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Re: Mortal Kombat (2011) first post updated on 13.07.2011

 October 27, 2011, 09:15:01 am View in topic context
 Posted by Shadow_Soldier  in Mortal Kombat 9 / 2011 now for PC too! (Started by Bad News GBK June 10, 2010, 03:50:02 pm
 Board: Fighting Games

If you don't have the potential to win with any character in MK9, then you have no one else to blame but yourself.

Don't blame the game because you can't win with the characters that you like.
Yeah, people love it when I use Raiden or Noob Saibot...

So you don't think any of the characters I mentioned needs to be toned down?

    

Re: Mortal Kombat (2011) first post updated on 13.07.2011

 October 26, 2011, 11:35:37 am View in topic context
 Posted by Shadow_Soldier  in Mortal Kombat 9 / 2011 now for PC too! (Started by Bad News GBK June 10, 2010, 03:50:02 pm
 Board: Fighting Games

:stare:

WHAT

First of all, MK3/UMK3 IS NOT A BALANCED GAME.

And second SF3: 3rd Strike suffers from the exact same "problems" you're complaining about. SF3:TS relies heavily on knowing your match ups.

So you don't like match ups. Then why do you play SF3TS or MK3 for that matter? Go play Tekken or something. The concept of match ups in games like Tekken for example is really thin. Only a few characters are considered to have a high tier or low tier. (Eg: Zafina is always low tier on any list).
lol...with the agument about MK 3 being a balanced game he really disqualified himself from takens eriously..and that comes from someone who likes the Mk games a lot since 1993
wait a one second. i just noticed this...

mk3...balanced?
hardly

From playing MK Arcade Edition Online,  I haven't yet run into any balance issues besides the A.I.

Maybe I missed something about UMK3?? o_O

Besides, I don't really care about the matchups, just that with SF3 and UMK3 you have the potential to use any character and win and MK9 fails in that sense.

    

Re: Mortal Kombat (2011) first post updated on 13.07.2011

 October 25, 2011, 07:37:26 am View in topic context
 Posted by Shadow_Soldier  in Mortal Kombat 9 / 2011 now for PC too! (Started by Bad News GBK June 10, 2010, 03:50:02 pm
 Board: Fighting Games

well, to tell you the truth, only noobs use that "spam projectiles" technique  :S

fairest Rain, Sub Zero and Shang Tsung?

god no!  maaaaybe Shang Tsung, and I say maybe because when he morphs he is beastly (damage increased)...
but just see how many Sub zeros are out there or learn to play Rain to kick some asses!!

I'm a regular MK9 player, every weekend 8 friends get into a home and make kinda "tournaments" so I can tell you I know much about this game, at least more than a "casual" gamer... and I don't agree with your opinion :s
Have you ever used Shang Tsung? His get-up attacks are all useless except for his soul steal, which really doesn't work on advanced players and for Shang Tsung to counter a jumping opponent is even harder as he has the slowest uppercut in the game. In fact, he is the slowest character in the game.

Even pro players lose when they choose Rain... Rains' combos aren't really threatening when comparing to characters like Quanchi. Literally everything Rain does, you can see it coming.

You basically described the concept of match ups. Something that exists in every fighting game. Am I missing something here?

Also the game is always getting patched, unlike most others.
If your gonna have to find a cheap character to beat a  more legitimate character, then thats not a fair match up.. which is what  I'm talking about. MK3/UMK3 is a real good example of a balanced game and so is SF 3rd strike.

As for the patches, why isn't  Raiden, Noob, Kung Lao, Sindel, Kano still broken? Thats like using 3 sentinals in MvC 3. This is what I think should be done to this problem:

Raiden: Limit Raidens ability to do things after the teleport. For example, Have raiden perform specials only after telport during that time frame, or more lag time after teleport. Something. :S
Noob: Fix his anti-air special move... Its ridiculously fast and safe. You can do atleast 2 of those near blocking opponent and still be safe.
Kung Lao: Ground hat needs further lag time as it still pretty safe. He still recovers pretty fast compared to his regular hat throw.
Sindel: Her special move "step up" is an extremely fast mid, which activates instantly. Change the mid to a high block or give it more lag time on start up.
Kano: Obviously needs more lag time on up-ball when blocked as this move is really easy to do.
    

