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Messages by Loona

    

Re: Char Creation Help

 September 07, 2007, 10:03:41 pm View in topic context
 Posted by Loona  in Char Creation Help (Started by paperman September 07, 2007, 03:45:30 pm
 Board: M.U.G.E.N Development Help

There's a very good tutorial on managing sprites and palettes here:

http://inverse.mgbr.net/

It doesn't deal with Fighter Factory since it's older than that, bit still handle the basics quite well.
    

Re: Some reference sites

 September 07, 2007, 05:35:51 pm View in topic context
 Posted by Loona  in Some reference sites  (Started by Loona May 04, 2004, 07:13:50 am
 Board: Fighting Games

    

Re: Is their a program that changes all pictures into a certain act?

 September 06, 2007, 06:51:17 pm View in topic context
 Posted by Loona  in Is their a program that changes all pictures into a certain act? (Started by MasterjX9 September 06, 2007, 04:44:10 pm
 Board: M.U.G.E.N Development Help

IIRC what PCXclean does is to remove colours from PCX files that aren't present in an ACT file you feed it as a reference - but it's been a while since I last used it.

I recall Sés' MCM allowed you to view an SFF file with any chosen palette, since it allowed you to view the effects of an ACT file on it, and from there you could extract the PCX files with those colours applied to it. MCM was someone unrefined compared to other programs that were actually built on Elecbyte's tools, but that was a neat feature - dunno if more recent software like Fighter Factory has such an ability though...
    

Article on the concept of "graphics" in games

 September 06, 2007, 03:45:08 pm View in topic context
 Posted by Loona  in Article on the concept of "graphics" in games (Started by Loona September 06, 2007, 03:45:08 pm
 Board: Gaming

Since this is now a general gaming section instead of one about fighting games, I guess this'll go here - I figure it can still be useful for decision-making in Mugen development.

I found at insertcredit.com a reference to the fact that a write for the Edge game magazine now had his articles online, and this one questions the many things that the word "graphics" can mean and how visuals relate to the way a game works:

http://stevenpoole.net/trigger-happy/edge-109
    

Re: Pink Ranger Project

 September 06, 2007, 03:30:44 am View in topic context
 Posted by Loona  in Pink Ranger Project (Started by TempesT September 04, 2007, 03:05:13 pm
 Board: Projects

The one marked as "air hadoken?" reminds me more of an air throw...

The croushing combo could be a simple special like Vega/Balrog's rolling claw attack (or Ryoko's Rolling special from Fighter's History) - the rolling part could go first, and from there it'd be up to you: a command could be used to add the extra attacks, they'd be automatically performed by simply keeping the button help (I've always preferred this idea to button mashing for extra damage...).
Or the rolling and the attacks could be completely separate, of course.

What you marked as "full screen move" would do fine as something like Captain Commando's Captain Collider/Corridor, which creates a pillar of energy, excellent as an anti-air.

Actually Captain Commando may also have the answer to a Power Ranger team attack - his super involving his whole team actually involves very few sprites of his partners...
The most important point is how the attack is initiated really, since from there you can make Pink Ranger do anything that'll put the victim at the mercy of the others - for example, dashing into a string of attacks ending in a throw (you could use the throw frames with some of the winpose ones to come up with something close to what Geese Howard does in his Rashomon super) - that trow could launch the victim up, and from there the camera could focus in him/her as the other rangers fall from the air with jumping attacks  and pose as they reach the floor, jumping away from the screen as the super ends. this shouldn't require a lof of frames from the game you're ripping from, just jump frames, air attacks and maybe some posing...

Now if I could come up with something May Lee-inspired... she's one of the major tokusatsu homages in fighting games...
    

Re: HELP!!!!

 September 06, 2007, 02:54:00 am View in topic context
 Posted by Loona  in HELP!!!! (Started by Safari Al September 06, 2007, 01:51:55 am
 Board: M.U.G.E.N Development Help

You know, it'd be nicer of you and easier for people willing to help if the title of the topic was a bit more specific...

I have been serching forever and cant find a mugen character maker that i had a while ago. I really need to be able to export the image files of a character to bmp or png. any help would be really appreciated!!

To find a character there are search engines and directory sites, and if those fail there's still the request section.

As for the extracting of image files, any program that assists in the creation process should be able to extract the PCX images of which the SFF (Sprite File Format) files are composed.

There's a program with that specific function at Winane's site, SFFextract - check the software section at http://www.mugenguild.net/~winane/
    

Re: what is the archive part of this forum for anyway?

