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Re: Unique character orders, if possible.

 August 12, 2011, 06:16:01 pm View in topic context
avatar  Posted by CRZ  in [SOLVED]Unique character orders, if possible. (Started by CRZ August 12, 2011, 04:52:16 pm
 Board: M.U.G.E.N Development Help

Character-specific intros are coded into the characters themselves. The trigger used for this is normally "p2name." To the best of my knowledge unique ordering is not possible, but maybe Cyanide might know better.

Oh damn there goes my storylines :X
    

[SOLVED]Unique character orders, if possible.

 August 12, 2011, 04:52:16 pm View in topic context
avatar  Posted by CRZ  in [SOLVED]Unique character orders, if possible. (Started by CRZ August 12, 2011, 04:52:16 pm
 Board: M.U.G.E.N Development Help

MUGEN uses a universal order for all chars, I was wondering if it's possible in select.def to make unique orders for each char, something like SFA3, each character fights a different boss char and encounters different characters with intro dialogues along the way. Any ideas?
    

Re: 'Partial' Copyright infringement on 'byproducts?'

 August 11, 2011, 03:29:32 pm View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

yeah i think that character your talking about is Ubu. the old dude with explosive firing finger he points like a gun. yeah he has made him so well done you wouldnt even notice it. thats great editing. Aiduzzi is one of my favorite original character creators. 
Huh ? It was kinda obvious at first sight he was using Feilong's chest, Yamazaki's legs and Gen's head.

Most people wouldnt notice, and the work over he gave to the whole thing made him useable. I mean, he wouldnt be able to copyright those specific sprites, but he could use the character anywhere and no one would say "its gen mixed with feilong and yama!"

So the sprites wouldnt be copyrighteable but the character would.

I'd love to think that way too, if we put ourselves in the original char creator's shoes we'd be screaming 'piracy!' though the modified-sprite char is indeed original. I'll see how it goes..


For the record. That page is OMG old. Like, 2002 old. That was about the point they were actually requesting donations. Most of that stuff is probably no longer accurate.

Quick skim through. Yes that is old as hell. sprmaker is old, it's sprmake2 now, and they specify you should be on 320x240, which is basically out of date since 4 years ago and their latest release defaults to 720p.

So yeah, take that page with a grain of salt. You'd be better off reading what's actually on the site rather than a hosted document.

Whoops I stand corrected!
    

Re: 'Partial' Copyright infringement on 'byproducts?'

 August 04, 2011, 11:53:27 am View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

Or, like someone said before, just create characters that are original enough that they dont have likenesses tied in copyright to anyone.

If I recall correctly, one of Aiduzzi first characters was made using FeiLong chest, it was so edited however you couldnt even tell.

Actually that's what I'm trying to find out: the chars are original with original faces, features etc, but to make them 'alive', sprites were either ripped or edited. they might have been edited till no one notices, but still, these chars gained their attention through use of someone else's copyright material. then somebody makes some art (like comics) of these chars - art is based on the chars storyline and personality development, not really the sprites. can such a work which is based on an original (concept-wise) char be considered illegal, since these chars gained their 'lives' from copyrighted material. Personally i'd think it's more 'wrong' than 'right', but good or bad doesn't always mean legal or illegal, hence this thread.

seems like i'll have to tell the artist the bad news. i'd refuse to take money out of his work but he might lend himself into trouble.

have you never heard of this
http://en.wikipedia.org/wiki/D%C5%8Djinshi
if your character is not that original automatically it will never be big, and it will not hurt anybody to sell it in convention etc.

look here,

Andy Seto once made a manhua that is clearly inspired by Street Fighter, and it went into publisher
http://en.wikipedia.org/wiki/Cyber_Weapon_Z

Ryo Sakazaki did become HUGE..and he's so obviously a clone of Ryu! :P

It's not really the money..I wouldn't feel good if someone made a mint out of my chars which were based on other materials . I'd be disgusted sick if I were Akiman and somebody took my original Ryu, made an Uyr out of him and proceeded to make dough. I'd still be okay with it though, if the works are just a hobby thing without intent for profit.
    

Re: 'Partial' Copyright infringement on 'byproducts?'

 August 04, 2011, 11:26:12 am View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

Any company will lock you down if you ask them if you can get profit from their material.

If you are good enough to edit enough that whatever sources you used arent recognizable, then you should be in the clear, headswaps, characters using captain commando sprites but sporting a new name and moves are all still using likenesses that are held as copyright of someone else.

You cant publish a book about CRZ the super human that just happens to be reused images from the dragonball manga with the ballons changed and a new colour to the main character, the gi wearing, spiky haired CRZ.

