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#Shaun

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Messages by #Shaun

    

Re: Daffy Duck-Beta 10.6.07

 October 09, 2007, 05:57:16 pm View in topic context
 Posted by #Shaun  in Daffy Duck-Beta 10.6.07 (Started by Jay_High19 October 06, 2007, 08:40:15 am
 Board: Your Releases, older Mugen

I tried him out

- Why the same sprites used for some of his crouching attacks (limited sprites?)

- Needs more supers

-
Quote
4. I see no practical reason why I shouldn't be able to do his QCF, QCF+punch super move with the Z button as WELL as the X and Y buttons. This isn't like Guilty Gear or Melty Blood; Z isn't assigned to a "special purpose". I highly recommend you either allow players to use the super move with Z, or have Z be something special, because if you have Z as a "normal attack" but can't do the super move you can with X and Y, it's very confusing.

I know this is a beta though, so some things are subject to change. Anyway, nice character!  :)
    

Re: MadkaT's frankenspriting tutorial

 October 09, 2007, 05:44:26 pm View in topic context
 Posted by #Shaun  in MadkaT's frankenspriting tutorial (Started by MadkaT October 01, 2007, 07:35:13 am
 Board: Tips, Tricks, Tutorials

Look like that, but sometimes the changes give a better look work, and when you've masterized the technique, the edition it's fast  ;) i've tried it  :sugoi:

True. Guess the samething can be said making characters for MUGEN period  :D
    

Re: If Street Fighter 4 were to ever be released...

 October 09, 2007, 05:36:27 pm View in topic context
 Posted by #Shaun  in If Street Fighter 4 were to ever be released... (Started by miguelsix October 04, 2007, 08:55:49 pm
 Board: Fighting Games

Replying to the rebuttals of my opinion
=============================
- I stand by what I said  ;D.

- Gouken died? Didn't know...since I don't watch anime anymore (vaguely remember the first SF anime movie itself)

- M.Bison/Balrog,whateverthefuck....by stereotype I mean that every black 2D fighter is some kind of low-rent puligist. Besides Heavy D the rest suck (disagree if you want but I think they suck). Plus, Balrog looked like one scary big-lipped sambo SOB in the anime movie......ugh. Mike tyson looks better than him. Capcom, you are the godfather of making stereotype fighters...now suck at it.

- Ryu & ken had those sub-special moves in SF3. Not enough to be called new moves for me. Although, that thrust-type kick Ryu had in SF3 was cool.

What else do I want in my SF4?
=============================
- Interactive levels (like the breakaway stages of MK3 and MVC)

- Crush the car!

- not a major thing but I've always loved the Thailand level design in Capcom VS SNK1. I'd like to see a new rendention of that come back.

- Akuma, Heavy D' and Robert Garcia are some of my favs.....but Guile is the gold standard. Guile is king. Guile is the most limited fighter in street fighter. Bragging rights and trash talking only get regal after beating your friends ass with a limited guy like him (exclude MVC. not talkin about crossover titles). Bring that muthafucka back.


- Every race or nationality of 2D fighters is represented except black female fighters. Bring them in.


- For hidden characters.....Norimaro!  :D

- More submission moves. I like submissions more than throws. Let's have more of that.

- Keep Sakura out - got enough Ryu subsidies as it is. She isn't even a mainstay of SF is she? Didn't she come from Rival Schools (the game with Ryosuke I think)?

- Dhalsim.....hell yeah, bring him back.

- a true Evil Ken (not that SVC Violent Ken crap)? Capcom should just pay Reu and his crew for their services.

- Ya know, blanka is pretty good too now that I think about it. Keep him in. Find a way to tie him into the story respectively

- KOF had joke stages, like guile being a statue in one of the KOFs. Be cool to see some showmanship of other veteran fighting franchises in the backgrounds (like some kinda sparring going on with Dan and Joe or somethin...I dunno)

Um....that's it for now!
    

Weird problem coding random intros/win states I'm having

 October 09, 2007, 04:28:20 pm View in topic context
 Posted by #Shaun  in Weird problem coding random intros/win states I'm having (Started by #Shaun October 09, 2007, 04:28:20 pm
 Board: M.U.G.E.N Development Help

Once I get this problem solved I'm releasing a new update to Evil Lucky, or should I say, Real Lucky (changed the name. Don't like the evil gimmick anymore  ;P)

I read a post of another forum member asking how to do it and DemonicDrPhil showed him some code posted somewhere else in the forum. I have three intros following the same basic code down below. Well after reading it this is what I came up with for my CNS