 September 06, 2007, 02:04:55 am View in topic context
 Posted by Loona  in what is the archive part of this forum for anyway? (Started by RAVENOUS31492 September 06, 2007, 01:54:31 am
 Board: Feedback

It's meant to be useful for anyone who uses the Search feature of the forum - years of activity have a lot of topics covered.
    

Re: WAS the change a good idea? Guild preferation vote topic

 September 05, 2007, 02:45:53 pm View in topic context
 Posted by Loona  in WAS the change a good idea? Guild preferation vote topic (Started by ~*Ishida-Uryuu*~ August 27, 2007, 04:31:42 am
 Board: Hall of Fame

The problem with the whole "if it's not good/ready/proven it'll get flamed" attitude is that flaming usually also means "bumping" the topic in question, risking letting interesting projects sink because the controversial ones are getting all the attention...

I wonder how viable it would be to have two "layers" of Project/WIP section, an Alpha/Tentative one for when ideas are being pondered on and/or only basic work is done, and a Beta/Functioning(?) one for stuff that's already working to some extent, yet not complete (stages missing layers/animation, characters missing attacks, etc...). Maybe even make Releases a part of such a continuum, who knows...
Then again, not everyone who'd start a topic might haev a very clear notion of where his would fit...
    

Re: Need help with the special intro

 September 05, 2007, 12:02:53 am View in topic context
 Posted by Loona  in Need help with the special intro (Started by Nate Speed September 01, 2007, 06:17:53 pm
 Board: M.U.G.E.N Development Help

Looking throught Kung Fu Man's code files should be able to help you with that - it includes an intro for the character.
    

Valodim's Thread

 September 04, 2007, 11:42:37 pm View in topic context
 Posted by Loona  in Valodim's Thread 2007 (Started by Valodim December 09, 2006, 11:18:30 am
 Board: Feedback

Unless there's a way to implement a capcha in there, I don't see how they could be forced to click the link for the rules AND actually read them...
    

Re: [DUDE, PORTUGUESE ONLY.] Português. Woot.

 September 04, 2007, 11:40:17 pm View in topic context
 Posted by Loona  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

Não é de todo mau a incorporação definitiva de algumas letras que já vinham sendo usadas junto ao português. ;P
Eu só não entendi o porque de retirar os acentos de palavras como vôo e heróico... elas não são acentuadas assim em Portugal também? ;P

Elas aqui sempre foram acentuadas, também não percebo o motivo desses "acenticídios"... já os umlauts/tremas, que aqui não usamos, podem ir práquela parte que isso visto daqui é coisa de alemão e nunca fez lá grande falta por estas bandas =P

Pergunto-me se nesta salganhada se saberá distinguir entre o importante e o acessório... provavelmnte algumas das vítimas do acordo seriam letras que por cá usamos a mais (óptimo, acção, etc..) e no geral até nem me importava, mas há casos em que evitam confusões ("facto" é uma realidade absoluta, "fato" é um conjunto de roupa, e com o "c" a distinguir nunca há ambiguidade).
A ver no que dá...

Em última análise, uma língua é feita por quem a fala, não por quem a regula por escrito, ou ainda estávamos todos a falar latim ou algo tão ou mais antigo e regrado - avacalhar e improvisar é o que faz uma língua evoluir, e espero que isso  ainda vá sendo aceite dentro do razoável...
    

Re: uppercut help

 September 04, 2007, 02:01:15 am View in topic context
 Posted by Loona  in uppercut help (Started by Iori Fue September 04, 2007, 12:24:55 am
 Board: M.U.G.E.N Development Help

check under the [State esp] header - that's a part of state 3000 (the move), and it leads to state 3001, which in this case seems to act as a "border" between the end of the attack and the return to the idle stance. You pretty much only had to look for "type = ChangeState" here.
    

Re: Mugen: A Leecher's Ramblings (My Opinions on Leeching and the changes made)

 September 04, 2007, 01:38:33 am View in topic context
 Posted by Loona  in Mugen: A Leecher's Ramblings (My Opinions on Leeching and the changes made) (Started by Koldskool September 03, 2007, 11:39:21 pm
 Board: Feedback

When did this happen 5 years ago? Er where?

If memory serves me right back then there was still an ezboard Dev... Chaotic as it may have been there were alternatives with no-request restrictions for those who wanted a more quiet hangout.
    

Re: uppercut help

 September 04, 2007, 12:57:17 am View in topic context
 Posted by Loona  in uppercut help (Started by Iori Fue September 04, 2007, 12:24:55 am
 Board: M.U.G.E.N Development Help

    

Re: uppercut help

 September 04, 2007, 12:45:23 am View in topic context
 Posted by Loona  in uppercut help (Started by Iori Fue September 04, 2007, 12:24:55 am
 Board: M.U.G.E.N Development Help

hi id like to include an uppercut in my character but i dont know how?
http://i204.photobucket.com/albums/bb257/DjFue/108.gif
can anyone help me code it? i know i have to use velsets and veladds and stuff but it stuffs up for me

What goes wrong when you attempt to use the veladds and whatnot?

