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Re: MUGEN Fighting Evolution

 December 23, 2007, 03:48:01 pm View in topic context
avatar  Posted by Stormrider  in MUGEN Fighting Evolution (Started by Stormrider December 23, 2007, 01:01:51 pm
 Board: M.U.G.E.N Discussion

As I said, I will not distribute it. It's just for my personal use. As far as I know, one cannot even distribute a complete mugen unless he has permission of the authors of the chars and stanges that are included with the game. So, no link. Moreover, it's 1,83 gb. If you want any of the files of the intro, I can pass them to you, since I made it. And yes, I agree, it's no a release, but where could I show it in this forum if not here?
    

MUGEN Fighting Evolution

 December 23, 2007, 01:01:51 pm View in topic context
avatar  Posted by Stormrider  in MUGEN Fighting Evolution (Started by Stormrider December 23, 2007, 01:01:51 pm
 Board: M.U.G.E.N Discussion

First of all, sorry for my English, but I'm not a native speaker. This is the presentation of my mugen. If you find this text too long and boring, skip it and take a look at the screenshots and video at the bottom.

I began modifying the SNK vs Capcom Ultimate Mugen, just fixing some issues and selecting the content I wanted, but I ended up getting elements from several mugens and creating my own material so as to have a very nice looking game. I wanted a game which feels consistent in terms of quality, look and content: a modern fighting game ala SNK. So, no Marvel heroes, Mario, Popeye, Kirby, Dragon Ball... Of course, it had to be low res, because I will mainly use it with my ArcadeVGA at 321x240 non-interlaced.

You may think this has no merit because I used what others created, but I don't really care about originality. The result is the only important thing for me. It would be a waste of time and effort not to use what others made if their creations are good. I don't have the talent, knowledge nor the time to create a mugen from scratch, and I didn't like any of the mugens I downloaded in every aspect, so the idea was to get the best from each of them, and use this for my game. I really appreciate and thank the authors of these great mugens. And don't worry because this game is for personal use and I wont distribute it.

I got most of the characters and some stages from Ultimate Mugen. I removed many stages (some too old and some modern which really look bad) and chars (no stretched chars and no chars without right proportions such as those from cps2 cps3, etc). Then I added many more stages (only nice looking stages and with several scrolls when needed) and some chars from other games. After many weeks searching, downloading and testing, now I have more than 300 stages and around 200 chars (although there are several of them which are different versions of the same from several SNK games). I had to fix some issues. I removed, for instance, all the announcer sounds from the Capcom vs SNK chars. I corrected the shadows and reflections of some stages and edited the delta of some backgrounds. I also edited the portraits, which are all corrected in levels, saturation, etc and right size and position. The palettes of some chars were deleted because I didn't like them. I also removed all references to chars endings and intros. What I have not done yet is to remove the special wining screens of featured by some of them. I'd also like to find out the way to adjust the difficulty of some chars because they are too aggressive or impossible to beat.

At first I decided to include the original musics from the stages, but since this was an impossible task, I decided to use a selection of instrumental metal tracks (I need to add more) from several videogames such as Painkiller, Prince of Persia Warrior Within, Mechwarrior 2, etc. It's not melodic stuff but rather guitar riffs etc to add rhythm and ambience to the fights. They're assigned randomly to the stages. I used the mp3 format for these. I had to increase the length of many tracks to at least 3 minutes, so that there are no interruptions during the fights.

The lifebars from Ultimate Mugen are also fixed and edited (in the video the animated noise effect cannot be noticed well). I already like them as they were: simple and effective, without elements on the bottom which would interfere with chars bars. I added some gradients of colors and simplified the shape of the middle box. The position and size are also adjusted so that the little portraits fit perfectly. I also changed some fonts (replaced and edited) and used the Fight and KO animations from the Real Bout mugen. The gameover screen (from SVCChaos) is also edited with a blue tone and I added a slash sound effect from the left to the right speaker. I also included first attack and danger from Broken mugen but with custom graphics and sounds.

The logo screens (a parody of arcade disclaimers and a feigned test and loading screen) are made from scratch, as well as the intro, which features an animated Terry (I mounted every frame, added the shadow, the background, the sound...). The logos of the intro are also made in Photoshop from vectorial graphics found on the Internet. I'd really like to add an intro such as the SVCChaos, but I need time to rip it from the original game.

As I've said, as regards the screenpack itself I used material from many other mugens which I liked, specially World Warrior for the select and vs screen and Capcom Fighting Evo for the title, but there are many modifications there. As you can see, the title is almost cloned from Capcom Fighting Evo, but I used 'MUGEN' because my game is not limited to Capcom stuff. I also added the reflection and flash effect to it and included translucent arrows for the up-down menu. Most of the sounds and musics are from Ultimate Mugen (but converted to ogg), and the title music is from a Dragon Ball Mugen. For the options screen I used the beautiful comic strip seen in other mugens and a scrolling banner which hides the options text above. There's a transition from the title to the select screen which shows the 'select your fighter' animation from Ultimate Mugen. The framerate of the video doesn't show exactly all the frames. There's also a vertical flashing effect from World Warrior mugen.

