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Messages by delweynes

    

Re: Fighter Factory 3.0 Final Release Preview v2

 November 16, 2014, 05:05:31 pm View in topic context
avatar  Posted by delweynes  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Yes this program is great ^^

But I can't find where to change it. I looked at every single option line in the option bar, and inside the "option" menu.

That's why I'm angry. And I remember I founded it somewhere before.... but it was a so long time ago...

Edit : Damn found : it's in Mugen.cfg
    

Re: Fighter Factory 3.0 Final Release Preview v2

 November 16, 2014, 04:39:51 pm View in topic context
avatar  Posted by delweynes  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hi,

I ask here before i'm going crazy.

I cleaned my old stages I'm not able to select the default stage to test my charzcters with "run the current project in M.U.G.E.N".

I spend 1 hour to try to seek where to change it but impossible. Stupid program.

Thank you for help.
    

Re: alternate sff for divine juli made by DW

 October 16, 2014, 02:30:05 pm View in topic context
avatar  Posted by delweynes  in alternate sff for divine juli made by DW (Started by dampir October 15, 2014, 04:44:28 pm
 Board: Edits & Add-ons

Thank you.
But exemple is more concrete than words.

Here I took from ur B. Jenet



With some program.
You could copy from 1 sprite that you have worked on & paste on another sprite with same part.



A nice option with PSP. So you can size perfectly with the rest of the sprite.



Good job, I worked on sprites and I know how long and eyes hurting it is.
    

Re: alternate sff for divine juli made by DW

 October 16, 2014, 11:34:25 am View in topic context
avatar  Posted by delweynes  in alternate sff for divine juli made by DW (Started by dampir October 15, 2014, 04:44:28 pm
 Board: Edits & Add-ons

Dampir thanks and GG for your works...

... but I always wanted to tell you something (that disturb me quite a lot, me who like to look closer at each character's sprites)

Its seems that you work on each sprite independently.

But as you know, there are a lot of sprites that use the same exact position of some part of the body.

So you may just copy & paste the part of the previous sprite directly to the next.
Like this, you will spare time AND above all, it will avoid the shivering/blinking effect that happens in all of your work, when the character stands in the same position on numerous sprites. The result is that your works looks nice overall, but with a lot of noticeable imperfections.

exemple : sprites 220-4 and 220-5. They are exactly the same but you worked on them independently. So 1 looks better - and ingame, it will do the shivering effect. Spare you some time ^^

I don't want to be rude. It's just a comment that may help you :)
    

Looking for complete sounds set for Elweyne

 May 13, 2014, 05:45:20 pm View in topic context
avatar  Posted by delweynes  in Looking for complete sounds set for Elweyne (Started by delweynes May 13, 2014, 05:45:20 pm
 Board: Development Resources

Hello,

I would like to find a sound set for my character Elweyne. I used numerous sounds coming from different sources but it may disturbs some people, and maybe with good reason.

So I would like to find a complete sound set but I don't understand japanse at all. So I need a character not too much known and who can use dragon punch and a "laser" attack, at least. Because using only shouts will make her boring.

Thank you.
    

Re: P.O.T.s Morrigan / Lil Kun Sprite set

 May 13, 2014, 05:40:23 pm View in topic context
avatar  Posted by delweynes  in P.O.T.s Morrigan / Lil Kun Sprite set  (Started by Memo April 14, 2014, 03:23:37 am
 Board: Edits & Addons 1.0+

Nice work for this version.

Nethertheless, it miss some sprites animations (exemple : standing light kick).

And the style does not fit with other CVS like characters, in my opinion.

To Bethehans : There is few things I noticed that disturb me :
- Damages too high
- Dragons punches that makes you cross enemy at close range. I think the effect strange and disturbing.
- The Crouching + Front high punch attack. The Hit sprite anim seems not accurate. It hits always high (y=120).

I think that one day I ll make color separation for her border lines.
    

