it deletes itself(same would go for stages/music i guess, why not)
oh and all you people who complain " nu dis guy is juest uzin retardad orochi editz"

well its simple, how do you find another match? by fucking looking for one.

oh yeah for tag mode, it should be a separate mode, and chars without the tag option should not be selectable.
Title: Re: Evolving MUGEN
Post by: -Whiplash- on November 29, 2014, 11:23:14 pm
Tag would be bad too in the engine, since, again, not every single character has the necessary. Adding required animations (such as like jumping in or out) would bloat Mugen, and even then, there are several methods to do it (do they jump in ? Do they run in ? Is it only when doing a certain attack ?) so it would just be way too complex to implement it in the engine because Mugen would have to be able to account for every single case. Again, it only makes sense in a full game.

That's true.  I forget that there is more then one Tag system, because I'm so used to dealing with MVC one.
Title: Re: Evolving MUGEN
Post by: O Ilusionista on November 29, 2014, 11:43:42 pm
Quote
Mugen is coded by Elecbyte, and they do what they want with it. the best you can do is make suggestion, which they'll very likely ignore.
this.
Title: Re: Evolving MUGEN
Post by: Warden-San on November 30, 2014, 01:55:58 am
Build its happiness and then level up at night.
Title: Re: Evolving MUGEN
Post by: Legendary DeMoNk@I on November 30, 2014, 06:37:13 am
Build its happiness and then level up at night.

lol
Title: Re: Evolving MUGEN
Post by: Jango on November 30, 2014, 10:57:52 am
Funny, I always thought it evolved with Upgrade -> Dubious Disk.
Title: Re: Evolving MUGEN
Post by: Websta on November 30, 2014, 11:15:18 am
Can't you just abandon it at a daycare?
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 30, 2014, 06:58:23 pm
But, I keep it home.
Title: Re: Evolving MUGEN
Post by: Sinnesloschen on November 30, 2014, 07:01:49 pm
Can't you just abandon it at a daycare?
They don't evolve in the daycare. You gotta level them up yourself.
Title: Re: Evolving MUGEN
Post by: Duos.act on November 30, 2014, 07:05:18 pm
Mugen can't evolve until Elecbyte comes back and gets their shit together.  In the meantime the community is doing the best it can by making it hold Eviolite.
Title: Re: Evolving MUGEN
Post by: Iced on November 30, 2014, 07:08:14 pm
Also, sprites should be at least on par with guilty gear before being considered serious. Let me know what you guys think.

lmao

companies cant even find spriters to do cvs level, and you act as if somehow the engine controls the sprite quality.
You want to self ban people from doing things for the engine unless they are GG level? Good luck with having nothing at all.


Online match making would be interesting, you could get the characters you fight against be saved to a tempfolder, so you could move them to your main folder and minimize redownloading if facing the person again. It could perform a checksum to see if any files were changed.
Title: Re: Evolving MUGEN
Post by: MrChris on November 30, 2014, 07:09:18 pm
being considered serious. Let me know what you guys think.

I secound that line cuz i don't even know wat the heck that's supposed meaning. :c





Title: Re: Evolving MUGEN
Post by: Big Dick on November 30, 2014, 07:11:49 pm
You know the reason why M.U.G.E.N isn't evolving is because Elecbyte's community is using the Everstone so that's why they weren't making any progress.
Title: Re: Evolving MUGEN
Post by: FeLo_Llop on November 30, 2014, 07:16:49 pm
sprites should be at least on par with guilty gear before being considered serious.

Are you going to sprite everyone's characters? Update what's done? Who are you? :/
Title: Re: Evolving MUGEN
Post by: "Bad News" Hoffmann on November 30, 2014, 07:34:25 pm
Some people just have no clue how much work it is to animate /sprite /code a character. I guess he meant GGX Standard even.

What I would like to see in the "Mugenworld" would be bigger collaborations of people to get something together, but yes..that can be difficult of course.
Title: Re: Evolving MUGEN
Post by: AlexSin on November 30, 2014, 07:42:18 pm
Some people just have no clue how much work it is to animate /sprite /code a character.

I don't know, he was spriting some characters too (Final Fantasy 7 characters in HR and some original ones), but he didn't progress about those ones.
Title: Re: Evolving MUGEN
Post by: Byakko on November 30, 2014, 07:52:54 pm
but he didn't progress about those ones.
In other words, he couldn't make it, but he still expects everyone else to do it, not thinking that maybe everyone else has the same problem as he did.
Title: Re: Evolving MUGEN
Post by: Darkflare on November 30, 2014, 09:17:15 pm
Guys, he said that the sprites had to be as good as Guilty Gear's to be taken seriously.
He means the original Guilty Gear, not X/XX.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 30, 2014, 09:29:28 pm
That's good. They were really low quality.
Title: Re: Evolving MUGEN
Post by: Kirishima on November 30, 2014, 09:37:41 pm
Build its happiness and then level up at night.
While holding your computer upside down.
Title: Re: Evolving MUGEN
Post by: Legendary DeMoNk@I on November 30, 2014, 09:45:25 pm
Build its happiness and then level up at night.
While holding your computer upside down.

Then Proceed to stretch its cord out
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 30, 2014, 10:06:17 pm
Next, challenge it to a fight with it's rival.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on November 30, 2014, 10:14:23 pm
then wala, your mugen evolved into a mugen with online mode and tag.

i'm going to go kill myself now.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on November 30, 2014, 10:27:44 pm
...But your Mugen won't evolve!
Title: Re: Evolving MUGEN
Post by: Japanese Jesus on November 30, 2014, 10:37:33 pm
#Rare candies, you scrubs.
Title: Re: Evolving MUGEN
Post by: Basara Lapis on December 01, 2014, 12:43:59 am
I want to say something, but I prefer to wait artistropeadope writes here again and don't think about this is just another flamebait thread made by a "troll"
Title: Re: Evolving MUGEN
Post by: AlexSin on December 01, 2014, 02:13:43 am
Being a bit ignorant about this doesn't mean being a troll. He also shared his tastes about sprites. But he expects a bit too much from the community, like Byakko/DKDC said.

I just hope he comes back to clarify everything, as I can see now he had posted this and didn't log in after that.
Title: Re: Evolving MUGEN
Post by: felineki on December 01, 2014, 02:35:58 am
I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.

More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.

RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.
Title: Re: Evolving MUGEN
Post by: Bastard Mami on December 01, 2014, 05:15:40 am
it took me one week to fully sprite a character in cvs stye, ggx style would take weeks !

Guys, he said that the sprites had to be as good as Guilty Gear's to be taken seriously.
He means the original Guilty Gear, not X/XX.
lol
Title: Re: Evolving MUGEN
Post by: GenericFurryDude on December 01, 2014, 02:34:56 pm
I always wanted cutscenes between fights in arcade mode. I just thought it would be interesting to have a "story mode" in a Mugen fullgame or something.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on December 01, 2014, 11:43:32 pm
I always wanted cutscenes between fights in arcade mode. I just thought it would be interesting to have a "story mode" in a Mugen fullgame or something.

ever heard of, "mugen story mode" it actually exists.

so really.................stable online mode
Title: Re: Evolving MUGEN
Post by: ELECTR0 on December 02, 2014, 02:54:02 am
duh, online mode, and cinematic like the others said and so that your opponents victory screen shows (i didn't make all those fucking quotes in my bosses for nothing) hm what else.... i guess that tag system(i prefer 3 on 3 like mvc and kof) while still keeping simul

also online mode would be this

each match, the character who you pick will be uploaded temp so then after the match it deletes itself(same would go for stages/music i guess, why not)
oh and all you people who complain " nu dis guy is juest uzin retardad orochi editz"

well its simple, how do you find another match? by fucking looking for one.

oh yeah for tag mode, it should be a separate mode, and chars without the tag option should not be selectable.

