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Messages by Blade Galewind

    

Re: ...FX tutorials

 September 23, 2008, 03:32:09 am View in topic context
 Posted by Blade Galewind  in ...FX tutorials (Started by Maj' May 08, 2005, 02:58:37 pm
 Board: Tips, Tricks, Tutorials

    

Re: ...FX tutorials

 September 22, 2008, 09:05:52 pm View in topic context
 Posted by Blade Galewind  in ...FX tutorials (Started by Maj' May 08, 2005, 02:58:37 pm
 Board: Tips, Tricks, Tutorials

I'm bumping this thread because I'd like to learn how to make Overdrive Flash Rings, and other 2D stuff look 3D (such as my Slashback Parry effect).
    

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

 September 22, 2008, 06:00:12 am View in topic context

Hey guys, I'm working on Slashback for my Character!

Authentic AC Screenshot of a Slashback, input is 4+S+H or 1+S+H, timing is the same as Perfect Guard, it's like a Parry only costs 5% Tension and you can't block if you miss the timing, it builds Tension pulse if it lands though and has pushback like normal guard.


Here's my Slashback Ring in Photoshop:



Now...how do I make this effect look 3D?  ???
    

Re: Guilty Gear: Gig

 September 21, 2008, 03:59:47 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

This thread gets my approval! :yugoi:

Even if Gig is the most disgusting looking boss ever.  ::)
    

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

 September 20, 2008, 11:39:15 pm View in topic context

Thanks for your help Cyanide about the error!  ;D

Well, I finally Chiseled out MOST of Darkside-Ky's movelist, so here's what you can expect:

DARKSIDE-KY MOVELIST

Specials

Ein Voltage
Throw Input (6 + H) Mash H for up to 14 Hits….Also Aerial

Ray Divider I (Ground Only, Hits 3 Times, close to character) Clean Hit Properties…High Uppercut if Clean Hit
236 + (Hold S to delay up to 5 seconds/102 frames, releases in the place launched, launches opponent on contact)
Move Notes:
Does Stun Edge Animation which does nothing at first…does Ray Divider Tap to release if on ground/Air Javelin if released in air.

Ray Divider II (Ground Only, Hits 3 Times, far away from character) Clean Hit Properties…High Uppercut if Clean Hit
236 + (Hold H to delay up to 5 seconds/102 frames, releases in the place launched, launches opponent on contact)
Move Notes:
Does Stun Edge Animation which does nothing at first (slightly faster than RDI)… does Ray Divider Tap to release if on ground/Air Javelin if released in air.

Stun Nebula I (Hits 3 times in place, placement just below in front of character in air) Clean Hit Properties…Knockback to Wall Bounce if Clean Hit
Air 236 + (Hold S to delay up to 5 seconds/102 frames, releases in the place launched)
Move Notes:
Does Cross Animation which does nothing at first… does Ray Divider Tap to release if on ground/Air Javelin if released in air.

Stun Nebula II (Hits 3 times in place, placement a ways in front/below of character in air) Knock-back to Wall Bounce if Clean Hit
Air 236 + (Hold S to delay up to 5 seconds/102 frames, releases in the place launched)
Move Notes:
Does Cross Animation which does nothing at first… does Ray Divider Tap to release if on ground/Air Javelin if released in air.

Impala Feint (Also Aerial/Feint/Warp)
623 + (Hold D)

Impala Hunt II (Also Aerial) *Hits Twice Knocks Up-Back Slightly/Wall Stick*
623 + D

Inverse Crescent (Ground Only, Flips over as a jump on top of opponent for Pop-up)
214 + K

Inverse Crescent II (Air Only, Knocks the opponent up, resets Air Options, cancels into itself)
Air 214 + K

--Inverse Javelin (Knocks opponent to ground for massive ground bounce…Floor Slide if there is a Clean Hit)
[During Inverse Crescent/Inverse Crescent II] H