Re: POTS's Morrigan got updated and now sexy as she should

 February 18, 2014, 10:17:34 pm View in topic context
avatar  Posted by delweynes  in POTS's Morrigan got updated and now sexy as she should (Started by beterhans February 16, 2014, 07:19:18 pm
 Board: Edits & Addons 1.0+

yes ty. But then we can't have her slim. Maybe one day lilith ll have changes too :)
    

Re: POTS's Morrigan got updated and now sexy as she should

 February 18, 2014, 01:08:00 pm View in topic context
avatar  Posted by delweynes  in POTS's Morrigan got updated and now sexy as she should (Started by beterhans February 16, 2014, 07:19:18 pm
 Board: Edits & Addons 1.0+

GG Moriggan.

But now i can't play Lilith on same roster. It's disturbing me. It's psychological the difference ^^'
    

Re: Elweyne [Update 13/04/13)

 April 14, 2013, 07:07:48 am View in topic context
avatar  Posted by delweynes  in Elweyne [Update 18/07/14) (Started by delweynes April 07, 2013, 03:07:30 pm
 Board: Your Releases, Mugen 1.0 +

Update 14/04/2013

Small modifications and sprites alignment for 1 intro

Much satisfactory AI

@Subzeromaster: the stages are :
- Image 1 & 3 = Guilty Gear Stages
- Image 2 = Hokuto No Ken Stage (Mamamiya Village)

      Posted: April 14, 2013, 08:14:33 pm
New Update 14/04/13

- Continuing to work on the AI

- Added 2 new moves :
1) An Air Throw : 2punches (fall damage or jungle possiblities)
2) An Air Special : qcb+kick (as Elweyne is jumping alot, she has an antiground now)

      Posted: May 08, 2013, 02:54:45 pm
Update 08/05/2013

- Work on sprites (Elweyne is now less burly in some intro and win stances - it's more coherent)
- Improved AI (now can use all 3 lvls of dragon punches)
- Few other things

- Minor Updates (09/02/14)

      Posted: February 26, 2014, 12:17:46 pm

Major Updates (26/02/2014)

- Reworked a lot of sprites : Elweyne is now more sexy and has incredibly more girl power. She is not joking now !
- I change her dress in light floating dress. More sexy animations.
- Added some sprites for better animations
- Added color separation (jacket/dress/shoes)
- Fixed numerous problems. More accurate
- Fixed the strange problem where Elweyne was sometimes shivering in AI
- Worked on some clns and sprite position
- Better AI
- I speeded up a bit kikousho. Recover slighty faster too.
- Cleaned the files !!! Lot work done
- Added a real EX Reverse Somersault (name changed from fly swap to reverse somersault)
- Added possibility to do a Long Jump during qcf+q (Run)
- Added end standing and crouching animations when canceling qcf+q (Run)
- added winquotes

Note : I used Jmorphman's Chun Li to finalise and checking Elweyne last days. Tks to his great work. I reused some codes lines.

I think that Elweyne is at last well polished.

Have Fun

      Posted: April 01, 2014, 04:44:10 pm
Update 01/04/14

- Most noticeable update is change for standing medium and strong punches.
- Added more sprites in some animations.
- Reverse somersault no more usable after dragon punch because too much damages.
- Things here & there.

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

Updates (18/07/2014)

- Modified P2 Animation in Throw F+2P
- Fixed bug when doing all Supers, cancelling the possibility to cancel moves
- Possibility to cancel more moves with Specials & EX Moves
- Fixed the different pixel colors for gloves and part of body. Now share the same
- Easier to combo after Light Dragon Punch.
- Each dragon punch canceled on first hit throw opponent at different heights.
  With strong dragon punch, you can jump and hit with air moves or use Air Throw
- Added Portrait for Lvl 3 Supers + Different gold color for Superpause FX
- Fire FX for Dragon punch more fire colored
- Power slide does different p2 animation depending of the distance it connects
- Cleaned the palette file. Numerous duplicated colors are removed. Now easier to create palettes
- Fixed numerous sprites who were using different or bad palette's index
- Color separation for socks and panties
- Work on sprites
- Different colors for some palettes
    