The arrangement of the cells in the select screen is mainly from Ultimate Mugen, but they're arranged randomly, although I've grouped in the center the chars I use often. The rest is from World Warrior. This screen has a lots of fixes and modifications. I use a scheme of two colors. The title is removed to save space but the stage name fits perfectly on the bottom. It took me some time to set every element. Some portraits had wrong position so I had to fix them. I wanted to find space to include the big portraits without scaling them down and the cells with a minimum size that allow me to identify the chars, and everything with a symmetrical setup.

The vs screen, from Word Warrior, also has some changes such as the added lightning, the effect of the background, the two color scheme, the fade-out... Again, the sound is kept from Ultimate Mugen.

I also edited the .exe file with Resource Hacker so as to replace the original icon with a cool pocket Ryu icon.

For the edition of my mugen I used Ultraedit, Fighter Factory, CharCad, Photoshop, Font Editor, Mugen Character Maker, Stage Viewer and Adobe Audition.

Link to the video in yourtube:

http://www.youtube.com/watch?v=nzzORgviGxo

A selection of pictures (save or drag to a new window for full view):


    

Re: Screenpack?

 December 18, 2007, 02:39:45 pm View in topic context
avatar  Posted by Stormrider  in Screenpack? (Started by Nzxer December 16, 2007, 08:48:40 pm
 Board: M.U.G.E.N Configuration Help

Interesting lifebars. Can you tell me the name of the screenpack or a url? I'd like to test it. Thanx.
    

Re: mugen with ArcadeVGA + arcade monitor / scart tv

 December 18, 2007, 08:56:11 am View in topic context
avatar  Posted by Stormrider  in mugen with ArcadeVGA + arcade monitor / scart tv (Started by Stormrider December 17, 2007, 11:10:44 am
 Board: M.U.G.E.N Discussion

    

Re: how big is ur whole mugen folder?

 December 17, 2007, 05:53:56 pm View in topic context
avatar  Posted by Stormrider  in how big is ur whole mugen folder? (Started by woowoo December 17, 2007, 04:06:24 pm
 Board: M.U.G.E.N Discussion

1,83 gb, including more than 300 stages, 200 chars and 41 mp3s of music.
    

Re: mugen with ArcadeVGA + arcade monitor / scart tv

 December 17, 2007, 04:01:15 pm View in topic context
avatar  Posted by Stormrider  in mugen with ArcadeVGA + arcade monitor / scart tv (Started by Stormrider December 17, 2007, 11:10:44 am
 Board: M.U.G.E.N Discussion

It's not intended to be a beautiful or authentic arcade cab, but a gaming desktop for arcade games. The tv-set stands on a inclined table. I can rotate it manually (it's heavy, but not difficult when you know how), when I want to play vertical games such as 19XX, Strikers, Varth, Gunbird, etc. I also put the tv in front of the table (not inclined) when I wish to watch movies from a confortable armchair. The black marquee you see is just a piece of removable PVC I use for hiding the tvset from my view when I'm playing.
    

mugen with ArcadeVGA + arcade monitor / scart tv

 December 17, 2007, 11:10:44 am View in topic context
avatar  Posted by Stormrider  in mugen with ArcadeVGA + arcade monitor / scart tv (Started by Stormrider December 17, 2007, 11:10:44 am
 Board: M.U.G.E.N Discussion

Anyone here using mugen in a cabinet, arcade monitor or scart tv with an ArcadeVGA or simmilar card, displaying at 321x240 15khz non-interlaced? I could take some snapshots or record a video of my setup, but believe me, nothing can compare to this. You can mimic arcade display with MAME rgb effects and with mugen scanlines (there's no way to use gb effects in mugen, is it?), but it's miles away from the quality of real low res in the adequate display device. Moreover, a 29" screen makes a big difference. I encourage you to try, even if you can only use a svideo out. The quality and the stability of the picture are much wose, but it's not as bad as the worst device of all: a pc monitor. Real scanlines, colors blending gracefully... it's exactly the picture you get in old arcade cabs. My setup uses an ArcadeVGA with a direct homemande VGA-SCART connector and a big CRT TV-set. I have this computer just for MAME, and now for mugen too. The control panels are also homemade.

    

Remove chars win screens

 December 14, 2007, 12:02:36 pm View in topic context
avatar  Posted by Stormrider  in Remove chars win screens (Started by Stormrider December 14, 2007, 12:02:36 pm
 Board: M.U.G.E.N Development Help

I have several chars which have a screen or animation when they beat you (win 2 of the 2 or 3 rounds). I'd like to disable that. I've tried looking at the sff in search of the frames and then in the cns file. It's a mess and a very complicated task. Is there any trick, hint or guide that help me do this in an easy way? Thanx.
    

Disable insert coin msg from MAME

 December 13, 2007, 03:59:06 pm View in topic context
avatar  Posted by Stormrider  in Disable insert coin msg from MAME (Started by Stormrider December 13, 2007, 03:59:06 pm
 Board: Off-Topic Help

I'd like to rip the SNK vs Capcom intro from MAME. I think I could use a program such as snapit or fraps to record the video and then convert the frames to pcx to mount the animation. However, how could I get rid of the constant blinking message saying insert coin? Any idea?
    