Elecbyte hasn't updated there blog in a year and even then they weren't saying much. Ikemen is fast becoming a good program for online play, though that's about all it's good for at the moment. Supersuehiro has updated Ikemen 5 times in just the past two months so who knows, maybe sometime soon it will even have tag battles.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on December 03, 2014, 01:42:53 am
ikemen does not work very well so no also the inputs on there are bad, unless it can connect the way i described, it's not worth it.
Title: Re: Evolving MUGEN
Post by: Laharl on December 03, 2014, 09:15:22 am
it does to work well? granted it can cause issues but it works quite well.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on December 04, 2014, 11:07:07 pm
it does to work well? granted it can cause issues but it works quite well.

i don't consider bad inputs and too difficult to get running and having to have the exact same roster to play each other working well.
Title: Re: Evolving MUGEN
Post by: xDragonWarrior on December 06, 2014, 01:37:51 am
they should start by ADDING A PAUSE BUTTON WHERE YOU CAN GET TO THE CHARACTERS MOVE LIST.That should have been In Mugen day one as almost every fighter has it.I mean i have over 800+ characters in my roster and do you really think I have time to remember all of my fav character's controls.if I don't I have to stop the game and open up the text file when it should have been a simple pause and click
Title: Re: Evolving MUGEN
Post by: Umezono on December 06, 2014, 02:55:55 am
this isnt a game its an engine, you would still have to manually input your characters inputs even if there was a hardcoded pause menu.

also, you can code pause menus into your character.
Title: Re: Evolving MUGEN
Post by: rednavi -RETIRED on December 06, 2014, 03:30:01 am
coded pause menues can cause issues with command buffering and changestates in states with ctrl=1 so I always recommend people to just forget about them unless you're coding a full game. Unsurprisingly, most of the characters with a pause menu come from people with a not-so-good grasp of how mugen works like.

Still, his suggestion is not bad at all. The pause screen (Which would be triggered by a new button) would just get its graphics from the screenpack itself and the commands from an extra new file where you define the names for each move, its command, category and any extra notes you may want to add to it (Like "During [Insert move's name here]"). Of course nothing of this will ever happen unless Elecbyte decides to update MUGEN again :|
Title: Re: Evolving MUGEN
Post by: Bannana on December 06, 2014, 03:49:20 am
The pause screen (Which would be triggered by a new button) would just get its graphics from the screenpack itself and the commands from an extra new file where you define the names for each move, its command, category and any extra notes you may want to add to it (Like "During [Insert move's name here]"). Of course nothing of this will ever happen unless Elecbyte decides to update MUGEN again :|
You know, I figured that as long as the engine can recognize inputs from the cmd, why can't it just take the command names and designated inputs and just make them visible? As long as MUGEN reads the file why isn't it possible to literally just show it on a clipboard like the debug menu? It doesn't have to be slick, it could just be text.

Granted, they'd have to actually hard code it into the system so that it does read the cmd, which might be more complex than the idea is in theory.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on December 06, 2014, 03:49:51 am
Well, Knuckle Fighter doesn't seem to have too much of a problem of it. Maybe Elecbyte can form a new file type that Mugen can read, and that would be a moveset display file, or something.
Title: Re: Evolving MUGEN
Post by: Cyanide on December 06, 2014, 03:57:54 am
Quote
As long as MUGEN reads the file why isn't it possible to literally just show it on a clipboard like the debug menu? It doesn't have to be slick, it could just be text.
Probably because in order to catch everything it would include compatibility with old characters, and you'd see

AI
abcxyxyxyxyzzzzz

AI1
abcysaxzzzzzy

Before you got to the actual moves, and then you'd see 3-4 versions of them to encompass easy keyboard commands, alternate command structures and negative edge.
Title: Re: Evolving MUGEN
Post by: XenoCard on December 06, 2014, 04:00:31 am
Evolving M.U.G.E.N? It already looks cool but you have a point. Everything looks good so far, they have camera zooms and victory quotes and what not. What they can do instead of the plain ol Portraits is a unique select screen. You know like Marvel Super Heroes vs Street Fighter, the character does it's idle stance when it's at the character and when they select it, the character does it's victory pose or ready pose. I wish they can do that.

And wasn't there already a Suave Dude made?
Title: Re: Evolving MUGEN
Post by: Bannana on December 06, 2014, 04:01:21 am
Quote
As long as MUGEN reads the file why isn't it possible to literally just show it on a clipboard like the debug menu? It doesn't have to be slick, it could just be text.
Probably because in order to catch everything it would include compatibility with old characters, and you'd see

AI
abcxyxyxyxyzzzzz

AI1
abcysaxzzzzzy

Before you got to the actual moves, and then you'd see 3-4 versions of them to encompass easy keyboard commands, alternate command structures and negative edge.
Ah, I forgot about the beauty of thousands of AI commands.
Title: Re: Evolving MUGEN
Post by: rednavi -RETIRED on December 06, 2014, 04:01:57 am
The pause screen (Which would be triggered by a new button) would just get its graphics from the screenpack itself and the commands from an extra new file where you define the names for each move, its command, category and any extra notes you may want to add to it (Like "During [Insert move's name here]"). Of course nothing of this will ever happen unless Elecbyte decides to update MUGEN again :|
You know, I figured that as long as the engine can recognize inputs from the cmd, why can't it just take the command names and designated inputs and just make them visible? As long as MUGEN reads the file why isn't it possible to literally just show it on a clipboard like the debug menu? It doesn't have to be slick, it could just be text.

Granted, they'd have to actually hard code it into the system so that it does read the cmd, which might be more complex than the idea is in theory.

Using the .cmd itself was my original idea but then I realized that I'd rather have direct manual input when it comes to how the commands should be displayed like for a global movelist menu. Many moves often have as many as 6 variants for the same command (Mostly to add shortcuts, failsafes and whatnot while other times to add a different beginning point like in 360 command moves) or sometimes you just want to keep the command hidden while still hinting at the move itself (Like a special move named "Hodukean" with the command input just displaying a bunch of "???").
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on December 06, 2014, 04:55:33 am
Evolving M.U.G.E.N? It already looks cool but you have a point. Everything looks good so far, they have camera zooms and victory quotes and what not. What they can do instead of the plain ol Portraits is a unique select screen. You know like Marvel Super Heroes vs Street Fighter, the character does it's idle stance when it's at the character and when they select it, the character does it's victory pose or ready pose. I wish they can do that.

And wasn't there already a Suave Dude made?