Re: Elweyne [Update 13/04/13)

 April 10, 2013, 03:37:54 pm View in topic context
avatar  Posted by delweynes  in Elweyne [Update 18/07/14) (Started by delweynes April 07, 2013, 03:07:30 pm
 Board: Your Releases, Mugen 1.0 +

Update :

I made a Try of AI
Corrected few things on EX+
    

Re: Elweyne

 April 09, 2013, 08:35:07 am View in topic context
avatar  Posted by delweynes  in Elweyne [Update 18/07/14) (Started by delweynes April 07, 2013, 03:07:30 pm
 Board: Your Releases, Mugen 1.0 +

Did you still have used the part I given for it !ike overhead punch anims, axis?

Hello ! Sry, I didn't used the one you send me. I tried like always and I found the mechanism that I use as now.

2 or 3 different audio voices for this character?
one is blaze from streets of rage, one sounds original, and another during her risque "taunt"

True ! At the beginning, I just wanted to repair a bit this character for a personnal use with the very few knowledges I had. I put things here and there took from other characters (like sounds) without thinking about the continuity of Blaze.
Now I agree that it's really not good but, in fact, I don't know where I could find a whole pack of sounds. Even If I rip sounds from a real character it may be strange to hear them for Elweyne.
So I don't know what to do.
    

Elweyne [Update 18/07/14)

 April 07, 2013, 03:07:30 pm View in topic context
avatar  Posted by delweynes  in Elweyne [Update 18/07/14) (Started by delweynes April 07, 2013, 03:07:30 pm
 Board: Your Releases, Mugen 1.0 +

Hi all ! I presents here the latest version of my first/sole big work on a MUGEN character : Elweyne.

Some of you may remember that I worked some times ago on the base character of Blaze Fielding (Street of Rage) by Caps Rock. I never had the courage to study MUGEN mecanisms enought to be able to create an all new character from nothing. But I worked a lot on this projet abandonned by his original autor. At the end, the "final" result was a heavily charged character with lots of moves and being less and less Blaze Fielding. So I decided to call her differently to not create confusion with others "real" Blazes.

If I dare to presents her as my creation, it's because I consider that I made so much changes, brought contents, improved some sprites and repaired the character, to consider it as an honorable personal work (very different from the character that I found first).

But, I will never forget the base character and his autor that gave me the opportunity to learn and create this Elweyne. Same, I reused a lot of parts of codings from numerous talented persons. Thanks to them all.

This character is certainly finalized for this version : all essentiel stuffs and no bugs/cheated things (I suppose). I want to make differents changes in the future but there won't be much work done quickly as I have others things to do. It ll be modificated at a very unregular rythm, Except if you find bugs or really important things to do (infinites...). I have ideas for changes but I don't promise anything because I mot sure about when I ll have motivation to put them.

From the latest version that some of you may have, I made some updates/changes like removing Street of Rage win music, flashy super's background, add more smoothly animations and codes for throws near screen's edges...

The Name "Elweyne" (and Delweyn) is coming from the one I use in MMORPG and that I created since +10 years ago. If you see one it's me or someone that stole my names.

I Hope that I din't forget anything. Have fun.





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DOWNLOAD LINK --->http://www.mediafire.com/download/wdjfhcatrv71sc9/Elweyne.rar
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    

Re: [Palette] How to keep index when moving the color

 September 20, 2012, 01:30:53 pm View in topic context
avatar  Posted by delweynes  in [Palette] How to keep index when moving the color (Started by delweynes September 20, 2012, 11:06:58 am
 Board: M.U.G.E.N Development Help

Ok ty I ll try and find in the forum :)
    

[Palette] How to keep index when moving the color

 September 20, 2012, 11:06:58 am View in topic context
avatar  Posted by delweynes  in [Palette] How to keep index when moving the color (Started by delweynes September 20, 2012, 11:06:58 am
 Board: M.U.G.E.N Development Help

Hello,

I would like to know if it's possible to move an index to another place (square of the palette) and keep the colors of the sprites attached to that new index moved ?