Re: Mortal Kombat (2011) first post updated on 13.07.2011

 October 24, 2011, 06:22:51 am View in topic context
 Posted by Shadow_Soldier  in Mortal Kombat 9 / 2011 now for PC too! (Started by Bad News GBK June 10, 2010, 03:50:02 pm
 Board: Fighting Games

It's a broken piece of shit
How about some examples.

All you have to do is spam ones projectiles or some special move.  Now the gameplay is unfair in the sense that some characters got better powers/combos. Some people like Kung Lao, Johnny Cage,  Scorpion, Quanchi got it all. Now If you wanted it even more easier,  just "trick-pick"  Raiden, Noob, Sindel, Kung Lao, Kano, or  Kabal. That simple. 

By the way, some people just got good  mids/lows while others suffer from those basic mix-ups. Not only that, some of the control mechanics are just outright easy for some of the cheapest characters in the game. So its about which characters to choose against your opponent.

Personally I think the only fairest and funnest  characters in the game are Shang Tsung, Rain, and Sub-zero.
    

Re: Card Sagas Wars ( Lenneth VS Walküre )

 October 19, 2011, 02:20:00 am View in topic context
 Posted by Shadow_Soldier  in Card Sagas Wars ( Lenneth VS Walküre ) (Started by Abysswolf February 04, 2009, 04:37:10 pm
 Board: Projects

Hey guys what Happened to  Orkimides?  is he still  with you guys?  :ninja:
    

Re: CPS3 Broly planning topic

 October 14, 2011, 10:30:46 am View in topic context
 Posted by Shadow_Soldier  in CPS3 Broly planning topic (Started by Rolento October 13, 2011, 03:15:07 am
 Board: Idea Engineering

Do have any screenshots of him yet? would love to see this Broly
    

Re: Music Help on Internet

 February 26, 2010, 06:46:15 pm View in topic context
 Posted by Shadow_Soldier  in Music Help on Internet (Started by Russell_0010 February 26, 2010, 05:57:01 pm
 Board: Off-Topic Help

Try to get the game to just play the music and use goldwave or audacity to record the music.
    

Re: hyper combo finish help

 February 23, 2010, 10:57:19 pm View in topic context
 Posted by Shadow_Soldier  in hyper combo finish help (Started by warioman February 23, 2010, 03:59:23 am
 Board: M.U.G.E.N Development Help

Dude, all you have to do is go into your hypermove's state and add the state controller "PlaySnd" and trigger it when your attack as KO'ed your opponent.

[state blahblah, playsnd]
type = PlaySnd
trigger1 = WinKO
value = ?,? 

The first question mark is your group number and the second question mark is your sound number you assigned in your Sound file. So if you have 3000, 1 as your finishing sound in your SND file, then you put:

value = 3000,1

Thats all thers to it.. You definitly have to read the "sctrls" and the trigger list in the docs. Its an invaluble tool and will pretty much anwser most of your questions.
    

Re: What's a good character to make for your first mugen creation ever

 February 23, 2010, 09:50:35 pm View in topic context
 Posted by Shadow_Soldier  in What's a good character to make for your first mugen creation ever (Started by Ness9000 February 20, 2010, 11:13:39 pm
 Board: Development

Heh, the truth is, when your starting your very first char, it's best to start with a char that you really like.
Theres no point in creating a char that your unsure of because when it comes to mugen, theres a whole lot of work that will come and millions of problems in every corner along with it..

I dont mean to be negative, I just say choose a char that you really like, that way, you won't lose interest in the character creation process. For Example,  if you are working on your char, and halfway through you lose interest in that char, then you would feel like you wasted your time..

So if your interested in shermie, or that melty blood char, then start working on them; which ever you want to create.


The easy method I used..(Be prepared to read your a** off  because obviously no one is going to help as much as you can)

1. Decide "who" your going to create, because thats the first step.
2. Make a copy of the  Kung Fu Man  character (all his files)
3. Read this tutorial -->  http://mugenguild.com/forumx/index.php?topic=37742.0
4. Read any other useful tutorial that you can get your hands on.. Check out the Videos by Bovery on
   Youtube. His tutorials are VERY GOOD. You should check them out.
5. Read the docs in your mugen folder. All of it. Just read the basic stuff first and slowly move on to the
   rest of the shit they have on other advanced topics.


To sum it all up, all you do is swap KFM's sprites with yours, and then rename all of your files, and slowly start working on the other files for your char such as the cns and cmd files. I pretty much made every mistake possible in mugen, so I think this is the easiest and fastest way to learning how to create your char. Good luck.

