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Kaandorpius

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Messages by Kaandorpius

    

What is good music for a fighting game?

 October 13, 2010, 11:49:17 pm View in topic context
 Posted by Kaandorpius  in What is good music for a fighting game? (Started by Kaandorpius October 13, 2010, 11:49:17 pm
 Board: Fighting Games

Ok, here's the deal,..  I'm up for making some original music for my titlemenu, selectmenu, versus-screen, and for several stages.

I wanna know from you guys what kind of music you think works best for fighting games. It should be something most people can enjoy. If you have personal favorites of certain soundtracks wich you think is perfect, let me know.

Its just an inquiry bout taste, so dont start flaming eachother.  ;P
    

Re: 3d Stages

 October 13, 2010, 10:46:23 pm View in topic context
 Posted by Kaandorpius  in 3d Stages (Started by psycho_salmon September 18, 2010, 04:41:25 pm
 Board: Development

It's not. it's just a delta trick where you make a large image of a static layer that has each frame put together similar to a mugen font.
You have to code the delta in the stage to make it move a full frame when your characters move to give it that effect.

look at Caddie's cvs2 training room stage sff file and you will see what I mean.

Thats Genius. Must be a huge file. But how does one get proper sprites from 3d stages? Seems like hell of a job.
    

Re: I need help with some topics concerning making screenpacks. PLEASE HELP!

 October 13, 2010, 10:32:12 pm View in topic context

LOLOLOL thanks a F***in fat bunch....

u'll be mint 2 know im a boy XD, a boy who just got gassed up by apollo justice and now i copy everything klavier does....

Herr Kaandorpius.

Haha,..  your *uckin* welcome. And actually i'm no Herr, in my country i'm de Heer Kaandorpius.  ;P

Well i hope you can do what you wanted to do, cheers mate.
    

Re: I need help with some topics concerning making screenpacks. PLEASE HELP!

 October 13, 2010, 05:37:17 pm View in topic context

Danke schön.

great this is how you add animation thank you but now i have 2 more queries...

firstly im still not 100% sure on how to index sprites/add them because when making my new sp i dont wanna have 2 start an animation over an existing one  ;P i wanna add it all fresh

and lastly, you know any program that splits videos into individual frames/images?! that would make making the anim much easier :D

Thanks in advance and thanks Kaandorpius!


Your welcome Beautyful Lady/Schone Fraulein.  ;D

I myself use Photofiltre for editing sprites, its free and easy. http://photofiltre.free.fr/frames_en.htm

There you just click Indexed Color, choose your Optimization, press Ok and save your work.



Sorry bout that last request, but this is what i would do.

1 - Convert video to gif
2 - import animated gif as seperate files in Photofiltre (i use an add-on that is called: Animated Gif Import)

http://www.photofiltre-studio.com/plugins/plugins-en.htm

Voilá,..  ;)
    

Re: problems with bacround color

 October 13, 2010, 07:44:52 am View in topic context
 Posted by Kaandorpius  in problems with bacround color (Started by evilakuma1000 October 09, 2010, 05:02:09 pm
 Board: M.U.G.E.N Development Help

The format of the palette when you look at it? All those entries have an abitrary number assigned to them. Entry 0 is your transparent colour. Thats the important thing, what's in slot 0. The actual COLOUR doesn't matter as much as the slot number.

As such. Slot 0 for PSP is upper left. Slot 0 for both photoshop (which you'll note he's using) and fighter factory is bottom right. As such he needs to design his palette around this fact.

Ok, i get it. I havent done much with characters, so palettes i dont mess with generally. But for portraits it doesnt matter right, those got individual palattes or am i mistaken?
    

Re: M.U.G.E.N. by KND

 October 13, 2010, 07:38:13 am View in topic context
 Posted by Kaandorpius  in M.U.G.E.N. by KND (Started by Kaandorpius October 13, 2010, 05:10:20 am
 Board: Projects

Looks cool i like the menu screen and i like the char holders on the select screen but why call it Mugen if everyone knows that its mugen

Yeah,.. i dont really have a name in mind, so for now i just called it Mugen. I cant name it like most projects that are based on existing games and characters. Maybe M.U.G.E.N. 20XX? You got any ideas?

RTC? Rotterdammer?
    

Re: Menu titles are gone,.. yup

 October 13, 2010, 07:32:52 am View in topic context
 Posted by Kaandorpius  in Menu titles are gone,.. yup *SOLVED* (Started by Kaandorpius October 13, 2010, 02:53:45 am
 Board: M.U.G.E.N Development Help

Continue is system set iirc. You don't get to define anything about it. However if you've removed the font it refers to then it'll be invisible.

I just checked my fonts, thats not it for sure.

This isnt about the continuescreen definition , but on the continuescreen like the characterselectscreen there is text on top. I just dont know where i can find it, or where its supposed to be in the .def.



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

Well i found the titles. (i deleted them) But no continuetext yet.



