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Blade Galewind

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Messages by Blade Galewind

    

Blazblue Special "stage" request.

 February 21, 2010, 05:11:26 pm View in topic context
 Posted by Blade Galewind  in Requesting Sprite-rips or High-quality Screenshots for Edit... (Started by Blade Galewind September 14, 2008, 06:36:31 pm
 Board: Requests

I'd like to request a delete of this topic because I plan to make a new request...or at least I'll just post it in here:

First of all, I finally found those AC Ky sprites I've been looking for (FX included), so that's out of the way.

But what I want to do now is request a "special BlazBlue stage" be made.

I don't know if it's too much to ask or not, but can someone make a "stage" out of the background for Distortion Drives?  You know...that background with the rotating rings and text data and other neat stuff?

*ignore Ragna, just the background*
    

I want to learn how to draw my own Lightning Sprite FX.

 February 13, 2010, 06:31:13 pm View in topic context
 Posted by Blade Galewind  in I want to learn how to draw my own Lightning Sprite FX. (Started by Blade Galewind February 13, 2010, 06:31:13 pm
 Board: M.U.G.E.N Development Help



This is a mix of sprites from Ky Kiske and Date Masamune...

From my understanding it's just a matter of drawing them and then downscaling (pixellating) and detailing a bit.  But the problem is the initial drawing phase.

I have CS3, but no amount of Smudge Tool or Liquify help me produce these effects.  And Difference Clouds over Gradient only works on certain shapes.  Does anyone know of any Photoshop Tutorials that could help me achieve a similar liquid effect or the plasma-ball look, or possibly that flashing motion effect that looks like its meant for a sword strike?

Thanks for any help.
    

Re: Freezeman's BlazBlue sprites

 February 12, 2010, 05:41:26 pm View in topic context
 Posted by Blade Galewind  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

Karasuman, I din't found anything in there. there was 2 files for ragna that I allready have. one of them have the effects for ragna, including something that appears to be only one hit spark, but nothing more.

I need the sprites for the blood hits, hyper activations, hits and guards sparks, etc.


Circuitous said he hasn't been able to find those yet.  :-\
    

Requesting Classic Guilty Gear: The Missing Link sprites (from AOAO and others)

 February 12, 2010, 02:19:40 am View in topic context

Recently I've been working on my Darkside-Ky character some more, and I need to get some of Ky Kiske's old GG sprites, particularly his old Instant Kill: Zwei Voltage.

I have a few copies of AOAO's Ky character, but it doesn't seem to have those frames in the .sff file.  I'm not sure where he got his resources from, or how they were ripped, but I would really like to know where to look for something like that.

I've tried ripping sprites from my Guilty Gear ISO via GGD-e (a sprite ripping tool) but all I've managed to get are the background stage sprites (which have long since been ripped).

If anyone can point me in the right direction where I can get either resources or a ripping tool that AOAO used or something along those lines, I'd appreciate it.

Eventually I'd like to make a GGX-resolution version of this, among other moves:



Thanks for any help.
    

Re: Anyone willing to sprite for me?

 February 09, 2010, 08:43:32 am View in topic context
 Posted by Blade Galewind  in Anyone willing to sprite for me? (Started by Baby Bonnie Hood September 04, 2009, 06:01:34 am
 Board: Development Resources

I can't really say I'm "good" at spriting either...but from what I understand, if you can do basic animation drawings for individual frames (even with a pencil on paper and just scanning it), it's not that hard to convert it into a sprite afterwards.

Just something to think about doing.  :)
    

Can someone help me "Patch" my Guilty Gear characters?

 February 08, 2010, 01:39:18 am View in topic context
 Posted by Blade Galewind  in Can someone help me "Patch" my Guilty Gear characters? (Started by Blade Galewind February 08, 2010, 01:39:18 am
 Board: M.U.G.E.N Configuration Help

It's not really a problem "knowing" how to patch them, obviously replacing files is easy...but the problem I'm having is knowing which patches are out of date and which ones are more recent.