Aren't there really fancy screenpacks that support character sprite upon choosing, but they aren't animated? And, he was made. By Masupnu-KunZ or something like that.
Title: Re: Evolving MUGEN
Post by: Byakko on December 06, 2014, 09:05:25 am
Ah, I forgot about the beauty of thousands of AI commands.
And commands that require a particular condition, like entering a special mode, or even just follow-ups, "Evil" mode triggered by palette selection, or, hell, air moves and super moves. All of that can only be determined by the guy who created it. Forget people like Red who'll claim you don't know much of how Mugen works if you don't fully know command buffering (filthy pleb), this is extremely basic stuff.
Title: Re: Evolving MUGEN
Post by: Jango on December 06, 2014, 09:15:19 am
The movelist would be a cool idea IF there was like an optional flag for CMD entry that was like "movelist = 1" or something to indicate that you want this move shown on the movelist. You could maybe go a step further with something like "movelistorder =2" to designate the order you want the moves to be listed (ie: if you want Hadou Ken to appear first on the list before Shoryuken).

I've never really had a problem with reading a readme for movelists, however, and the movelist feature would be rendered pretty much pointless once you've got your character down.
Title: Re: Evolving MUGEN
Post by: rednavi -RETIRED on December 06, 2014, 11:11:21 am
Ah, I forgot about the beauty of thousands of AI commands.
And commands that require a particular condition, like entering a special mode, or even just follow-ups, "Evil" mode triggered by palette selection, or, hell, air moves and super moves. All of that can only be determined by the guy who created it. Forget people like Red who'll claim you don't know much of how Mugen works if you don't fully know command buffering (filthy pleb), this is extremely basic stuff.

You can charge directions while you "pause" the game with a custom pause screen, suddenly Guile became even more viable :D

The movelist would be a cool idea IF there was like an optional flag for CMD entry that was like "movelist = 1" or something to indicate that you want this move shown on the movelist. You could maybe go a step further with something like "movelistorder =2" to designate the order you want the moves to be listed (ie: if you want Hadou Ken to appear first on the list before Shoryuken).

You'll need two more flags: One for the move's display name would be cool, and one for extra text info (Like what we said before with the move being a follow up or exclusive to a mode, etc.).
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:06:47 am
Spoiler, click to toggle visibilty
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:10:17 am
I always wanted cutscenes between fights in arcade mode. I just thought it would be interesting to have a "story mode" in a Mugen fullgame or something.

awesome idea. I think broly has a primitive version of in-bout cutscenes. ill look into it.thnx
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:13:24 am
Easy, have stages have randomized events, multiple portraits like in Knuckle Fighter, environmental hazards/things that can affect players, cinematics in the middle of Arcade, like in Fighter Maker, a score system like in KF, and a universal tag system. Oh, and a stat/save/replay system. Lastly, we need Suave Guy by Elecbyte.

multiple portraits? that snds cool. environmental hazards has to be possible but I haven't seen it yet.good stuff
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:31:48 am
Also, sprites should be at least on par with guilty gear before being considered serious.
That's just Stupid. What, are Stuff Like CVS2 and MVC2, KOF not "serious"? Hell, you Probably you consider SF3 Sprites (even though SF3 sprites are better done then GG, but I digress) not good enough cause they aren't "Hi-Res" or whatever.

On that note... What the hell do you mean by "Serious"? what does that even mean?


CVS, MVC, SF, KOF, & GG are serious. 8bit, chibi, rpg & snes are not serious. its not rocket science nice guy. Maybe my opinion isn't stupid, you just aren't tracking.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:35:50 am
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.

Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?

a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill
Title: C-C-C-COMBO BREAKER!!
Post by: Bastard Wolf on December 15, 2014, 05:37:28 am
Electobyte
[avatar]http://i.imgur.com/be6KM9M.png[/avatar]
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:37:54 am
duh, online mode, and cinematic like the others said and so that your opponents victory screen shows (i didn't make all those fucking quotes in my bosses for nothing) hm what else.... i guess that tag system(i prefer 3 on 3 like mvc and kof) while still keeping simul

also online mode would be this

each match, the character who you pick will be uploaded temp so then after the match it deletes itself(same would go for stages/music i guess, why not)
oh and all you people who complain " nu dis guy is juest uzin retardad orochi editz"

well its simple, how do you find another match? by fucking looking for one.

oh yeah for tag mode, it should be a separate mode, and chars without the tag option should not be selectable.

agreed. good stuff. thnx
Title: Re: Evolving MUGEN
Post by: Berry on December 15, 2014, 05:44:00 am
Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
Title: Re: Evolving MUGEN
Post by: Duos.act on December 15, 2014, 05:46:50 am
Mid-fight cutscenes is a god awful idea, but something like SVC/KOF13 pre fight conversations would be great.  You can already do them but only in the form of being coded like actual intros.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:47:27 am
being considered serious. Let me know what you guys think.

I secound that line cuz i don't even know wat the heck that's supposed meaning. :c







serious means compatible with difficult to draw chars like ryu,terry & sol badguy.  Akuma vs 8bit megaman is not serious because its a smooth drawing vs pixels. hope this helpzzz

sprites should be at least on par with guilty gear before being considered serious.

Are you going to sprite everyone's characters? Update what's done? Who are you? :/

no stranger. im going to release good future work. Flurryjo, search it. that's all you need to know.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 05:51:24 am
sprites should be at least on par with guilty gear before being considered serious.

Are you going to sprite everyone's characters? Update what's done? Who are you? :/

no stranger. im going to release good future work. Flurryjo, search it. that's all you need to know.
Title: Re: Evolving MUGEN
Post by: jaede_ on December 15, 2014, 05:53:10 am
serious means compatible with difficult to draw chars like ryu,terry & sol badguy.  Akuma vs 8bit megaman is not serious because its a smooth drawing vs pixels. hope this helpzzz

I don't think MUGEN was meant to be "compatible" in the sense you're mentioning it, even when you fight "serious" chars against other "serious" chars you're gonna have a sprite discrepancy, which would disrupt the "seriousness".

Also:

Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 06:03:04 am
but he didn't progress about those ones.
In other words, he couldn't make it, but he still expects everyone else to do it, not thinking that maybe everyone else has the same problem as he did.

no, negative one. still making it. if any1 has a clue how hard it is to produce chars, its me. they're close to completion & advanced. if there was a problem I wouldn't suggest this. my only problem now is negative comments clogging up this forum preventing me from listening to the good ideas.

I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.

More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.

RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.

holy shi! I might need you to code some of my chars. hahaha

they should start by ADDING A PAUSE BUTTON WHERE YOU CAN GET TO THE CHARACTERS MOVE LIST.That should have been In Mugen day one as almost every fighter has it.I mean i have over 800+ characters in my roster and do you really think I have time to remember all of my fav character's controls.if I don't I have to stop the game and open up the text file when it should have been a simple pause and click

YES! agreed. working on it
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 06:06:28 am
I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.

More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.

RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.

holy shi! I might need you to code some of my chars. hahaha
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 06:08:10 am
they should start by ADDING A PAUSE BUTTON WHERE YOU CAN GET TO THE CHARACTERS MOVE LIST.That should have been In Mugen day one as almost every fighter has it.I mean i have over 800+ characters in my roster and do you really think I have time to remember all of my fav character's controls.if I don't I have to stop the game and open up the text file when it should have been a simple pause and click

YES! agreed. working on it
Title: Re: Evolving MUGEN
Post by: rednavi -RETIRED on December 15, 2014, 06:09:33 am
If you're smart enough to code then I think you should be smart enough to not to double triple post... twice.
Title: Re: Evolving MUGEN
Post by: Japanese Jesus on December 15, 2014, 06:10:14 am
Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.

