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Messages by mh777

    

Re: mh777's Works-in-Progress thread.

 December 07, 2009, 05:52:41 am View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects



OMG HE'S BACK...sort of.

Got a new computer, and sort of have my MUGEN work environment set up.  Aside from some little issues (okay, not being able to run sprmaker on a 64-bit system is not a little issue for me), I've got the basics to get cracking on MUGEN again, as seen by the above shot.  Yes, I'm working on converting Fatal Fury Wild Ambition stages.  Thanks to MAME for being able to run just enough of it to rip from.   8)  Long story short: I wasn't satisfied with the BG quality from the PSX version of this game, and checking out the game on MAME, I discovered that the Hyper Neo Geo 64 was emulated just enough to where I could get nice clean BG rips (with anims even!).  Fully expect this and other Wild Ambition stages to be available in the coming weeks.

Random notes:

-I'm using MCM to compile the SFF file in lieu of not being able to use sprmaker under Windows 7.  So far, I haven't encountered any problems with the SFF...yet.  (Knock on wood!)
-The other WIPS I announced earlier in the thread on hold until I pop the hard drive out from the old PC and transfer all my stuff to this PC.
-Corn is good.
    

Sprmaker, batch compiling and Windows 7.

 December 06, 2009, 09:38:30 pm View in topic context
 Posted by mh777  in Sprmaker, batch compiling and Windows 7. (Started by mh777 December 06, 2009, 09:38:30 pm
 Board: M.U.G.E.N Configuration Help

Okay, after a bit of motherboard drama with my old PC, I've gotten a new PC with Windows 7.  So far, everything's running fine and dandy as far as playing MUGEN goes.  As for compiling stages....not so much.  Sprmaker is unfortunately incompatible with my current 64-bit machine, which is unfortunate since I've been compiling my stages all these years using batch files.  :(

Old vets: what do you recommend for someone who's used to the convenience of compiling via batch files as a replacement?  I'm not too hot on potentially using Fighter Factory, but I will if I have to*  Also, I'm still(!) not quite ready to move on to MUGEN 1.0 yet, as I'm still having fun with plain ol' WinMUGEN.  Any advice for my stubborn arse?  Should I just move on to 1.0?

*edit: Just gave FF a try...and it's too slow for what I need and want to do.  I'd rather just double-click a batch file, have my sprites compiled into a SFF, and be done with it.
    

Re: mh777's Works-in-Progress thread.

 November 20, 2009, 04:44:16 am View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

Update!

Looks like it was the motherboard after all.  Like I said earlier, it couldn't have come at a worser time, seeing as to how I'm presently unemployed and can't afford to replace the motherboard due to lack of funds.  I don't exactly have $129US to spare right now. :(

Dagnabbit.
    

Re: mh777's Works-in-Progress thread.

 November 18, 2009, 02:28:55 am View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

Yet another update, but it's not good news. The PC on which I mainly do my work (MUGEN or otherwise) is being wonky.  I think it might be the motherboard, but I'm still going through all the possibilities and I probably won't know until tomorrow at the earliest.  Of all the times for this to happen... :(

Pretty much, it goes without saying that MUGEN stuffs have put on hold until further notice.  Sorry to my three fans out there who were expecting more updates and screenies. :(
    

Re: Windy x Windam stages released

 November 16, 2009, 08:52:35 am View in topic context
 Posted by mh777  in Windy x Windam stages released (Started by mh777 November 15, 2009, 11:10:12 pm
 Board: Your Releases, older Mugen

I understand these are from a GBA game, so I may be answering my own question, but do these have this much color loss in their original form? Just wondering, most of them still look fine, but the color loss on the Hide Room stage is hard to ignore.
  Oh, the color loss in that stage, as well as the others, is definitely present in the original game.  Don't have shots at hand right now (typing from Xbox), but the BGs in the source game do indeed look like that.  Actually, I have no idea how the original developers could have that much color loss on a stage that's basically nothing but black with some bursts of color.  *shrugs* 
    

Re: Windy x Windam stages released

 November 16, 2009, 04:20:33 am View in topic context
 Posted by mh777  in Windy x Windam stages released (Started by mh777 November 15, 2009, 11:10:12 pm
 Board: Your Releases, older Mugen

    

Re: Windy x Windam stages released

 November 16, 2009, 04:02:01 am View in topic context
 Posted by mh777  in Windy x Windam stages released (Started by mh777 November 15, 2009, 11:10:12 pm
 Board: Your Releases, older Mugen

Most of those details could be found in my WIP thread, but in case you're too lazy to read the thread or download the stages and read the readme file: yes, it includes double jump/super-jump support, most of the stages include some sort of animated element, and they'll cook you breakfast if you make them dinner. 

