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Re: Develop Mugen Story Mode 3.0

 January 04, 2014, 11:22:43 am View in topic context
 Posted by borg117  in Develop Mugen Story Mode 3.0 (Started by kamiloxnumetal December 24, 2013, 07:04:52 pm
 Board: Development

I don't know about the SFF format too much myself, but for mugen 1.0 and later there is SFFv2 format which is said to have different type of convertion and structure. meanwhile characters can still have old sff format. so i would call character sprite files kinda unreliable since they can be 2 different formats.
Nice to see you back man. in the past i wrote a couple of PMs to you on some forums with my suggestions on improving your tool, i hope you've read them. If not, i can try to search for the forums and paste them here.
For me the most desireable are 2 things:
- launching mugen storyboards at will, it is as possible as launching fights via command line
- stronger HTML support (not even asking for XML and stuff like java though)
    

Re: Mugen 1.1 questions

 November 23, 2013, 09:57:06 am View in topic context
 Posted by borg117  in Mugen 1.1 questions (Started by Gara May 08, 2013, 07:11:54 pm
 Board: M.U.G.E.N Configuration Help

OK found a solution to that PalFX issue. it seems that Palfx is now calculating After the trans settings. so if you need to use palx with trans = sub, you have to write the colors backwards (since trans = sub turns all white into black and so on). as for the transparency setting itself, it gets fixed very well by the patch released by elecbyte later (mugen v 1.1.0.650).
as for the explods - yeah its made for the "layout" safety. explods which have postype = left,right,center etc (non-related to players) are now conctanly bound to the camera. it helps to build custom lifebars and system messages alot. also they are invulnerable to camera zooming. all you'll have to do is change the postype and coordinates. not sure if bindtime = 0 is still working the same, because all of the troubles with unbound explods are now gone
    

Re: Mugen 1.1 questions

 August 26, 2013, 08:34:24 pm View in topic context
 Posted by borg117  in Mugen 1.1 questions (Started by Gara May 08, 2013, 07:11:54 pm
 Board: M.U.G.E.N Configuration Help

It looks as if Two4Teezee did some specific things to make his fonts display because they all show up as if they are either negatives (As indicated by the main menu font selection: all grey)
happened to me as well, it seems the 1.1 is kinda more sensitive to what .fnt file says. mine fonts had 1, 8, 16, 32 etc in "color depth", changing that to 256 via font factory made them work ok, while obviously 1.0 just ignored that line

My question is about transparency: it seems that controller Trans is ignored when used next to PalFX. same with animation settings in air. See i need Trans = Sub. without PalFX it looks fine, but once i do PalFX - it just disappears or even looks the same way like Trans = Add. Only happens with 1.1 in OpenGL mode. can't figure out what's wrong here so far

    

Re: MK: Shinobi Demo

 August 03, 2013, 10:06:59 am View in topic context
 Posted by borg117  in MK: Shinobi Demo (Started by Dr. Bob, Beautician July 11, 2013, 10:43:50 am
 Board: Found Releases 1.0+

Wow, it seems i've been off this place for too long.
Thanks guys to everyone who liked this release. I know of the A.I. "issues", although it hugely depends on its chosen tactic. The idea was to make players feel the difference between them, and maybe learn some triks to play until more characters appear. Actually, you can beat this AI if you spend a bit more time in practice mode. There's over 15 special moves per character, and i saw people trying to beat it using only 3 or one (!) move. Anyway, I already made a small online poll and the result said this level of difficulty must be 6 of 8. so yeah, in next releases the AI level will depend on Options setting, the current one will be met on Hard 6 diff. level.
I actually was here for some time, and feel sorry for abandoning this place. Here is the WIP topic - http://mugenguild.com/forum/all./topics/mortal-kombat-shinobi-wip-118475.0.html - it may be considered old, feel free to necropost lol
cheers!
    

Re: Mortal Kombat 9 : POWERBAR ADDED !

 May 14, 2012, 05:53:45 pm View in topic context
 Posted by borg117  in Mortal Kombat 9 : 1.1 VERSION RELEASED ! (Started by Maxi619 August 29, 2011, 01:20:31 am
 Board: Projects

hi there
i see you use MKP as a base for your characters. it's ok if you want to keep them as they are.
i guess i have some knowledge in mugen coding and 3d stuff, if you'll need some help, you can contact me
    

Re: Mortal Kombat Prize Fighter

 May 12, 2012, 06:13:54 pm View in topic context
 Posted by borg117  in Mortal Kombat Prize Fighter (Started by MKPrizeFighter May 11, 2012, 06:02:45 am
 Board: Projects

sorry to interfere, but are you guys sure you are going to use these cyborg sprites? they are much like out of the rest roster style. compare that cyborg to your kung lao or kano, you will see what i mean. their arms and legs would need some fixes to fit the common style. also, do you plan to do the cyborgs mk9 style?
other than that - good to see you guys back
    

Re: VERSUS Roster Poll

 March 08, 2012, 09:51:11 am View in topic context
 Posted by borg117  in VERSUS Roster Poll (Started by LM_MAVERIK December 03, 2011, 04:43:20 am
 Board: Projects

i was thinking of voting for Angel, but she is kinda form of Jun (like Unknown), 2 forms of jun in the same roster is a bit too much. also, they never provided Angel with some special attacks different from devil and kazuya. still, you could have Angel as an alternative variant of Unknown (something like a "god mode").
Voted for Ogre hoping that you will choose his human form to represent.
    