Title: Re: Evolving MUGEN
Post by: Duos.act on December 15, 2014, 06:10:27 am
I'd say that usually it isn't hard to remember commands at all, but considering that Mugen has like a million alternate versions of every character yeah.  In fact that could be a perimeter set by the creator, like win quotes are.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 15, 2014, 06:14:07 am
If you're smart enough to code then I think you should be smart enough to not to double triple post... twice.

you're right.oops
Title: Re: Evolving MUGEN
Post by: Umezono on December 15, 2014, 06:23:31 am
well, aren't your answers negative & useless. its proven through coding of individual characters that mugen possibilities are endless. do you choose to ignore reuben kee's revolutionary AI work on evil ken&ryu? or his amazing slowmo coding for dragon claw? do you acknowledge broly's self-sustained cutscenes during battle? are you aware that no one uses asymmetrical programming even though its right in front of us? have you seen mugen sidescrolling? Duckhunt?Tag teaming? Electobyte isn't responsible for any of that. Large sprites aren't retarded either nice guy. as time passes, sprites grow. playing mugen with 8bit sprites is "retarded" if anything. I am creating an entire roster of serious asymmetrical, MVC styled, GG sized chars as I type to you. I also planned to integrate every feasible idea the mugen community feeds me. my work is on youtube. sure, these things "can already be done." but are they being promoted &/or consistently utilized? instead of shutting down these talented creators' ideas (including mine), give positive feedback so we can properly move MUGEN forward.

how droll. 8bit style sprites are "non-serious" or "retarded" because of the art style? what backwards ass rock did you pull that notion from under and how can we put it back?

the fact that all these incredible things are feasible means they are implemented, which means mUGEN has already moved forward to the point that you want it to go. after that it comes down to preference. nobody is obligated to do the shit reu, pots or whoever else you are praising did. everyone works to their preferences and innovates in their own way. theres no set standard for innovation, and good things can come from 8 bit/whatever the fuck style spritework.

MUGEN will never "move forward" if people like you with closeminded purviews of what people should be playing are allowed to take the reigns. and congrats on all these accomplishments and goals you have, but until we see final work most will probably take it with a grain of salt. with your attitude, i dont fault them for it

Title: Re: Evolving MUGEN
Post by: Speedpreacher on December 15, 2014, 06:57:08 am
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.

Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?

a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill[/spoiler]

So why should it be standard? Because you're doing it? Asking for something to be standard means everybody should be using this code. What use does someone making, say, a Sol Badguy need for asymmetrical coding? What use does Dragon Claw have for asymmetrical coding?
Title: Re: Evolving MUGEN
Post by: Алексей on December 15, 2014, 01:46:55 pm
How many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.

Quote
environmental hazards has to be possible but I haven't seen it yet
This is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.
Title: Re: Evolving MUGEN
Post by: rednavi -RETIRED on December 15, 2014, 01:53:28 pm
I once created a double sided K' for mugen. Custom states fucked me over even in a fullgame environment with stuff that range from animations taking the wrong "animation side" during the first element of an animation all the way to both hitdef enemy facing and changestate facing parameters fucking the entire animation for no reason because MUGEN.

...Never again I said and ditched the entire thing and reused the second side sprites for his EX mode :P
Title: Re: Evolving MUGEN
Post by: Алексей on December 15, 2014, 03:42:40 pm
I once created a double sided K' for mugen. Custom states fucked me over even in a fullgame environment with stuff that range from animations taking the wrong "animation side" during the first element of an animation all the way to both hitdef enemy facing and changestate facing parameters fucking the entire animation for no reason because MUGEN.

...Never again I said and ditched the entire thing and reused the second side sprites for his EX mode :P

I know your pain, dude. I have Sai for my game NZCR and he's got one sleeve longer than the other. In my case, I just compromised. It's not worth the stress, lol. XD
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 17, 2014, 08:04:13 pm
How many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.

Quote
environmental hazards has to be possible but I haven't seen it yet
This is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.

Hard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peace

ps: forgot about Electr0 stages,he's the shit.hahaha
Title: Re: Evolving MUGEN
Post by: Umezono on December 17, 2014, 08:04:57 pm
okay, have fun, we wont miss you.
Title: Re: Evolving MUGEN
Post by: Алексей on December 17, 2014, 08:22:16 pm
Hard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peace

ps: forgot about Electr0 stages,he's the shit.hahaha
Well, yes, in most cases, hard work does pay off, however people do this for a hobby. Nothing is more frustrating than realizing that you can't do something or have to jump through hoops to do something that's seemingly simple, all because the original developers didn't implement it naturally. These are basic things we'd expect from a fighting game engine. In my opinion, that's taking a step backward in the evolutionary chain, which leads to the conclusion that since we can't expand upon the engine itself, there's nothing we can do to evolve it more. That's not to say that implementing these features in your characters is discouraged, but that it "shouldn't" be necessary. The community really does welcome creativity of all kinds, believe it or not.

P.S.
There will be people who disagree with your opinions (generally speaking) no matter where you go. It's all about how you handle it. You can get offended and lash back or take it with a grain of salt and provide a valid rebuttal. It's up to you.
Title: Re: Evolving MUGEN
Post by: Bastard Mami on December 17, 2014, 08:27:03 pm
mugen is a hammer, and it's lacking the little bit on the back that is used to take nails out. someguys use mugen as a paper weight and it being a hamemr it works, other guys use it as a screwdriver which requires a lot of work, but hey, more power to them, and some guys get pissed off because when they want to use it as a proper hammer to take some nails out, it's lacking the bit and they have to do a lot of extra work.
Title: Re: Evolving MUGEN
Post by: Алексей on December 17, 2014, 08:30:47 pm
mugen is a hammer, and it's lacking the little bit on the back that is used to take nails out. someguys use mugen as a paper weight and it being a hamemr it works, other guys use it as a screwdriver which requires a lot of work, but hey, more power to them, and some guys get pissed off because when they want to use it as a proper hammer to take some nails out, it's lacking the bit and they have to do a lot of extra work.

Those countless bloody fingernails! The horror, lol. Excellent analogy, by the way.
Title: Re: Evolving MUGEN
Post by: Bannana on December 17, 2014, 08:37:51 pm
I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions.
I don't think you should hide behind a site where people can't attack you for your opinions though because that just shows you know they're weak. In the end opinions are just opinions and to anyone else they're probably wrong because they hold different opinions. If you really believed in your ideals then you would take the heat and defend them no matter how wrong people say you are, but if you hide in a place where people can't attack your opinions, then you might as well not have any faith in them.
Title: Re: Evolving MUGEN
Post by: Алексей on December 17, 2014, 08:47:23 pm
That'd be true if we actually had a say in Mugen's evolution. We don't. We can post on elecbyte's forum, but if there's something that really can't be done right now AND Elecbyte just won't fix it because reasons, you're still shit out of luck in spite of any ideals of a perfect world.
The only thing we can discuss is community standards, but history shows that there simply isn't enough people who follow them for it to make any sort of difference, even on forums with an active community that actually bothers to try and set up some new standards. So in practice, the best you can hope to do is a full game for yourself where you're the one who can make sure everything works the way you want it. ... That also almost never happens (proportionally speaking).
I meant more from the developer's design choices, not necessarily our own as mugen devs/users. You're right though. Even in full games, you still may not to have everything you want due to engine limitations, especially in the screenpack department of things.
Title: Re: Evolving MUGEN
Post by: Byakko on December 17, 2014, 08:49:08 pm
Sorry, I deleted that post because I figured it didn't add that much of interest.
(but don't let that stop you from responding anyway)
Title: Re: Evolving MUGEN
Post by: Gritsmaster on December 17, 2014, 08:56:39 pm
I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally.