    

Re: Palettes are stupid.

 January 27, 2010, 06:53:57 pm View in topic context
 Posted by Shadow_Soldier  in Palettes are stupid. (Started by Bastard Mami March 04, 2009, 07:52:09 pm
 Board: Development

Hey, I was wondering what you guys consider the best program for editing palettes and creating hi-res sprites
 So far I've been using mainly gimp and photoshop,  but I see a lot of people using paintshop pro.

I tried resizing  some sprites of Vegeta from Supersonic Warriors2 so that it will look the right size in mugen, but theres so much quality loss in resizing the damn sprite..


I tried the same thing with the ZeroX6 sprite sheet, but quality is horrible compared to the MvC Zero..
So far, the best resizing method  I got was resizing it using "Bicubic sharp" or "Nearest Neighbor" in Photoshop.
It takes up so much of my time editing sprites  and I get shitty results in the end..heh
Hey Juano Borsalino, Whats your trick man??  It'd be cool if you posted a tutorial..

Whats up with these sprites losing so much quality??
    

Re: can't open cmd files at all; Right-click "edit" option not there

 January 27, 2010, 06:33:36 pm View in topic context

right click and select "open with notepad."

Hey, right-clicking gives me no option for "opening with" either... this file just simply can't be opened at all!!
 
The only option available is to compress it, cut, copy, and send to...
I don't understand why I cannot open the cmd file anymore. Also, some users in arcadia mugen chat room had the same problem with opening the cmd files...

So, no one else in here had this problem??
    

can't open cmd files at all; Right-click "edit" option not there

 January 26, 2010, 09:36:22 pm View in topic context


I ran into an annoying problem with opening up cmd files all of a sudden in Xp. I can't open them up at all!! The file seems to have lost the program it opens up with.

1. tried right-clicking no "edit" option was found.
2. tried double-clicking, but the file turns transparent.
3. tried dragging the text file and dropping it in the Command Prompt; didn't work either

It seems like there is absolutely no way possible in opening up the cmd files in Xp  anymore.
Is there any other way to get the .cmd files back to the way they were ( the command-prompt style)??
Funny thing was, i just changed the language setting on my computer to japanese, and restarted, then all my files in my character's folder was unrecognized.

 Any ideas?
    

Re: Mugen's Filetypes

 January 26, 2010, 05:22:46 am View in topic context
 Posted by Shadow_Soldier  in Mugen's Filetypes (Started by Davod Sirloin August 25, 2005, 05:27:25 pm
 Board: Introductions and Guides

So, is there no other way to get the .cmd files back to the way they were ( the command-prompt style)??
Funny thing was, i just changed the language setting on my computer to japanese, and restarted, then all my files in my character's folder was unrecognized.

The operating system is Xp.

The .cmd however, could'nt be open at all, so I changed the folder options and renamed the extension..
I can't put it back the way it was before... Any ideas?
    

Re: V-Ism coding problem

 January 25, 2010, 07:05:19 pm View in topic context
 Posted by Shadow_Soldier  in  V-Ism coding problem (Started by Shadow_Soldier January 24, 2010, 10:37:26 pm
 Board: M.U.G.E.N Development Help

You can start by using a type = DisplayToClipboard to check what value the variable actually has.
Why do you put the varset back to 0 in state -3 ? State -3 isn't read when you are put in a custom state :P


After hours of testing, i finally figured out what was the problem...

Out of curiosity, I simply copied the all the states in [statedef -3] and put it under [statedef -2] and  that worked!!

Shit, its always the simple stuff that makes a problem  look so huge...
    

V-Ism coding problem

 January 24, 2010, 10:37:26 pm View in topic context
 Posted by Shadow_Soldier  in  V-Ism coding problem (Started by Shadow_Soldier January 24, 2010, 10:37:26 pm
 Board: M.U.G.E.N Development Help

Hey, check this code out. Its a V-ism code and the problem here is that when you get hit while in v-ism, you still stay in v-ism. Seems like this code can only be reset after the round is over. Not only that, V-ism lasts forever and won't time out either.

It seems that the "[state -3 varset]" does'nt work..
I've been trying to get it to work properly but I don't know where the problem lies.

Btw, this code is not written by me.