I don't know if it's very clear. I mean : one zone of color of the sprite (exemple blue) is attached to an index (exemple : square 48). Even if I move that color to a new index 50, the zone of the color of the sprite will stick to square 48. And I want that the zone of color of the sprite will be attached to the new index 50.

Is there a way so in all sprites, the zones of color will all stick to the color of the palette and not the index (square) ?

Is it possible ? thank you.
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 September 16, 2012, 09:30:21 am View in topic context
avatar  Posted by delweynes  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hello,

Tks for your really great work ! We love it.

I would just says something about the use of the Program that could help us.

1. Could we have an option that keeps the palette selected (group and index) of the sprite when we change of sprite ? For the moment, the group and index of the palettes always turn back to rhe first (1,1) when we change of srpite and its quite annoying.

2. In the palette on the right panel, can we keep the caracteristics of the color of the slot when we push the option "sets the color of the selected slot" to change/modify the color. For the moment it opens always in white.

3. In the palette on the right panel, can we active directly the "sets the color of the selected slot" option by double clicking the slot in the panel ?

4. In the "Image editor" option, can we have the possibility to change palettes ?

5. In the "Image editor" option, can we have an option to active the color of the backgound (ofen pink) at the place of the alternate grey and white squares background ?

6. In the "Image editor" option, it would be nice to see 2 or more sprites at the same time in different windows.

Thanks.
    

Re: Blaze Fielding Edited

 February 01, 2011, 06:39:58 am View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Well in fact as she was my field of discovery and experimenting, I tested new things. But I think that it ended to be less and less blaze fielding.

I think that I ll remove the Ex and Ex+ moves and just keep a base of 4 special and 3 supers. It's enought for a character. I ll remove combos possibilities to stuck more like a cvs gampelay.

But I ll create a full new (nearly) character, just by using the sprites of blaze, with a gameplay more like her today, with a lot of combos and EX moves like type. It ll be my first creation, at last.

But I don't know when I ll do it because I tried wow cataclysm today ha ha so.
    

Re: Delweyn's Stuff [Edits - HD Effects Conversions - Palettes]

 January 30, 2011, 07:41:33 pm View in topic context
avatar  Posted by delweynes  in Delweyn's Stuff [Edits - HD Effects Conversions - Palettes] (Started by delweynes January 24, 2011, 07:37:01 pm
 Board: Edits & Add-ons

Update

Iroha's Edit added
If you see bugs or things that should be ameliorated, put your comments and I ll do my best to ameliorate the character.

I reuploaded because I have forgottent to put transparency in the dust effect while performing qcb+kick special.
    

Re: Delweyn's Stuff

 January 28, 2011, 01:39:21 pm View in topic context
avatar  Posted by delweynes  in Delweyn's Stuff [Edits - HD Effects Conversions - Palettes] (Started by delweynes January 24, 2011, 07:37:01 pm
 Board: Edits & Add-ons

Repaired
    

Delweyn's Stuff [Edits - HD Effects Conversions - Palettes]

 January 24, 2011, 07:37:01 pm View in topic context
avatar  Posted by delweynes  in Delweyn's Stuff [Edits - HD Effects Conversions - Palettes] (Started by delweynes January 24, 2011, 07:37:01 pm
 Board: Edits & Add-ons

Hello. I'm still a newbie in M.U.G.E.N.'s World Creation.

But I want to share with people what I have done. Most will just be edits. So I must thanks all original creators.