Wait, so you mean you got backlash for undermining/disrespecting art forms that don't measure up to your own personal standards?
Well, clearly you must have created and published mugen creations of these standards yourself.

Otherwise, that'd make you a huge asshole.
Title: Re: Evolving MUGEN
Post by: Алексей on December 17, 2014, 09:02:35 pm
Sorry, I deleted that post because I figured it didn't add that much of interest.
(but don't let that stop you from responding anyway)

No worries. Your post still contributed to the thread topic because it's downright true. We're all basically saying the same thing here, but even with that knowledge, we, the creators are still making innovative things and keeping the community alive. Which, I think, at the end of the day is all that matters. Oh, and having fun with it, because it's a hobby after all. :P
Title: Re: Evolving MUGEN
Post by: AlexSin on December 17, 2014, 09:55:15 pm
If you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one. :yes:
Oh, and disrupting too.
Title: Re: Evolving MUGEN
Post by: XenoCard on December 18, 2014, 08:59:41 am

Aren't there really fancy screenpacks that support character sprite upon choosing, but they aren't animated? And, he was made. By Masupnu-KunZ or something like that.

Why yes. Also I really do mean the animated select stance portraits. And the cut scenes.... And the judgements just like in Street Fighter 3 Third Strike. You know those Judgement Girls that decide who's the victor? That'll be really awesome.
Title: Re: Evolving MUGEN
Post by: Neo_Fire_Sonic on December 19, 2014, 03:26:25 am
wait i know what needs more priority than what all of you said

ELECBYTE COMING BACK.
Title: Re: Evolving MUGEN
Post by: Алексей on December 19, 2014, 05:44:29 am
wait i know what needs more priority than what all of you said

ELECBYTE COMING BACK.

Yeah, but that's just another thing that we have no control over.
Title: Re: Evolving MUGEN
Post by: Cyanide on December 19, 2014, 06:08:44 am

Aren't there really fancy screenpacks that support character sprite upon choosing, but they aren't animated? And, he was made. By Masupnu-KunZ or something like that.

Why yes. Also I really do mean the animated select stance portraits. And the cut scenes.... And the judgements just like in Street Fighter 3 Third Strike. You know those Judgement Girls that decide who's the victor? That'll be really awesome.
The animated select screen portraits are an assload of work and annoyingly limited as you can't simply "add" another character. Oh, i want a new character. I'll just pull out his stance, and then extract the cursor animation and make it larger by 1 screen, then add my sprites in after i re-palette and/or alpha channel it, then i'll readd the cursor to the sff file, alter the animation and i can finally add this character.

Oh wait, i don't like him any more and want to remove him, welp revert all that. Ick.
Title: Re: Evolving MUGEN
Post by: MR. IBZS II on December 19, 2014, 09:06:46 pm
I don't even know what most of that was...
Title: Re: Evolving MUGEN
Post by: Loud Howard on December 20, 2014, 05:42:10 am
Pre-fight quotes would be nice

something on the terms of KoF XIII and UMvC 3
Title: Re: Evolving MUGEN
Post by: ELECTR0 on December 20, 2014, 05:50:46 am
Since where wishing upon a star. I wouldn't mind insertable sounds into stages similar to storyboards. It would make timing of certain sounds a breeze. Storyboards are already so close to BG coding that i'm surprised it didn't dawn on them to add this. To the kind but un-motivated folks at Elecbyte please add this to your 2018 update to Mugen 1.1 beta
.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 27, 2014, 12:43:35 am
If you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one. :yes:
Oh, and disrupting too.

why insult me? clearly you're the stupid one. say something productive,produce something useful or kill yourself. either way don't insult strangers,dolt. is this disrupting you too moron?

okay, have fun, we wont miss you.

youre an idiot.

...
I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally.

Wait, so you mean you got backlash for undermining/disrespecting art forms that don't measure up to your own personal standards?
Well, clearly you must have created and published mugen creations of these standards yourself.

Otherwise, that'd make you a huge asshole.


why yes,yes I have. you clearly aren't aware of my work & what I have accomplished.otherwise, youre the asshole,asshole.

Hard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peace

ps: forgot about Electr0 stages,he's the shit.hahaha
Well, yes, in most cases, hard work does pay off, however people do this for a hobby. Nothing is more frustrating than realizing that you can't do something or have to jump through hoops to do something that's seemingly simple, all because the original developers didn't implement it naturally. These are basic things we'd expect from a fighting game engine. In my opinion, that's taking a step backward in the evolutionary chain, which leads to the conclusion that since we can't expand upon the engine itself, there's nothing we can do to evolve it more. That's not to say that implementing these features in your characters is discouraged, but that it "shouldn't" be necessary. The community really does welcome creativity of all kinds, believe it or not.

P.S.
There will be people who disagree with your opinions (generally speaking) no matter where you go. It's all about how you handle it. You can get offended and lash back or take it with a grain of salt and provide a valid rebuttal. It's up to you.

good response. offend me and you will be offended back, period. respect me & it'll be returned. i am not most people. i work hard even on my hobbies. i couldn't care less about the engine either. my focus is increasing the quality of work the community releases.either way, this is a decent response.thnx

Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.

Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?

a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill[/spoiler]

So why should it be standard? Because you're doing it? Asking for something to be standard means everybody should be using this code. What use does someone making, say, a Sol Badguy need for asymmetrical coding? What use does Dragon Claw have for asymmetrical coding?

relax guy. work should get better over time. you don't have to do anything.dragonclaw's creator is dead ... & his character has a symmetrical design. in fact so is sol badguy. ? making a symmetrically designed char asymmetrical is pointless. so to answer your question.there is no use,stranger. 

Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.

got it

Title: Re: Evolving MUGEN
Post by: JustNoPoint on December 27, 2014, 12:52:11 am
I'm not aware of your work either. Do you have anything you can show me so I can understand why you're posting with the attitude that your shit doesn't stink?

It better blow me away too because I'm finding it hard to not push the ban button for your insults and arrogance.
Title: Re: Evolving MUGEN
Post by: Umezono on December 27, 2014, 01:06:21 am
Just ban him because hes extremely hostile and I see no reason he'll stop. He says he cant care less about the engine yet pretends hes the vanguard of the community pushing boundaries. He constantly puts down people with differing opinions and treats them like garbage and tells people to kill themselves. Acts like we should be praising him yet quadposts and calls people (including mods) idiots

needs to learn a lesson in humility imo
Title: Re: Evolving MUGEN
Post by: AlexSin on December 27, 2014, 11:46:18 am
If you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one. :yes:
Oh, and disrupting too.

why insult me? clearly you're the stupid one. say something productive,produce something useful or kill yourself. either way don't insult strangers,dolt. is this disrupting you too moron?
When you come back from the ban remember to delete this post too. :)
Did I say you're stupid? :)

Thanks for proving my point. :) :) :) :)

If you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one. :yes:
Oh, and disrupting too.

why insult me? clearly you're the stupid one. say something productive,produce something useful or kill yourself. either way don't insult strangers,dolt. is this disrupting you too moron?

okay, have fun, we wont miss you.

youre an idiot.