I've been looking at Dr. Invincible's page and he's got at least 3 patches for various characters for A.I. updates.  I tried patching a few characters, but what happened led to either some weird bugs with the character, or a fatal error, or something else.  Here's a few issues:

A.B.A. Patch:
Seems to replicate A.B.A. in idle standing animation, but the a.i. still works...it's weird.  Also an A.B.A I used earlier had a weird glitch where it was in permanent Berserk mode with awesome A.I., but no matter what it did, it couldn't do damage or kill you.  It was a Black ABA mode of sorts.

I-no Patch:
Seems there are sprites missing, or I get a fatal error.


Kliff Patch:
Fatal error after patching.

May:
Fatal error either for XX May or AC May.

To avoid confusion, I'm trying to avoid "hybrid characters" right now, like Chipp++ or Hybrid Testament or Slayer.  And ideally I'd like to patch every character up to AC level if possible, with decent A.I.

I hope someone can help.  Thanks.
    

A really cool idea for a hi-res or low-res Mugen Stage

 February 06, 2010, 06:24:39 pm View in topic context
 Posted by Blade Galewind  in A really cool idea for a hi-res or low-res Mugen Stage (Started by Blade Galewind February 06, 2010, 06:24:39 pm
 Board: Idea Engineering

I was thinking about this the other day and I've wanted to make it for some time now.

A stage called "Gamer's Paradise"

Basically if you can picture it, it's an Arcade with Arcade Cabinets, either table-top, stand-up, or sit-down cabs with crowds of people standing around watching in awe as their favorite fighting game characters have jumped out of the arcade machine and start fighting on the floor they were just playing on!  The machines would have flickering lights like what you'd see arcade games have from a distance, or a brief clip of a fighting game or two.  (Similar to Capcom VS SNK 2000 Arcade stage, but actually inside the arcade).

Background Music: Basically the hum and noise of arcade machines going bleep and bloop etc etc with a few fight noises in between and various musics jumbled together.  If you've ever gone to an arcade, you'd know what this sounds like...and to some people it's the sound of HOME.  :)

The stage would have arcade cabinets in the foreground as well, that go transparent as you walk by them or flicker.  And when you super-jump, you get to see a whole second floor of people playing arcade cabinets in the background.

Anyway, that's my idea.  What do you guys think about it?  I'm not so good at sprite drawing yet, but at the very least I wanted to throw this idea to you guys and see what you thought and who might be able to make it happen.
    

Re: Guilty Gear: Gig

 February 06, 2010, 04:33:30 pm View in topic context
 Posted by Blade Galewind  in Guilty Gear: Gig (Started by OZ September 19, 2008, 04:48:01 pm
 Board: Projects

If that's all you need is sounds, I'm sure I can find someone with Dust Strikers, just tell me how to rip them.
    

Re: Guilty Gear: Gig

 February 06, 2010, 06:46:16 am View in topic context
 Posted by Blade Galewind  in Guilty Gear: Gig (Started by OZ September 19, 2008, 04:48:01 pm
 Board: Projects

Any progress with this?  I haven't seen any news of it in a while. *is keeping track of Guilty Gear and BlazBlue mugen stuff*
    

Freezeman's BlazBlue sprites

 January 31, 2010, 06:36:20 pm View in topic context
 Posted by Blade Galewind  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

    

Freezeman's BlazBlue sprites

 January 29, 2010, 03:24:08 am View in topic context
 Posted by Blade Galewind  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

In case anyone wants to know, I'm hopefully making Darkside-Jin too.  ;D

    

Freezeman's BlazBlue sprites

 January 28, 2010, 12:32:37 am View in topic context
 Posted by Blade Galewind  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

With all the productivity made with BlazBlue, I'm wondering if we'll be seeing Guilty Gear XX Accent Core Plus sprites (especially the Forcebreaks and effects), and/or textures/renders from GG2 Overture any time soon.

If that's not possible, could someone inform me?

Just so you know the PS2 AC+ hasn't had any serious rips for any of the effects at all, I've only seen sprites from Slash.
    

Guilty Gear XX: Accent Core + coming stateside!

