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Saikoro

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Messages by Saikoro

    

Re: The official BROKENmugen 1.0 WIP Thread

 July 08, 2011, 04:39:13 pm View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

I'm so happy you fulfilled my request :P

I think now I can honestly say I found my screenpack for 1.0 and I won't be changing it anytime soon XD

No prob Jarek. I'm glad to listen to what the community has to say as feedback is helpful. Avoiding feedback is one dimensional and just plain silly. I'm happy that you're stoked!! It's comments like this that really excite me!!
    

Re: Topic Guide Blazblue Stages 3/18!!

 July 08, 2011, 03:13:46 pm View in topic context
 Posted by Saikoro  in Topic Guide Blazblue Stages 18/18 + Extra!! (Started by Darek July 04, 2011, 10:50:03 am
 Board: Your Releases, older Mugen

HOLY SHIT!! You sir, have made my morning.... What a fine way to complete my BlazeBlue collection. I'm all over this post like a Hawk!!
    

Re: most wanted characters for Mugen

 July 08, 2011, 02:37:28 pm View in topic context
 Posted by Saikoro  in most wanted characters for Mugen (Started by Faisaijin August 28, 2007, 12:49:57 pm
 Board: M.U.G.E.N Discussion

I think this is a basic question that has millions of possibilities. I'm also a sucker for open ended discussions!!

And by Original, I mean something that is 100% or very near 100% original, like The SandMan, Thor, WonderWoman, Ubu, Ella, The Thing, Etc. So you may have a bit of Frankenspriting going on here and there, but the Character is something of a breath of fresh Air. As cool as it is to have every single possibility of Ryu (Evil, Fallen, Violent, MvC, SvC, etc), more authentically original Characters are somewhat nonexistant.

What are my top 5 that I would like to see??

#1 - The Ninja from Metal Gear Solid. I would LOVE to see this alongside Sean Altly's Solid Snake. Just think of the possibilities... the original Ninja is perhaps one of the best Villians ever experienced in gaming. Ever. "Hurt me More!!"

#2 - V from V for Vendetta. Anyone who can appreciate the finer qualities of V's complex and interwoven stroyline would understand what would make him a great Mugen Character. Lots of different qualities of ass kicking, Gadetry and Dagger-play make this one a top contender.

#3 - The Master Chief. Dante's Devil May Cry Character points to two different Fighting Styles, so why not apply them to the Chief with Two weapons styles and a Hand to Hand style. And how about Elites acting as Strikers like Marvel Superheroes or KOF?? And although not as "Exciting" as the Chief, Gordon Freeman would also be a good candidate. Gravity Gun anyone??

#4 - Ryu Hayabusa, Ninja Gaiden X-Box Style. I think that this one is a no Brainer. If done properly, his sprites would look just phenominal (Sean Altly, I'm looking at you again). Add in Ninpo Augmentation effects and up to 2 different fighting styles, and Viola. Instant classic if Coded just right.

#5 - Soul Calibur's Yoshimitsu. Ok, so this can be a cheap clone of Bishamon. But with Soul Calibur's near limitless array of Special Moves, I think that it would be rather interesting to see our favorite Space Ninja, in Calibur 2's Green Samurai form, make it to the Mugen engine. Another look I loved for Yoshimitsu was his HIGHLY underrated Tekken 4's 2P Kick Variant. And this one is more of a personal preference than anything else.

So this is my list of just 5 interesting possibilites (In my opinion anyway). Anyone else got some good ideas??
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 08, 2011, 12:45:28 pm View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

Nize update man, this baby is well on it's way. Now need to try it out for a final opinion.

Thanks Big Boss. I really like your Metal Gear Solid screenpack. MGS is a cherished classic of mine and your Mugen effort is awesone.

OMG I'd never thought I'd say this about BrokenMugen, but I cannot wait for your update :)

Nice job thinking of users with different roster sizes.

I highly appreciate the comment Oxe. I didn't want to be like "All I'm offering is a straight conversion with no considerations for feedback." That would have made plenty of forum goers angry. Mugen is all about being open ended and versatile, so I wanted to keep my mind open to what you guys had to say. Keeping that mindset and listening to feedback is what this community is all about. Reading positive comments makes all of this work worth it.

I've also realized that a straight port with no additions to 1.0 would have been boring. My applied subtle fixes truly make this project feel like a genuine progression. At first, I despised the idea of changing anything. Seeing all of my efforts come together and not detract from Two4Teezee's original vision makes me proud that I got this right on my first attempt. I always wanted to contribute something to the community, so why not make something special??