--------------------------------------------------------------------------------------------------------------------------------------------
Characters Edits.
--------------------------------------------------------------------------------------------------------------------------------------------

          --- Pinko's Iroha ---
I put her in the "Edit" section because I wanted to just put the Effects in HD at first, but I saw that the character was in beta state.
So I spend some time trying to finish and upgrade her. Hope you'll like it. There must be some forgotten things here & there so excuse me.
What has been done :
- Put all effects in HD
- created, Modificated and added animations for :
Stand light kick - Stand mid kick (the old one is done by doing F+mid kick) - Stand strong close kick (the old one is faster and moves a bit forward opponent)
Jump light kick - Jump mid kick - Jump strong kick
Crouch light kick (animation of the old mid kick) - Crouch mid kick (animation of the old strong kick but faster) - Crouch strong kick
- Better sounds
- Palettes color separation for the socks and the pants
- New palettes
- Specials qcf+punch/kick throw out faster
- Now lvl2 & lvl 3 2qcb+kick have their effects
- Clns boxes reduced (by half!) and now more precises
- More sprites in animations 5000+ for better looking.
- Few new sprites
- Maybe other things I don't remember.

http://www.mediafire.com/?85nk40hhf7c1u0m


          --- Jmorphman's Chun-Li (1.0) ---
- Change skin of her shoes
- Add 12 palettes

http://www.mediafire.com/?8z1d4f1a9wdi1cn

--------------------------------------------------------------------------------------------------------------------------------------------
HD Effects (Some palettes modifications too). But you won't be able to change the color of theses effects now with palettes.
--------------------------------------------------------------------------------------------------------------------------------------------

          --- Waruzaki's Hotaru ---
- Groove Point is in "off" mode.
  http://www.mediafire.com/?ol3ei6eb3hksi37


          --- Waruzaki's Vice ---
- Groove Point is in "off" mode.
- There were just the qcb+kick move who needed to be HDed.
  http://www.mediafire.com/?7ir0glot1od717i


          --- Hero's Athena ---
I made some changes :
- I give her back her original standing stance (like Waruzaki's Athena).
- Now Light Effect for throw 2 (2kicks) is always facing the good side (before, always facing front, even when performing the throw Back).
- I removed the slide song after running/dashing. When dashing (F,F), there were numerous songs and it was hurtings ears bad. As I wasn't able to just keep one song I just removed it. It's not missing a lot.
- Small modifications on few clns boxes.
- Medium punch now connect on close opponents.
- Front + Medium kick now throw a bit opponent on first hit (so the second hit ll not miss small characters like before).
- reduced the abusing damages of Ex Mirror.
- Balance the damages of the Ex Phoenix Arrow (before doing less than strong). Athena is going toward enemy with her last kick (before this kick was missing often opponent).
  http://www.mediafire.com/?hw0chn9qklqo6gr


          --- tJ's Psylocke ---
- I give her a well needed slimming course on her fat legs. Pouah !
- With this long work done, she now wears proundly a nice fitting string suit. But her booty is still a bit flabby.
- She has the latest AI. Psylocke can perform both different throw (only 1 with the AI).
  http://www.mediafire.com/?0d1dnaav8477szv

--------------------------------------------------------------------------------------------------------------------------------------------
Palettes
--------------------------------------------------------------------------------------------------------------------------------------------

          --- Zelgadis Hakufu ---

http://www.mediafire.com/?3cxllmfxxdf8shw


          --- Yamakichi's Hakira Honjoji ---

http://www.mediafire.com/?wvhx3dfagkrpzme

    

Re: Modifying the states attribution in the fightfx.air

 January 16, 2011, 10:28:20 am View in topic context
avatar  Posted by delweynes  in Modifying the states attribution in the fightfx.air (Started by delweynes January 15, 2011, 06:44:26 pm
 Board: M.U.G.E.N Configuration Help

gwah I must not be enought precise (sorry for my bad english)

I take one exemple :
For one character, in his cns there is : sparkno = 0 for statedef 200 (light punch).

1. I put first fightfx.air with his fightfx.sff in the data folder. In this fightfx.air there is ; Light hit spark [Begin Action 0].
In the game the chars use the action 0 when doing light punch. allright.

2.  I put second fightfx.air with his fightfx.sff in the data folder. In this fightfx.air there is ; Light hit spark [Begin Action 220].
In the game the chars use the action 220 when doing light punch.

In both cases, I didn't change anything in the chars cns.
So where is the command line forcing the characters using in their cns sparkno = 0,1,2,3,4... to use action 0 or 10 or 220 ?

I'm maybe not clear hum ? ^^'