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Rolento

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Messages by Rolento

    

Re: Street Fighter 4 Focus Attack / Saving Attack

 March 06, 2010, 06:41:23 pm View in topic context
 Posted by Rolento  in Street Fighter 4 Focus Attack / Saving Attack (Started by Rolento January 28, 2010, 12:47:18 am
 Board: Tips, Tricks, Tutorials

I did put a varset in statedef -2 that should reset the charging value if you cancel into any of the dashing states, which are usually states 100 and 105. Perhaps you are using a non standard value?
    

Re: Li_kun's proyects wip's

 March 04, 2010, 02:45:31 am View in topic context
 Posted by Rolento  in Li_kun's proyects wip's (Started by li kun July 19, 2008, 08:12:58 am
 Board: Projects

senorfro: I thank you for your contribution.

Also, I'm currently combing through Li Kun's sprites to continue the sff upgrade I had started with some earlier stuff he had sent me. Give or take a few things, this should move nicely from here on out.
    

Re: Li_kun's proyects wip's

 March 02, 2010, 06:37:25 pm View in topic context
 Posted by Rolento  in Li_kun's proyects wip's (Started by li kun July 19, 2008, 08:12:58 am
 Board: Projects

Does Pots even have a PayPal setup on his site? I don't recall so... but I know mine does. Direct your funds that way!
    

Re: CHANGE BAD!!You go too far!!You am play Gods!!

 February 23, 2010, 09:33:36 pm View in topic context
 Posted by Rolento  in CHANGE BAD!!You go too far!!You am play Gods!! (Started by walt January 26, 2010, 05:00:11 pm
 Board: M.U.G.E.N Discussion

Coles notes version of a response:

- Previous updates of the engine have what can be considered minimal changes such as fixes and an occasional new sctrl or trigger. Things usually move slowly.
- The engine itself has enough changes to show that it isn't just a hack of previous versions. Increased resolution support, new sctrls and triggers, etc.
- Just because a number of features or effects can also be emulated in older versions does not mean that the built in features native in the 1.0 builds are not attractive for creators.
- All versions of the engine have had their fair share of sound issues.
- New additions will actually make it easier to program AIs.
- Compatibility issues tend to be minor in characters that are programmed with any care.
- Your assessment that people won't migrate to the newer builds is flawed for two key reasons. The first reason is that legacy characters are able to run in the new engine with minimal changes in most cases, rendering your quantity of available work argument moot. The second is that this sort of transition has already happened not once but twice; the first being during the Dos Mugen period when there were syntax changes that broke older works and required them to be updated to work in the newer engine at the time, and the eventual change from Dos Mugen to Win Mugen which also had its fair share of changes that people made.

Regarding the suggestion to move to 3D, it's fairly evident that you really don't know what the consequences of such a change would be. The creator population isn't really large to begin with; toss in the need to work with 3D models and additional programming necessary to make things viable and you're bound to see a considerable drop in numbers. Just imagine the drop numbers and quality when it comes to original work... To sum it up, it's just not a good idea for a replacement.
    

Re: Let's all ask elecbyte...

 February 20, 2010, 01:24:58 am View in topic context
 Posted by Rolento  in Let's all ask elecbyte... (Started by Blade Art February 20, 2010, 12:55:31 am
 Board: M.U.G.E.N Discussion

Netplay code did exist at some point... having seen what horrors came from the attention gotten from YouTube videos, it was deemed that letting this code fall into public hands would have disastrous results; a small group saw to it that all but one physical copy of the code was eliminated, and that single physical copy was buried under cement at an undisclosed location within the Greater Toronto area, with the only physical marker being a faint ".\/." placed around one corner of the burial site that is mostly obscured in shadow...
    

Re: Street Fighter 4 Focus Attack / Saving Attack

 February 16, 2010, 08:02:26 pm View in topic context
 Posted by Rolento  in Street Fighter 4 Focus Attack / Saving Attack (Started by Rolento January 28, 2010, 12:47:18 am
 Board: Tips, Tricks, Tutorials

From the sounds of it, most of what you need refers to the hitoverride sctrl and related aspects under statedef -3. That's responsible for redirecting the character into the secondary state rather than a gethit state. You'll likely want to find an alternate solution to the current var usage to keep track of animelem number, since the current code example is really only ideal for an animation that doesn't make use of a lot of frames.
    

Re: Ms Paint Mugen Project

 February 11, 2010, 04:17:06 am View in topic context
 Posted by Rolento  in Ms Paint Mugen Project (Started by Bea October 12, 2009, 12:52:32 am
 Board: MS Paint Mugen

Go get some rest, Cad.
    