I really appreciate the comments guys. I'll surely keep everyone posted as to what's up.
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 08, 2011, 12:20:42 am View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

I'm VERY happy to announce that all of you will now have the additional option of a 120 Slot Select Screen!!  :yippi:

I literally just finished this up 15 minutes prior to posting here. The most TEDIOUS part was finding the right amount of slots to fit the screen without too much clutter and proper resolutions to accommodate these changes. I included 24 Slots by 5 Rows. Here's a couple of example screens showing alignment.



Here's a Team Example so that you can see the "Cursor Done" Static. Everything is aligned perfectly!!


**Don't mind Hulk's smaller portrait. BrokenMugen's default Scaling is now set to .5 and Hulk's portrait uses the old 120x140 resolution. Spawn uses the now standard 240x280 resolution. For the uninitiated, you can set the scaling to suit whatever your portrait preference size is.

Lastly, here's a shot showing the gradient template I devised for this new Select Screen. I didn't go the lazy way as I included empty "Border Slots" to give this more of a genuine feel. Anything simpler would have looked unprofessional.


I hope fans of smaller rosters will enjoy this addition. I'm very excited!!  :sugoi:
    

Re: Interactive Stages Database

 July 07, 2011, 06:48:57 pm View in topic context
 Posted by Saikoro  in Interactive Stages Database (Started by Cybaster June 20, 2011, 07:33:50 am
 Board: M.U.G.E.N Discussion

I think I'm going to start learning how stages are coded. Awesome material!!
    

Re: Classic MK 1 Raiden

 July 07, 2011, 04:05:25 pm View in topic context
 Posted by Saikoro  in Classic MK 1 Raiden (Started by Scratcher July 07, 2011, 03:48:47 pm
 Board: Your Releases, Mugen 1.0 +

First in.... Awesome.

I likes. Keep up with the great releases. I'm really, REALLY looking forward to Scorpion and Sub-Zero. You're also giving MKP a run for its money....
    

Re: Cybaster's Patches - Part 1, NeoGouki

 July 07, 2011, 03:51:55 pm View in topic context
 Posted by Saikoro  in Cybaster's Patches - Part 1, NeoGouki (Started by Cybaster July 06, 2011, 12:40:49 am
 Board: Edits & Addons 1.0+

Sweet deal Cybaster. It's nice to see updates to another awesome author's work. I'm updating all of these....
    

Re: Classic MK 1 Reptile

 July 06, 2011, 05:50:10 pm View in topic context
 Posted by Saikoro  in Classic MK 1 Reptile Update 12.07.2011 (Started by Scratcher July 05, 2011, 09:42:51 pm
 Board: Your Releases, Mugen 1.0 +

 :D Wow man. Fantastic release. Reminds me of my days as a youngin' being obsessed with MK. I like how accurate you are to the Arcade version of Reptile. This makes me look forward to future releases you have in store.  ;D
    

Re: cvs krauser...

 July 06, 2011, 04:55:37 pm View in topic context
 Posted by Saikoro  in cvs krauser... (Started by dampir July 06, 2011, 03:10:05 pm
 Board: Projects

I like it. Good coloring in my opinion, but I'm not a spriting prodigy....

I'm curious to see what comes from this. Awesome.
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 06, 2011, 04:50:06 pm View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

Awesome stuff but, what about the credits. The end game credits was the highlight of this Sp for me. :sugoi:

Thinking back, I was considering upping the resolution for these, BUT!!

The credits and universal ending will remain untouched (with the slight exception of adding my name to the credits for contributing) as there is no reason to upconvert anything. Seriously, upping the resolution for 900+ PCX files just to look slightly sharper is completely redundant. Also consider Two4Teezee's combo exhibitions are essentially animated thumbnails that would simply look terrible if they had a higher resolution. Everything regarding the universal ending looks fine and dandy at it's original Localcoord of 320x240.
    

Re: NAMELESS SCREENPACK

 July 06, 2011, 01:15:32 pm View in topic context
 Posted by Saikoro  in NAMELESS SCREENPACK (Started by NiO KuSaNaGi April 15, 2011, 10:13:01 am
 Board: Projects

Solid work. I really like the bold look you have as it's very striking. Just be sure to have some animated elements that will make this work shine further. A good example of this would be to have your title screen randomly shuffle through sprites. So, instead of Chun Li and Mai being the only sprites you see, you could cycle through Ryu and Kyo, and then Haohmaru and Earthquake for instance.

Small touches like this will add to the feeling of being a truly open ended Screenpack.

Best wishes to a solid looking effort.
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 06, 2011, 02:02:47 am View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

Here are some work files that were turned into animations.  ;D

Here is the "Winner" Graphic Animation overlay. Check it out....

Each letter animation has 4 frames of animation lasting 4 ticks each, finishing with flickers between Snow and Solid, as seen below (Snow).



Below are some Mode Select Screen components. "Single/Simul/Turns" is now animated and flickers intermittently. I actually used the old font overlay as a template for each animation frame. Consider that no new items have been implemented as everything is being used from existing elements.

