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felineki

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Messages by felineki

    

Re: Capcom's Unfinished Sprites

 July 19, 2014, 02:42:39 am View in topic context
 Posted by felineki  in Capcom's Unfinished Sprites (Started by 2DForever July 15, 2014, 09:07:34 pm
 Board: Development Resources

Here are some unfinished Cammy sprites from Super SF2 someone just uploaded to TCRF:


On a side note: According to Akiman, the idea to switch the cel style seen in Darkstalkers and onward might have come from higher-ups seeing half-finished sprites like this and thinking they looked cool.
    

Re: Where is the variety ?

 July 11, 2014, 01:33:07 pm View in topic context
 Posted by felineki  in Where is the variety ? (Started by B_____________________ July 11, 2014, 12:38:22 am
 Board: M.U.G.E.N Discussion

Sounds like Character of the Year material.
    

Re: Where is the variety ?

 July 11, 2014, 11:57:13 am View in topic context
 Posted by felineki  in Where is the variety ? (Started by B_____________________ July 11, 2014, 12:38:22 am
 Board: M.U.G.E.N Discussion

At this point my idea for Jinx probably wouldn't be unique enough since someone already made one.
    

Re: darstalkers

 July 10, 2014, 12:41:38 am View in topic context
 Posted by felineki  in darstalkers (Started by dampir July 04, 2014, 03:44:00 pm
 Board: Sprite Projects

Aw, man. No love for Huitzil and Sasquatch. Voted for Donovan.
Huitzil would be an awfully big undertaking considering that his sprite set changes a lot between each game and he also has a bunch of unused/unfinished stuff. I've ripped it all, so I know how much it adds up to.
His SvC sprites just feel like they're missing a certain je ne se quois that makes Demitri, Demitri. There's nothing wrong with his CFJ set, despite that game's failings.
Yeah, I sorta know what you mean. The SvC sprites on their own are really cool and all, but they're bit too... serious and dark. It's lacking that slightly cheesy, cartoony quality that Darkstalkers has.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 July 09, 2014, 10:03:20 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

No specific plans at the moment, but I suppose it's a possibility. A lot of what I did for Akuma here should apply to any other character from the same game, so I'd have a lot of work already done.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 July 09, 2014, 08:25:23 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Glad you like the character, Lows90. And nice work on that video, gui0007! The different versions of the music for each mode was a nice touch.

As far as future plans for this character go, I think all the actual content is done. No plans for any further modes or anything. Of course, if any glitches or inaccuracies are discovered, I will fix them. Possible future updates might include an aspect ratio fix (shouldn't be too hard), a turbo mode (might be difficult, I guess it depends on how picky I want to be), and an AI (will require a lot of study on my part, have never attempted making an AI).
    

Re: What do you have the hardest time with when creating?

 July 05, 2014, 01:42:03 am View in topic context
 Posted by felineki  in What do you have the hardest time with when creating? (Started by Legendary DeMoNk@I July 03, 2014, 11:56:43 pm
 Board: M.U.G.E.N Discussion

Making sure everything works just like it does in the source material.
    

Re: darstalkers

 July 04, 2014, 11:34:29 pm View in topic context
 Posted by felineki  in darstalkers (Started by dampir July 04, 2014, 03:44:00 pm
 Board: Sprite Projects

As far as the lineart goes, making it a bit cleaner via color separation or whatever would be nice, but personally I'd recommend that it still stay fairly sharp and distinct. Like closer to SFA or SF3 than CvS. Darkstalkers sprites are heavily reliant on linework and contours, but I've seen some attempts at revamps of Darkstalkers sprites than downplay the lineart too much and it ends up looking sort of smudgy and formless. All of this is just my 2 cents, of course.
    

Re: Don't know where to ask about this.

 July 04, 2014, 10:32:20 pm View in topic context
 Posted by felineki  in Don't know where to ask about this. (Started by Sheng Long July 03, 2014, 02:43:15 am
 Board: Off-Topic Help

The notes distributed with the hack say that Bison's glowing fist effect color problems were an unavoidable side effect of getting the bosses' palettes to display properly in circumstances they weren't intended to in the original game.
    

Re: darstalkers

 July 04, 2014, 08:14:02 pm View in topic context
 Posted by felineki  in darstalkers (Started by dampir July 04, 2014, 03:44:00 pm
 Board: Sprite Projects

Voted Donovan, Demitri, and Felicia. Will you be covering all 3 games' worth of sprites? In the transition from DS2 to DS3 a fair number of animations were either dropped or replaced, and it would be nice to have all of them revamped. Also I have a few unused things ripped you could update, such as an alternate Blizzard Sword projectile for Donovan, and an unused throw animation for Demitri.
    