Inverse Vapor (Air and Ground/Arcs overhead and strikes downward causing Floor Slide in the opposite direction/towards corner)
623 + S

Inverse Greed (Causes huge popup on hit, untechable for 60 frames)
214 + S

Forcebreaks (Costs 25% Tension per Use)

-Sacred Divider (Appears where the Ray Divider would have appeared, Hits 1 time for moderate Damage, untechable on hit, stays out for an extended amount of time…can reflect projectiles, used as an alternative to Ray Divider)
[During Ray Divider I/Ray Divider II] 214 + D (Holding D delays the attack)

Nebula Rays (Air only, cross hits 2-3 times on contact and fires a Stun Edge of varying angle)
Air 214 + D, (S or H)
Move Notes:
Hits 3 Times if no S/H was input and lasts longer; Hits 2 times and fires a slow Stun Edge if S or H is pressed afterwards.

Inverse Sphere (Can be done in the Air or Ground, 5 Hits on full contact, stays in place, creates vacuum)
41236 + D

-Peak Driver Can be done on Air or ground based on the previous move’s origin.  Creates Wall Stick.
[During Inverted Sphere] 46 + D

Grand Vapor (Slides under projectiles for multiple Hits, Rises up as an Uppercut)
214 + D…464646 + S/H for extra hits

Overdrives (Costs 50% Tension per Use)

FINAL Ride the Lightning (Creates Vacuum effect on Startup, 1 hit untechable startup spark, then launches forward at high ramming speed, knocks opponent up on hit for massive damage)
632146 + H

Aces High II (Rising Attack, 5 Main hits, 3 Cross hits, Greed Sever Cross for knockdown, 9 hits total)
623 + H [Can be used optionally as a follow up to FINAL Ride the Lightning]

Excalibur (Arcing Wave that causes instant knockdown on hit…Auto-guard-break)
632146 + S

Destroy Attack (Enters Instant Kill Mode which gradually ebbs away at Health, performing the attack Eliminates Tension Guage)

Zwei Voltage
P + K + S + H ….236236 + H (Forward Kick to Initiate)

EX Movelist
Coming Soon…

Lightning Movement

Elegant Stun

Needle Cross

Crescent Spike

Charge

Charge Burst

Action Charge

Breaker Dash

Aerial Rush

Titanic Vapor

Holy Brand

Emerald Sword

Lord of the Thunder

Lightning Rhapsody

Drei Voltage

Ein-Zwei-Drei Voltage


If anyone has any doubts about this movelist, I made several sprites to accomodate, though I have yet to do any CLSNs/Animations for them, the frames are there, and I plan to add particle sprites soon.
    

Re: Editing effects into Hi-Res

 September 19, 2008, 05:31:12 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

I'd like to know how you made it glow so well...I can't seem to do that in Photoshop.
    

Re: What if the guild went away.

 September 19, 2008, 02:16:52 am View in topic context
 Posted by Blade Galewind  in What if the guild went away. (Started by Shamrock September 18, 2008, 10:59:16 pm
 Board: Feedback

It doesn't matter where I go...I still need help.  ::) :-X
    

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

 September 19, 2008, 01:37:48 am View in topic context

Okay so now I got a new Error...

"Stream Read Error"

It's for three sprites of mine that are essentially the same but only have slight differences in them (moving mouth for talking).
    

The Darkside-Ky Project Development Thread....

 September 16, 2008, 03:31:18 am View in topic context

I changed this topic's title to better suit my needs on this forum.  ;P

Well, I thank you guys for helping me with my Palette, here's part of the results:




About the stance:  I hope to make it so that the "Greed Sever Glow" trails on the sword along with a few electric effects similar to the stance I have him in (like with A.B.A.'s eye for Paracelsus, or Custom Combo/Super Jump Trails), does this mean I need to add these sprites for each frame or do I just need a good sequence and can change sprite effect angles?

