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Re: Eternal Daughter Main Menu

 June 01, 2009, 08:09:24 am View in topic context
avatar  Posted by gia  in Eternal Daughter Main Menu  (Started by gia September 10, 2007, 10:47:21 am
 Board: Projects

If for any reason whatsoever someone still has this stage send it to me please? I lost my harddrive back then and there it went my stuff, rapidshare links are dead.
    

Re: Buster Bunny (Buster Busts Loose)

 November 01, 2007, 03:13:38 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

Would you consider this a full release? Or still a work in progress?

Because there seems to be an awful lot still going on for a finished character.

Just a question outta curiousity before I download.
It isn't the average ryu/ken/akuma char if that's what you mean, it's already playing like the original game so it's finished as a char to me, I only delayed to add other stuff (intro storyboard) and try to code ai but it sucks so didn't include that.

Stand in the air? would like to know how if somebody figures it so I can find that in the code. ok to the rest ty.
    

Re: Buster Bunny (Buster Busts Loose)

 October 31, 2007, 02:15:49 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

Added the trash container lose anim, it was boring but it's done... Fixed a jump bug and removed up for jumping and replaced with a/b/c for attack, jump and dash. Moved to releases because I don't think I'll get to add ai anytime soon and it would suck anyway.
    

Re: still trying to find a decent Photoshop CS character creation tutorial......

 October 24, 2007, 02:26:19 am View in topic context
avatar  Posted by gia  in still trying to find a decent Photoshop CS character creation tutorial....... (Started by #Shaun October 19, 2007, 06:37:42 pm
 Board: M.U.G.E.N Development Help

Told you to make a sprite sheet first, in case some of your sprites have different colors, or the one you use to create the palette is missing a color. In any case when you are sure you got an image that has all the colors you need paint the background with one of those colors so you don't spend a "color slot", set the "exact" thing and later open the palette and set the transparency color to pink. If you set the second color to a color that your sprite doesn't use you'll "waste" that color slot. Or just do it since its working for you :P
    

Re: Kid Radd characters by JTE

 October 09, 2007, 07:14:49 pm View in topic context
avatar  Posted by gia  in Kid Radd characters by JTE (Started by Loona October 09, 2007, 03:32:29 am
 Board: Found Releases

cool!, I was thinking on doing him too :D
    

Re: Buster Bunny (Buster Busts Loose)

 October 08, 2007, 11:40:57 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

yaawwwwwwwwwn finally finished the storyboard intro. Lotttssss of work getting it done. Specially since I may only use 9 sprites at a time.

I included an mp3 and spc bgm, because in_snes crashes my mugen, may be that it's the current version and I couldn't find any "previous releases" link.
    

Re: sprites, advice encouraged :)

 October 04, 2007, 10:12:25 am View in topic context
avatar  Posted by gia  in sprites, advice encouraged :) (Started by gia August 31, 2007, 09:52:16 am
 Board: Graphics

Picked a pkmn gold Butterfree sprite and recolored it, looked cool so then doubled size and retraced




    

Re: Resident Evil 3.5

 October 04, 2007, 06:18:41 am View in topic context
avatar  Posted by gia  in Resident Evil 3.5 (Started by Archaic September 18, 2007, 04:39:59 am
 Board: Gaming

woa, that camera would have been so awesome, it's fixed yet it moves looks like a movie, a little work on the transition to aim mode and done. I "died" when that ghost zombie teleported next to you xD
    

Re: God Akuma

 October 02, 2007, 06:23:19 pm View in topic context
avatar  Posted by gia  in God Akuma (Started by -_Shadow_- August 30, 2007, 08:51:21 am
 Board: Projects

to me it looks more suited for an intro
    

Re: Buster Bunny (Buster Busts Loose)

 October 01, 2007, 11:17:09 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

Added intros with voices from the Tiny Toons show and made sprites that fit the intro mood. Spent the whole day separating the colors and rebuilding all the sprites (yawn) to make a couple palettes. And finished the play mechanics, only thing missing is an storyboard I think.

Also played a bit against other characters, I can't record well, but still, uploaded the best video I got quality wise (and it's all crappy), too bad the video for some really cool matches came up completely horrible. (first post)

Right now I am happy with 35 defense, but if its too low (or too high?) for you then just modify it :S... I feel the damage is ok (given the defense at least) although maybe I could use variable guard damage because right now it's a bit like low.

