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Shinnox

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Messages by Shinnox

    

Re: annoying issues

 March 04, 2008, 08:30:51 pm View in topic context
avatar  Posted by Shinnox  in annoying issues (Started by eyenine March 04, 2008, 06:40:14 am
 Board: M.U.G.E.N Development Help

try using a differnt plugin.

i have a few different ones on my website.
    

Re: making a video for ur character???

 March 04, 2008, 08:29:35 pm View in topic context
avatar  Posted by Shinnox  in making a video for ur character??? (Started by SilviaZeroShift March 04, 2008, 03:42:37 am
 Board: M.U.G.E.N Development Help

i also use snagit.

i use virtualdub to convert the files.

i need some better then windows movie maker to make trailers with, as it blows.
    

Re: My NightWolf WIP

 March 04, 2008, 08:20:27 pm View in topic context
avatar  Posted by Shinnox  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

i plan on doing the entire mk cast...well, all those who appeared all the way thru mk trilogy...or even mk mythologies.

and yes, tremor...even tho ive always thought he was a waste of a character, will be made. as for hydro, he was made by the mkp team...hes not a real mk character, but a custom one. im not lookin to take nothin away from those guys as i respect their work.

as for anyone who appeared mk4-mk armageddon...the chance is very slim as sprite edits and such are so time consuming. i may consider it later on down the road after all the others are finished.



anyway, look for a new nightwolf video by the end of the week.


    

Re: MGS VR Training

 March 04, 2008, 12:44:36 am View in topic context
avatar  Posted by Shinnox  in MGS VR Training (Started by PotS March 03, 2008, 11:30:34 pm
 Board: Your Releases, older Mugen

wow

great job man.
    

Re: My NightWolf WIP

 March 04, 2008, 12:25:29 am View in topic context
avatar  Posted by Shinnox  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

big boss doesnt know what hes talking about. i even stated that his combos arent nowhere near complete.
after reading your comments to other posters over the past week boss,  your opinion is taken with a grain of salt.

our characters are gonna have their own styles. thers some of the basic mk stuff..high punch, low punch, jump kicks, etc. you cant have a mk character, and not have mk stuff....and theres so much custom stuff in there.  every character has multiple launchers, tons of basic and custom combos. just look at the other vids. we are combining mk3 style gameplay, with mkshaolin monks, and mk armageddon...along with stuff that mk has never had, like dodge rolls, guard crushing, etc.

the combo system in the vid you posted (the mk bloodstorm engine) isnt that much different from the mk3 system...and if im not mistaken, is a clone of the mkp engine. (could be wrong on that tho)

if we made our combo system like theirs, then it wouldnt be ours now would it?
    

Re: My NightWolf WIP

 March 03, 2008, 09:01:08 am View in topic context
avatar  Posted by Shinnox  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

    

Re: Updated/re-released 7 stages.

 March 03, 2008, 07:06:41 am View in topic context
avatar  Posted by Shinnox  in Updated/re-released 7 stages. (Started by Shinnox March 02, 2008, 11:27:57 pm
 Board: Your Releases, older Mugen

All the stages suffer from similar problems.  Verticalfollow defined incorrectly, no floor tension (not that big a deal since the stages that do move vertically move very little), single layer-single image backgrounds (most of which should have been split into multiple layers), and varying degrees of color loss.  Player shadows should also be larger.

Dark Forest:
Stage is asymmetrical.  Boundleft should be the negative value of boundright.  Vertical follow should be higher.  The character is well off screen before the top of the stage is reached.  Try something like .3 or .4.  Try splitting the image into multiple layers and using differing delta values.

TMNT Alley:
Stage is asymmetrical.  Try multiple layers with differing delta values.  The floor looks awful.  The diagonal lines on the concrete change directions.  That should have been edited to look more consistent.

Gotham II:
Stage is asymmetrical.  The snow particles are too big for the most part.

Dragon Castle:
Missing verticalfollow.  Try .3 or .4.  The floor looks awful.  You can see that symmetry was used to extend the floor horizontally and vertically...not good.  Try a better edit or find a new floor.  The rain doesn't look good either (even after adding transparency tags).  The animation does not loop well.  I would get rid of it altogether, find a different rain graphic, and use velocity tags instead of animation to simulate movement.  The lighting effect on the floor is nice, however.

Gotham:
Stage is very asymmetrical.  Again, snow particles are too big.  The deltas are messed up, which makes the floor broken.  The floor layer always has a delta of 1,1 for low-res stages; no exceptions except for parallax (even then, the zoffset line should have an effective delta of 1,1).  Objects behind the floor should have a slower/smaller delta than 1,1.  Try 1,1 for the floor and .75,1 for the backdrop (left y-delta as 1 since the stage does not move vertically).  The backdrop does not tile well; needs further editing.  The backdrop should have also been split into multiple layers.