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

I wanna say yay, but i cant believe i didnt notice this before. Continuescreen crossreferences from system.def to fight.def for the fonts, checking it all out again. was it a friggin typo. Almost 4 hours wasted on this. damn i feel stupid.  :-\

At least it looks ok now.



CASE CLOSED.
    

Re: problems with bacround color

 October 13, 2010, 07:07:18 am View in topic context
 Posted by Kaandorpius  in problems with bacround color (Started by evilakuma1000 October 09, 2010, 05:02:09 pm
 Board: M.U.G.E.N Development Help

Upper left is for Paintshop Pro. Bottom Right is for photoshop. This is also the format displayed in Fighter Factory.

I use photofiltre for my sprites, and import them as .bmp.

But i dont get it,...  what has Paintshop Pro or Photoshop to do with it? Is there a difference between one bmp and the other? For as far as i know FF just reads the sprite from left to right, and from up to down.

What you mean by format?
    

M.U.G.E.N. by KND

 October 13, 2010, 05:10:20 am View in topic context
 Posted by Kaandorpius  in M.U.G.E.N. by KND (Started by Kaandorpius October 13, 2010, 05:10:20 am
 Board: Projects

OK,..  i'm closing this thread and will proclaim the work as finished.

Click here to see the release. Enjoy!
http://mugenguild.com/forumx/index.php?topic=121777.0

1 - Fix continue screen

2 - Create 5 stages (i know i went for 6, but i need a little inspiration for some new stages, and i will be making them anyway, so why wait?)

- Section VI + music
- Galactic Skull + music
- Alien Breach + music
- Technopolis + music
- Skyscraper + music  <---- Highest level ever?

3 - Create new system sounds

4 - Create music for system

5 - Record new vocals for fight.snd

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














    

Re: problems with bacround color

 October 13, 2010, 03:34:40 am View in topic context
 Posted by Kaandorpius  in problems with bacround color (Started by evilakuma1000 October 09, 2010, 05:02:09 pm
 Board: M.U.G.E.N Development Help

I responded on your YT channel, but i'll say it again for the folks here.

The upperleft pixel on your sprite defines wich color will be transparant, and indeed dont forget to index your image or it wont show up at all.
    

Re: Help with font?

 October 13, 2010, 03:26:48 am View in topic context
 Posted by Kaandorpius  in Help with font? (Started by Taybear October 10, 2010, 01:07:50 am
 Board: M.U.G.E.N Development Help

Hey so i have this screen pack, and the font is just crappy. the words that should have a space or a - or a . between them are all mashed up and its annoying i hate it. is it possible to get fonts from a different screen pack and change it? or would my screen pack go retarded? :???:

You can use any TTF (TrueTypeFont) Download one from the net and use it. Check the font folder for .def files. In the .def files you can change size and space and find a little explanation.



Dont forget to change your system.def and or fight.def if you wanna use it.



    

Re: 求助 RC版的 system.sff 如何打开?/Help RC version of the system.sff how to open?

 October 13, 2010, 03:21:52 am View in topic context

求助 RC版的 system.sff 如何打开? 用什么软件?  麻烦给个下载地址  - - 

在线翻译的  可能看起来很别扭 麻烦你们了

先谢谢你们了

[/quot]

system.sff in mugen1 folder = sffv2 (will not open with Fighter Factory)

system.sff from data folder = sff (this will open in Fighter Factory)



    

Re: I need help with some topics concerning making screenpacks. PLEASE HELP!

 October 13, 2010, 03:04:26 am View in topic context

I hope this will help.



Just add sprites with FF, give all sprites a unique number, preferably in the order you want to play the anim.



Anything else?
    

Menu titles are gone,.. yup *SOLVED*

 October 13, 2010, 02:53:45 am View in topic context
 Posted by Kaandorpius  in Menu titles are gone,.. yup *SOLVED* (Started by Kaandorpius October 13, 2010, 02:53:45 am
 Board: M.U.G.E.N Development Help

First of all, i dont mind that the menu titles are not visible, unless i get to my Continue screen. Just "yes" or "no" seems a little boring, or i have to change the text into "continue" and "quit game" or "return to menu",..  or whatever.

I might have deleted the part that places these menu titles, or i dont know what to look for anymore, cause i cant find anything in my fight or system.def.
Could anyone post the original code and where its place is in the proper .def file.

Thanx in advance.

    

Re: Help! Fighter Factory Ultimate crashes on startup.