I'd move to releases but I'll try to understand how AI coding works first.
    

Re: Finding Audio for Madam Foster

 September 30, 2007, 07:07:39 pm View in topic context
avatar  Posted by gia  in Finding Audio for Madam Foster (Started by Princess Chubba Wubba September 16, 2007, 04:56:31 pm
 Board: Development Resources

Why dont you record from the computer mixer instead of using a mic? Change the recording setting on the Volume Control thing from windows.
    

Re: Buster Bunny (Buster Busts Loose)

 September 29, 2007, 08:01:17 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

Added a post intro, pre fight state so that you cant move despite your intro finishing until the fight starts, used the mugen docs to renumber the states, sprite groups, animations and order the code, it also asked for some sprite groups so I added them to the ssf and created actions with the same number.

Removed -1 states, I do the checks within the normal states, specifically because when the commands were in -1 the character auto turned to face the enemy despite I had autoturn off. Well at least it is more "pure" state machine than before.

Changed speeds to something more like the original game, backflips are floatier and added dust clouds appearing when you slide/brake and wall dashing mechanics, with the original's quirks :), plus if the wall (screen) moves you dash fall, if you manage to catch the wall you resume wall dashing although its hard to catch it unless it doesn't move that much.
    

Re: Buster Bunny (Buster Busts Loose)

 September 26, 2007, 08:09:56 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen

I'd go Dizzy or Elmira :P GetHit now works (but can get grabbed :/), cleaned the portrait so it only uses 32 colors, added intro taunt win timeover and "death" anims, the taunt is the anim used when pushing a wall. If someone knows and can rip voices from the show that would be nice, because the intro and timeover anims have a moving mouth, otherwise I'll make a text box or something.

Now what I have left is run up walls and jump/cancel dash from them, "float" when doing the backflip, bounce back if the backflip hits, the second death animation (trash container), spawn dust clouds on some anims and those storyboard/continue thingies.
    

Re: new problem, this time my char doesnt get damaged

 September 25, 2007, 02:21:05 am View in topic context
avatar  Posted by gia  in new problem, this time my char doesnt get damaged (Started by gia September 24, 2007, 07:27:48 am
 Board: M.U.G.E.N Development Help

I'll take it I have to finish my tick on movetype H the same tick I get hit. Ok, but the tut says to have the state with movetype I to fix something about throws, im confused. Is there any tutorial or something on gethit states. I mean common cns didnt have an "entry point" like it has for walk(20) or jump(40).

From my code I get that when I'm hit mugen set me on movetype H, I detect that on State -2 and jump to 198 which sets to type I, the next tick I set to type H but the damage was lost because I had to be in type H that tick not the next, right? So how would I both get hit and disable throws?

Btw what do you use to spawn little animated particles that play an anim and die, just helpers?
    

Re: NES Character Creation Question (yes, yet another question...sorry!)

 September 24, 2007, 11:40:49 pm View in topic context
avatar  Posted by gia  in NES Character Creation Question (yes, yet another question...sorry!) (Started by #Shaun September 24, 2007, 05:46:20 pm
 Board: M.U.G.E.N Development Help

I got cs2. This is my way, do it whatever you want...

Do your work whatever way you want. I use a single photoshop file with all the sprites each on separate layers, and grouped in layer folders per anim.

1. Compile a sprite sheet, like those you download, a single image with all the sprites on it, the sheet doesn't HAVE to have all sprites, just have all the ones you think have different colors. Pick any of your sprites colors and paint the background with that color.

2. Change the image mode. Look for the option Image->Mode->Indexed (in case the names are different, theres Grayscale, CMYK, RGB, etc options there). This mode allows only 256 colors, like gif images.

It will ask you how it should choose those 256 colors, use "Exact" and uncheck "transparent". There will a number below, thats the number of colors it found by using your settings, if there's more than 256 colors if will automatically change "Exact" to another setting that gets 256 colors like "Adaptative". You want 255 at most because you are going to add green/pink/whatever later for transparency. And you want it to be Exact because the other options modify your colors.

3. After you set the image mode go to Image->Mode-> again but this time look for "Color Table". It will open the palette it currently is using. Change the 256th color (bottom right) to green. All the colors that "weren't set" turn black.

Choose Save palette on that screen and save your palette.



Now go back to your separate sprites and start saving them in separate files, you can save each as pcx, or save them as psd and later run a batch that automatically applies the palettes and saves as pcx.

