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Daimonmau

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Messages by Daimonmau

    

Re: Re: Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 17, 2010, 08:12:11 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

I will keep working on him as normal, then, before releasing the next version, I will take some time to add the localcoord to a copy of the chars, and then post here.
    

Re: Re: Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 17, 2010, 07:46:40 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

Doing so will let the blazblue sprites on the normal quality?
If so I say: Cooll, I will do it for the next version then.
    

Re: Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 17, 2010, 07:40:46 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

As I explained on the inicial post, this is just that I din't finalized the "red eye" effect yet. So just ignore the debug thing.
    

Re: Re: Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 17, 2010, 07:37:13 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

Aahh, ufa, ok then.
Yeah, this is the same version that is posted on the "old releases" section. I posted here too so people would know that he works on the new mugen.
And I know about the AIlevel feature, but I will utilize this later on this char (right now he is always on the hardest).
But I still don't know how to use this new localcoord  thing. Where can I get some faq about it (in case is to long to be explained here), so I can add it later for the next version.
    

Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 17, 2010, 04:32:20 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

Ohh Yeahh, hahaha

I was thinking in doing more stuffs before releasing a beta version, but if I take to long then it will not be a beta version anymore, haha. And since it is cool to play with them right now (I guess), I decided to release a beta today.

It's Ragna and Hakumen, my new 2 chars (for some not ocult reason named "Ragna Mau" and "Daimon Haku", hahaha).

I took the material and made my version, so, of course, it don't play like in the original game. But I would like some ideas of what I would have to change/add/remove to improve them (in special from people that like and has experience on the blazblue game (I have the game here but I din't played to much, I din't liked, haha)
Also, let me know of infinity combos (he probably has somes), so I can fix later (but remember that some air combos may appear to be a infinity, but I left the option for the enemy to recover on the mid air)

Now to some details:

- Blazblue is a game with lots of effects, and some of they are polygonal stuff. together with the fact that, by what I know so far, not all the effect sprites were sucesfully ripped (or maybe I am wrong and I din't notice how to use them to make some effects). So I made some hit effects and some other stuff using what I had, but I used only blazblue sprites. also, I din't make yet any guard spark.
- This is a beta, so almost no hypers yet (only 3, and they don't serve to attack the enemy exactly), and only one fatal. no sounds yet for the win poses and taunt. hakumen don't have yet his counter move (but the basic counter move, weak punch+weak kick, is there). some moves from haku don't have the "redeye" yet, so that's why the redeye will just float on the air during some moves (together with a inofensive error message on the upper left of the screen (if you left the debug on).
- He has a agressive AI, beware, haha. and I din't analized his AI yet, I just left it working.
- I don't have blood sprites, so the blood on the fatal is just a bad red sprite thing, hahaha (but looks passable).
- Since I made them as one char, and I only separated Hakumen yesterday for this release, there may be some unknow issue with Daimon Haku when he is being throw or getting hit by some special move (I din't tested enough yet)
- And maybe I am forgeting something, but them I tell later.

Some screenshots:






And the links:

http://mugenguild.com/forumx/index.php?topic=119187.0
    

Re: Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2)

 July 02, 2010, 05:26:38 am View in topic context
 Posted by Daimonmau  in Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2) (Started by Daimonmau November 24, 2009, 01:39:52 pm
 Board: Your Releases, older Mugen

I am curious to see this new sprites, since I have to see then to began to imagine the things I could do with it.
And I was going to decide later, but ok, I will start to make him when the sprites become available.
Hum... maybe I could name him "Bebum Ryo Khan" (putting some small story (or intro) where he has killed shao khan and become the new ruler... yeah, maybe something like that, haha)(and maybe sometimes shao khan ghost possess ryo (giving him his voice) )(and I could put some new voices of shao khan from some of this new mortal kombat games).
And, and... later, later, hahaha. (I have to finish this 2 chars here, and since I was being lazy, it will take some 2 wekks more to release, I think(dam))

Haa, and I forgot to say: I talk to much, haha.
    