===========
SFZ2 V-Ism
===========
Author: Doctor M
mguasti@ciudad.com.ar
http://www.brutalpaws.cjb.net

---------------------------------------------------------------------------
This is an immitation of the cool Custom Combo of Street Fighter Zero 2.
You use a state to start the mode, then proceed to walk very fast towards
your enemy. The attacks are super fast, cancellable, and there is no juggle
check, so large air combos are OK.
---------------------------------------------------------------------------

OK, in this example we are using Var(0) as the Mode Timer.

It would be a good idea to add this VelSet to every stand/crouch attack, to
keep close to your enemy. Eg.

[State 200: VelSet]
type = Velset
trigger1 = Var(0) > 0
x = 4

Then, open up the CMD file. We need to make sure that all the attacks can be cancelled freely.
Add the following line to the existing triggers:

;Stand Light Punch
[State -1: ChangeState]
type = ChangeState
value = 200
triggerall = (Command = "x") && (Command != "holddown")
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Time > 6)
trigger3 = (StateType = S) && (MoveContact) && (Var(0) > 0) ;<--------------------- This one!!!

Also, add a ChangeState to use the mode change. Here is the one I used:

[State -1: ChangeState]
type = ChangeState
value = 9000
triggerall = (Power > 1000) && (Var(0) = 0)
trigger1 = (Command = "recovery") && (StateType = S) && (Ctrl)

Now, the change mode state:

[Statedef 9000]
type = S
movetype = I
physics = S
anim = 195
ctrl = 0
velset = 0,0
sprpriority = 2

[State 9000: SuperPause]
type = SuperPause
trigger1 = [Insert trigger here.]
pos = 15, -77
anim = 100
sound = 20, 0
poweradd = -1000

[State 9000: AfterImage]
type = AfterImage
trigger1 = [Insert trigger here.]
time = 2
length = 30
palbright = 0, 0, 0
palcontrast = 100,100,190
paladd = 0,0,30
palmul = .45,.45,.75
timegap = 1
framegap = 4
trans = add

The value assigned to Var(0) determines the length of the mode.

[State 9000: VarSet]
type = VarSet
trigger1 = (!Time)
v = 0
value = 300

[State 9000: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

We need a state that makes the player walk forward, so...

[Statedef 9001]
type = S
physics = S
anim = 20
sprpriority = 1

[State 9001: VelSet]
type = VelSet
trigger1 = 1
x = 6

[State 9001: AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 9001: ChangeState]
type = ChangeState
trigger1 = Var(0) = 0
value = 0
ctrl = 1

To make it work right, override State 0 by adding this state:

[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

This is the new state added to the standing:

[State 0: ChangeState]
type = ChangeState
trigger1 = (Var(0) > 0)
value = 9001
ctrl = 1

And now, the -3's...

[Statedef -3]

[State -3: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
v = 0
value = -1
ignorehitpause = 1

Cancel V-Ism Mode if you get hit or win the round.

[State -3: VarSet]
type = VarSet
trigger1 = (MoveType = H) || (Roundstate = 3)
v = 0
value = 0

Sorrowedge's Haste Code (tm), modified for faster anims.

[State -3: ChangeAnim]
type = ChangeAnim
triggerall = (Var(0) > 0) && (RoundState = 2) && (MoveType != H)
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) - AnimElemTime(AnimElemNo(0) + 1))/3)
ignorehitpause = 1
value = Anim
elem = AnimElemNo(0) + 1

PalFX's during the mode.

[State -3: PalFX]
type = PalFX
trigger1 = (Var(0) > 0) && ((GameTime%3) = 0)
time = 2
add = 0,16,132
sinadd = 5,32,164,2

This ensures that the AfterImages are displaying during mode.

[State -3: AfterImageTime]
type = AfterImageTime
trigger1 = (Var(0) > 0)
time = 2

Infinnite juggle points!

[State -3: AssertSpecial]
type = AssertSpecial
trigger1 = (Var(0) > 0)
flag = NoJuggleCheck

Tone down the damage.

[State -3: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) > 0)
value = 0.2

Damange back to normal, when the mode is off.

[State -3: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) = 0)
value = 1
    

Re: color seperation and palettes.

 January 22, 2010, 07:49:26 am View in topic context
 Posted by Shadow_Soldier  in color seperation and palettes. (Started by Cornholio July 24, 2008, 03:14:20 am
 Board: Development

you don't need to edit teh vegeta sprites at all, did you read the links loona posted?

Yeah, this is the one I read like a million of times, and probably the only one of somewhat use. That tutorial uses PaintShop Pro  palette file (.pal) , but I use Gimp or Photoshop.