I'm not experienced with this kind of move myself, but you might be able to learn a thing or to from TESTP's Yuri C-Type, it was meant as a reference character to learn for and I'm pretty sure it has a move like that.

Remember that you have to code the animations (AIR file) along with the states (CNS or ST).
    

Re: New Character Development; Bring in your Ideas!

 September 04, 2007, 12:15:33 am View in topic context
 Posted by Loona  in New Character Development; Bring in your Ideas! (Started by The Lord of the Flies August 17, 2007, 05:12:20 am
 Board: Projects

A way to avoid unbalancing the use of time manipulation would be for the character to have an action that would basically "save" the data relating to a given moment, so you'd only be able to heal up to the life values you had in the moment when the action was performed for example - basically you could have variable assigned to keep track of the data you wanted, like life, and that action would be the moment when they'd be assigned a value.
Hmm let me see if I understood this. Say my character just got SGSed. He then uses the time manipulation heal. He would heal a lot of life. On the other hand, if he just got his whole life chopped off by light punches and such through all the round, and he uses the heal, he'd only heal a small part of his life? Yeah, would need more working than that, but is that your idea?
Btw, I was thinking of simply having the time-manipulating-heal hyper have diminishing returns. That is, the more you use it, the less it will heal you.

Not quite what I meant - I was thinking more of a "save and load" system, where at any point in the match you could "save" the amount of life you have through a special action (like many games and characters have taunts, power charging, healing, etc, yours would have this - if it was interrupted by the opponent it wouldn't succeed), so that at a later point in the match you could try and recover your life to the amount you had when you performed that action.
Perhaps to keep things balanced, the amount you could heal relative to the amount you had when you "saved" could be proportional to your power bar.
Just an ideia, may have some flaws I'm not thinking about, but it's ultimately your character.
    

Re: what the fic?... cns maddness...

 September 03, 2007, 05:46:58 pm View in topic context
 Posted by Loona  in what the fic?... cns maddness... (Started by Cornholio September 03, 2007, 07:57:19 am
 Board: M.U.G.E.N Development Help

States like running, walking and jumping are all pre-defined in the common.cns file so that all characters will have them by default, but you don't need to modify that file to change something in you character, you can simply redefine/override the states you want by using the same state numbers they use  in your own character's files - you can do that in your Daigo.cns file by adding the code your friend provided you with.

IIRC, back when I worked on Cell I had to tweak a few common states so they'd work the way I wanted them to, and created a separate CNS/ST file just for them to make it easier to keep track of that - if you look through enough character files you'll notice some have things like specials and supers coded in separate files - it's something you may want to consider.
    

Re: Palette Selection Schemes

 September 03, 2007, 12:15:41 am View in topic context
 Posted by Loona  in Palette Selection Schemes (Started by PotS September 02, 2007, 08:20:02 am
 Board: M.U.G.E.N Discussion

same as the original game. i still don't get why did not elecbyte had button 1 to be A and not X. (that is the way it is on most arcades).

It must have seemed likely to Elecbyte that at least a few characters would never use the top row - IIRC TESTP's Shinobu only used A, B and C, for example.

At least with some characters you can get away with this ambiguity - Ryu's default in SSFT2 is quite different from his classic colours, and some character present both in RB1 and RB Special had major palette changes in their default colour, so you can get away with picking any of those defaults for A and the other for X.
    

Re: How do you......?

 September 02, 2007, 11:31:09 pm View in topic context
 Posted by Loona  in How do you......? (Started by Animugen September 02, 2007, 10:21:47 pm
 Board: M.U.G.E.N Development Help

Most of those things (blocking, jumping, getting hurt) are pretty much already available by default, although aspects of them can be modified, like the colision boxes.

Have you tried opening Kung Fu Man's CNS file with a text editor to learn about the attacking states and constants that affect things like jumping?
    

Re: Music Forum

 September 02, 2007, 11:17:28 pm View in topic context
 Posted by Loona  in Music Forum (Started by The Aboriginal One August 27, 2007, 07:18:35 am
 Board: Feedback

1) until there are enough topics to justify that - in the previous version of the forum a section to discuss fighting games was only worth considering after there were enough topic in the General section, and music's an even more specific topic.

If 2) gets picked, something like Non-Mugen Creative Works might do?...

(edited for typo)