Right now I'm still trying to find Sprites for Slashback, the Forcebreak and Overdrive Atomic Flashrings from Accent Core, and also Ky's Forcebreak Sprites for Lightning Sphere and the Charge Drive finisher.  (I've also borrowed a few sprites from A.B.A., Setsuna, and Date Masamune, but I'm still missing stuff).

I have a few more questions relating to this process...

--What you do next after adding sprites to an .sff file?  What's the next phase?
--Why do I get the Error "Can't Locate this Sprite" whenever I add a sprite to Fighter Factory (.bmp format)...
--Do I need a separate palette for Lightning Sprites or Hit Sparks for that matter?

If there's anything else I'm missing please help!  :sugoi:
    

Re: I WILL GRANT YOU A WISH. -Dragon ball-

 September 14, 2008, 07:28:45 pm View in topic context
 Posted by Blade Galewind  in I WILL GRANT YOU A WISH. -Dragon ball- (Started by Iced May 12, 2008, 03:29:09 pm
 Board: Entertainment

I give this movie...


Two Stars....*rimshot*
    

Requesting Sprite-rips or High-quality Screenshots for Edit...

 September 14, 2008, 06:36:31 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

Hey again, 'tis me.  I found a website that is a dedicated GGXXSlash Sprite resource:

http://justnopoint.com/ggslash/

Does anyone know who runs it and who ripped those sprites and how it was done?  If the method is the same for Slash as it is for Accent Core, I would like to know the method and use sprites and sprite effects for myself.

The sprites I need:

The Lightning Trail effect from Ky Kiske's New Forward+HeavySlash (6H) attack.

Ky's "Stun Raise" (Jump qcb+Dust) Forcebreak Orb Effect.

Ky's "Lightning Sphere" (qcf+D,qcb+D)  Effect set (Includes the Blue spinning Orb) an atomic Lightning effect inside that splits into...

Ky's "Charge Drive" (from Lightning Sphere, b,f+D)  Effect Set (the second half of his Forcebreak)

In addition to this, I've contacted the person who was designing Robo-Ky MK III and asked him how sprites were ripped for AC+ and he says it's a program called D-Pixed...is anyone familiar with this?

To Mods: I know this should go in Resources, but this request is for Information, not entirely for the sprites themselves, more like how they were ripped.  If that's a problem please move this thread.
    

Re: Having Palette Troubles (and other n00b problems)...

 September 14, 2008, 03:39:34 am View in topic context

I think I learned a thing or two about palettes that may be useful to others.  It turns out that when Photoshop generates palettes and applies them, whenever Fighter Factory "reads" them, the color index Flips upside-down.  But that only happens when it reads the .act files.  When it reads the bmp/pcx files in the palette editor, they read properly.

I decided to create "two" different kinds of palettes, one that's associated with the images themselves (created and applied in Photoshop), and one that's to help Fighter Factory/Mugen itself read it (a Mugen Palette).  It's essentially the same palette, just rearranged differently to accomodate FF.

YAY!  I FIGURED OUT MY PROBLEMS!!  And this may help anyone else who is struggling making palettes for the first time too.

Aside from Fighter Factory "flipping" the Palette, Photoshop has the unique ability of switching display modes and "reassociating" Palette color Indexes!

Basically, let's say Your character's sprite color for their hair is shown as "in the middle" of the index, and you want to "move" the color to the top of the index.

Here's how you "fix" palette scrambles in Photoshop:

Let's say the sprites you opened have palettes already associated with them in "Index" Mode.  What you want to do is switch to RGB Mode.

Then, switch Back to Index Mode and Pick "Custom" Palette and rebuild your palette starting with Background Color 0, and how you want the colors to be organized.  Save the Palette as .act.