I never never NEVER include music with my stages.  No need to make people download a 3meg zipfile to get to a stage that's only 120kb in size by itself.
    

Re: mh777's Works-in-Progress thread.

 November 15, 2009, 11:16:42 pm View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

Windy x Windam stages have been let into the MUGEN wilderness!

More WIP news with no pics (yet): doing a little series of stages to appease the Sega fanboy in me; in particular, some from Sega's System 16/18 era.  If you've downloaded my Shinobi Mission 1-2 stage, you'll see what I'm trying to do with these.  So far, I've got a couple on the rocks right now: the first stage of Alex Kidd: The Lost Stars (love the music in that stage), and something from the final stage of ESWAT.  Expect more news and actual pictures in the coming days.  :)
    

Windy x Windam stages released

 November 15, 2009, 11:10:12 pm View in topic context
 Posted by mh777  in Windy x Windam stages released (Started by mh777 November 15, 2009, 11:10:12 pm
 Board: Your Releases, older Mugen



Finally, after a bout of backache (hooray for spending an entire week on my back), I've finished up and released all of the stages from Windy x Windam, all available in one, convenient package!  For those who didn't see my WIP thread, all these stages are generally accurate to the original DS game, save for things like z-offset adjustments and the fact that MUGEN doesn't suck like Windy x Windam.

Feedback is always welcome, of course.  :)

Find them on my site, which you can always reach via the leftmost sig image or that nifty little globe under my avatar.
    

Re: Special intro coding help needed, please. :)

 November 15, 2009, 05:38:28 am View in topic context
 Posted by mh777  in Special intro coding help needed, please. :) (Started by mh777 November 14, 2009, 11:29:02 pm
 Board: M.U.G.E.N Development Help

Bingo, worked like a charm.  Thanks for the answers, gents.   :2thumbsup:
    

Special intro coding help needed, please. :)

 November 14, 2009, 11:29:02 pm View in topic context
 Posted by mh777  in Special intro coding help needed, please. :) (Started by mh777 November 14, 2009, 11:29:02 pm
 Board: M.U.G.E.N Development Help

I'm adjusting Mouser's KOF Kim for my own nefarious (re: nerdy) needs, and adding more names to the "vs. evil" intro trigger.  However, I also want that particular intro to trigger against certain alternate evil modes (i.e. the kind activated by the "hold start" method).  Is it possible?  I've tried triggering via p2name = "blahblah" && palno >= 7 just to see if it worked; of course it didn't.

So, can it be done?  Is it possible to detect the opponent's variables to see if and when that particular variable that says "evil mode" is active, as well?  Keep in mind that character programming is not my strongest suit.  :)

While I'm at it, is there a way to simplify or at least condense the trigger?  It's a veritable clustershmazz as it is right now.   ;P
    

Re: mh777's Works-in-Progress thread.

 November 11, 2009, 06:58:07 pm View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

Quick update, but a semi-important one: I wanted to release the stages today, but it's funny how a little thing like intense, debilitating backache can halt all of your plans.  Some quick history: I've had these back pains since my teens, and it chose yesterday, of all days, to come back.  So, basically, I couldn't do much other than curse, stay on my back/side/front, and curse some more.

Hopefully, I'll feel better by the weekend, and I'll actually get around to releasing stuff.
    

Re: mh777's Works-in-Progress thread.

 November 10, 2009, 05:20:40 am View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

More progress!



Glad I got that toy one out of the way.  BGCtrls are boring, I'll say that much.   :P

One more to go (this one, in case you're wondering).  It's not too hard to finish up; it's just setting up the "blinking eye" anims for the creepy shadow creatures (yay more tedious work).  After that, expect a big Windy x Windam stage release thread in a couple days, at the least.  ;)
    

Re: mh777's Works-in-Progress thread.

 November 08, 2009, 06:58:47 am View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

doin' da bump!



Three more from Windy x Windam finished (barring some possibly minor adjustments).  I've got three more to finish up before I officially release them all into the MUGEN wilderness.  Again, all are pretty much accurate to the original DS game, so all complaints about "color loss" can be directed to Success and Ninja Studio, the original developers.   :P

Progress on the KOF99Evo clock tower has slowed down because I'm a nitpicky perfectionist and cleaning up is a bitch.  But it will be done...eventually.
    

Re: M.U.G.E.N Screenshots V2

 November 05, 2009, 07:39:55 pm View in topic context
 Posted by mh777  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

http://akidnamedtom.homestead.com/files/hoganmovement2.gif

A little side project I started. The first two frames shows off the sprite priority system. The rest show movement around the ring, including the "walls" I set up. Check out the diagnol wall coding I put in. 8)

If I go through with it, it'll be a remake, but with a few enhancements. Better controls, signature moves, improved stamina system, a tag system, and maybe a few new characters.