First: Theres two color boxes on your tool bar, the front color and the background color, change the background color to green (or pink or whatever you set the 256th color to be). Now every file your create will have that color as background.


1.Manually save as pcx.
Create file, paste single sprite.

a.Change image mode to RGB if it isn't RGB.
b.Then go back again and change to "Indexed".
b.Now instead of "Exact" use "Personalize/Custom", and load your palette file.
b.Then use "Save As" and save as a PCX file.


After the first time you don't have to load your palette again and again because the conversion setting will change to "Previous" which means use the previous custom palette you just used. So just enter the menu and press enter. And you don't have to select PCX again because it will remember you just saved as PCX, you just use save as type the name and save.


2. Batch
Save all your sprites (in different files) on the folder/s they are going to be.
Open one of them, Look for the window "Actions". Theres a big record button at the bottom of that window, push it to start recording a batch action. Now everything you do will be recorded, do what you did in 1. ^^^ and push the Stop recording button. You can check the detail of the actions you recorded just open the tree menu, give it a name you can remember easily.

Now in the Files menu (the first menu where you have "Open Save Save As"), look for the option that lets you execute batches, dont recall the name, it asks for the Action to execute, the folder to use (it will load all images on the folder and execute the action you recorded and selected on them), if it should also include images in subfolders etc, configure the stuff there, just make sure it doesn't save them to the same filename. Depending on what you record and the configuration: In the best case it will automatically save as pcx with different names, worst case all the different sprites will be saved under the same filename so it wont work (they overwrite each other), in an bleh case it will open the save dialog for each file, so you can type the correct name and make sure its saving as pcx but you'll have to do that for each file.


After that I compile the ssf with a .bat file and load the char in FF and it loads the ssf fine. If FF could do this for me I didn't know.
    

new problem, this time my char doesnt get damaged

 September 24, 2007, 07:27:48 am View in topic context
avatar  Posted by gia  in new problem, this time my char doesnt get damaged (Started by gia September 24, 2007, 07:27:48 am
 Board: M.U.G.E.N Development Help

Hello!, yes it has those blue collisions, it gets hit, flies through the air and bumps heavily on the ground, but is left without a scratch :S, most moves don't do damage.

I lowered the defense to 10, I once got thrown, that did a lot a damage, but the normal hits dont do any. I followed this tutorial
 http://www.angelfire.com/ct3/tenjirou/tut/tutorial.txt

And I bet it has something to do with my overriding of the get hit states, the weird thing is that i can't find anything related to getting damage on common.cns, so if you can take a deep look at this and explain whats going on that would be GREATLY appreciated.

Basically I want to get hit, play my special get hit animation, and stay invincible the whole time, then when it's finished stay invincible and flickering for 110 more frames, I don't want to override the damage received, maybe in the future, but right now I want to play normal.

code I suspect will be useful, in order:
[mcode];---------------------------------------------------------------------------
;No blocking
;http://www.angelfire.com/ct3/tenjirou/tut/tutorial.txt
[State -2, 1]
type = AssertSpecial
trigger1 = 1
flag = NoCrouchGuard
flag2 = NoStandGuard
flag3 = NoAirGuard[/mcode]


Helper 30 keep me invincible 110 frames, I added the second state just in case, but no change to the bug
[mcode];Invincibility After getting hit
[State -2]
type = NotHitBy
trigger1 = NumHelper(30)
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
[State -2]
type = HitBy
trigger1 = !NumHelper(30)
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
;-----
; For the blinking effect that's in a lot of platform characters when they're hit, try this:
[State -2]
type = AssertSpecial
triggerall = GameTime%2
trigger1 = NumHelper(30)
flag  = Invisible[/mcode]


Btw, did I say I got grabbed? That means this didn't work
[mcode];---------------------------------------------------------------------------
;no being grabbed
;only hit or dead

;this didnt work :(
;[State -2]
;type = lifeadd
;trigger1 = MoveType = H && RoundState = 2
;trigger1 = stateno != 198 && stateno != 199
;value = -Ceil(gethitvar(damage))
[State -2]
type = SelfState
trigger1 = MoveType = H && RoundState = 2
trigger1 = stateno != 198 && stateno != 199
value = 198
[State -2]
type = ChangeState
trigger1 = MoveType = H && RoundState = 2
trigger1 = stateno != 198 && stateno != 199
value = 198[/mcode]

[mcode][Data]
;Amount of life to start with
;‘Ì—
    

Buster Bunny (Buster Busts Loose)

