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.
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.
Also, sprites should be at least on par with guilty gear before being considered serious.
What can we do to evolve mugen?
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.
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.
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.
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.
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.
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.
Build its happiness and then level up at night.
Can't you just abandon it at a daycare?They don't evolve in the daycare. You gotta level them up yourself.
Also, sprites should be at least on par with guilty gear before being considered serious. Let me know what you guys think.
being considered serious. Let me know what you guys think.
sprites should be at least on par with guilty gear before being considered serious.
Some people just have no clue how much work it is to animate /sprite /code a character.
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.
Build its happiness and then level up at night.While holding your computer upside down.
Build its happiness and then level up at night.While holding your computer upside down.
Guys, he said that the sprites had to be as good as Guilty Gear's to be taken seriously.lol
He means the original Guilty Gear, not X/XX.
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.
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.
it does to work well? granted it can cause issues but it works quite well.
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.
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
Ah, I forgot about the beauty of thousands of AI commands.QuoteAs 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.
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.
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?
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.
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.
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 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.
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.
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?
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?
Electobyte[avatar]http://i.imgur.com/be6KM9M.png[/avatar]
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.
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
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? :/
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? :/
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
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.
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.
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.
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
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.
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
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.
If you're smart enough to code then I think you should be smart enough to not todoubletriple post... twice.
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.
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]
environmental hazards has to be possible but I haven't seen it yetThis 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.
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
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.Quoteenvironmental hazards has to be possible but I haven't seen it yetThis 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.peaceWell, 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.
ps: forgot about Electr0 stages,he's the shit.hahaha
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.
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.
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.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.
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'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally.
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)
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.
wait i know what needs more priority than what all of you said
ELECBYTE COMING BACK.
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.
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.
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.
okay, have fun, we wont miss you.
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.
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.thnxHard 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.peaceWell, 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.
ps: forgot about Electr0 stages,he's the shit.hahaha
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.
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?
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.
When you come back from the ban remember to delete this post too. :)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?
The irony. :)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.
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.
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
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
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
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! ;)
Don't get salty, troll me or bandwagon my channel either, people. I don't want your attention. Just giving friendly advice. peace
am I the only one that has no idea what asymmetrical coding even is ?
[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
Ford pinto of men, lol xDam 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
[State 200, 1] value = 0, 1This for a newbie like me makes it harder to follow.
type = PlaySnd trigger1 = animelem = 5
trigger1 = animelem = 5 type = PlaySnd
value = 0, 1 [State 200, 1]
A snippet of asymmetrical code
[State 200, 1] value = 0, 1This for a newbie like me makes it harder to follow.
type = PlaySnd trigger1 = animelem = 5
trigger1 = animelem = 5 type = PlaySnd
value = 0, 1 [State 200, 1]
A snippet of asymmetrical code
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.
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
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
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!
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.
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.
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.I wonder if this time you'll keep your word.
www.flurry-jo.com
Peace! :8):
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.I wonder if this time you'll keep your word.
www.flurry-jo.com
Peace! :8):
Also, if you do find the need to respond, please keep it civil, OK?
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.