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Kaandorpius

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Messages by Kaandorpius

    

Re: MK Realm of Souls

 December 19, 2011, 04:35:33 pm View in topic context
 Posted by Kaandorpius  in MK Realm of Souls (Started by Kaandorpius July 18, 2008, 06:07:00 am
 Board: Projects

To avoid further confusion, MK Realm of Souls is no longer a dead individual project, but a living collaboration of various people.

The initial project was an ambitious attempt wich i couldn't get off the ground alone. Reiko26 contacted me a while ago for help on stage creating, and we now have joined forces to rebuild this lost gem.  :P

We have got several great people on board, and i have faith that this project will see the light of day. I'll let Reiko26 introduce you to the other artists, cause each and everyone deserves full credit for their participation in this fanbased project.

Cheers Kaandorpius
    

Re: MK Realm of Souls

 September 30, 2011, 05:24:04 am View in topic context
 Posted by Kaandorpius  in MK Realm of Souls (Started by Kaandorpius July 18, 2008, 06:07:00 am
 Board: Projects

This may be quite late, but would someone consider doing a new upload of the latest version of this game, please?
The old link is dead.

It doesn't matter to me whether it's finished or not. I'm a huge fan.

Thank you very much.
And, from what I've seen in screenshots, this was a very ambitious project, Kaandorpius.

I'll see if i can find it, and re-upload the wip for you later on. It was ambitious indeed, but now i have something more realistic at hands. I'm helping out the guys for the Mortal Kombat Revival project, and we got a pretty good team going on. It'll take some time, lots of things going on, but you'll like it even better then this.  ;)
    

Re: X-22 Stagepack 2

 March 01, 2011, 01:51:43 am View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 2 (Started by Kaandorpius February 25, 2011, 06:18:22 pm
 Board: Your Releases, Mugen 1.0 +

Nevermind...I just read how cool he was about using/editing his stuff a few posts back so I went ahead and uploaded them.  ::)







DOWNLOAD 640p .DEFs

Looking good, everything seems to be in place.  ;D

Errr... Max? If you already tested it... maybe you could...  --;

lol

Yeeeeeah....No. XD
I mean, somebody else could do it by following the guidelines I already mentioned and using the code available on the original def. Since the stage code is already done, it's basically a sprite shrink and positioning thing, but I don't have the time for it right now. Sorry if it makes me sound like a dick bro. I also had a few people requesting me to port all 6 stages to old winmugen versions today but I just don't wanna mess with it.

If its just a .def thingy i'll see to it all stages in the future come with a seperate pack for the skinnyscreen users. Just need to know what elements needs to be changed. Nice job.
    

Re: X-22 Stagepack 2

 February 27, 2011, 04:09:30 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 2 (Started by Kaandorpius February 25, 2011, 06:18:22 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: X-22 Stagepack 2

 February 27, 2011, 03:44:12 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 2 (Started by Kaandorpius February 25, 2011, 06:18:22 pm
 Board: Your Releases, Mugen 1.0 +

:'( is there a way to make these stages for normal mugen these stages are amazing but I dont like mugen 1.0 please someone tell me how to make them for normal mugen :(

There's always a way, but for the old mugen the stages are stored within the old sffv1 files. So you'll need to resize the sprites (lots of editing), and save them into the proper sff file, and probably make up an entire new def file since the variables are different.

I don't understand why so many ppl like the old Mugen, Mugen 1.0 is so good! Thanks for the stages Kaandorpius, they are amazing! Just like the first pack. I would kinda like them in 4:3 ratio though, but perhaps I can configure them myself. Thanks again.

Me neither, personally i'm intended to make stuff for the new engine only, preferably on the 720x1280 widescreen. I build up everything in my own X-22 engine so its fits the gameplay as good as possible.  I hope the 4:3 ratio doesnt require any sprite editing, then it should not be too difficult.

1 - 240x320
2 - 480x640
3 - 720x1280

2 is double the size of 1, so it makes it 200% in comparison.
3 is an addition of 1 + 2, so i guess that would make it 300% in comparison.

I suppose both ratio's would need some heavy editing to make it work.  If anyone has tried i'm curious to know how it worked out.

Very nice work,are you only making mk stages or do you plan to do stuff from other games

Also from other games, not just fighting games, preferably iconic stages, but i'll hope to do some movie inspired stages as well, and some originals on their own. For now i'm in the Mortal Kombat zone so i plan to do a few more of those.


The screens look amazing!

I will download these now, but I won't be able to test them until tonight....after I somehow convert them over to 640x480 format for my mugen that is.