Kiss:
Stage is asymmetrical.  Needs verticalfollow.  The zoffsetline is too high (value too low); characters feet are too close to the top of the floor.  Try something like 225.

The color loss here is just horrendous.  Methods for correction:

a) Jigsaw method: most common method used.  Basically, a large image is split down into smaller parts, each part is separately color reduced to 256 colors, and then all the pieces are reassembled in the def file (like a jigsaw puzzle).  Each part doesn't have to be symmetrical (large pieces for less colorful parts, smaller pieces for more colorful parts), but most people prefer symmetrical parts (I've used 64x64 size tiles).

To absolutely avoid color loss, you would need 16x16 tiles (256 pixels max), but almost no one does that.  There are programs available which automatically split up images into small parts, but of course, none provide mugen start coordinates.

b) Dither method.  Sometimes, regardless of what's done, mugen will still auto reduce colors on its own giving less than satisfactory results (display output is locked to 16-bit color).  This is most notable when trying gradients.  For those, I take a screenshot, see what colors mugen allows for the gradient, and then make a dither using only those colors.  I try to avoid dither whenever possible, otherwise.

c) Modified transparency method.  You start off with 1 image and end up with 3.  Basically, an image is split into its individual color channels: red, green, blue.  Many programs can do this, but can't seem to set the other two channels to 0, however.  In order for this to work, the other two channels have to be set to 0 and not any other value.

After the images are split into channels, you should have 3 images: each one having shades of one primary color.  If not, then the other channels are not set to 0.  Color reduce each part to 256 colors, if not done already (there should be no color loss when doing this, since each channel only allows 256 values).  Use one channel layer as a base without transparency.  Then set the other two layers on top using the same start coordinates and with trans = add.  This will perform a simple layer addition and reproduce the original image.  I don't recommend this for most cases since it causes a rather significant performance hit for large images.  As a side note, this cannot be used to fix gradients; mugen will still auto reduce the final image on its own.

Kiss II:
Ok, this one has all sorts of issues.

Asymmetric floor.  The video screen area has ridiculous color loss.  Verticalfollow is way too high.  Try .6.

The deltas are a complete mess.  Everything is locked to 1,1.5...which breaks the floor as well.  Again, as a rule of thumb, objects behind the floor have deltas smaller than 1,1.  The floor and objects directly connected to the floor have a delta of 1,1.  Objects in front of the floor have deltas greater than 1,1.  If everything here was 1,1, it wouldn't have been so bad.

So, overall, everything needs quite a bit of work.



awesome feedback man.

dark forest:
you said that the vertical follow should be higher...to try .3 or .4.....but its already on .5...if i set it any higher then that, theres a big mirror strip at the top because the sprite isnt very big. the reason the bound left and right dont match is because one side of the sage is longer then the other.

tmnt alley:
i know what you mean about the floor. ive never really liked the stage as a whole. i plan on re-doing the floor sometime in the future.

as for the others, ill look into it for future releases.

thanks for the feedback man.
    

Re: My current W.I.P (Metal Sniper 63)

 March 03, 2008, 06:43:33 am View in topic context
avatar  Posted by Shinnox  in My current W.I.P (Metal Sniper 63) (Started by Metal_Sniper_63 March 03, 2008, 12:09:59 am
 Board: Projects

lookin good so far.

tho im not a real big fan of small characters...which is funny because my first char is small, lol.
damn snes sprites!
    

Updated/re-released 7 stages.

 March 02, 2008, 11:27:57 pm View in topic context
avatar  Posted by Shinnox  in Updated/re-released 7 stages. (Started by Shinnox March 02, 2008, 11:27:57 pm
 Board: Your Releases, older Mugen

hello all

this post is a few days late as ive been busy...but hey, better late then never huh?



i have re-added some of my old stages (made them when i first got into mugen). a few of them have music now. screens are a little outdated, but you really cant tell.

Dark Forest


TMNT Alley
this stage had an issue with the floor...it is now fixed.


Gotham II


Dragon Castle


one of my stages that was released over a year ago (and went down after like a day) had an issue on the right side of the screen not going over far enough..so that has been fixed, along with a new edit to the stage:
Gotham


i totally re-done:
KISS Live
i have 2 versions of this particular stage. the first one was pretty much the same basic design, but is this version the video screen turns off and decends down into the stage..moments later a giant kiss logo raises up...goes well with the music.



theres also a few more of my older ones...and a few of my newer ones there as well.
download all the stages here:

Deadly Venom: Mugen

as always, if you spot a bug, etc...please let me know so i can fix it.
questions/comments?
    