Here's the Mode Cursor Animation Overlay. This is animated to flicker between Snow and Solid, just like "Winner." Very cool looking!!


With "Mode" now being used as a cursor, I didn't want the screen to be flooded with animations that looked too busy or similar. Therefore, a slightly darker static was applied to "Mode" as opposed to "Single/Simul/Turns." The animation now appears without being too overwhelming. I think it's a welcome change while compared to the original.

And a few examples of what it looks like in motion....






To make 1P and 2P sides appear distinctive, both sides actually have the same animation looping with P2's side coded backwards. Typing/Copying everything twice for this specific animation was interesting to say the least....

I'm happy to report that everything is progressing nicely, if not a bit slower than I would like. Final touches on the 120 select screen are being implemented before sending the package for further detailing by Two4Teezee.

I hope everyone enjoys these welcome changes as they are wild in action!! :yippi:
    

Re: Armor King III another update

 July 05, 2011, 06:28:17 pm View in topic context
 Posted by Saikoro  in Armor King III another update (Started by LM_MAVERIK February 17, 2011, 09:22:00 am
 Board: Projects

Wow Maverick. As an old school Tekken fan, I'm impressed with what you're showcasing in your latest video.

However, some of his animations, like his forward/backward dash, look a little too choppy/quick. As this is a pre-beta test, is this going to be addressed??

Keep up the great work!! It will be fun to put him against Seth and Juri!!
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 05, 2011, 06:13:02 pm View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

Hahaha broken mugen hd

LOL It's funny you mention that. Perhaps that's why my subconscious told me to go 640x480 instead of true HD. But no, no "Vyx Treatment" here. I'm sure everyone will be pleased with this release once its on everyone's PC. Soon!!
    

Re: Krang WIP: Requesting Voice clips, Frankensprites + Custom Edits

 July 05, 2011, 05:35:49 pm View in topic context
 Posted by Saikoro  in Krang WIP: Requesting Voice clips, Frankensprites + Custom Edits (Started by Dcat May 19, 2011, 05:15:22 am
 Board: Projects

Wow. Again, your creativity with Krang's range of moves is astounding Dcat.

Just one small detail.... His waistline fluctuates as your sprite bases are from a wide spectrum of characters. Is this deliberate?? Overlooked?? Otherwise, I smell a character of the year contender....
    

Re: The official BROKENmugen 1.0 WIP Thread

 July 05, 2011, 05:25:52 pm View in topic context
 Posted by Saikoro  in The official BROKENmugen 1.0 WIP Thread (Started by Saikoro June 19, 2011, 12:21:23 am
 Board: Projects

Happy post 4th everyone!!

Just keeping all of you up to date with progress on what's up.

As promised, the "Winner/Winners" and "Single/Simul/Turns" animations (and an animated cursor for Team Select) have been implemented, tested and completed. All that's left is some detailing on my end prior to sending Two4Teezee my current build. We're making sure every detail is completed and fine tuned prior to a release.

Expect some sample screens later today!!  ;D
    

Re: Juri -SSF4 (AE)-

 July 03, 2011, 04:50:46 pm View in topic context
 Posted by Saikoro  in Juri -SSF4 (AE)- (Started by Mr. I July 03, 2011, 04:05:38 am
 Board: Your Releases, Mugen 1.0 +

Impressive work to say the least. We now need some more high quality SSF4 stages to accommodate these awesome releases.

I have to give you HUGE props to making her feel amazingly accurate to her source material. Your video comparisons do a great job of showcasing this. My jaw hit the floor at first view. Keep up the great work.

I'm all for Crimson Viper, Shen Long, Hakan, Rufus.... All of the essential, original characters SF4 offered us. Oni looks amazing already....
    

Re: MvC Sheng Long

 July 03, 2011, 03:43:10 pm View in topic context
 Posted by Saikoro  in MvC Sheng Long (Started by Steel Komodo February 12, 2011, 07:24:38 pm
 Board: Projects

MvC styled characters are always fun and interesting in my opinion, especially when they are original to MvC in the first place. Case in point: Mugen's versions of MvC Kim Kaphwan, Terry Bogard and SF3 Ryu. These are great examples to compare to, and living up to N64 Mario's expectations will only make you aspire for a higher standard.

I'm looking forward to what you have in store for us. Best wishes to a smooth project!!
    

Re: SSF IV AE Oni WIP

 July 03, 2011, 03:28:45 pm View in topic context
 Posted by Saikoro  in SSF IV AE Oni WIP (Started by Werewood July 02, 2011, 11:25:43 am
 Board: Projects

Wow man!! Looks impressive as I really enjoyed your Seth and Omni. I'll be watching this one closely. Best wishes to your project.