The irony. :)

Also telling me to go kill myself? Hahahah.
Do you know why I'm a contributor here? Maybe because I did and do something productive. Has that idea ever crossed your mind?
Title: Re: Evolving MUGEN
Post by: Gritsmaster on December 27, 2014, 12:02:30 pm
why yes,yes I have. you clearly aren't aware of my work & what I have accomplished.otherwise, youre the asshole,asshole.
Maybe it's because I haven't seen a single screenshot of your glorious work.

Somebody please ban this troll.
Title: Re: Evolving MUGEN
Post by: AlexSin on December 27, 2014, 12:04:33 pm
He has already been banned.

And to think I was looking forward to his FFVII project...

Ah, one of his characters (Bahamut Sin) was a spriteswap. Just to let you know.
Title: Re: Evolving MUGEN
Post by: artistropeadope on December 30, 2014, 04:01:25 am
you cant randomly insult people & expect them to take it. dont ban me,delete my account. ill find a different place to release my work. admin here is ridiculous
Title: Re: Evolving MUGEN
Post by: Orochi Gill on December 30, 2014, 04:05:22 am
you cant randomly insult people & expect them to take it. dont ban me,delete my account. ill find a different place to release my work. admin here is ridiculous

Yeah, the administration is ridiculous because you act like a moron and yet you wonder why people aren't declaring you and your opinions to be the best things ever

Don't come back now :happy:
EDIT: Added quote in because he likes to delete his posts.
Title: Re: Evolving MUGEN
Post by: Loud Howard on December 30, 2014, 04:08:34 am
you cant randomly insult people & expect them to take it. dont ban me,delete my account. ill find a different place to release my work. admin here is ridiculous


NEXUSMODS!

Speak with a guy Named The Vampire Dorkte, they will accept you there!
Title: Re: Evolving MUGEN
Post by: JustNoPoint on December 30, 2014, 04:10:52 am
That NexusMods place will accept someone that randomly insults people and thinks everyone is inferior?
Title: Re: Evolving MUGEN
Post by: Umezono on December 30, 2014, 04:15:10 am
since hes asking for it, lets permaban him so he wont be able to change his mind which im sure hell do
Title: Re: Evolving MUGEN
Post by: JustNoPoint on December 30, 2014, 04:20:17 am
Nah, I'll put him in the ban cycle. That way every time he comes back and posts when it's over he'll be reminded how he just can't stay away :)
Title: Re: Evolving MUGEN
Post by: Cyanide on December 30, 2014, 06:27:05 am
Go to his site. Check his wips. Cloud has pixel removal animation and his clsnboxes are completely fucked.
Title: Re: Evolving MUGEN
Post by: Bannana on December 30, 2014, 07:31:00 am
If he used autoclsn like I think he did, it seems like it didn't know what to do and flipped out.
Title: Re: Evolving MUGEN
Post by: AlexSin on December 30, 2014, 11:24:21 am
you cant randomly insult people & expect them to take it. dont ban me,delete my account. ill find a different place to release my work. admin here is ridiculous

So you take offense over my words.

I didn't offend you but the way you were acting with all of your deleting posts! That is stupid.
If you think I said you were stupid, that means you are! Can't you see that? You have to be careful when reacting against others.

Also I'm not the one who offended randomly, unless you consider swear words to be an offense. You didn't even look at how they were used (the context) so you're flipping out for nothing.

If you can't even have a civilized discussion (just because someone said: "He's deleting posts, I think that's stupid and disrupting so start quoting him") then you're the ridiculous one. There, I said it. And at this point it's not just an offense (a very minor offense, not like the ones you threw at others), it's a statement.
And I know you explained that you wanted to delete your posts because of a silly idea about your site (you want everything not "cluttered"... whatever); I bet that if you had the power you would delete people's posts just for that.



This topic was flawed from the start.

"Evolving MUGEN" doesn't mean "Evolving MUGEN's content quality to my standards because I say so". (You had to say that in the title, right now it's misleading)
It means "Evolving (the) MUGEN engine's quality", and that's not possible because we're not Elecbyte. Try to contact them and ask them, I think they can answer your questions (in due time, that is when they get online).

Also yeah, return to your site (flurryjo.com) where no one can say anything about your spriteswap of Bahamut Sin and keep working on the other characters (that I can expect of similar quality).

Well, it's better if I don't give feedback to your almost completed original characters because boy, there is a lot to say about that, in a negative way. And you would offend me in any case, given your attitude.
Title: Re: Evolving MUGEN
Post by: JustNoPoint on December 30, 2014, 01:58:40 pm
Damn Alex :o Never seen you so worked up.

Also I guess it's too late now but I wish I'd known earlier that he had a habit of deleting his posts and I would have removed that ability for him.
As it stands with him going to be banned/not returning it's pretty much mute.
Title: Re: Evolving MUGEN
Post by: Loud Howard on December 30, 2014, 04:13:30 pm
if it was on nexus, he would perma and Ip banned for the rest of his life for saying "poop"
Title: No pixelation in MUGEN 1.1
Post by: PeXXeR on June 25, 2016, 05:21:37 am
Okey, I am getting a lot of PM's about my stuff and my config.. so yeah lets get it rolling.

Screenshot(Electro I love you for this stage)
Spoiler, click to toggle visibilty

Well, the first thing we need is Reshade, you can get it here.
http://www.mediafire.com/download/hd25q2558um47el/ReShade+2.0.3f1.7z

After you download extract it in its own folder, do not hit extract now, then copy that folder in mugen.
Start the assist manager click on profile and add MUGEN to profiles, then go to SHADERS and click on FXAA and HQ4X.
Add these settings.
Spoiler, click to toggle visibilty
I did not change anything on FXAA.

For mugen 1.1, you need the latest OPENGL or a decent GPU that supports it. If not use direct x.
Once you set up everything start from Mugen.exe. Use the assistant manager only to change settings.

USE THIS RESHADE, the ones with no assist manager just a textfile that you edit and a couple more of files almost OVERHEATED MY GPU. With this one the Temp is like regular mugen.

My mugen runs in 1280x960 and everything is smooth the performance hit (if any) is very small.
It will not work for MUGEN 1.0, cause it uses directX 5.
There's a lot of options to chose from by all means share your results here.
Have fun.

Thanks to YugaCurry for the info, and to the dude that opened the sweetfx original thread.
Title: Re: No pixelation in ANY MUGEN.
Post by: -Ash- on June 25, 2016, 09:34:41 am
It doesn't works with DirectX because mugen uses DirectX 5, anyway, thank you very much, loving the HQ4X effect.
Title: Re: No pixelation in ANY MUGEN.
Post by: FirePony on June 25, 2016, 10:54:28 am
It's blurry, no?
It's great to see some new stuff coming to polish this old engine! :)
Title: Re: No pixelation in ANY MUGEN.
Post by: Metal Warrior on June 25, 2016, 11:20:24 am
Nice tool. Let's try! Thank you!
Title: Re: No pixelation in ANY MUGEN.
Post by: YugaCurry on June 25, 2016, 11:21:02 am
@PeXXeR: Glad I could be of assistance.