Re: Ms Paint Mugen Project

 February 11, 2010, 03:38:59 am View in topic context
 Posted by Rolento  in Ms Paint Mugen Project (Started by Bea October 12, 2009, 12:52:32 am
 Board: MS Paint Mugen

Well, at least he isn't wearing a pink shirt.
    

Re: Ms Paint Mugen Project

 February 10, 2010, 05:47:11 pm View in topic context
 Posted by Rolento  in Ms Paint Mugen Project (Started by Bea October 12, 2009, 12:52:32 am
 Board: MS Paint Mugen

Byakko: Unless I'm mistaken, it's a Dodge Challenger.
    

Re: Ms Paint Mugen Project

 February 10, 2010, 05:31:39 pm View in topic context
 Posted by Rolento  in Ms Paint Mugen Project (Started by Bea October 12, 2009, 12:52:32 am
 Board: MS Paint Mugen

Regarding Russell_0010's Kung Fu Geek:


Seriously though, you seem to have overlooked two key things here: the first is that your little animation doesn't match the style at all. When you look at the current cast, you should notice that everything's got a very rounded, soft look to it with thick line work. Your animation is basically the opposite with lots of sharp edges and a narrow body, with the limbs quite literally being sticks. The second is that it doesn't follow the general guidelines which Iced brought up earlier about a submission being based around -yourself- and not someone else or something generic... like a Kung Fu stick man.

Regarding Gate, I feel the following says it all:
    

Re: MvC2 Sprite From Scratch

 February 06, 2010, 06:16:02 am View in topic context
 Posted by Rolento  in MvC2 Sprite From Scratch (Started by Mr. Green January 31, 2010, 07:40:59 pm
 Board: Graphics

From the other stuff I recall seeing, this probably does pass as the most refined sprite I've seen done by you up to this point. You're definitely getting somewhere, although there are probably a few things you want to look at now that will help you in the long run.

The first thing that comes to mind when I'm looking at this image is that I can't quite tell where the light source is supposed to be. On the pants and black shirt the light seems to be coming from below, the shoes are a bit from above and and the viewer's point of view, and everything else seems to definitely be coming from the viewer's point of view, which creates an overall sense of pillow shading. To get something a bit more natural looking, you really want to try using a source that primarily comes from above the character, or above and a bit to the character's front as what might be found in cps2 era sprites if you really want to stick to that direction.

The next thing that comes to mind is that the details do not seem to match up between one part and the next. The black shirt, jeans, and shoes are fairly simplistic here, as you've mostly just got them as blocks with some implied folds that don't match up with the blocked out shapes for the most part to be frank. (For example, the implied pocket really doesn't seem to exist; you are just stabbing your own leg here.) Then you have something like the white shirt aspects that are shaded in such a way to indicate underlying muscle groups within the arm. Unless the shirt is skin tight, it shouldn't be that clearly visible.

I guess that leaves the last major thing, which is actually a two-for-one issue: Proportions and anatomy! With the arms there, you are trying to imply muscle groups that just don't fit with the blocked out shapes you have there for starters. The muscle definition (which requires further reference) would involve some awkward twisting of that right arm to make it correct as it was. I'd say make your life easier and remove the definition that doesn't seem appropriate for the clothing used. You can always look up some anatomical references later if you wish to do away with the white undershirt, but with it on the definition here makes little sense. I'm just suggesting to go without as the general sprite has an animated feel to it which more conventional anatomy does not necessarily lend itself too.

Hopefully what I've written here will make some sense to you (quite tired as I wrote this up), and you can use this feedback to spruce things up further.
    

Re: SF IV Kung Fu Man (Feb 4 update)

 February 04, 2010, 05:50:03 pm View in topic context
 Posted by Rolento  in SF IV Kung Fu Man (Feb 4 update) (Started by Rolento January 29, 2010, 07:50:52 pm
 Board: Your Releases, 1.0+

SF IV Kung Fu Man beta has been updated with assorted fixes and additions, including upgrading to 6 button gameplay (still in progress) and fancy SF IV sparks and sounds. It's online at my site.

[Edit: minor update again to make bar selection automatic according to resolution and some focus attack changes]
    

Re: Street Fighter 4 Focus Attack / Saving Attack

 February 04, 2010, 05:27:50 pm View in topic context
 Posted by Rolento  in Street Fighter 4 Focus Attack / Saving Attack (Started by Rolento January 28, 2010, 12:47:18 am
 Board: Tips, Tricks, Tutorials

Replying just to ensure that those who already installed this code earlier take notice that the hitdefs within the attack state have been updated to fix some problematic behavior.
    