If your work depends on someone else work to exist, then its not your work, just like with jokes.

Having a character joke about mario by showing up once in a mario costume= your character
having a character whose clothes are marios= possibility of infrigement and cease &desist.

Right, I was thinking the same thing. upon confirmation from the cos. I'll see to it that any derivative works from my chars are purely for hobby, or are not to be made at all.
    

Re: 'Partial' Copyright infringement on 'byproducts?'

 August 04, 2011, 11:12:54 am View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

Thanks guys for the feedback, I have a clearer picture now.

The reason why I'm asking is there are some people who're interested to draw comics from some mugen chars I'm making. The char sprites are modified (slightly, there are original sprites too) from other original games and are not meant to be sold, but the character concepts and storylines are original. So would it be an offence to make a comic out of it to be sold for profit? If yes I wouldn't mind not getting a cent out of comic sales profit, but the comic artist and publisher would indirectly be committing an offence. there are two ways to view it, first the chars are original so their storylines are entitled for profit use, but then again without the sprites/effects of other games, these chars would never gain the prominence to be made into a comic in the first place.

I think this is related to how mugen makes its money (not flaming elecbyte here; I'm really grateful they made mugen for us to use). I mean, mugen is non profit and the source of money is donations, but the core of mugen is the usage of other games' content to make our custom games, and through this, elecbyte makes money. opinions?
gradually make the characters more original. I don't know how much different characters have to be when we have deadpool and the characters from absolute power running around. I wouldn't be worried unless I got a cease and desist.

I may be wrong, I got the info from here:

http://www.mugenevolution.co.uk/Docs/mugenfaq.html#How%20much%20money%20have%20you%20gotten%3F

See 'how much profit have you made'. It's for an older version of mugen..maybe I didn't read the entire thing properly. But the 'webpage' they reference to is elecbyte.com, though I couldn't find any donation list there. I believe y'all though, Elecbyte's stance has always been non-profit.

Hmm still on grey area on this one...i've asked the capcom what their stance is, on how 'original' chars have to be, etc. i heard a user in mugenguild emailed capcom and snk but their response was quite vague..


    

Re: 'Partial' Copyright infringement on 'byproducts?'

 August 03, 2011, 12:37:10 pm View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

Thanks guys for the feedback, I have a clearer picture now.

The reason why I'm asking is there are some people who're interested to draw comics from some mugen chars I'm making. The char sprites are modified (slightly, there are original sprites too) from other original games and are not meant to be sold, but the character concepts and storylines are original. So would it be an offence to make a comic out of it to be sold for profit? If yes I wouldn't mind not getting a cent out of comic sales profit, but the comic artist and publisher would indirectly be committing an offence. there are two ways to view it, first the chars are original so their storylines are entitled for profit use, but then again without the sprites/effects of other games, these chars would never gain the prominence to be made into a comic in the first place.

I think this is related to how mugen makes its money (not flaming elecbyte here; I'm really grateful they made mugen for us to use). I mean, mugen is non profit and the source of money is donations, but the core of mugen is the usage of other games' content to make our custom games, and through this, elecbyte makes money. opinions?
    

'Partial' Copyright infringement on 'byproducts?'

 August 02, 2011, 04:52:54 pm View in topic context
avatar  Posted by CRZ  in 'Partial' Copyright infringement on 'byproducts?' (Started by CRZ August 02, 2011, 04:52:54 pm
 Board: M.U.G.E.N Discussion

Hey guys,

Something I've been curious for the past few days - what if a mugen-made char (which is edited from an original copyrighted material) becomes so wildly popular that people want to read comics based on the game or buy merchandise. do these comics/merchandise constitute violation of copyright of the previous works? cos without the previous original works (like sprites and sounds) the mugen char would not have been conceivable and so its related products might be violating copyright as well.
    

Re: Detecting player or cpu

 July 26, 2011, 05:59:44 am View in topic context
avatar  Posted by CRZ  in Detecting player or cpu (Started by puissance July 24, 2011, 01:33:17 am
 Board: M.U.G.E.N Development Help

I believe the same code applies for that as well. If the player's AILevel is greater than 0, then they are a CPU.