@Hephaistos31: You can adjust that effect to your liking having the best of both worlds, pixellated and slightly blurry. I personally use a slightly more graphic intensive version of ReShade but this version should work fine for everybody.
Title: Re: No pixelation in ANY MUGEN.
Post by: FirePony on June 25, 2016, 11:26:39 am
I understand how it works now. :)
I appreciate the idea, but blur isn't really allowed in my house. :)
BUT I understand how a non pixellated mugen can be sexy for others! ;)
Title: Re: No pixelation in ANY MUGEN.
Post by: BurningSoul on June 25, 2016, 01:13:28 pm
it says part of global.cfg is missing and that's why it doesn't works
Title: Re: No pixelation in ANY MUGEN.
Post by: Rai Tei on June 25, 2016, 03:27:46 pm
Norton detected a trojan? Anyone else?
Title: Re: No pixelation in ANY MUGEN.
Post by: YugaCurry on June 25, 2016, 03:34:53 pm
False positive. I use it and got no such response from my antivirus.
Title: Re: No pixelation in ANY MUGEN.
Post by: Rai Tei on June 25, 2016, 03:45:10 pm
Norton found Trojan.Gen.SMH in 'reshade assistant preview.exe' and removed it.
Can still start the program though.
Title: Re: No pixelation in ANY MUGEN.
Post by: Markpachi on June 25, 2016, 03:50:56 pm
I hope it's not too much to ask, but could other people provide more sample images when used in-game (Like a before and after)? I think the sample in the first post isn't doing the effect much justice.
Title: Re: No pixelation in ANY MUGEN.
Post by: YugaCurry on June 25, 2016, 03:59:06 pm
Yes

Before:

(http://i.imgur.com/kURS26C.png)

After:

(http://i.imgur.com/pX4tk7a.png)

Title: Re: No pixelation in ANY MUGEN.
Post by: PeXXeR on June 25, 2016, 04:48:21 pm
Hephaistos31, you can toggle the effects on and off in-game with scroll lock,that my help with the blurry menu's and stuff.

Rai Tei, there's no viruses, the link is from the official reshade site. I ran the thing through VirusTotal site still 0 alerts.

-Ash-, damn direct x5, well I should edit the thread, thanks.

There's so many options in the thing you can tweak it as you go.
The GUI makes tweaking it very easy.
Title: Re: No pixelation in ANY MUGEN.
Post by: yaminogun on June 25, 2016, 04:59:00 pm
I understand how it works now. :)
I appreciate the idea, but blur isn't really allowed in my house. :)
BUT I understand how a non pixellated mugen can be sexy for others! ;)

if you want anti aliasing effect without blur you can use smaa instead fxaa.

try smaa only without hq4x if it look blurry
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on June 25, 2016, 05:06:05 pm
Can someone help me put this thread in my sig, but make it look like yaminogun's sig ?
Like No pixelation in mugen 1.1 click here, and the here thing to be a link ?
Thanks in advance.
Title: Re: No pixelation in MUGEN 1.1
Post by: MR. IBZS II on July 24, 2016, 07:29:49 am
Sweet, I was looking for this thread AGES ago. I'm so happy I finally found it, this Reshade program interests me heavily. I tried this, and I swear I followed the instructions exactly, but I don't see any change at all. What change would I be seeing if it worked, I should be asking? It's on OpenGL mode when I try, too.
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on July 24, 2016, 09:38:17 am
Did you copy the folder in mugen ? did you set the profile ? did you hit confirm then save ?
Title: Re: No pixelation in MUGEN 1.1
Post by: MR. IBZS II on July 24, 2016, 10:08:44 am
I'll delete my last attempt and try everything again, I don't remember for sure.
Title: Re: No pixelation in MUGEN 1.1
Post by: artistropeadope on July 26, 2017, 11:16:05 am
Mugen can render true HD sprites. The zoom function evolves the program. The mugen community just has lazy ass spriters. Here's what my FFVII characters look like.

(http://i.imgur.com/OQO3o3P.jpg)


 My roster ONLY has asymmetrical coding too. Don't get salty, troll me or bandwagon my channel either, people. I don't want your attention. Just giving friendly advice. peace
Title: Re: No pixelation in MUGEN 1.1
Post by: Jango on July 26, 2017, 11:25:11 am
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on July 26, 2017, 12:13:35 pm
that Cloud needs a rework. he looks like a lazy render cut out. his colors are washed out, he's streched, your best bet is to get a solid base and start working from that.
I would actually get a solid sprite for him and start animating from there, I assume this is official art that you used.
Title: Re: No pixelation in MUGEN 1.1
Post by: Erroratu on July 26, 2017, 12:54:52 pm
>"Mugen community is lazy"
>Animates a rendered image which takes significantly less time than spriting an animation
Characters aren't supposed to take up the entire screen either,this would make jumping incredibly awkward among other things
And good fucking luck making palletes for your character too

This crap isn't nearly as "revolutionary" as you think it is
Title: Re: No pixelation in MUGEN 1.1
Post by: Niitris on July 26, 2017, 02:35:04 pm
Don't get salty, troll me or bandwagon my channel either, people. I don't want your attention. Just giving friendly advice. peace

Don't flatter yourself like that, I wouldn't want you to be disappointed. :(

If you're gonna share about Glorious HD Sprites, you probably shouldn't use a lazy image as an example.
Title: Re: No pixelation in MUGEN 1.1
Post by: Darkflare on July 26, 2017, 05:33:13 pm
The "awesome" and "perfect" FlurryJo taking yet another L. Nothing to see here, folks
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on July 26, 2017, 06:47:14 pm
am I the only one that has no idea what asymmetrical coding even is ?
Title: Re: No pixelation in MUGEN 1.1
Post by: JustNoPoint on July 26, 2017, 06:56:49 pm
[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
Title: Re: No pixelation in MUGEN 1.1
Post by: Speedpreacher on July 26, 2017, 07:27:39 pm
am I the only one that has no idea what asymmetrical coding even is ?

It's the way this Ford Pinto of men refers to Gill coding

Which in his opinion should be a standard whether the sprites justify it or not
Title: Re: No pixelation in MUGEN 1.1
Post by: Yoshin222 on July 26, 2017, 08:20:39 pm
<lazy ass spriters
Ah yes like Walruisi, Balmsoldier, Motorroach, DelusionTrim, myself to an extent, Hatter..
Ok for real though just because your sprite is big doesn't make it inherently better. If anything making it like that just makes things more difficult as you have limited control over its Pallete and judging by the video it's consistency. Spriters often times draw their stuff from either reference or scratch so it's not really 'friendly' to call em lazy, especially when it's evident that your sprite is a frankensprite of various Cloud images. As a matter of fact, most would consider THAT pretty lazy
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on July 26, 2017, 09:10:31 pm
[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code

This for a newbie like me makes it harder to follow.

am I the only one that has no idea what asymmetrical coding even is ?

It's the way this Ford Pinto of men refers to Gill coding

Which in his opinion should be a standard whether the sprites justify it or not
Ford pinto of men, lol xD
Title: Re: No pixelation in MUGEN 1.1
Post by: AlexSin on July 26, 2017, 09:16:12 pm
[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
This for a newbie like me makes it harder to follow.

It's a joke.

The one on the left plays a sound. The one on the right is the same code but reversed and it won't work.
Title: Re: No pixelation in MUGEN 1.1
Post by: MR. IBZS II on July 26, 2017, 09:53:36 pm
Asymmetrical coding = Coding to make a character who's design isn't symmetrical appear correctly when they change direction from turning.
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on July 27, 2017, 05:29:03 am
[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
This for a newbie like me makes it harder to follow.