Re: MK Realm of Souls

 February 17, 2012, 09:30:43 pm View in topic context
 Posted by borg117  in MK Realm of Souls (Started by Kaandorpius July 18, 2008, 06:07:00 am
 Board: Projects

2 notes:
- maybe it's just me, but it looks like that skeletal hand and a glow are missing transparency setting
- i really hope that "shadow" scorpion is not made via edit. that skin color can easily be done with palette chance, i hope jou did not discard his skin color at all
    

Re: - The Mortal Kombat Stages Project - TEAM WORK TOPIC

 December 19, 2011, 08:12:48 am View in topic context
 Posted by borg117  in - The Mortal Kombat 9 Stages Project - TEAM WORK TOPIC (Started by ciao December 19, 2011, 06:16:42 am
 Board: Projects

here are some improvisations of mk related stages that i and my teammate made:
Lin Kuei grounds (like lin kuei themed Courtyard)

The tower

Kombat Tomb

Balcony

Bloodstone mines

Netherrealm (mostly inspired by SoulCaliburII Inferno stage)

Desert

Noob Saibot stage from MK Conquest series
    

Re: Street Fighter Vs Mortal Kombat:Final Battle [V1] [2011-2012]

 December 09, 2011, 04:01:45 pm View in topic context
 Posted by borg117  in Street Fighter Vs Mortal Kombat:Final Battle [V1] [2011-2012] (Started by xXxDEVILxXx December 06, 2011, 10:26:15 pm
 Board: Projects

This would be totally awesome if character styles actually matched. It would be awesome to have MK characters with CPS3 style animations. Or Street Fighter characters with Digitized sprites. Why the hell hasn't anyone made an MK vs SF full game with SF: The movie sprites yet??
sorry if it seems like an advertisement, but actually i was trying to make some thing like what you say, in my past.
http://www.youtube.com/watch?v=_u_cWnMzNH4
this vid is almost a year ago, i've been workin on other SFTM chars' sprites to match mk style. that idea of mine has two flaws:
- it is based on badly famous mkp4.1 engine, unstable. since my main goal is into merging the styles (graphical work), it could go to any other engine. so far these chars can only go to countless MKP compilations, far from naming it a project
- i have no personal interest in updating MK characters once again, so it would seem like SF-only compilation, and of course i make them MK style because it is harder (for me) to make MK chars match SF gameplay style
so all i can say is if there are people interested in MKvsSF digitized project, i might join forces with them  for a full game
sorry to interrupt the topic though
    

Re: Mortal Kombat Shinobi [WIP]

 July 03, 2011, 09:32:16 am View in topic context
 Posted by borg117  in Mortal Kombat Shinobi [WIP] (Started by borg117 July 24, 2010, 10:37:49 am
 Board: Projects

http://youtu.be/Ce4U6MNhZb0
there is a vid showing one of Scorpion's fatalities based on his MK2 finisher. Obviously wires are for cyborgs only, human and lizards will have guts there (different shape)
Spoiler, click to toggle visibilty
    

Re: Mortal Kombat Shinobi [WIP]

 May 31, 2011, 08:55:40 pm View in topic context
 Posted by borg117  in Mortal Kombat Shinobi [WIP] (Started by borg117 July 24, 2010, 10:37:49 am
 Board: Projects

unfortunately, i am not the owner/admin of this site. the original admin has some troubles for few months, that's why it wasn't updated for that long. so the best place to track the progress will be MKMugen related forums - such as MKMP.net and/or mkmugenworks.myfreeforum.org, as well as the youtube channel.
i'll try to post the most important progress here

here's the new appearance of smoke (switching colors as was suggested here)

his basic palettes (subject to change)

and an optional fature - human smoke
    

Re: Mortal Kombat Shinobi [WIP]

 May 29, 2011, 09:45:12 pm View in topic context
 Posted by borg117  in Mortal Kombat Shinobi [WIP] (Started by borg117 July 24, 2010, 10:37:49 am
 Board: Projects

http://youtu.be/YDgRGahBreU
here's the vid showing some features of the engine update. it is mostly based on UMK3 N64 style collision boxes, also the physics were strongly revised. both of shown characters were slightly rebalanced, also the AI was altered to be more randomized
    

Re: [18+] Queens Blade Mugen Project {Update 04/28/11}

 May 01, 2011, 06:42:04 pm View in topic context
 Posted by borg117  in [18+] Queens Blade Mugen Project {Update 05/08/11} (Started by Valares April 17, 2011, 01:25:50 pm
 Board: Projects

about the female announcers - Dead or Alive and Fate/Unlimited Codes have an option to set any character's voice as an announcer. so these games kinda have three or more female announcers each.
    