Re: Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2)

 July 01, 2010, 05:36:13 am View in topic context
 Posted by Daimonmau  in Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2) (Started by Daimonmau November 24, 2009, 01:39:52 pm
 Board: Your Releases, older Mugen

Hahaha, well, if you come to the conclusion later that some other edited sol is better than mine, you will have to tell me why (so I see if I do something about it).

"Keep ON releasing Guilty Gear Chars"
Bah men, I don't intend to make other guilty gear char, I am kind of close to release the 2 blazblue chars I am doing right now. And if I will do other char in the future will probably be some from that new KOF (Maybe a Bebum remake with that new ryo, haha)
    

Re: Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2)

 June 09, 2010, 05:34:47 am View in topic context
 Posted by Daimonmau  in Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2) (Started by Daimonmau November 24, 2009, 01:39:52 pm
 Board: Your Releases, older Mugen

when you press strong punch+strong kick, sol does one attack that, on the beguining of the animation (some bright shadows appears behind him) he is invencible (also can be done on the air). and also on his "stop running" animation (when you release the direcional while he is running). and on his flying kick move (weak kick+strong kick), on the beguining of the animation. hum... and also on just the beguining of his shoryukens and his hypers, hahaha.
    

Re: Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2)

 June 08, 2010, 11:17:44 pm View in topic context
 Posted by Daimonmau  in Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2) (Started by Daimonmau November 24, 2009, 01:39:52 pm
 Board: Your Releases, older Mugen

Well, I think I have to say something... "cooll that you liked", haha

and the normal sol and order are diferent chars on the original guilty gear games (order sol is a secret one I think, I din't played them)

And dark order is meant to be a kind of boss, so he is strong (I hope I din't exagerated to much)(maybe with his dodge ability)
    

Re: Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2)

 June 04, 2010, 04:52:10 pm View in topic context
 Posted by Daimonmau  in Sol Engrenado and Dark Order Sol - Version 2.0 (Update 2) (Started by Daimonmau November 24, 2009, 01:39:52 pm
 Board: Your Releases, older Mugen

"Daimonmou"? haha
Well, here is the thing: when the enemy is killed, he needs to be sent to his own state (so mugen recognizes that the char is dead and can finish the round). the problem with this is that mugen forces the enemy to go to the dead animation  (the char is lay down on the floor), but for this fatalities I need the enemy to be dead on the animation that I left him. So I need to let the enemy on my custon state, without leting he going back to his own state.
Without finding some alternative I had to let it this way (I know, that waiting time is boring...)

About the minisun: when you create a char, you can make that some things activate on your char when he is on a state of a certain number. But it can happen that other creator left the number of the throw state, that your char is send when he is grabed by his char, the same number of some state of your char (that activates something)(maybe this is the case here)

Yeah, I left to the last update the "gear form" hyper move (I want to do something really cool for this one), buuuttt... I am doing other project right now (same thing as sol, but this time is a ragna that found some cursed armor (the same that hakumen uses), hahaha. (so you can guess, is a ragna that transform in a crazy hakumen)
Its not far away of I release a beta, I will sent to you a private message when he is released.
And at same time I began to do a castlevania+rpg+fallout-like game on multimedia fusion so... It will take some time before I do the final update for sol
But maybe I can do it early, so, of course, send me a pm with your ideas and I will say to you what I think
    

Re: Dark Energy FX Sprites would be greatly appreciated

 May 29, 2010, 05:21:56 am View in topic context
 Posted by Daimonmau  in Dark Energy FX Sprites would be greatly appreciated (Started by Fumo May 28, 2010, 05:25:38 pm
 Board: Development Resources

Search around any of your chars, once you found what you want, put on your char (if it's not on the color you want, instead of a explod make the effec a helper and put a palfx effect on the sprite (so a blue hadouken sprite would look like a red hadouken sprite on the game)
or before add to your char, open the sprite on the mspaint and change some colors (or in the palete of the sprite)
at same time you can put the sprite as a "explod", but with "S" as the transparency (negative effect), so the color will be changed and, for example, one blue sprite could became the color you want)
    

Re: Blaze Blue Character Sounds

 May 07, 2010, 05:15:23 am View in topic context
 Posted by Daimonmau  in Blaze Blue Character Sounds (Started by ExShadow May 05, 2010, 12:49:30 pm
 Board: Development Resources

    

Re: Requesting common effects sprites of blazblue

 April 14, 2010, 05:31:48 am View in topic context
 Posted by Daimonmau  in Requesting common effects sprites of blazblue (Started by Daimonmau February 10, 2010, 03:53:53 am
 Board: Development Resources

Could it be that some of the common effects are poligonal stuff? and if that is the case the texture and "print screen" would solve the problem, no?