Yes but they could be CPU in another mode, say training or team arcade. We're trying to detect CPU ONLY for single one on one arcade mode
    

Edited sprites don't show up in game

 July 25, 2011, 09:41:07 pm View in topic context
avatar  Posted by CRZ  in Edited sprites don't show up in game (Started by CRZ July 25, 2011, 09:41:07 pm
 Board: M.U.G.E.N Development Help

I'm very new to editing sprites for backgrounds, from what I understand, we open up the background's .sff in an editor (i use fighter factory for this), then we replace the sprites individually and save the .sff. I left the def file unchanged because the sprite sequences are still the same, the only edits i did were on the sprites (like one of the audience costumes).

when i run the game, the sprites are from the unedited original file. yet when i open up the .sff again through fighter factory, it shows the edited sprites. what have i missed out on?
    

Re: Detecting player or cpu

 July 25, 2011, 09:38:15 pm View in topic context
avatar  Posted by CRZ  in Detecting player or cpu (Started by puissance July 24, 2011, 01:33:17 am
 Board: M.U.G.E.N Development Help

What if we want to detect a cpu player ONLY in arcade (one on one) mode? so that we can put character specific storyboards that otherwise won't appear in vs CPU in team arcade, training, etc
    

Noise in sound samples (using Fighter Factory Ultimate)

 July 18, 2011, 02:19:25 pm View in topic context
avatar  Posted by CRZ  in Noise in sound samples (using Fighter Factory Ultimate) (Started by CRZ July 18, 2011, 02:19:25 pm
 Board: M.U.G.E.N Development Help

OK I don't know if this is the right place to post this question since it;s about audio recording and not really coding. Basically what I did was to extract a sound sample; it initially had a lot of noise and static to it so I used a sound editor and made it clearer (no more noise). But when I imported the sound to FFU the noise was VERY clearly audible. Has this anything to do with frequency and bits/sample? Or else I don't know of any way to make clear vocals for my chars.
    

Re: Character portrait problems - palette and sizing

 July 12, 2011, 12:42:27 pm View in topic context
avatar  Posted by CRZ  in Character portrait problems - palette and sizing (Started by CRZ July 11, 2011, 02:10:11 pm
 Board: M.U.G.E.N Development Help

For the best results with small icons you need to actually redraw the image by hand, picking out the most noticeable features. You may want to crop down the initial image to a size that's suitable for basic reference, but at the end of the day if you're not editing it by hand it won't be as recognizable as you want it to be. Remember that the dimensions for small portrait are 25x25 and the dimensions for large portraits are 120x40

And the pink color not being transparent, either means that it's indexed incorrectly and isn't color 0 or that it isn't the true pink that you've set as your transparent color. Look at the numerical values for Red/Green/Blue for that color, if they don't match with your default  transparent pink, then that's the problem. As a general rule of thumb you should add large portraits to the end of the .SFF.

Thanks for the tips, as for pink, the one i used is the same throughout for all my sprites and the same one used by other char makers. one thing i don't understand, if it's pink how can it be colour 0,0,0, isn't that black?
    

Re: Character portrait problems - palette and sizing

 July 11, 2011, 06:53:21 pm View in topic context
avatar  Posted by CRZ  in Character portrait problems - palette and sizing (Started by CRZ July 11, 2011, 02:10:11 pm
 Board: M.U.G.E.N Development Help

1) there must be a transparent color there, after indexing color try to open color balance and place the blank color with your portrait background color

2) try to see the system.def and look for "portrait.scale = ???"


1) My background colour is the usual pink for sprites but it still shows up

2) portrait.scale would resize many properly made character profiles to become even smaller -__- i tried it and chars made by others become half boxes
    

Re: Character portrait problems - palette and sizing

 July 11, 2011, 04:30:26 pm View in topic context
avatar  Posted by CRZ  in Character portrait problems - palette and sizing (Started by CRZ July 11, 2011, 02:10:11 pm
 Board: M.U.G.E.N Development Help

1) have you use indexed colors in photoshop ?

2) why dont you try to crop it ?

Thanks for the response.

1) Ok I tried indexing the colours, it works fine until I put the images into fighter factory. Seems like portrait characters (9000,0 and 9000,1) have separate colours which aren't stored in .act files. How do I make separate colour palettes for them?

EDIT: I've solved this by unchecking "shared palette" for sprite 0,0. But the portrait shows a pink background instead of a transparent one. How do I solve this??

2) Cropping part of the picture will show only that part. But to make it the correct size it's got to be 25 x 25, after rescaling it still looks hardly visible. Any ideas?
    