The tutorial  tells you to make 2 sub-palettes: one for the character and one for the effects. Then it tells you to join them together into one Master Palette, but then he says to use the appropriate sub-palette when reducing to 8-bits for either the character or the effects.

1) Do I combine the sub-palettes first,  apply the Master Palette,  (which contains both FX, and character palette) and then  reduce all sprites using the Master or,

2) Apply the appropriate  sub-palette  (char or FX) to either the character or FX, then reduce to 8 bits?

By the way, I can't edit the palette files that photoshop create cause its the same one used by mugen (.act).So, How would I join them together in the first place?? And even if I create the Master palette or whatever,  I wouldn't be able to apply that palette to the ones already in my sff file because those only use those 16 colors shown in my previous post.

Guess what that means? I have to re-do all the individual sprites and change all my already existing sprites in my sff and add the new sprites that were done through the Master palette thing...


    

Re: color seperation and palettes.

 January 19, 2010, 09:11:08 am View in topic context
 Posted by Shadow_Soldier  in color seperation and palettes. (Started by Cornholio July 24, 2008, 03:14:20 am
 Board: Development

see this topic.
http://mugenguild.com/forumx/index.php?topic=72627.0

Also, on a separate note, a palette is just a reference, all your sprites can have a different palette between themselves, yet if you mark them as shared palette, mugen will aply the saem palette to them, which mean that you can make a palette using numbers 0 to 64 for the char's sprites, then make other palette using  65 to 256 for the fx and you won't need to worry about the fact that the fx and the char share color, because they use different numbers anyway.


I've been trying to get this stupid palette thing right too, ran into similar problems..
Since this is my first char, I kept it simple and thought I can add the FX later...It turned out to be a never ending task... I tried to add colors using gimp, but no luck either.
I wanted the blast effects also included in my palette (so I can change the color of the blasts), but have no idea on how to add those colors to my existing palette.
 
These are the steps I took for my character.

1. I've been using Gimp for all my sprite rips, made a base palette thats standard (total 16 colors, set transparency, and saved all images to pcx using that palette).



Now, in order to add more colors to my existing paletted sprites, do I have to add whatever colors I need to each and every sprite by hand??? Thats way to slow of a process and I got so many sprites! And whenever I make a new sprite and apply my old palette, that sprite looks black so I unshared most of my new sprites I added. All my blast FX are also unshared. I use Mcm most of the time, so I don't know if I'm doing this right. Also, you were talking about  palette for colors from 65 to 256. I can make a spritesheet full of FX for Vegeta, but how will I exactly add those colors to my already existing pcx files in mugen??

I'm gonna create another character after I'm done with Vegeta,  so I don't want to mess up this palette thing.

By the way Frederika, you seem to know a lot about palettes and color... Some of the stuff you were talking about was advanced in other topics... Maybe you know the answer to this problem...


    

Re: [Gave up spriting, please close] Bunch of my works :D

 January 19, 2010, 03:39:48 am View in topic context
 Posted by Shadow_Soldier  in [Gave up spriting, please close] Bunch of my works :D (Started by Blind. April 27, 2008, 04:42:01 pm
 Board: Graphics

So, you guys use a graphics tablet to help with creating the same costume under a different angle? I've tried spriting, like making more moves out of the basic sprite sheet, but never ever done a costume swap. So 1 by 1 each sprite needs to be perfected... seems like way too much work. I don't think its worth the time doing all those 100  or 1000 sprites.. Thats why I prefer 3D.
    

Re: [Gave up spriting, please close] Bunch of my works :D

 December 30, 2009, 07:40:41 pm View in topic context
 Posted by Shadow_Soldier  in [Gave up spriting, please close] Bunch of my works :D (Started by Blind. April 27, 2008, 04:42:01 pm
 Board: Graphics

Hey Blind, since your a good  spriter... I want to do some spriting and be able to apply those sprites to a full spritesheet. I been looking for good tutorials but found none so far..Do you know any good tutorial sites for spriting  a full spritesheet? For example,  creating a new costume for a character for mugen..


    

Re: You've stolen my clothes!

 December 30, 2009, 07:29:57 pm View in topic context
 Posted by Shadow_Soldier  in Potemkill Sprites (Started by Potemkill October 26, 2009, 04:42:29 pm
 Board: Graphics

Those Sprites look awsome. Now, is that costume swap is applied to all of Morrigans sprites or just that one particular stance?