 January 29, 2009, 02:33:21 pm View in topic context
 Posted by Blade Galewind  in Guilty Gear XX: Accent Core + coming stateside! (Started by Blade Galewind January 29, 2009, 02:33:21 pm
 Board: Gaming

    

Re: Darkside-Ky Development Thread...Help and Guidance through the design process.

 October 08, 2008, 10:14:53 pm View in topic context

Well, I'm "almost" at the phase now that I can start "lining up" my sprites in the .SFF file according to axis, though I'm having trouble adding FX sprites, does anyone know if the FX sprites have to share their own palette or what is needed to make FX sprite's background transparent so I can work with them?
    

Re: Darkside-Ky Development Thread...Help and Guidance through the design process.

 September 26, 2008, 01:57:11 am View in topic context

Even if someone could just draw the lineart of each frame in GGX quality of sorts, that could help me, I just really need a guideline of how the back of Ky's cloak flaps in the wind and how that would be animated (I'm thinking 4 frames, unlike the original low-rez two-frame animation).  How his hair would be affected as well, possibly.
    

Re: Darkside-Ky Development Thread...Help and Guidance through the design process.

 September 25, 2008, 09:06:57 pm View in topic context

I'm posting this here because I tried and FAILED MISERABLY to remake this set of sprites...  --;

I'm good with effects, but not sprite drawing, I've tried practicing, but it's just not working out, so if you guys know of any pro hi-rezzing spriters out there, let me know.  I shall do whatever is in my power to compensate them.

I'm looking for someone who has lots of experience drawing GG sprites or making their own.  I really really want to make Ky's old intro, I've tried several times already (even made a frankensteined gif once).

http://mimeblade.oddigytitanium.com/Guilty_Gear/Guilty_Gear_Sprites/Ky_Help.png

If you can do this, I will praise you to no end and will do anything in my power to compensate you for your hard work!

Side things:

1. Doesn't need the thunder effect drawn.

2. Doesn't need talking lip frames either.

3. Cloak only needs so many flaps (4-6 at the most) to loop the animation, hair can move with the cloak as well so that saves time.

4. Having the sword strike the ground would be ideal at the end.

5. I've provided the palette to work with, hope that helps!
    

Re: Editing effects into Hi-Res

 September 25, 2008, 02:31:57 am View in topic context
 Posted by Blade Galewind  in Editing effects into Hi-Res (Started by PotS July 27, 2008, 01:13:10 pm
 Board: Tips, Tricks, Tutorials

How do you do Glow in Photoshop?
    

Re: Darkside-Ky Development Thread...Help and Guidance through the design process.

 September 24, 2008, 06:11:47 pm View in topic context

Hmm, see, I saw something like that in the Mugen version of Date-Masamune's FX during one of his big specials the central Lightning would basically rotate inward (i.e. get thinner) as it faded.

He must've used a Helper because it wasn't in any of the animations.

About scaling, what's the ideal size for a sprite effect when it gets bigger and fades offscreen?  I don't want the Slashback disc to get too pixelly when it gets big is basically what I'm asking.

Basically if you can picture a Slashback disc being small at first then growing bigger than the screen and disappearing (it basically flies towards the screen as the effect itself).
    

Re: Editing effects into Hi-Res

 September 24, 2008, 06:02:04 pm View in topic context
 Posted by Blade Galewind  in Editing effects into Hi-Res (Started by PotS July 27, 2008, 01:13:10 pm
 Board: Tips, Tricks, Tutorials

Yes!  Very vivid!  I'd love to know how you did that!  ;D

Here's a question though...how do you keep smooth color transition when working with 256 palettes on things like this?
    

Re: Darkside-Ky Development Thread...Help and Guidance through the design process.

 September 24, 2008, 08:29:16 am View in topic context

Learned a thing or two about "Distort" and Polar coordinates in Photoshop, so I made this:



And this:



Can someone explain to me what all options you have to tweak your hitsparks/spritesparks (like flipping/scaling/z-rotation/etc) in FF/mugen?