;===================================================================
; Introduction 1a
;===================================================================
[Statedef 191]
type = S
physics = N
ctrl = 0
anim = 190
velset = 0,0



;===================================================================
; Introduction 1b
[State 191, IB]
type = Explod
trigger1 = RoundState = 0
persistent = 0
anim = 19000
postype = p1
pos = 44, 0
removetime = 190


;===================================================================
; Introduction 1c
[State 191, IC]
type = Explod
trigger1 = AnimElem = 1,=190
persistent = 0
anim = 19001
postype = p1
pos = 44, 0
velocity = 0, -8
removetime = 100


;===================================================================
; Introduction 1d
[State 191, ID]
type = Explod
trigger1 = RoundState = 0
persistent = 0
anim = 19002
postype = p1
pos = 60, 0
removetime = 230  ;<=== amount of time before this anim goes away...


;===================================================================
; Introduction 1e
[State 191, IE]
type = Explod
trigger1 = AnimElem = 1,=230 ;<===...and when this one begins
persistent = 0
anim = 19003
postype = p1
pos = 60, 0
velocity = 10, -10
removetime = 100

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = random%3
value = iflese((random<191),190,ifelse((random=[191,193]),191,192)) && (0) <===============not working right!!


value = iflese((random<191),190,ifelse((random=[191,193]),191,192)) && (0) is what I thought would work for random intros, then put the fighter in his standing state.

Then I tried Demitri Maximoff's simpler method of just using value = (stateno)=random%3. It works half-assed. It plays the animation of one of the intros for my fighter and the explods graphics I have set for another intro. It's actually combing 2 intros in one and disregarding the other (because of the Exlpods).

Rest of the CNS

;===================================================================
; Introduction 2a
;===================================================================
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0,0



;===================================================================
; Introduction 2b
[State 191, IB]
type = Explod
trigger1 = RoundState = 0
persistent = 0
ontop = 1
anim = 19100
postype = p1
pos = 40, -101
removetime = 60


;===================================================================
; Introduction 2c
[State 191, IC]
type = Explod
trigger1 = AnimElem = 1,=60
persistent = 0
anim = 19101
ontop = 1
postype = p1
pos = -2, -96
velocity = -7, -6
removetime = 100

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0




;===================================================================
; Introduction 3a
;===================================================================
[Statedef 193]
type = S
physics = N
ctrl = 0
anim = 192
velset = 0,0

;===================================================================
; Introduction 3b
[State 191, IB]
type = Explod
trigger1 = RoundState = 0
persistent = 0
ontop = 1
anim = 19200
postype = p1
pos = 6, -92
removetime = 89

;===================================================================
; Introduction 3c
[State 191, IC]
type = Explod
trigger1 = AnimElem = 1,=89
persistent = 0
anim = 19201
ontop = 1
postype = p1
pos = 6, -92
velocity = 5, -5
removetime = 100

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


I just learned fluently how Sander did his basketball attacks (explods are my new best friend. Helpers are my acquaintences), you'd think I'd be able to get this simple stuff down. I guess I'm having a brain fart or somethin.....help anyone?
    

Re: fREE XBOX AND PS3??? CLICK HERE

 October 06, 2007, 08:15:46 pm View in topic context
 Posted by #Shaun  in Man stranded on an island eats his own penis to avoid starvation (Started by Titiln September 21, 2003, 03:18:30 am
 Board: Hall of Fame

The hell...

Spoiler, click to toggle visibilty
He came and went.
    

Re: Stuck in Air and helper

 October 06, 2007, 07:59:46 pm View in topic context
 Posted by #Shaun  in Stuck in Air and helper (Started by alex2005992 October 06, 2007, 07:45:06 pm
 Board: M.U.G.E.N Development Help

Try getting rid of the changestate. Also, I dunno if this will make a difference but, for each animation you have set for your air attacks, try setting the last animation frame for the attack to something like this:

[begin action 12345]
260, 0, 0,0, 4
260, 1, 0,0, 4
260, 2, 0,0, 4
260, 3, 0,0, -1 <---- do that if you don't want your char repeating the anim in the air over and over. Just throwin that out there  :P
    

Re: Mugen-Infantry problems

 October 06, 2007, 07:34:43 pm View in topic context
 Posted by #Shaun  in Is MI down for you? (Started by GF202020 August 29, 2007, 01:17:47 am
 Board: M.U.G.E.N Discussion

    

Re: Things you Suck/Hate at Coding

 October 06, 2007, 06:51:26 pm View in topic context
 Posted by #Shaun  in Things you Suck/Hate at Coding (Started by The Lord of the Flies September 17, 2007, 09:52:46 pm
 Board: Development

I'm starting to try out binding and I'm really getting annoyed with it. I may not even bother adding the move I want for my EL character because its become too time consuming to debug.

