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Diva

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Messages by Diva

    

Re: First stage/arena

 September 17, 2011, 04:25:19 pm View in topic context
 Posted by Diva  in First stage/arena (Started by Diva September 17, 2011, 08:18:37 am
 Board: M.U.G.E.N Development Help

Oh sorry, I meant like, I'm sure there's something wrong with it still, but I don't know how to go about checking that, or even what to check for. I was looking for recommendations on how to 'try to break it' while testing.

As for a screenshot/video...
http://www.youtube.com/watch?v=q8NvlRQcr_Q
    

Re: How can i rip sounds using ZSNES?

 September 17, 2011, 10:07:10 am View in topic context
 Posted by Diva  in How can i rip sounds using ZSNES? (Started by slothlemore September 17, 2011, 09:46:36 am
 Board: M.U.G.E.N Development Help

You might be able to disable audio channels individually, but either way this is more of a SNES-hacking thing than a Mugen thing. There are tools to do stuff like this with, but they're different animals entirely. Maybe try RHDN for a start.
    

First stage/arena

 September 17, 2011, 08:18:37 am View in topic context
 Posted by Diva  in First stage/arena (Started by Diva September 17, 2011, 08:18:37 am
 Board: M.U.G.E.N Development Help

Removed some rather derpy visual bugs from this. What else should I be further testing for, and how do I go about doing that?

(Works better on 4:3, but seems functional on 16:9, although it's not very "jumpy" on either)

http://www.mediafire.com/?yaonyq9nmb9a19q
    

Re: Sprite size/internal format

 September 16, 2011, 09:10:33 pm View in topic context
 Posted by Diva  in Sprite size/internal format (Started by Diva September 16, 2011, 01:22:50 am
 Board: M.U.G.E.N Development Help

Consarn it. Oh well, thanks people.
    

Re: Sprite size/internal format

 September 16, 2011, 06:16:05 am View in topic context
 Posted by Diva  in Sprite size/internal format (Started by Diva September 16, 2011, 01:22:50 am
 Board: M.U.G.E.N Development Help

The Reflections entry has no options listed in Stage0. Is it that inflexible of a feature, or just not commonly-used enough to list the options?

=O
    

Re: Sprite size/internal format

 September 16, 2011, 05:52:17 am View in topic context
 Posted by Diva  in Sprite size/internal format (Started by Diva September 16, 2011, 01:22:50 am
 Board: M.U.G.E.N Development Help

"1.0 however removes this and swaps it for something called Local Coord. You use this to define the scale and mugen does all the halving for you. It halves EVERYTHING however. Velocities etc as well (we don't like that feature of it) This is defined in the .def file for mugenversion = 1.0 stuff."

How exactly does this work? I notice there's a localcoord entry you can put in a character's own files, too. I don't really understand what it's doing with those numbers... every time I used localcoord for anything, it just jumbled it up. It seems like it should be self-explanatory but never has the effect I thought it would.


Also, about the "Reflection" option for stages. It doesn't seem to accept any of the customization lines that the Shadow option has. What lines can I add to change reflections in other ways than intensity?

Specifically, I've been making this: http://www.mediafire.com/?uvhmhb748mfvnn0

...And I'd actually like the "reflections" to go upward rather than downward, partly because there's not a lot of 'floor' for downward reflections, but also because I want to cast reflections inward, towards the light, for surreal effect.
    

Sprite size/internal format

 September 16, 2011, 01:22:50 am View in topic context
 Posted by Diva  in Sprite size/internal format (Started by Diva September 16, 2011, 01:22:50 am
 Board: M.U.G.E.N Development Help

So when the same sprites are sized much differently in-game, same images but different SFF files, is that due to the "SFF2" format change? That would explain a lot of sprite-change issues I've encountered.

I notice that the characters who are properly sized at '1,1 scale' have so far been the ones labeled '1.0 only'. Is that why? I couldn't really find much info on the SSF/SFF2 difference, so I wanted to double-check, even if it otherwise seems obvious. The format difference is kind of unclear and not documented very well... Is there anything else I need to watch out for when editing SFFs with the current tools?
    

Re: Basic packages

 September 15, 2011, 07:19:52 pm View in topic context
 Posted by Diva  in Basic packages (Started by Diva September 15, 2011, 12:03:31 am
 Board: M.U.G.E.N Development Help

Guess it's kind of irrelevant now anyway. I decided to take things a lot slower and adjust to/experiment with the Mugen engine more thoroughly before trying to go full-throttle on the sprites. I said I didn't want to piece together everything bit-by-bit, but that's exactly what I spent yesterday doing. =P

I really took a shine to Zero's Ky-Chan character, so I'll probably start borking her in various ways as my means of learning state/command/hitbox type stuff. Though all I've done so far is just change a few entries in the primary CNS:

http://www.youtube.com/watch?v=tXWGxwNopRQ&hd=1

...If you see this, Zero, consider it fan-mail. I know it's an edit, but the moveset is a lot of what I like about the character. =D


Anyway, thanks for your comments, Cyanide.
    

Re: Basic packages

 September 15, 2011, 07:16:46 am View in topic context
 Posted by Diva  in Basic packages (Started by Diva September 15, 2011, 12:03:31 am
 Board: M.U.G.E.N Development Help

    

Basic packages

 September 15, 2011, 12:03:31 am View in topic context
 Posted by Diva  in Basic packages (Started by Diva September 15, 2011, 12:03:31 am
 Board: M.U.G.E.N Development Help

This is kind of a roundabout question, and I'm not sure whether this is the right sub-forum. Anyway, I downloaded MUGEN stuffs for the first time on Tuesday night, and eagerly started on the character-creation stuff when I found out it was something I could comprehend. =P

I've done sprite-work before, but never been able to do it quickly. I've text-modded game mechanics before, but never had the mind of an actual programmer. I'm trying to build an original character, and it's clear that it'll take the long haul to do. My plan is this:

1) Having found a highly appropriate 'skeleton sprite', make basic changes to the proportion, color, features, and 'positioning' until it looks mostly right for the character and for the attacks I want to add.
2) Load the sprite and only the sprite into Fighter Factory and build the animation/behavior/attacks from the ground-up.
3) Go back through the sprite files and make the character's outfit/poses more character-appropriate.
4) Iron out the gameplay problems, after I know more of what I'm doing with them.
5) Possibly rebuild the sprite competely.
6) You know the drill.


Now, much of my MUGEN-time since Tuesday night has been spent reading tutorials and poking through Fighter Factory features and such, but as of this morning, all I've got done is the standing-idle frames for Step 1. So yea, long haul. I have 1 major question and 1 minor one:


*Any there any standard/recommended "packages" for beginning MUGEN 1.0? I'm not worried about wanting to use any specific character etc, but I'd kinda like to have a game to play while I work on this. Hell, I'll burn myself out if I don't. Not to mention that I need to be mucking around with character-mechanics before I actually get to Step 2. But overall, the less time I spend constructing my basic game environment, the more I can spend working on my character. (And if the break-times feel like work, too... Eww)

So, what basic collections of screenpacks/characters/etc would you point newcomers toward, for playing around with?


*I'm not to this point yet, so this is mostly just a "can this be done" question. But can you require a non-zero variable to be decremented as part of the cost of a 'Super'? As in, I want my character to have to spend 'charge stocks' (of some sort) as an additional 'cost' to use a Super move (but still have to spend Power as well). Is this currently possible?