Well, I am just guessing around... (since that "black leafes" that arise after some of the attacks from Ragna seens to be polygonal)

And Karasuman: if you can see them, can't you take some screenshots and turn into sprites later?
    

Re: Requesting common effects sprites of blazblue

 February 12, 2010, 03:18:18 am View in topic context
 Posted by Daimonmau  in Requesting common effects sprites of blazblue (Started by Daimonmau February 10, 2010, 03:53:53 am
 Board: Development Resources

hum... well, at least is not the most important thing at the moment, I will let the char without hitspark/blood/special activation effects for now, há
    

Requesting common effects sprites of blazblue

 February 10, 2010, 03:53:53 am View in topic context
 Posted by Daimonmau  in Requesting common effects sprites of blazblue (Started by Daimonmau February 10, 2010, 03:53:53 am
 Board: Development Resources

I posted a request on the freezeman post, and send him 2 pms but no result until now. And I couldn't find it.

So I am requesting here the sprites of hit sparks/blood/hyper activations/common effects/special bars of blazblue. I allready have the chars and the sounds, what is left is the comon/shared effects of the game.
    

Re: Freezeman's BlazBlue sprites

 February 06, 2010, 04:55:12 pm View in topic context
 Posted by Daimonmau  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.
    

Re: Ripping SF2 HD Turbo/BlazBlue sprites

 February 06, 2010, 04:50:23 pm View in topic context
 Posted by Daimonmau  in Ripping SF2 HD Turbo/BlazBlue sprites (Started by Ashurex June 16, 2009, 06:32:36 am
 Board: Development

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.

Edit: ????? what the... ??
Lots of posts where erased or something like that??

Edit 2: aahh, the topic was almost completely moved, I get it.
    

Freezeman's BlazBlue sprites

 February 04, 2010, 01:56:06 pm View in topic context
 Posted by Daimonmau  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

Thanks Cybaster, I searched here and found out the sounds.

I will make him for the old mugen, on scale 3.2 or 3.3, but when I release him I will also release one updated version for the mugen 1.0. using this "localcoord" stuff (and that AI level stuff of this new mugen, with seens cool)

The last thing I need are the sprites for the hits/guard/bloods/hyper activations/dusts/etc.
Someone allready has it?
    

Freezeman's BlazBlue sprites

 February 03, 2010, 02:27:38 pm View in topic context
 Posted by Daimonmau  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

What scale are people using for the chars? no matter wich scale I put the sprites always loose details. (din't tested on the new mugen yet)

And could someone giveme some direction about where I could get the sounds and the hitsparks?
    

Freezeman's BlazBlue sprites

 February 03, 2010, 04:01:50 am View in topic context
 Posted by Daimonmau  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

"Why do people make characters without knowing who the characters are"
"Because they like the way they look I guess"

yeah, kind of that. Nowadays the stories from japan games and animes are so full of emo heros, gays, travestis, "heroes who care for the feelings/past of enemies who just killed loooots of inocent people", pedofilia, and whatever more crap, etc. that I not in the mood to go read this blazblue story right now, I just want some hirez char that looks cool to make.

And there is 2 on this one, ragna and this hakumen. and lucky to me they have a hair that is lookalike and hakumen is wearing a full armor. So I can make that ragna can became furious and transform in hakumen, hahahaha (will look coooll)

And Cyanide: you are talking about your plans to your char, so I presume you allready have the hitsparks? and the sounds? so where could I find the sounds? (in case you have allready)