Thanks for sharing your work once again.

Your all very welcome.  Again feel free to use anything i make for yourself. Cut, paste, edit, save and share is my motto...    well not really, but its good anyway.  ;D
    

X-22 Stagepack 2

 February 25, 2011, 06:18:22 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 2 (Started by Kaandorpius February 25, 2011, 06:18:22 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Translucent background animations... is it possible? *solved*

 February 25, 2011, 06:18:50 am View in topic context
 Posted by Kaandorpius  in Translucent background animations... is it possible? *solved* (Started by Kaandorpius February 25, 2011, 05:59:02 am
 Board: M.U.G.E.N Development Help

Instead of using "trans =", put ",,a" after a frame of animation. For example,

[Begin Action 5]
3,1,0,0,8,,a
3,2,0,0,8,,a
3,3,0,0,8,,a

I believe "s" and "a1" are also acceptable. Don't know about addalpha though.
Don't bother with S or A1 if you're using black blurred sprites. A is what you need there. Addalpha is

AS###D### in animaton format with the ###'s being numbers

You guys are awesome! Thanx!
    

Translucent background animations... is it possible? *solved*

 February 25, 2011, 05:59:02 am View in topic context
 Posted by Kaandorpius  in Translucent background animations... is it possible? *solved* (Started by Kaandorpius February 25, 2011, 05:59:02 am
 Board: M.U.G.E.N Development Help

I'm trying to animate a lightning strike for a stage, but i need it to be translucent to work on this one. When i script the image into an animation the values for transparancy work out different.

Why is this? Can it be changed?

    

Re: X-22 Stagepack 1

 February 24, 2011, 11:52:59 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +


Hahaha you RGB swapped the same image from before and not only did you get the values for the stage spot on...you now produced a new breed of Shotoclone.

Haha, yeah this version of Ryu is based on beast from the x-men. Anyway, the stage i finished yesterday, and i finished another today, so i'll do the blue portal tonight, then one more stage, and i'll upload the whole pack.

I just checked it out, never knew about the blue portal from genesis, looks cool.  So it will be red monks with red electricity thingy in the back.
    

Re: X-22 Stagepack 1

 February 24, 2011, 11:12:04 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

Excellent work here. You are very talented.

I really look forward to your version of the portal.

Also, once you have that done, I'd like to add that a version of Noob's Blue Portal from Genesis port of MK2 (same stage/different colors) with either Blood Red or Dark Gray robed Monks would be quite interesting and kickass indeed.


Dude, just keep brandishing that artistic whip of yours. Its pure awesome.

A nighttime version of the stage, interesting. I just swapped the rgb channels to see what it could look like, and its like perfect instantly. This should be a piece of cake, so i say its in.  :sugoi:

    

Re: X-22 Stagepack 1

 February 23, 2011, 05:29:46 am View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

So you just need to change those coordinates?

You have the stages made for HD as it looks, so you'd have to recode them to accomodate the resolution change. You might want to ask someone with more experience on the subject than I.

Thanx, and i will.

i was looking thru the SFF's.

your stages have some of the most interesting color seperation techniques i've ever seen.
its BRILLIANT!

Its really simple, i divide up the hi-res images by color, and make sure each image contains as much of the same color as possible. With the soul chamber the green, yellow and white flow over in each other, so i saved that spectrum seperated from the orange wich fades into black on another image. Sometimes a third image can be usefull to keep the quality as high as possible. And to finish it off you convert them the images to 256, and stick them up your sff.



Excellent....
The monks are animated?

It still needs a little work.



you are an artist... mugen need more of you!!
 8)

"Give a man a fish; and you have fed him for a day."

lol, i got some small tuts in mind so the people can do some things just like i do. I'm working on some templates and tips to get people started, i just got to piece it together.

We are all artists, its just a matter of knowing how to get shit done the way you want it.  8)
    

Re: X-22 Stagepack 1

 February 21, 2011, 11:55:26 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

Layerno 1. It's the foremost layer that overlaps the characters, lifebars, and other stage components.

If I had a sprite of a big rock that I wanted to be in front of the characters I would use layerno = 1, which would cover the characters.

I coul have done it with  the teeth in the Soulchamber. I've thought about a front row, but i dont want to take to much vision away from the characters. And i dont want to use that seethrough trick unless i want to create a special effect. I'll see and think if i can put a stage together with a nice front layer, i did something with alot of grass once wich worked out pretty well, perhaps i'll do the MK graveyard with some gravestones, i'm still thinking about what to do next.