 September 24, 2007, 07:10:00 am View in topic context
avatar  Posted by gia  in Buster Bunny (Buster Busts Loose) (Started by gia September 24, 2007, 07:10:00 am
 Board: Your Releases, older Mugen




Video:
http://www.youtube.com/watch?v=UaXtqi4P9oQ

I wanted to make this char like it plays on its Super Nintendo game. I've had a thousand (and counting) problems but I've succeeded at making it work like I wanted so far. However I'm not experienced at coding characters and given the gameplay mechanics I'm recreating maybe he's cheap. Basically, Buster's gameplay is that he is invincible while attacking or charging his dash which he can do indefinitely. On the minus side he has 35 defense.

The mechanics are quite a lot, if you have played the game you will notice he plays about the same.

I used KFM as a base, although most of him is gone, the sprite sheet is the one from the spriters resource, and also used this tutorial on side scroller characters: http://www.angelfire.com/ct3/tenjirou/tut/tutorial.txt


Dload v6: http://rapidshare.com/files/66390816/buster-bunny.rar.html
+Trashcan lose anim
+Jump changes


_
    

Re: Sound ripping questions

 September 24, 2007, 02:31:47 am View in topic context
avatar  Posted by gia  in Sound ripping help (Started by RAVENOUS31492 September 24, 2007, 12:46:28 am
 Board: M.U.G.E.N Development Help

dunno, but I just ripped by using entering the Audio options (Windows configuration) and set Recording to "Mixer". Then with "Sound Recorder" program that windows also has record any sound your computer makes, so if you play on your pc whatever sound you want to record it will do so, just close your instant messengner and stuff. Before recording set the options of the program so it records at a good bitrate - mono/stereo.
    

Re: coding help, problem with variables

 September 22, 2007, 10:27:25 am View in topic context
avatar  Posted by gia  in coding help, problem with variables (Started by gia September 20, 2007, 06:46:54 pm
 Board: M.U.G.E.N Development Help

Nope didn't work, the stctrl is PosSet so every two frames it works but the frames in the middle ScreenPos is the constant (47), you negate it and add it = 0 so it ends appearing on the floor level. However you are right I missed I didn't need to call the parent as the helper position is enough: Pos Y - SPos Y + 47, however it lags the same, a pity there's no ScreenPosSet... I'll live with it
    

Re: coding help, problem with variables

 September 21, 2007, 10:00:29 am View in topic context
avatar  Posted by gia  in coding help, problem with variables (Started by gia September 20, 2007, 06:46:54 pm
 Board: M.U.G.E.N Development Help

While breaking my head to figure how to draw the dash bar properly (it didnt spawn in the correct position, then it didnt animate with the value of the variable, then it didnt follow the camera, then etc)... I found the documentation I wanted on the mugen official docs :/, it's just my mugen didn't have that folder, and the online docs I found before were just the "create your character" part of the docs which I thought was all of it, ironically google sent me to the copy of the docs hosted here :) Add some luck (the "parent," syntax which I haven't seen on the docs and somehow noticed while googling some pages in chinese) and all problems solved.

About the three vars, I'm trying to imitate the basic gameplay of the char, I wanted to be able to start "recovering" at the same time you were using your "dash time". If you cancel your dash you still have 16 frames to start it again without losing any dash point, but if you don't you would recover a point 16 frames after you canceled. Now I think about it it can be worked with a single var and using the % operand almost everywhere, however I might need the vars separated if only for sanity so I'll optimize later.

My current problem is this one:
The bar (has letters on the image) spawns facing correctly wether you are p1 or p2 by using TeamSide, it spawns at the correct x,y place too, regardless of where the floor is located on the stage. And it moves with the camera. My problem is that it lags behind the camera both x and y movement, if it is possible to fix that cool, otherwise I'll live with it.

[mcode]
[State 970, setpos]
type = PosSet
trigger1 = 1
x = ifelse( TeamSide = 1, -130.0, 18.0 )
y = parent,Pos Y - parent,ScreenPos Y + 47[/mcode]
As you can see there, y might be hard to understand (yes it works), but x uses constants so it "shouldn't" lag on the x axis, however it does. I suppose the camera moves before the stage's axes do and that would most likely mean I'm out of luck unless there's a way to get the camera position.


The first one is the base position if you quickly switch the images you can see the bar lags on both x and y when jumping/moving