Re: Adding a screen in between matches

 December 13, 2007, 03:56:47 pm View in topic context
avatar  Posted by Stormrider  in Adding a screen in between matches (Started by Stormrider December 12, 2007, 02:12:30 pm
 Board: M.U.G.E.N Development Help

Cou you explain what is an explode and how it works or where I could get info about it?
    

Re: Stage's name is vs screen

 December 12, 2007, 07:31:12 pm View in topic context
avatar  Posted by Stormrider  in Stage's name is vs screen (Started by Stormrider December 12, 2007, 02:15:00 pm
 Board: M.U.G.E.N Development Help

I've tried copying this from the select section to the versus section, but no way

stage.pos =160,234
stage.active.font =1,0
stage.active2.font =1,0
stage.done.font =1,0
    

Flashing countdown

 December 12, 2007, 02:29:20 pm View in topic context
avatar  Posted by Stormrider  in Flashing countdown (Started by Stormrider December 12, 2007, 02:29:20 pm
 Board: M.U.G.E.N Development Help

Can a flashing effect be added to the last 5 seconds of the timer's countdown? The only thing I can figure out is to add an animation to the lifebars programmed to start at a specific time, for instance, 55 secs, but it would be a problem if you change the round time to another value.
    

Stage's name is vs screen

 December 12, 2007, 02:15:00 pm View in topic context
avatar  Posted by Stormrider  in Stage's name is vs screen (Started by Stormrider December 12, 2007, 02:15:00 pm
 Board: M.U.G.E.N Development Help

Is it possible to display the name of stage that is loading (random) in the vs screen/scene?
    

Adding a screen in between matches

 December 12, 2007, 02:12:30 pm View in topic context
avatar  Posted by Stormrider  in Adding a screen in between matches (Started by Stormrider December 12, 2007, 02:12:30 pm
 Board: M.U.G.E.N Development Help

Would it be possible to add a screen or scene when the you finish the 2 (or 3) rounds and are about to pass to the next rival, just before the VS screen or anim is displayed? Adding frames to the beginning of the vs is not a solution because I don't want it to appear when after the player selection screen. Thanx.
    

Two questions about fight.def

 December 07, 2007, 04:04:52 pm View in topic context
avatar  Posted by Stormrider  in Two questions about fight.def (Started by Stormrider December 07, 2007, 04:04:52 pm
 Board: M.U.G.E.N Development Help

How's the 'perfect' reference in fight.def?
How can I induce a double ko for testing my animation?
    

Re: CVS Chaos intro rip

 December 05, 2007, 05:20:11 pm View in topic context
avatar  Posted by Stormrider  in CVS Chaos intro rip (Started by Stormrider December 05, 2007, 03:59:47 pm
 Board: M.U.G.E.N Development Help

Yes, I mean SVC.

Maybe I'm wrong, but if I had snapshots of every frame, it would be easy just to import all the sprites with Fighter Factory and then list them in the def file.

I already requested it but the only thing I got was that piece of information: already ripped by Dark Saviour. I've googled and found nothing.
    

CVS Chaos intro rip

 December 05, 2007, 03:59:47 pm View in topic context
avatar  Posted by Stormrider  in CVS Chaos intro rip (Started by Stormrider December 05, 2007, 03:59:47 pm
 Board: M.U.G.E.N Development Help

I have not been able to find the SVC Chaos intro, although somebody said that it was ripped by Dark Saviour. So, I've decided I could ripp it from MAME. How could I do this? Maybe with a program for capturing snapshots? The only problem is the blinking text with "insert coin". Do you know how I could disable that in MAME?
    

Mortal Kombat / Quake III voice effect

 December 05, 2007, 03:57:14 pm View in topic context
avatar  Posted by Stormrider  in Mortal Kombat / Quake III voice effect (Started by Stormrider December 05, 2007, 03:57:14 pm
 Board: M.U.G.E.N Development Help

I'd like to edit the announcer of my mugen to get this kind of dark/evil voice effect. However, I don't know how to do it. I have Adobe Audition as audio editor. Can you help me?
    

Kidnapper / Quake III / Mortal Kombat voice effect

 December 05, 2007, 03:53:41 pm View in topic context
avatar  Posted by Stormrider  in Kidnapper / Quake III / Mortal Kombat voice effect (Started by Stormrider December 05, 2007, 03:53:41 pm
 Board: Development Resources

I'd like to edit the announcer of my mugen to get this kind of dark/evil voice effect. However, I don't know how to do it. I have Adobe Audition as audio editor. Can you help me?
    

Eagle

 December 05, 2007, 02:49:48 pm View in topic context
avatar  Posted by Stormrider  in Eagle (Started by Stormrider December 05, 2007, 02:49:48 pm
 Board: M.U.G.E.N Discussion

Do you know if the Eagle char is already made with full sound? I downloaded one and had most sounds missing.