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Bloodly

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Messages by Bloodly

    

Re: Games that aren't worth finishing

 December 01, 2007, 05:00:41 pm View in topic context
avatar  Posted by Bloodly  in Games that aren't worth finishing (Started by Naraku(Dennis) November 29, 2007, 08:39:53 am
 Board: Gaming

Lord of the Rings: The Third Age.

It's... nice enough, but the last boss is....Well, it makes you think 'WTF', as it comes out of NOWHERE.(Guess who it is.  GUESS.)  He's desperately tough without realising the power of certain items, too, or extreme levelling up.

The ending is also a cop-out.  Understandable, though...
    

Sonic Hurricane Guile, parts 1 to 3.

 December 01, 2007, 04:10:52 pm View in topic context
avatar  Posted by Bloodly  in Sonic Hurricane Guile, parts 1 to 3. (Started by Bloodly December 01, 2007, 04:10:52 pm
 Board: Entertainment

    

Re: Sound effect sites?

 December 01, 2007, 03:57:25 pm View in topic context
avatar  Posted by Bloodly  in Sound effect sites? (Started by Bloodly November 30, 2007, 11:30:22 am
 Board: Development Resources

Thank you.

This'll serve me well.

I wish I'd checked this before....Ah well.
    

Hi res, low res?

 November 30, 2007, 12:22:54 pm View in topic context
avatar  Posted by Bloodly  in Hi res, low res? (Started by Bloodly November 30, 2007, 12:22:54 pm
 Board: M.U.G.E.N Configuration Help

...So there's a character released that is apparently 'Hi-Res only'.

Now, if one were to try and use such a character on 'standard' MUGEN...what would happen?

I don't see what could be so different that characters can't work on either.  Explain?  What are the differences?
    

Re: IDIOT's guide to M.U.G.E.N.

 November 30, 2007, 12:09:00 pm View in topic context
avatar  Posted by Bloodly  in IDIOT's guide to M.U.G.E.N.  (Started by WobbleRabbitX October 18, 2007, 01:39:06 pm
 Board: Introductions and Guides

DON'T be put off by the opinions of others. This is the most important thing.  You're doing this for yourself, at least in part.  If you're happy with it, that's what counts.

....Don't let this blind you to commentary, though.  If it's just random *****ing, then you don't have to listen.  If there is a genuine fixable flaw, do your best, if you can.  If you can't, explain the situation, and pray they don't keep on.
    

Sound effect sites?

 November 30, 2007, 11:30:22 am View in topic context
avatar  Posted by Bloodly  in Sound effect sites? (Started by Bloodly November 30, 2007, 11:30:22 am
 Board: Development Resources

...Do any of you know whether there is a site on the internet, similar to Galbadia Hotel, but working with Sound effects, voice files, and so on?

....We live in hope.
    

Re: Super Mario Bros. 3 - Airship v0.1

 November 24, 2007, 04:05:42 pm View in topic context
avatar  Posted by Bloodly  in Super Mario Bros. 3 - Airship v0.5 (UPDATE 06-12-2007) (Started by GaryCXJk November 24, 2007, 02:54:39 pm
 Board: Your Releases, older Mugen

....Is this an 'infinite' set of airships?  Just a portion of some?

You see, I remember the 'airship stages' distinctly-Auto-scrolling, lots of danger, eventually reaching an end point.

Can you explain how it works?
    

Keeping a move from going through the floor.

 November 24, 2007, 04:02:07 pm View in topic context
avatar  Posted by Bloodly  in Keeping a move from going through the floor. (Started by Bloodly November 24, 2007, 04:02:07 pm
 Board: M.U.G.E.N Development Help

As the title says, really.

I have a special move, where you have a certain amount of control as you move.

Problem is, he's allowed to move down when on the ground....through the 'floor'(though it resets to floor-level when the move ends).

I want to stop this behaviour.  It doesn't look right.
    

Re: how to add special abilities to characters?

 November 23, 2007, 03:59:49 pm View in topic context
avatar  Posted by Bloodly  in how to add special abilities to characters? (Started by VicViper_Mk2 October 30, 2007, 12:09:29 pm
 Board: Development

On Projectiles:

Trigger1: 1
Type: NothitBy
Value: P

Should work.
    

Not being hit....and not able TO hit.

 November 23, 2007, 03:42:47 pm View in topic context
avatar  Posted by Bloodly  in Not being hit....and not able TO hit. (Started by Bloodly November 23, 2007, 03:42:47 pm
 Board: Development

Attempting to pull something off.  Havent IMPLEMENTED anything, as yet, but am thinking about it.

The idea is easy to say, but the implementation....basically, the character is 'jumping into the background'.  He can't be hit back there, nor can HE hit OTHERS.(His friends, on the other hand...but that's another matter to be dealt with another time.)

Step-by-step:

One, change into an animation by pressing a button.(Easy enough.)

Two, Shrink sprites a little(How much depends on how it looks during the animation.(Unknown how to do this.  There seem to be few ways to mess with sprite sizes.)

Three, once the sprites have reached the appropriate scale, switch to an appropriate standard state depending on where he was(Like the standstate or air state), and apply a constant Sprite Priority -1 or something, so it looks like he's in the background.(Easy enough).  Have him be able to move freely.  Should be alright

Four, set it so that he can't be hit(Easy, NotHitBy), but also cannot attack things himself(oh, he can attack...it just won't HIT) whilst he's back there, and apply this to everything about him(His Helpers, Projectiles, etc.  No clue.  Maybe it'd be easier to just let him move, but not attack at all.)

Five, have it drain Super Energy whilst he's back there.(Negative GivePower.)