Speaking of which, I hate debugging. It's inevitable but I still fucking hate it. And it's not so much of the chore of doing it, but the chore of doing it based on the smallest, minor issues that latter cause big issues. Makes you go thru these stages:  ???,  o_O,   :bomb: then you realize your mistake and feel like a  :dunce:
    

Good tools for ripping NES sprites?

 October 06, 2007, 06:42:54 pm View in topic context
 Posted by #Shaun  in Good tools for ripping NES sprites? (Started by #Shaun October 06, 2007, 06:42:54 pm
 Board: Development

The FCEUltra is the best emulator out their to play the roms, but not sprite ripping. It doesn't have a sprite disabler, but does have one for the backgrounds (I think).

Anyway, anyone know of any other resources other than the oldschool TileLayerPro-type programs (which do me no good at all?)
    

Re: If Street Fighter 4 were to ever be released...

 October 06, 2007, 06:37:09 pm View in topic context
 Posted by #Shaun  in If Street Fighter 4 were to ever be released... (Started by miguelsix October 04, 2007, 08:55:49 pm
 Board: Fighting Games

It doesn't take a whole hell of a lot of talent to say a few words to express some sort of victory or defeat (or one would think).

Either way I'm sure that the traditional way of voice acting for every 2D fighter will still go in the spirit of Japanese engrish  --;.

Quote
They should take lessons from Valve on dubbing.

Tekken 5 is pretty decent too.
    

Re: If Street Fighter 4 were to ever be released...

 October 06, 2007, 06:25:10 pm View in topic context
 Posted by #Shaun  in If Street Fighter 4 were to ever be released... (Started by miguelsix October 04, 2007, 08:55:49 pm
 Board: Fighting Games

    

Re: Velset Problems...

 October 06, 2007, 06:21:31 pm View in topic context
 Posted by #Shaun  in Velset Problems... (Started by BeanBean October 06, 2007, 06:14:33 pm
 Board: M.U.G.E.N Development Help

As told by the book of testament:

Quote
Sets the player's velocity to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.
    

Re: If Street Fighter 4 were to ever be released...

 October 06, 2007, 06:14:25 pm View in topic context
 Posted by #Shaun  in If Street Fighter 4 were to ever be released... (Started by miguelsix October 04, 2007, 08:55:49 pm
 Board: Fighting Games

:::Trying to stop the off-topic nonsense:::

What do I want to see in a legitimate SF4?

- NO RECYCLED SPRITES.

- New characters. And I mean new, not characters like Twelve or that pale looking guy in SF3 that's basically an adopted Guile.

- Gouken?

- A M.Bison that doesn't look like a stereotypical waste

- Ryu, Ken, and the other mainstays can return, but the developers MUST give them a sufficient amount of new moves. Exactly how many incarnations of SF must I go through just to play the same ol' Ryu?

- If you're gonna feature American characters (in any fighting game for that matter), at least let them speak english, not japanese or engrish.

- As far as returning chars that don't get due credit, I'd like to see Guy, Sean, Dudley, and Birdie come back. I'd also like to see Elena come back. Elena is from Kenya, right? Make her look like it, not like a japanese take (if SNK can make KOF's USA team ((Heavy D, Lucky, and Brian)) look legit, so can Capcom). Enough with the shimmering white/gray hair syndrome. I hate that shit.

-...speaking of that matter, whatever new characters are added (still assuming a SF4 ever comes to exist), give them defining features (skin tone, garments, the whole shabang). Characters like KOF's Alba Meira and K' Dash are hard to tell because they either look like transvestites or *&(#j34.

- The end of that stupid-ass tradition of the translation mix up of Vega/Balrog/M.Bison. Get it right already  ;D
    

Re: SNK news thread.

 October 06, 2007, 05:53:47 pm View in topic context
 Posted by #Shaun  in SNK news thread. (Started by Mgbenz September 14, 2006, 01:22:14 pm
 Board: Gaming

Didn't even know a re-release of KOF98 was coming out until I checked here :-X

A re-release of KOF 98 is long overdue anyway. I still think it's the best in the series. To hell with K'....its all about Heavy D'  8)
    

Re: Daffy Duck-Beta 10.6.07

 October 06, 2007, 05:41:09 pm View in topic context
 Posted by #Shaun  in Daffy Duck-Beta 10.6.07 (Started by Jay_High19 October 06, 2007, 08:40:15 am
 Board: Your Releases, older Mugen

The man who brought us the Kool-Aid man and BurgerKing strikes again  :).