Got one other almost done, but i got enough for a little preview.
    

Re: X-22 Stagepack 1

 February 21, 2011, 11:15:42 pm View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

    

Re: X-22 Stagepack 1

 February 20, 2011, 02:09:30 am View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

Hi Kaandorpius !

Thank you very much for having created these 3 great stages and for sharing them ... No doubt that you spent a long time to perfect them. You made an excellent work. I like MK Universe and I wish you to be contacted by ACCLAIM for the next Mortal Kombat Game ....

Have a good day !!! ;)

Well i'm happy enough to do this for free in my spare time. I enjoy the creative outlet, and i'm still learning from it, so it got its pay off as well.
Thanx for the compliment.

No 640x480? Aww

I cant run the old mugen, my whole system crashes, lol. Feel free to take the files apart and use it for your own work so you can use em in your own engines. No need to credit me or get my approval, just do as you wish.

Nice work here. The only thing I can say is that you need to find something to cover layerno 1.

Wich stage wich layer?
    

X-22 Stagepack 1

 February 20, 2011, 01:21:13 am View in topic context
 Posted by Kaandorpius  in X-22 Stagepack 1 (Started by Kaandorpius February 20, 2011, 01:21:13 am
 Board: Your Releases, Mugen 1.0 +

Hey folks, i've got my first stagepack here. Its a pack of three since it took quite some time to finish them. But i'm happy to present to you 3 Mortal Kombat remakes in HD.

I like the Chamber of Souls best, so i guess thats the style i will use for future stages. Where i quickly shooped the other two stages together i had to redraw the Chamber of Souls completely over by hand. I hope you can see the difference, and appreciate the time i took to get it together.

Click here for the download
http://www.megaupload.com/?d=BN2EXZSH

Chamber of Souls - Large overview


Reptile's Lair - MK4


Goro's Lair - MK4
    

Re: Sexy Fighter Girls ! :NWSafe

 November 04, 2010, 09:14:32 pm View in topic context
 Posted by Kaandorpius  in Sexy Fighter Girls ! :NWSafe (Started by Warner February 02, 2010, 06:36:00 pm
 Board: Graphics



Oh yeahhh...  :sugoi:
    

Re: Characters end up facing back to back in stage

 November 03, 2010, 03:37:24 pm View in topic context
 Posted by Kaandorpius  in Characters end up facing back to back in stage *Solved* (Started by Kaandorpius November 03, 2010, 06:39:21 am
 Board: M.U.G.E.N Development Help

[StageInfo]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up - smaller, Down - larger
 ;***
zoffset = 230

;Leave this at 1. It makes the players face each other
autoturn = 1


 ;Set the following to 1 to have the background be reset between
 ;rounds.
resetBG = 1

zoffset = 660 (RC8)

autoturn = 1  (still they dont turn because they think their facing the opponent while their not.)

resetBG = 1 (is preset)

--------------

Add...  I'm a dumbass,.. thanx for pointing me in the right direction, i need a spell checker for mugen scripts with my stupid typo's.  o_O

All  is fixed.  :sugoi:
    

Characters end up facing back to back in stage *Solved*

 November 03, 2010, 06:39:21 am View in topic context
 Posted by Kaandorpius  in Characters end up facing back to back in stage *Solved* (Started by Kaandorpius November 03, 2010, 06:39:21 am
 Board: M.U.G.E.N Development Help

Just like the title says, i created a stage, my usual characters fight, at some point they end up turning their backs towards each other.

Its just weird. Is this a known problem? I did nothing unusual.

Its got 9 static images and 1 animation. Can it be too much? The stage runs fine, does what its suppossed too.

Soo,..  help?!  o_O
    

Test for MK4 Tanya

 November 01, 2010, 03:40:57 am View in topic context
 Posted by Kaandorpius  in Test for MK4 Tanya (Started by Kaandorpius November 01, 2010, 03:40:57 am
 Board: M.U.G.E.N Discussion

Ok,.. keep in mind,.. i'm a total 3d noob. I found a set of MK4 models, and i downloaded Blender just yesterday. I just pulled off my first animation here, so never mind the pose, i'm gonna redo that. I just wanna hear your first impression. Is it good enough for a character?






    

Re: M.U.G.E.N. X-22

 October 31, 2010, 09:59:16 pm View in topic context
 Posted by Kaandorpius  in M.U.G.E.N. X-22 (Started by Kaandorpius October 22, 2010, 08:14:53 pm
 Board: Your Releases, Mugen 1.0 +