Character portrait problems - palette and sizing

 July 11, 2011, 02:10:11 pm View in topic context
avatar  Posted by CRZ  in Character portrait problems - palette and sizing (Started by CRZ July 11, 2011, 02:10:11 pm
 Board: M.U.G.E.N Development Help

I'm creating small and large character portraits for my character using several commissioned digital drawings. (These drawings of course have more colours than standard 256 etc bitmaps)

Questions:
1) Using fighter factory's add sprite option, the big portrait (9000,1) the portrait is using the character's existing palette colours. the result is the big portrait looking dull and having black spots where its original and palette colours don't match. Is there a way for portraits to use their own individual palettes just like stages? sorry for the noobness as this is my first time making char portraits.

EDIT: some chars have large portraits which don;t change in colour even though their alternate colour costumes are selected for gameplay, how to do this?

2) For small icons (9000,0) resizing the face from a large portrait produces very blur, heavily pixelised portraits. is there some way to make visible, clear icons from large portraits? i've seen some people do it for cvs2 chars, the faces at large and small portraits are the same and equally visible.

Thanks!
    

Re: Street Fighter Combo Timing ??

 June 30, 2011, 05:45:52 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Street Fighter Combo Timing ?? (Started by CRZ June 27, 2011, 08:59:48 am
 Board: M.U.G.E.N Development Help

Ok thanks guys, I didn't even know the differences between chaining and linking. Guess I'll look up more before asking more questions :)
    

Re: Street Fighter Combo Timing ??

 June 27, 2011, 04:20:09 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Street Fighter Combo Timing ?? (Started by CRZ June 27, 2011, 08:59:48 am
 Board: M.U.G.E.N Development Help

variables can be defined in a couple of ways. Rajaa has actually written quite a good tutorial on them in the tips and tutorials section that may assist you in finding these values.

Also, warusaki's chaining may not be entirely accurate.

Thanks, I kind of guessed warusaki might not be 100% accurate. I've finally found var(36).

Would really appreciate though if someone could teach the principles of SF's combo timing, other sites I've googled are quite vague about it.
    

[SOLVED] Street Fighter Combo Timing ??

 June 27, 2011, 08:59:48 am View in topic context
avatar  Posted by CRZ  in [SOLVED] Street Fighter Combo Timing ?? (Started by CRZ June 27, 2011, 08:59:48 am
 Board: M.U.G.E.N Development Help

Street Fighter/Capcom vs SNK games have strict timing when it comes to chaining medium or heavy attacks to light ones, or medium to medium, medium to heavy etc. I've never really understood what exactly the timing is though i can execute them occasionally. To understand more I read ryu's Capcom vs SNK 2 .cmd file. The char was made by warusaki at http://www.mediafire.com/?sharekey=4388aad07390a239d2db6fb9a8902bda

Chaining crouching medium kick conditions:

[State -1]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,2999]) && var(36) && var(16)
ignorehitpause = 0

From trigger2, if we want to chain crouch MK to crouch LP for example, it will depend on var(36) and var(16). I've tried looking for varsets of these two variables in the cmd and cns file but can't find them. (or maybe they are there somewhere and i couldn't find them somehow)

My questions...
1) what are the combo timing principles for SF/CVS, for the familiar players of these games?

2) where else can varset be input other than the cmd and cns? i don't think it's possible that var conditions can be input without setting and defining them beforehand??
    

Are variables always 'turned on'?

 November 23, 2010, 01:58:35 pm View in topic context
avatar  Posted by CRZ  in Are variables always 'turned on'? (Started by CRZ November 23, 2010, 01:58:35 pm
 Board: M.U.G.E.N Development Help

Okay this is a very basic question about variables, so please bare. Basically I want my character to jump forward when her opponent gets into her projectile-firing animation. To make things simpler, I used var(50) to represent all the conditions:

[State -1, Varset]
type = Varset
triggerall = statetype = S || statetype = C
triggerall = ctrl
trigger1 = Enemy,Name="Helen" && Enemy,AuthorName="CR"
trigger1 = (p2stateno = 999) || (p2stateno = 1000) || (p2stateno = 1001)  ;=> these represent the projectile-firing states
trigger1 = p2bodydist X = [20,180]
v = 50
value = 1

And for AI jumping in I put this in the cmd

[State -1, Jumping(AI)]
type = ChangeState
value = 40
triggerall =var(59)
triggerall = ctrl
triggerall = statetype != A
trigger1 = var(50) = 1

And this override:

[State 40, jump forward (AI)]
type = VarSet
triggerall = var(59)
trigger1 = var(50) = 1
sysvar(1) = 1

Thing is, after her opponent gets into her projectile-firing state, the character keeps jumping forward. I interpret this to mean that once the conditions for var(50) are fulfilled, var(50) will always have the value of 1 throughout the whole round, as opposed to having that value only in the instant that the conditions are fulfilled. Is there some way to use variables only for the latter case?