Re: Ninja Kombat: Kirisute Gomen *4-8-11* game released!

 April 18, 2011, 08:10:53 am View in topic context
 Posted by borg117  in (NOT MKP!) Ninja Kombat: Kirisute Gomen 1.0.B now available (Started by Shinnox September 07, 2009, 01:14:31 am
 Board: Projects

is it the final release or you're going to develop the game further? I am still hoping to see Rain, Ermac and Chameleon added to the roster. Also, the game would need a real superior boss character (maybe someone new).
    

Re: Mortal Kombat Apocalypse 2.0 (HD-HR)

 April 18, 2011, 12:42:04 am View in topic context
 Posted by borg117  in Mortal Kombat Apocalypse 2.0 (HD-HR) (Started by Druidblack March 26, 2011, 08:46:03 pm
 Board: Projects

really, i only see changed screenpack here (the bios included). some of them are not matching (handdrawn style VS some actors photos VS 3d models), and something makes me thing the select screen pics are very different from what the chars look like in the game.
still, the description promises new ideas and somethin'. so tell, what are these new ideas and things are meant to be? what makes this one more than a screenpacked compilation?
    

Re: Mortal Kombat Shinobi [WIP]

 March 25, 2011, 04:09:13 pm View in topic context
 Posted by borg117  in Mortal Kombat Shinobi [WIP] (Started by borg117 July 24, 2010, 10:37:49 am
 Board: Projects

http://www.youtube.com/watch?v=IKIQCdWAQfg
http://www.youtube.com/watch?v=GsmNPwAbutw

here are two recent videos. one of them shows Sektor's alternate outfit finished, the other one features a bunch of some little system changes (like ceiling slam for example)
;--------------------------------
added:
it appears i haven't shown Tremor here yet.

Tremor was rumored to be dead after the events of MK:Special Forces where he was defeated by Jax. However he experienced a clinical death instead, and made it back to life. Awaken, he discovered that his earth-bounded powers became stronger. This did not only make Tremor more powerful, but also started to consume him, turning him into an earth elemental. So he is on a quest to find a key to his own powers. Since his feet are more bound to earth and he is almost unstoppable while standing, he will not use kicks too often. so a basic kick will be used instead of a roundhouse and will be more devastating. In physics, he will represent classic MK boss features - such as heavy weight, more damage and guard stumble. That means Tremor will be strong but slow character. Also, some of his special moves won't work without earth under his feet.
    

Re: Auction alert

 March 18, 2011, 07:05:40 pm View in topic context
 Posted by borg117  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 am
 Board: M.U.G.E.N Discussion

not really. money can never win against money. because money will win. the main reason why this guy's attack against you was so successful - is because no one really won't find your Ninja Kombat anywhere else. sad but true. there is only one way to restore the order and to ruin their gain from your game - fix these year old bugs and release a FREE beta to the people. I know you value your work, but now it's about creepy dudes make money on Your work. releasing a Better version free would be a hard decision, but believe me it will smash their greedy mouths.
you're the author, the editor and the coder. the situation requires you to prove it. so prove it. fix them bugs and release a better beta to everyone. No one will buy a worse beta for money when a real good beta is free. it worths a try, in my opinion.
    

Re: Mugen Mahou Shoujou [wip under question]

 February 27, 2011, 09:43:16 pm View in topic context
 Posted by borg117  in Mugen Mahou Shoujou [wip under question] (Started by borg117 November 28, 2010, 02:52:25 pm
 Board: Idea Engineering


changed an appearance of the character mentioned above. so let this thing have at least one meganekko character
    

Re: Mortal Kombat Shinobi [WIP]

 January 30, 2011, 10:48:16 pm View in topic context
 Posted by borg117  in Mortal Kombat Shinobi [WIP] (Started by borg117 July 24, 2010, 10:37:49 am
 Board: Projects

Here is what i have so far about Frost

Even since MKDA, she was designed to be sub-zero's mimic. I thought of shifting that concept and give her more unique moves like using ice attacks as weapons. so there will be multiple ice blades and moves like that. About storyline, my story is between MK4 and MKDA, so she does not know Sub-Zero or Lin Kuei. So, her goal is to track and finally meet the mysterious warrior who wields the same power as she does. also, she is still both young and weak, and as shown in animations above - using her freezing power takes her into a weakened state (this happens randomly though). However, due to the same youth, her regular fighting moves will be more swift and rapid, making her more agile than most of other fighters.