It's a joke.

The one on the left plays a sound. The one on the right is the same code but reversed and it won't work.

Yeah I know its for a sound, it makes sense not working like that though.
Title: Re: No pixelation in MUGEN 1.1
Post by: AlexSin on July 27, 2017, 07:55:35 pm
Asymmetrical coding = Coding to make a character whose design isn't symmetrical appear correctly when they change direction from turning.
Did you copy that from somewhere? :P

Not only Speedpreacher explained what that guy meant with that wording, but asymmetrical coding doesn't exist, it's not a thing. There are asymmetrical designs that can be viewed and used with different state controllers.

In case of Gill (Street Fighter III boss) his design is asymmetrical (one side of his body is red, the other one is blue) but you can replicate it by using RemapPal codes when he turns (and some ChangeStates, because his attacks change from one side to the other). In other words it's basically a change of palette.

In other cases, like K' from King of Fighters, the design is asymmetrical but you can't change palettes to swap the details from one side to the other. You would need a different spriteset and different animations for the other side.
Title: Re: No pixelation in MUGEN 1.1
Post by: Jango on July 27, 2017, 11:13:24 pm
If SNK doesn't care to have two sets of sprites, why should we???
Title: Re: No pixelation in MUGEN 1.1
Post by: Azul Crescent on August 05, 2017, 08:10:10 am
Just a small little update on reshade since this is the only "Active" reshade topic on this forum atm, as of Reshade 3.0.8, the Black Screen issue in Mugen 1.1 OpenGL, is no longer an issue. That has been fixed due to OpenGL corrections in 3.0.8.
Title: Re: No pixelation in MUGEN 1.1
Post by: BurningSoul on August 18, 2017, 06:36:16 pm
can you update this since new version of reshade came?
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on August 19, 2017, 06:49:56 am
I plan to do it, once I settle on a config. Im changing/downloading shaders all the time right now.
Once im done, you can drag and drop it and be ready for use.
Title: Re: No pixelation in MUGEN 1.1
Post by: artistropeadope on November 23, 2017, 12:02:57 am
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.
(https://i.imgur.com/nJ5fN1Q.png)

Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.

Keep exposing yourselves as trolls. Your loss. Have a nice day!
Title: Re: No pixelation in MUGEN 1.1
Post by: Amidweiz on November 23, 2017, 03:33:17 am
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.
(https://i.imgur.com/nJ5fN1Q.png)

Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!

For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)
Title: Re: No pixelation in MUGEN 1.1
Post by: artistropeadope on November 23, 2017, 04:29:03 am
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.
(https://i.imgur.com/nJ5fN1Q.png)

Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!

For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)

STOP CRYING, FUKBOY! I have a ton of videos showing him jumping over other characters. You can't save face. Accept that I have complex coding. You are pathetic! This is the last comment I will post here. Cry away , haters.
Title: Re: No pixelation in MUGEN 1.1
Post by: PeXXeR on November 23, 2017, 05:36:08 am
You are pathetic, instead of posting your creation so people can help you improve your craft, you call people haters and fuckboys and whatnot, you should leave, I never cared for FF, for cloud, for the series as a whole dunno what you're on about.
Title: Re: No pixelation in MUGEN 1.1
Post by: Ethan The Human on November 23, 2017, 05:55:54 am
This is hilarious.
Title: Re: No pixelation in MUGEN 1.1
Post by: Trololo on November 23, 2017, 06:00:03 am
STOP CRYING, FUKBOY! I have a ton of videos showing him jumping over other characters. You can't save face. Accept that I have complex coding. You are pathetic! This is the last comment I will post here. Cry away , haters.

...I'm usually not saying such things to people I don't know...
But please: do us a favor and carry out your threats.
Just really, go away. It for your own good, believe me, because your behavior is a real troll-call. If you'll go on like that, you're gonna have a bad time. So just run away...
Title: Re: No pixelation in MUGEN 1.1
Post by: lui on November 23, 2017, 06:17:01 am
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.
(https://i.imgur.com/nJ5fN1Q.png)

Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!

For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)

STOP CRYING, FUKBOY! I have a ton of videos showing him jumping over other characters. You can't save face. Accept that I have complex coding. You are pathetic! This is the last comment I will post here. Cry away , haters.

pls leave, thanks.

(also learn how to spell fuckboy right, fuckboy.)
Title: Re: No pixelation in MUGEN 1.1
Post by: artistropeadope on November 23, 2017, 07:03:32 am
Y'all see these salty trolls yapping? lol. If you like my work, rock with me. If you're like these blabbering dickheads, kick rocks.

www.flurry-jo.com

Peace! :8):
Title: Re: No pixelation in MUGEN 1.1
Post by: Jmorphman on November 23, 2017, 08:12:41 am
This is the last comment I will post here. Cry away , haters.
Y'all see these salty trolls yapping? lol. If you like my work, rock with me. If you're like these blabbering dickheads, kick rocks.

www.flurry-jo.com

Peace! :8):
I wonder if this time you'll keep your word.

Also, if you do find the need to respond, please keep it civil, OK?
Title: Re: No pixelation in MUGEN 1.1
Post by: Azul Crescent on November 23, 2017, 08:32:39 am
This thread is seriously being derailed from its purpose, the instruction and information on Reshade for mugen, reducing pixelation. Can we please get back on topic?
Title: Re: No pixelation in MUGEN 1.1
Post by: artistropeadope on November 23, 2017, 01:47:31 pm
This is the last comment I will post here. Cry away , haters.
Y'all see these salty trolls yapping? lol. If you like my work, rock with me. If you're like these blabbering dickheads, kick rocks.

www.flurry-jo.com

Peace! :8):
I wonder if this time you'll keep your word.

Also, if you do find the need to respond, please keep it civil, OK?

EDIT: Can't delete this account. If I could, I would. I say "this is the last comment" to weed out ALL trolls. Cowards respond if they think you're gone. Instead of trying to make me seem like a mean person grow some balls & tell trolls to stfu, or I will every time.

Anyway, Chise is right. I believe manipulating the stage zoom and using more detailed sprites is a good way to avoid the pixelation.  :8):
Title: Re: No pixelation in MUGEN 1.1
Post by: Bastard Mami on November 26, 2017, 07:27:16 pm
STOP CRYING, FUKBOY! I have a ton of videos showing him jumping over other characters. You can't save face. Accept that I have complex coding. You are pathetic! This is the last comment I will post here. Cry away , haters.

being a professional coder myself, complex is the last thing you want to be said about yoru coding, right after broken.
Title: Re: No pixelation in MUGEN 1.1
Post by: XGargoyle on November 27, 2017, 02:05:28 pm
That's hardly a revolutionary breakthrough. You are just displaying different sprites based on the character's facing and/or the the position onscreen.
Its basic coding that requires twice the amount of sprites and still has the problems with custom states, unless you use a specific SelfAnimAxist and animation (which again, is only useful in custom games or using so-called community standards)
Title: Re: No pixelation in MUGEN 1.1
Post by: germanvasquez on November 27, 2017, 08:37:10 pm
I Followed instruction but can get it to work :/
Title: Re: Evolving MUGEN
Post by: artistropeadope on January 16, 2018, 07:00:14 pm
Why all the shit talk? I'm not hiding. Admin edits what I do. I stand by what I said. If you posted/post a disrespectful response, fuck you. Period. Ban me for this, assholes. :8):