Six, when Super Energy is gone, or you press the button again, go to the 'jump out' animation, stop draining Super Energy, scale the sprite back up, stopping the 'jump out' animation when it's at normal size, and basically getting everything back to normal.

You can see the idea, you can likely see the holes.  Can they be filled?
    

Re: Define 'Leecher'.

 November 23, 2007, 03:21:55 pm View in topic context
avatar  Posted by Bloodly  in Define 'Leecher'. (Started by Bloodly November 23, 2007, 02:50:42 pm
 Board: M.U.G.E.N Discussion

and doesn't contribute anything at all to the community

What constitutes 'contribution' in MUGEN?
    

Define 'Leecher'.

 November 23, 2007, 02:50:42 pm View in topic context
avatar  Posted by Bloodly  in Define 'Leecher'. (Started by Bloodly November 23, 2007, 02:50:42 pm
 Board: M.U.G.E.N Discussion

I see the term used, but no-one defines what it is.

I seek an explanation.

I mean, simply looking for characters can't be 'leeching', given how Mugen works.

So what is it?

???
    

Re: Fixing enemie's health in survival mode

 November 21, 2007, 02:14:42 pm View in topic context
avatar  Posted by Bloodly  in Fixing enemie's health in survival mode (Started by mr.wow November 20, 2007, 10:40:14 pm
 Board: M.U.G.E.N Configuration Help

In 1 vs 2, the two have their health cut by half automatically.  500 health(For normal characters) gone in a few blows isn't unlikely.
    

Re: AI difficulty

 November 17, 2007, 03:23:04 pm View in topic context
avatar  Posted by Bloodly  in AI difficulty (Started by cataract November 07, 2007, 04:07:58 am
 Board: M.U.G.E.N Discussion

One more note on AI:

I'm surprised at how many AIs are short-circuited by turning off 'AI.Cheat'.

'AI.Cheat' is a misc option at the very bottom of Mugen.CFG.  It's active by default.  What does it do, if active?

Allows the A.I to not need to press buttons to do commands.

Of my small roster, of those with A.I, only a few still retain their full capabilities with it turned off.
    

Re: Bubbles D

 November 16, 2007, 02:22:05 pm View in topic context
avatar  Posted by Bloodly  in Bubbles D (Started by KenshinHimura November 16, 2007, 06:22:45 am
 Board: Projects

What I find more interesting is...the bars.  They remind me more of a walk-along beat-em-up.  Do you perhaps, intend....

...Nah.  Couldn't be...
    

Re: Does Mugen really function as an actual game?

 November 16, 2007, 02:17:07 pm View in topic context
avatar  Posted by Bloodly  in Does Mugen really function as an actual game? (Started by Jazriel November 12, 2007, 11:32:40 pm
 Board: M.U.G.E.N Discussion

It's not really a 'Game', though.  It's the tools to create a game of your own, or characters/stages for use with things created by it.  What's provided are the basics for testing and examples to show what can be done.  The rest's up to you.

Like all those 'RPG Makers/Shoot 'em up creators'.

It was never, EVER, marketed as a game in it's own right.  Because it isn't.

People USE it as a standard fighting game, but it's not.
    

Re: What parts of Mugen do you find useless ??

 November 16, 2007, 02:04:24 pm View in topic context
avatar  Posted by Bloodly  in What parts of Mugen do you find useless ?? (Started by hjk November 15, 2007, 12:56:48 am
 Board: M.U.G.E.N Discussion

You say what's bad about the debug errors, turn it on it's head, what's GOOD about them? They show sloppy code, this rebounds on the creator. He should fix his work.

That's assuming you CAN 'fix your work'.

Lack of sprites(Usually to fill the requirements), lack of knowledge of the problem(The thing's complaining, but it works as you wish it...), lack of knowledge of how to fix a 'problem'.
    

Re: Throwing problems.

 November 16, 2007, 01:51:29 pm View in topic context
avatar  Posted by Bloodly  in Throwing problems. (Started by Bloodly November 11, 2007, 10:15:18 am
 Board: M.U.G.E.N Development Help

It worked out in the end.  Thank you.

...I am seriously learning to hate the VEL commands, though.  Why must they always disobey me?  Case in point: Another problem has come up.  I'm trying to do a lose pose when the match it over.  The initial pose is S.

Code is:

Trigger1=AnimElem=3
Type=VelSet
X=10
Y=-20

He's meant to be flying off, you see.

The animation plays as it should, but he doesn't MOVE.

I can't work out why.
    

Re: oh my gosh give me an answer!!!

 November 16, 2007, 01:47:08 pm View in topic context
avatar  Posted by Bloodly  in oh my gosh give me an answer!!! (Started by k.o.t.w. November 13, 2007, 03:15:01 am
 Board: M.U.G.E.N Development Help

GIMP is also a potential choice, and it's entirely free.  The problem is that the MUGEN tutorial doesn't explain it as it does with the others.

Another thing: Search around for the program 'Fighter Factory'.  This deeply eases some of the things you'll be doing, like adding sprites, adding CSLNs, and whatnot.
    

Re: Character Music

 November 15, 2007, 01:06:19 pm View in topic context
avatar  Posted by Bloodly  in Character Music (Started by Dark Angel November 15, 2007, 12:57:16 pm
 Board: M.U.G.E.N Development Help

Sadly, such ONLY applies to Arcade Mode.

Deeply annoying.  Though it KINDA makes sense.

I assume if you wanted it to always play whenever, you'd have to put code in the character to override the standard music and play your own.  You'd have to include the music in the character's SND files too.

...if that's even POSSIBLE.