Re: Donor project - MMX Zero (among other things)

 February 03, 2010, 12:10:47 am View in topic context
 Posted by Rolento  in Donor project - MMX Zero (among other things) (Started by Rolento October 27, 2009, 11:37:29 pm
 Board: Projects

Mosiac: While true, his pants expanded a bit too much for the turn by a pixel or so. As for bumping up the quality of KFM's sprites, I feel that a brand new set would be the only really acceptable change at this point. Actually reminds me that there was a forum topic around these parts of someone suggesting to make a HD version of based off that single oversized KFM frame I had made for no real reason... pity that didn't end up going anywhere.


Anywho, here's a fun little progress animation I started up to fill in the blank space where a standing middle kick should be. Had to start up via outlines rather than blocking in color areas since KFM's basically all uniform, which would make him a mostly white blob!
    

Re: Donor project - MMX Zero (among other things)

 February 01, 2010, 09:37:55 pm View in topic context
 Posted by Rolento  in Donor project - MMX Zero (among other things) (Started by Rolento October 27, 2009, 11:37:29 pm
 Board: Projects

Yep, touching those up some more for the offline version. Still figuring out what will be done for S.mk, A.hp, and C.mk at the moment, but otherwise he's at 6-buttons at this point. The other specials have their 3rd versions now to fill in the earlier blanks, and power management has been revised across the board.
    

Re: SF IV Kung Fu Man (Working sample)

 February 01, 2010, 03:39:18 am View in topic context
 Posted by Rolento  in SF IV Kung Fu Man (Feb 4 update) (Started by Rolento January 29, 2010, 07:50:52 pm
 Board: Your Releases, 1.0+

Reza: As it was meant for reference material to go with the recent tutorial topics, yes. You will want to refer to the focus attack code in that topic though at the moment, as the code in there is newer than what is currently online. Still a good place to start though.
    

Re: SF IV Kung Fu Man (Working sample)

 January 31, 2010, 09:52:12 pm View in topic context
 Posted by Rolento  in SF IV Kung Fu Man (Feb 4 update) (Started by Rolento January 29, 2010, 07:50:52 pm
 Board: Your Releases, 1.0+

PiƱata: Sure, I can probably separate the bar code into a separate folder for purposes of making a widescreen and 4:3 version of it. I'm not sure where Vyn comes in though; did he make a post and delete it later?

Noticed a few bugs in the focus attack hitdefs and p2 state that I've worked the kinks out of; I've corrected the code in the Tips, Tricks, and Tutorials section. As for visuals on the move, I've posted an update to my old wip topic to show what's going on there, and I'll likely put up another build once he's 6-buttons.
    

Re: Donor project - MMX Zero (among other things)

 January 31, 2010, 09:44:45 pm View in topic context
 Posted by Rolento  in Donor project - MMX Zero (among other things) (Started by Rolento October 27, 2009, 11:37:29 pm
 Board: Projects

Yes forum prompt, I'm sure I want to reply to my own topic; there are things of significance afoot.


Anywho, the first immediate bit of new involves that altered Kung Fu Man from just a day or so ago that was retrofitted to include SF4 stuff. While the additions there were nice and fancy, he was still pretty barebones in terms of effects and such, not to mention that SF4 characters, not to mention Capcom characters in general, are 6 button affairs. Which I'm fixing.

(Slightly revised since I made the gif.)
That's being used as a standing medium punch at the moment, and I'm currently working out some new frames to fill in the other gaps were reused frames aren't appropriate. Also adjusting preexisting things to suit the changes in total power stocks and 6 button format.  Currently Kung Fu Palm has 3 regular versions plus the EX version, spaces have been made for the 3rd versions of other specials, and the Super and Ultra versions of his super moves have been customized further so they stand apart, although some more edits are necessary in both cases for my liking.

On the sprite front, Li Kun's been doing some rather nice work on Morrigan's sprites. He's realistically only a few animations away from covering all of Morrigan's original frames, but there are a few extra things that he and I are looking forward to adding in before the next full release pops up in the future. As for Zero, I've been playing with Tatsunoko vs Capcom Ultimate All-Stars to get reference material for some of his animations there. I've already sorted through his basic movements and attacks up to this point, and will shortly get the frames of reference for his special moves from there. I also got a hold of Brawl to get references for a currently unnamed Nintendo based project...
    

Re: What lifebars are these?

 January 29, 2010, 09:51:59 pm View in topic context
 Posted by Rolento  in What lifebars are these? (Started by 1983parrothead January 29, 2010, 06:14:07 am
 Board: M.U.G.E.N Discussion

Actually, don't. Pots, you know a lot of people can't read between the lines!  >:(
    

Re: SF IV Kung Fu Man (Working sample)

 January 29, 2010, 09:49:46 pm View in topic context
 Posted by Rolento  in SF IV Kung Fu Man (Feb 4 update) (Started by Rolento January 29, 2010, 07:50:52 pm
 Board: Your Releases, 1.0+

Just out of curiosity, which RC build are you using?