 October 12, 2010, 11:35:56 pm View in topic context
 Posted by Kaandorpius  in Help! Fighter Factory Ultimate crashes on startup. (Started by Kaandorpius September 28, 2010, 12:56:02 am
 Board: Off-Topic Help

Quote
Thanks you for the post.
Hi guys, Im a newbie. Nice to join this forum.
__________________
watch free movies online

Welcome, welcome.  :sugoi:
    

Re: How to resize MK sprites for Mugen HD

 October 06, 2010, 05:43:20 am View in topic context
 Posted by Kaandorpius  in How to resize MK sprites for Mugen HD (Started by Kaandorpius October 04, 2010, 08:02:04 am
 Board: Development

    

Re: How to resize MK sprites for Mugen HD

 October 04, 2010, 08:41:44 am View in topic context
 Posted by Kaandorpius  in How to resize MK sprites for Mugen HD (Started by Kaandorpius October 04, 2010, 08:02:04 am
 Board: Development

    

How to resize MK sprites for Mugen HD

 October 04, 2010, 08:02:04 am View in topic context
 Posted by Kaandorpius  in How to resize MK sprites for Mugen HD (Started by Kaandorpius October 04, 2010, 08:02:04 am
 Board: Development





PHASE I      - resize the image, turn the Optimization/Anti-aliasing off
PHASE II     - redraw the edges by hand,  make em look smooth.
PHASE III    - select character, blur the image (preserve the outline)
PHASE IV    - increase contrast

When you resize the character make sure the pixels dont blur, but remain perfect squares.
Redrawing the edges is more about shape then color.
Blur the image against a black background to avoid colortainted edges

Overall its pretty easy, the quality kinda depends on how much time your wiling to spend on redrawing the edges. But as you see below it works out pretty good against dark backgrounds with not too much effort.



Well i hope you like this one, and that it maybe usefull to some of you.
    

Re: Creating HD life/powerbars

 October 03, 2010, 12:29:14 am View in topic context
 Posted by Kaandorpius  in Creating HD life/powerbars *SOLVED* (Started by Kaandorpius October 01, 2010, 06:47:33 am
 Board: M.U.G.E.N Development Help

OK peeps, i just finished my first lifebars and i'm pretty happy. I didnt need any fancy sffv2, so yay for that. Its practically the second pair i've made for mugen, i did one for the old mugen like a year ago. Anyway it was easyer then i thought. I practically had to figure it out by myself since most tutorials only get me confused.

So the next time i'll make lifebars i'll turn the whole thing into a tutorial. I'll clean up the .def files, add some templates, give some editing tips and explain the programming as far as you need to know for making lifebars. But all in good time, i can be a bit of a lazy fuck, and i wanna do some other stuff first.

In the meantime you can stroke yourselves over these babies. (nvm the fnt)

    

Re: Lake City

 October 02, 2010, 03:14:30 am View in topic context
 Posted by Kaandorpius  in Lake City (Started by Kaandorpius September 28, 2010, 11:33:37 pm
 Board: Your Releases, Mugen 1.0 +

Quote
Yeah i like blackjack, but i dont play for money.

 :omg:

lol

Quote

Some history then:

the blackjack trick is a common trick used by stage makers where you take a foreground layer and make it layerno = 0 then apply that same layer again and make it layerno = 1 but add some trans or saturation to the code so when a character stands in a position that has the forground layer infront of them, it will be transparent as the character pass through it and the layer behind it will be normal so it wont clash with the rest of the stage making the character visible and not blocking the players view.

The name it was given "BlackJack" is from a user who developed this trick who went by that name and many, such as myself, have been using this method ever since.
Thats why it's called BlackJack method.

Also Stop being so offensive, it's only feedback.

Give me a moment to show an example of what im talking about, BRB


-Edit-

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

See how the character passes through the front wood pillars and you can see the player through it?
Thats the black jack trick and when the character passes through it and moves away it goes back to normal.

If you want to know what I did so you can experiment, remove [BG 4] and replace with this:

[BG 4]
type = normal
layerno = 0
spriteno = 0,3
start = 464,615
tile  = 1, 0
tilespacing = 220, 0
mask = 1
delta = 1.2,.84

[BG 5]
type = normal
layerno = 1
spriteno = 0,3
start = 464,615
tile  = 1, 0
tilespacing = 220, 0
mask = 1
trans = addalpha
alpha = 56,154
delta = 1.2,.84

Ok, thanx mate. I get it.

Placing a foreground image behind the characters, duplicating the same image with transparancy settings in front of the characters for an x-ray effect. Thats clever.

I dont think its necessary for the LakeCity stage, i also made a stage once with tall grass and like how it obscured the players movement a bit, but for a stage with high trees passing by on the foreground its perfect. I'm sure i'll find a use for it.

Quote
Also, that static BG image, like I thought it was, has severe color loss. You should check out Cybaster's stage tool to prevent that.
http://mugenguild.com/forumx/index.php?topic=112687.msg1067896#msg1067896

Yeah i remember this thread, i saved it in my browser. And yeah i recon the colorloss, though it hasnt bothered me much. I can preview the color degradation before i convert the image, so i do check if the image wont lose to much texture. I'm not too keen on splitting bg images cause i want to save my elements for seperate sprites and animations. I'll have a look at it later on.

Cheers