I love you.
    

Re: mh777's Works-in-Progress thread.

 November 04, 2009, 07:27:24 pm View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

They all look sweet.  I just think the zoffset on the second one throws KFM off scale.

Windy x Windam has some high z-offsets in some of its stages compared to typical MUGEN-friendly values.  I'm trying to shoot for accuracy as well, but that doesn't mean I can't bend with the wind.  (Translation:  expect z-offsets to be adjusted in the name of aesthetics when they can/should be.)  

Oh, and I keep on forgetting to mention this, but WxW stages are tall, and there are some elements that I haven't shown yet, like the animated ninjas in the first stage.  I should also mention that these are WinMUGEN stages, as I'm still not ready to fully move on to the new MUGEN.  Then again, not like these won't work on the new MUGEN, but...well...you get the idea.   :P

I'm SO downloading this stages and giving you a "+1 nice car"  :D.

Keep it up!

Thanks.  :)

quick edit while I'm here: something else I'm working on just for kicks and to make use of the lifetime of art/drawing I've done :p :


Just doing my best to see the GBA EX Geese portrait realized into a full MUGEN-friendly portrait.  Still blocking out and sketching the rest of the torso as you can clearly see, but now at least GIESU has ears and a neck.
    

Re: mh777's Works-in-Progress thread.

 November 04, 2009, 06:28:15 pm View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

I just hope they're animated.

There will be anims, yup.  Most of the Windy x Windam stages have animated elements, even though they're all basically single-layer stages (and some beautiful singly-layer stages at that...see that lilac stage up in the first post?  That's why I wanted to convert stages from this game, haha).  I'm doing my best to make the clock tower look convincingly like a 2D KOF stage, including the bells and the merry-go-round, which just happen to be the missing parts of the tower in the mock-up in the first post.  Like I previously mentioned, cleaning up my rips is the hardest part of the conversion process, but it's nothing I can't handle.

Who are the 2 others ? :haw:

 :cry2:
    

Re: my first char, Fei from Xenogears

 November 04, 2009, 07:51:05 am View in topic context
 Posted by mh777  in my first char, Fei from Xenogears (Started by Roks September 24, 2009, 06:15:23 pm
 Board: Projects

oooh cool, huge fan of xenogears here, Id refferences would be cool too but with so many evil guys already ts probably too much, neways keep at it n good luck

Id references wouldn't be too bad if it were kept confined to win poses, in my opinion.  Maybe something as simple as Fei falling to his knees and and holding his head would be enough.  Haven't played Xenogears in a while, though...do those sprites exist in-game?  I can't recall off-hand.

Anyways, as another fan of Xenogears (even if the final disc did start out too slow for me), color me excited about this project.  Best of luck, and looking forward to even more progress.  :)
    

mh777's Works-in-Progress thread.

 November 03, 2009, 08:56:17 pm View in topic context
 Posted by mh777  in mh777's Works-in-Progress thread. (Started by mh777 November 03, 2009, 08:56:17 pm
 Board: Projects

Hello all, just thought I'd start a W.I.P. thread.  All the cool kids are doing it, so why not?  Anyways, just thought I'd let the MUGEN world in on some of what I'm working on.  Contrary to popular belief, not all of it is Sega Saturn stuffs.   ;)



First off, I'm ripping stages from the DS game Windy x Windam; in fact, I'd probably call it my current major project.  Most of what I have done so far is in varying stages of completion; some stages are done and basically ready for release, and others still need to be ripped/compiled/whatevers.  Other than that, I plan to convert every stage from the game, and they'll be released when they are.  :)



A few days ago, I pulled out my Dreamcast and played me some KOF:Evolution for the first time in a long time.  I saw the clock tower stage and fell in love with it again.  Later that day, after "finding" an emulator-friendly version of the game, I began some preliminary work on a MUGEN conversion.  (Luckily, Chankast made ripping it very very easy and 2D-friendly, despite it originally being a 3D stage.)  Obviously, the above shot is a "proof of concept" shot; there's still a LOT of cleaning up/fixing to do, but you'd never know it was a 3D stage originally.  Note that I am aware of another conversion of this stage, but it seems that was done from the GBA version.

Well, keep your ears open for further updates, all three of you who keep downloading my work!  (Where's that damn clapping penguin when I need it?)
    

Re: Rate-a-roster

 October 30, 2009, 06:12:11 pm View in topic context
 Posted by mh777  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion

@ Cyan Paul : I just realized how your roster was similar to mine up to the point it's scary ! o_O Hey, even the order in which you put the chars is very simmilar.

How do we know you're not Cyan Paul, Cybaster?   >:D

vvv don't worry, i'm just bein' facetious, silly. ;)