By switching away from "Index" to RGB Mode and back to Index "Custom" and loading a palette, Photoshop "reassociates" the colors from the palette you loaded down to the nearest number/color range.  While in some cases this can force some colors to fade or get removed in other pictures, it "fixes" scrambled palettes and reassociates the Palette index with it's corresponding color on the bitmap.  That means that the color's location doesn't matter so much as the association of the color (as long as it's not the same color in a palette) in relationship to being on the bitmap.  In some cases it may seem like colors "disappear" or "merge together" if you're not careful with how closely related colors are...but this fixed my problem, and can probably fix a ton of other people's problems too!
    

Re: Did Guild change for the better? "Preferation vote topic" 2

 September 13, 2008, 08:15:10 pm View in topic context
 Posted by Blade Galewind  in Did Guild change for the better? "Preferation vote topic" 2 (Started by PotS September 05, 2008, 03:30:26 pm
 Board: Feedback

    

Re: Editing effects into Hi-Res

 September 13, 2008, 08:09:34 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

They might seem hi-rez, but if you ask me they're nowhere near the quality I've seen for games like CVS2, even if those sprites are smaller by comparison.  Maybe it's a personal bias.  At the very least I'd like to try doing my own lightning sprites (for other effects) and learn how to do it here...
    

Re: Editing effects into Hi-Res

 September 13, 2008, 08:02:20 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

These are the Lightning effects I was talking about (borrowed a bit from Ky and Justice):

http://img367.imageshack.us/img367/2554/lightningeffectssn7.gif

Of course, I've also used Benimaru's Lightning Effects on occasion as well.  They tend to look a lot nicer on black background, but still in some cases the effect is fuzzy, like Greed Sever.
    

Re: Having Palette Troubles (and other n00b problems)...

 September 13, 2008, 07:15:43 pm View in topic context

I'd prefer if you guys not argue about this, I just want something useful that synchronizes palettes and applies them.  :-X

About pal2act, where could I get this, since I can't seem to find it in the resources thread...also I'm confused as to what is defined as "Color Zero" in Photoshop's palette maker.
    

Re: Did Guild change for the better? "Preferation vote topic" 2

 September 12, 2008, 11:56:02 pm View in topic context
 Posted by Blade Galewind  in Did Guild change for the better? "Preferation vote topic" 2 (Started by PotS September 05, 2008, 03:30:26 pm
 Board: Feedback

As far as warehouses go, I do have a question...aside from permission to host and not allowed to copy and take credit for...what else do people expect?  ???
    

Re: Having Palette Troubles (and other n00b problems)...

 September 12, 2008, 11:39:12 pm View in topic context

 :-\

Well, I tried using GIMP and it seems they no longer let you save Palette .act files.

I switched over to photoshop, but I'm as lost as ever on how to organize the colors properly.

Then I went back to Fighter Factory to try working on creating palettes again and I'm still quite stuck.  Here's my problem:



As you can see, I have a lot of sprites that already share one palette, and a few sprites that share another palette altogether...

How to I make it so that they all synch up?  Do I have to do this manually through Photoshop or something?

I know how to open up and image, Optimize it, transfer the colors, move the background color to the lower right and then save the palette and apply it to the files (which converts them to PCX I guess).

But like I said, these colors are messed up and all over the place, and hard to organize to synch up because whenever I open a new one up and try to apply the palette I just saved, the colors get scrambled.

In addition to this, I have no idea how to make it so that the program identifies the background color as transparent for some bmp files, how do you do that?
    

Re: Editing effects into Hi-Res

 September 12, 2008, 04:01:36 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

What about...say...you wanted to make your own hi-rez lightning effects, for a custom?
    

Re: Did Guild change for the better? "Preferation vote topic" 2

 September 12, 2008, 04:00:11 am View in topic context
 Posted by Blade Galewind  in Did Guild change for the better? "Preferation vote topic" 2 (Started by PotS September 05, 2008, 03:30:26 pm
 Board: Feedback

See, I honestly think disputes like this should be solved with what they're begun over...MUGEN.  8)

If they wanna fight and see whose the better character maker, what better way than to have two characters (A.I.s of course) fight it out?