:::Downloading::: I'll try him out in a bit and give proper feedback.
    

Re: move help//

 October 06, 2007, 05:32:55 pm View in topic context
 Posted by #Shaun  in move help// (Started by Iori Fue October 06, 2007, 03:03:54 am
 Board: M.U.G.E.N Development Help

Quote
hi can anyone help  me with a special move, like holy order sols destroy move,

ive already got all the animations done. and i knowthat i need more then 1 state so .

first my character (kyo off CVS2) is oing to hit them with all hits from wicked chew. then you need to input a command string like x,x,x,a,a,a,y,y,b,b, HCF+c
(,'s are like then so x,x = x then x)

and with the x's,a's,y's and b's he does a different hit. i tried to do it with Triggerall = (stateno = x) && time > y but that didnt work. does anyone know how to do this. and how many states should i have. one for each hi((t?

I asked a question about preemptive supers somewhere else here. The advice Siu gave me (assuming I wanted to do a deadly rave attack) would to just give your player total control for each state of their attacks. So yeah, I would recommend making separate states for each attack and have the control be ctrl = 1 for each. Then again, I do things the hard way  ::), so.....

Quote
(this is hard cyanide)

He can be stubborn sometimes. It's usually justified though, because most questions are very simple to solve as long as you read the docs and drag through the mud of trial & error.
    

Re: Question about preemptive supers (just read the post, you'll know what I mea

 October 06, 2007, 05:24:37 pm View in topic context
 Posted by #Shaun  in Question about preemptive supers (just read the post, you'll know what I mean) (Started by #Shaun October 06, 2007, 04:59:53 pm
 Board: M.U.G.E.N Development Help

This is how I would do it.

Make a statedef with the superpause and all and within that state, do the normal veladd/posadd stuff that makes your character travel across the screen, and then in the animations, make sure there are CLSN1 (preferably around the whole body, and make sure it is covered by the CLSN2) that can hit the opponent. Make a hitdef in the same statedef that puts your opponent in a dizzy state, or a custom state, or whatever state in which your opponent can't do anything. Then write a changestate with the movehit trigger. Make it change to the next statedef, in which your character will do whatever the hell he/she wants (in this case, you just code an auto-combo like attack which is something I haven't tried but I guess it isn't hard, and make sure you have ctrl=0 at the beginning of the statedef unless you're coding a Deadly Rave) until you want the super to end. That's assuming you know how to code attacks and such and I guess you do.

I don't know, I may be wrong at this, but give it a try.

Yeah, in my beta version of Evil Lucky he had a super with a barrage of about 25 hits. I took it out because I wanted this dash option so he wouldn't be vulnerable for proj hits and whatnot.

Anyways, thanks man. I was pretty sure I had to do something with the movehit trigger. I'll try it out later when I get home.
    

Question about preemptive supers (just read the post, you'll know what I mean)

 October 06, 2007, 04:59:53 pm View in topic context
 Posted by #Shaun  in Question about preemptive supers (just read the post, you'll know what I mean) (Started by #Shaun October 06, 2007, 04:59:53 pm
 Board: M.U.G.E.N Development Help

I want to create a super that enables a barrage of hit/kick attacks like KOF's Ryo, but I want my char to dash out first.

Meaning, when the player enables the super, the char dashes towards the opponent. If connected, the super begins. If he doesn't, then the super cancels out and he goes back to his standing state.

So how about it?
    

Re: a rappin video lookin ass n***** made by me and my friends

 October 06, 2007, 04:56:22 pm View in topic context
 Posted by #Shaun  in a rappin video lookin ass n***** made by me and my friends (Started by Gmasta October 04, 2007, 07:31:25 pm
 Board: Entertainment

This video is too god damn funny :D!!  Better than that BET's Read a Book  --; Downloading from mediaconverter.org right now  8)

I wonder if this topic is gonna start off into a new direction with the nigger/nigga thing.  I'll just sit my black-ass on down and watch...I love reading stupid race debates that go nowhere and destroy itself.
    

Re: What's the Best Snes,N64,And Sega Emulators?

 October 06, 2007, 04:22:22 pm View in topic context
 Posted by #Shaun  in What's the Best Snes,N64,And Sega Emulators? (Started by Animugen September 28, 2007, 07:40:11 pm
 Board: Gaming

What's the Best Snes,N64,And Sega Emulators?

Gold Standard
==========
SNES: ZSNESW or SNES9x (both are great, zsnes has a little more compatibility)
N64: Project 64
Sega: ....for the 16/32: Kega
Sega: ....for the Saturn: Cassini