Re: New Spriter Looking to Develop

 July 04, 2014, 06:14:50 am View in topic context
 Posted by felineki  in New Spriter Looking to Develop (Started by Nikorasu July 03, 2014, 12:12:57 am
 Board: Development

I personally would recommend Darkstalkers as a good subject for studying animation techniques. You have very clear examples of stuff like anticipation and follow-through, overshoots, squash & stretch, and smears/blurs. Even if you don't intend to do something that exaggerated, it works well as an example because of how clearly it display such things.
    

Re: Don't know where to ask about this.

 July 04, 2014, 04:16:55 am View in topic context
 Posted by felineki  in Don't know where to ask about this. (Started by Sheng Long July 03, 2014, 02:43:15 am
 Board: Off-Topic Help

Glad you managed to get it working. I downloaded the latest version of MAME a while back just to get that patch working so I could take some screenshots of Chun-Li's flip kick command normals for TCRF. Hope this comes in handy for your World Warrior project.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 July 02, 2014, 01:33:13 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Probably not. I'm not all that familiar with the intricacies of the Marvel series, so it would take a whole lot of research. It would probably also make the code even more complex and messy than it already is to try and add such a differently-functioning mode on top of everything else that's already there.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 July 01, 2014, 03:52:45 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

The timing's pretty strict. You have to press both the kick button you were rapid-firing and the button of the punch you want to chain into on the exact same frame. Also like normal rapid-fires, you can't do the input during the hitpause. You have to wait until it ends. I did implement and test all the CPS1 chains Ryu and Ken could originally do though, so they should be possible if you get the input just right.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 July 01, 2014, 03:55:32 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

SSF2T HD doesn't have all the necessary sprites. Specifically it's missing the unused frames such as the vertical jumping kick startup/recovery and the standard Hadouken startup, as well as the stuff from Children of the Atom like the dive kick and somersault.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 June 26, 2014, 01:29:51 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I just recorded Stereo Mix while playing with the game's sound test in MAME. MAME's sampling rate was set to 48khz, but I recorded at 44.1khz. As for the voices, Akuma's thing is that he just grunts, and the CPS1 games only have two generic grunts: "Hwurh!" and "Ey!". As for which moves sound better doing which, I figured the Hurricane Kick would work with "Hwurh!" since that's what CPS1 Zangief does for his Spinning Lariat, which is also a spinning attack and uses the same spinning whoosh sound as the Hurricane Kicks (funny how the CPS2 games didn't differentiate that sound). I figured I'd use "Ey!" for the air fireball because it's a bit of a quicker and less intense motion than the ground fireball. I gave the Dragon Punch "Ey!" just to even things out, really. As for the Psycho Crusher/Airplane sound on the Ashura Senku, the idea pretty much just popped into my head because it's basically the only "Zoom!" sort of sound the CPS1 SF2s had. Didn't work out quite as nicely as I thought it would, but I don't think there's much of an alternative. At one point I considered looking into Final Fight and other CPS1 games for additional voice clips and sounds, but decided against it.
    

Re: SSF2T Akuma by felineki updated 6/25/2014 - Mystery mode added!

 June 25, 2014, 05:41:22 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +



Update: Mystery mode added! What exactly is it? Download and find out.
Spoiler: Big Hint (click to see content)
Download Link
    

Re: What button do you prefer to use to select the default palette?

 June 22, 2014, 03:03:14 am View in topic context
 Posted by felineki  in What button do you prefer to use to select the default palette? (Started by vgma2 June 17, 2014, 10:20:13 pm
 Board: M.U.G.E.N Discussion

    

Re: Programming M.U.G.E.N

 June 18, 2014, 09:07:27 pm View in topic context
 Posted by felineki  in Programming M.U.G.E.N (Started by Mugen85 June 18, 2014, 02:02:27 am
 Board: Idea Engineering

More HitDef parameters, and more GetHitVar parameters. Get rid of some of the hard-coded stuff like the odd way pushboxes are handled. Increase the number of "st##" files the .def file can read. Implement RootVarSet and RoodVarAdd sctrls.
    

Re: Character of the Month: May 2014 - Nominations

 June 13, 2014, 03:18:01 pm View in topic context
 Posted by felineki  in Character of the Month: May 2014 - Nominations (Started by Basara Dandy June 03, 2014, 10:11:24 pm
 Board: Contributions of the Month

I released the Custom mode in the middle of May, that was a pretty big update. The update later in May was just a minor fix, though.