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Blade Galewind

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Messages by Blade Galewind

    

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

 September 12, 2008, 12:45:07 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

People will feel how they feel I guess, but as a precaution I'd like to thank anyone who helped me make a character even a little.  Even the sprite rippers and people who programmed Fighter Factory if necessary.

If it's coding though (which I can tell you right now is over my head), I'll only copy-paste what people allow and only to get certain aspects of my character to be more accurate as a Guilty Gear character.  Otherwise if I gotta do this stuff myself, I'mma beg and plead for tutorials out the wazoo till I make progress.  ::)  

I'm never gonna do this for profit, just so you know...I do it cause I'm a fan and I wanna do it and see it get done.  Even if someone turned my idea into something retarded, as an artist I've learned not to let that sort of thing get me down...heck, it happens even more as an artist than a programmer what with photoshop being so easy to work with.

@P.o.t.s. would you prefer I call a funny nickname?  Just to liven things up a bit? :)
    

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

 September 11, 2008, 11:41:14 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

Well, even if it were code stolen from someone else as opposed to opensourced, I guess for me the bigger picture would be this: a character with A.I. and moves that behaves similarly to those he has in the original game, or at least the game's original system, for example Ky having Burst, Slashback, Faultless Defense, Dead Angle, Roman Cancel, Force Roman Cancel, Overdrives, Forcebreaks, and Instant Kill...would be normal for him, because that's the kind of game he came from...even if someone else wrote the code to utilize those tools/gimmicks, if it's part of Ky's normal game, is that really stealing or is it just making Ky behave like Ky should?

If it were a completely original character with an original system, and the person who created it left it opensourced.  I don't see why you would criticize someone for using it.  On the other hand, if he didn't leave it opensourced, and simply abandoned it...that doesn't justify use of the code.  I think permission would still be necessary.  In addition, opensource code should at least have some form of acknowledgement during the release process, even if it is open source.  That shows people that you acknowledge who helped you work on it, who taught you, etc, at the very least it lets people who are learning themselves where you got your info from.

But popularity is never something worth arguing about if you ask me.  If someone gets better press for using the same code for their characters, and I use the same code and get little press...that shouldn't be something to get mad about.  Even if that code was stolen by him or me or both of us...the argument shouldn't be "why is his popular and not mine" it should be "why did he use code that wasn't his to use" or "is this code opensourced or not?" or even "do I have permission to use it even if it isn't, and if I do, did I recognize where I got the code from?"
    

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

 September 11, 2008, 10:53:05 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

I'm relatively new here, and I missed nearly everything that happened in the distant past and the current past and nearly everything else in between but...

Let me say this, my intentions in designing a Mugen Character are merely to fulfill a personal dream of mine: seeing a character in a fighting game with moves he should've had but didn't.  If I borrow anything, it's borrowing sprites that already existed for that character in the first place, or at the very least to enhance the appearance.  I'm not trying to insult anyone by stealing their hard work and hand-drawn stuff...the rest I wish to learn and do myself.

If anything, I would like to learn from the ground up, step-by-step how to achieve the quality that I've seen from P.o.t.s. and several others, though currently I'm a bit lost, these are my intentions.  Maybe my character is a rehash "Blood Iori Clone" based on Ky Kiske but he's MY rehash "Blood Iori Clone" based on Ky Kiske and I'm proud of the fact that I'm working on him, due to him being my first character I've ever made.  If somebody uses my spritework or my ideas and makes an even better character, I have no qualms about it, just let me know and show me the results.

Those are my intentions, but, I know that not everyone thinks in those terms, and some are very sensitive about how people share materials and resources, particularly mugen.  But to be honest, if it's anything related to already-existing fighting game characters (i.e. modifying a Ryu set of sprites), I don't see where the selfishness or ego comes from.   Maybe you ripped it, but that doesn't necessarily make it YOUR sprite.  If anything I think a lot of arguments could be solved if people realized where every one of those sprites come from...from the game designers themselves.  If it's 100% original, like DragonClaw...then I can see it not being allowed as open source without permission.
    

Re: Editing effects into Hi-Res

 September 11, 2008, 08:22:38 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

Does anyone know how to do this with Lightning Effects based on Guilty Gear effect sprites?
    