Re: My NightWolf WIP

 March 02, 2008, 01:41:24 am View in topic context
avatar  Posted by Shinnox  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

the original plan was to make a game...and we still might as everyone that makes one is just knocking off the mkp engine..and mine is original.

but i think we would much rather do characters that will work in all (or most) peoples mugen engines, instead of a one on its own....cause people would just take them out and slap them in another mugen anyway.

anyway, im doin 10 characters, and hes doing 10...then when those are done, well do more.

ive been into mugen longer then he has, so im a little more faster then he is at gettin stuff done (and have a better pc). nightwolf is his first character, and i really like him.

i noticed that nightwolf is one of the characters that usally gets asked for, but is always overlooked.


if anyone would like to see some vids of him let me know and ill make a couple as Error_Statedef_0  doesnt have the stuff to do good vid captures.
    

Re: MK10 Rise To Oblivion (Anthology)

 February 29, 2008, 09:46:05 am View in topic context
avatar  Posted by Shinnox  in MK10 Rise To Oblivion (Anthology) (Started by timeout16 February 28, 2008, 08:55:02 pm
 Board: Projects

"No garbage fighters like these 7 and 8 different versions of ninjas and robots."

so thats why theres multiple scorpions, and reptiles on your select screen?


    

Re: REALM OF FIRE (with/without Scorpion)

 February 29, 2008, 09:41:48 am View in topic context
avatar  Posted by Shinnox  in REALM OF FIRE (with/without Scorpion) (Started by ATHEIS February 28, 2008, 10:08:48 pm
 Board: Your Releases, older Mugen

    

Re: REALM OF FIRE (with/without Scorpion)

 February 29, 2008, 05:08:32 am View in topic context
avatar  Posted by Shinnox  in REALM OF FIRE (with/without Scorpion) (Started by ATHEIS February 28, 2008, 10:08:48 pm
 Board: Your Releases, older Mugen

wow. i made a fake picture over at mkonline about 6 or 7 years ago that looks almost just like this. except where you have the two scorpions, i had sub and smoke chained up...and i didnt have the falling bodies, as they did come until mka.


cool stage tho.
    

Re: [Stage] Jungle Antics

 February 26, 2008, 11:29:36 pm View in topic context
avatar  Posted by Shinnox  in Jungle Antics (Started by Raizo February 23, 2008, 03:35:44 am
 Board: Your Releases, older Mugen

the green things kinda annoy me, lol. i actually think it would look better without the skull arches (from mk3) hard to say...cause i made a similar edit (i have a different bg and floor). it looked good until i decreased the colors, then the bg (sky) looked like crap :/. i ended up changing the bg and taking off the arches.


overall nice stage tho. music seems to fit it as well.
    

Re: [Sharing] More MKA character voices

 February 26, 2008, 05:56:26 am View in topic context
avatar  Posted by Shinnox  in More MKA character voices (Started by Error Macro October 13, 2007, 10:11:54 pm
 Board: Resource Releases

i have every mk sound there is. of anyone needs a particular sound for a character, feel free to contact me.
    

Re: Damage Amount problem.

 February 25, 2008, 06:04:27 am View in topic context
avatar  Posted by Shinnox  in Damage Amount problem. (Started by MUGENforever February 25, 2008, 02:29:21 am
 Board: M.U.G.E.N Development Help

you gotta keep in mind that not all characters have the same amount of life and defense.

    

Re: Red Ranger Updated/re-released

 February 22, 2008, 11:17:21 pm View in topic context
avatar  Posted by Shinnox  in Red Ranger Updated/re-released (Started by Shinnox February 18, 2008, 12:50:48 am
 Board: Your Releases, older Mugen

im doin all of them at once..along with my 5 current mk chars.

im doin too much at once, lol.
    

Re: Red Ranger Updated/re-released

 February 20, 2008, 06:36:57 am View in topic context
avatar  Posted by Shinnox  in Red Ranger Updated/re-released (Started by Shinnox February 18, 2008, 12:50:48 am
 Board: Your Releases, older Mugen

the host deleted my files. ill re add the red ranger there until i find a new host.
    

Re: My MK Wips

 February 19, 2008, 08:33:39 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: The Rebirth - - Classic MK Reborn (updated original post) (Started by Shinnox February 15, 2008, 01:11:14 am
 Board: Projects

your little picture is making this page laggy :/
    

Re: My MK Wips

 February 18, 2008, 10:18:15 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: The Rebirth - - Classic MK Reborn (updated original post) (Started by Shinnox February 15, 2008, 01:11:14 am
 Board: Projects

sadly, no. scorpions uppercut fatality can decap my characters...but on others theres a generic "explosion" of bones, guts, etc. i would have to add all those characters sprites in his sff file...theres just so many chars out there, its impossible.


well, on a different, i uploaded scorpions arcade ending. i was gona use it as an arcade entro, but i made a new intro and used this as an ending.

*vid link removed*

i also made one of some of his match intros.

*vid link removed*