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

 September 11, 2008, 07:50:44 pm View in topic context

I'm a complete beginner at Mugen Character Design, so bear with me... :-\

Every time I try to import sprites in Fighter Factory and apply my own custom palettes to it, things get scrambled.  I know the standard says that the background color is in the lower right corner of the palette, but everything else is just screwy.

I'm using Guilty Gear sprite rips, and also trying to import other sprite effects I've found from other mugen characters.  I'm really stuck on this part.  I'd like to create just a single universal palette to work with and get started with as far as sprites go.

In addition to this I'm looking to get some Guilty Gear related sprite and effect resources, though that's a bit too far ahead, I'd still like to be prepared.  Things like the Slashback Effect, or forcebreak effects, as well as some Elaborate to Large Lightning Sprite Effects.  I'd also like to know how to draw/create high-rez lightning sprites for myself as well.

A while ago I also asked a Japanese Mugen creator what they used to rip sprites with and he says they use a program called D-Pixed, is anyone familiar with this? http://www.vector.co.jp/soft/win95/art/se035696.html

I still want to rip sprites and sprite effects from Guilty Gear XX Accent Core Plus (which I own)...
    

Re: [REQUEST] Guilty Gear XX Accent Core Plus Sol & Order-Sol "George" voicerips.

 September 11, 2008, 07:28:40 pm View in topic context
 Posted by Blade Galewind  in  Guilty Gear XX Accent Core Plus Sol & Order-Sol "George" voicerips.  (Started by G. Rugal March 28, 2008, 12:42:21 am
 Board: Development Resources

To rip the voices, you need Snailrush's PSound program...I've got a copy of it here:

http://mimeblade.oddigytitanium.com/Guilty_Gear/Guilty_Gear_Quote_Project/PSound.exe

Grab the ACData.bin from GGXXAC+ and scan the file after running the program (ignore the Disc error at first it still works!)

Then go into options and click the Force Playback checkbox, then set the playback to something that makes sense...then look for the files you want...they should be in there somewhere. :)
    

Re: Searching for Guilty Gear XX Accent Core Sprites

 January 27, 2008, 05:21:28 am View in topic context
 Posted by Blade Galewind  in Searching for Guilty Gear XX Accent Core Sprites (Started by Blade Galewind December 17, 2007, 09:48:06 pm
 Board: Development Resources

So does anyone still not know?
    

Re: Searching for Guilty Gear XX Accent Core Sprites

 December 18, 2007, 01:04:38 am View in topic context
 Posted by Blade Galewind  in Searching for Guilty Gear XX Accent Core Sprites (Started by Blade Galewind December 17, 2007, 09:48:06 pm
 Board: Development Resources

Do you mind moving this thread over to "Resources"?  I don't have that ability.  Thanks. :vanish:
    

Searching for Guilty Gear XX Accent Core Sprites

 December 17, 2007, 09:48:06 pm View in topic context
 Posted by Blade Galewind  in Searching for Guilty Gear XX Accent Core Sprites (Started by Blade Galewind December 17, 2007, 09:48:06 pm
 Board: Development Resources

Specifically Sol Badguy's new Grand Viper Sprite frames/effect sprites associated with them.

I think Muteki (http://drinvincible.hp.infoseek.co.jp/), Akutagawa, and Amachi were working on some updated versions of characters of GG Characters, I have yet to see anything regarding an Accent Core Sol.

Do you guys know where they get their sprites from?  I know where to find Slash sprites, but I want to obtain some of the newer sprites if possible.
    

Is there a way to Upscale Low-Resolution Stages?

 December 10, 2007, 10:15:26 pm View in topic context
 Posted by Blade Galewind  in Is there a way to Upscale Low-Resolution Stages? (Started by Blade Galewind December 10, 2007, 10:15:26 pm
 Board: M.U.G.E.N Development Help

I've started to use the new hi-res mugen lately, and having tried it, I like the improvements thus far, but there lies a destinction of low-res and hi-res stages (not to mention Lifebars).  Any stage I come across that is low-res is so tiny on-screen leaving a big floor of black (with ghost trails of sprites).

Additionally I've used hi-res stages in low-res mugen which results in uber-huge backgrounds.

I've heard it said that you could resize the individual fragments of each stage and reupload them into the stage itself but, isn't there an easier way?  The fighting sprites themselves don't seem to have a problem with size, regardless of stage.