YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Unstabler is Offline
Contact Unstabler:

Unstabler

User

Messages by Unstabler

    

Re: Dec/27/2014 Mortal Kombat 2 KITANA by OMEGAPSYCHO Released

 December 28, 2014, 04:45:49 am View in topic context
 Posted by Unstabler  in Update! Dec/29/2014 Mortal Kombat 2 KITANA (GlitchFixed) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, Mugen 1.0 +

YESS! Thank you my friend!
    

Re: Gill, Vega, & Wolverine by Froz

 December 27, 2014, 07:57:36 am View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, Mugen 1.0 +

For Wolverine, the following attacks do not show blood when connected even when blood option is turned on:
  • Standing Fierce
  • Both throws
  • Fatal Claw (this may be intentional)
    

Re: Gill, Vega, & Wolverine by Froz

 December 26, 2014, 09:20:59 pm View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, Mugen 1.0 +

Sorry I did not realize, apologies if I offended you Froz.  Thanks again for sharing.
    

Re: Gill, Vega, & Wolverine by Froz

 December 26, 2014, 09:03:07 pm View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, Mugen 1.0 +

Thanks for this release!  I LOVE what you did with Wolverine!  He's almost perfect!

My only nitpick is that his AI seems non-existent.  Any chance of an AI patch in a future release?
    

Re: MORTAL KOMBAT 2 NEW character Trailer by OMEGAPSYCHO

 November 16, 2014, 12:02:40 pm View in topic context
 Posted by Unstabler  in MORTAL KOMBAT 2 NEW character Trailer by OMEGAPSYCHO (Started by OMEGAPSYCHO November 16, 2014, 04:52:20 am
 Board: Projects

Yes!!
    

Re: NoZ's Legacy Custom Portrait Thread

 November 11, 2014, 01:49:19 am View in topic context
 Posted by Unstabler  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Your Releases, Mugen 1.0 +

As a huge fan of this screenpack and Omegapsycho's characters, I thought I'd share some small and lifebar portraits I made:

Small 9000,0:
Spoiler, click to toggle visibilty

Lifebar 9000,3:
Spoiler, click to toggle visibilty
    

Re: NoZ's Legacy Custom Portrait Thread

 October 14, 2014, 08:22:25 pm View in topic context
 Posted by Unstabler  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Your Releases, Mugen 1.0 +

Great portraits everyone!  NoZ has truly outdone himself with Legacy and has now made me a widescreen convert (though I'm still trying to get the hang of converting my stages)

Requesting photos set for the following characters, i picked some images just to give an idea but if better images could be found im not really married to any of these.

E. Honda
Spoiler, click to toggle visibilty

Dhalsim
Spoiler, click to toggle visibilty


I would also greatly appreciate ports of E.Honda and Dhalsim.  Thanks!

    

Re: Mortal Kombat X (Last update on 10.06.14)

 June 11, 2014, 05:25:27 pm View in topic context
 Posted by Unstabler  in Mortal Kombat X (Last update on 01.01.15) (Started by Bad News GBK June 01, 2014, 08:19:49 pm
 Board: Fighting Games

    

Wanted M.U.G.E.N Tools

 June 02, 2014, 06:17:22 am View in topic context
 Posted by Unstabler  in Wanted M.U.G.E.N Tools (Started by Unstabler June 02, 2014, 06:17:22 am
 Board: Idea Engineering

As previously mentioned, I was thinking that I would like to try and program some new tools for M.U.G.E.N, and I was wondering if the community could provide some suggestions/feedback on this subject, or direct me to an existing list of wanted tools (if it exists).

Some examples of tools I was thinking of include:
  • A tool that runs through the code of selected characters and tries to catch and display as many coding errors as possible.  A possible example of the types of errors that could be caught are listed here.
  • Similarly, perhaps a tool that can catch common coding omissions/suggestions as listed here for characters and here for stages.
  • A tool that would automatically generate an animated GIF preview of selected stages.  This could be useful for providing previews of stages without having to record videos and upload them on YouTube.
  • A tool that provides a window that lets you easily adjust parameters of a particular stage and preview those changes in a window without having to constantly re-open M.U.G.E.N
  • A tool that converts characters or stages to different M.U.G.E.N versions
  • A tool that generates an HTML reference guide for all chosen characters.  It would provide all stats, provide all movesets with visual command inputs and animated GIFs of each of your character's moves.
  • A tool that goes through your M.U.G.E.N directory and lets you know if there are any characters, stages, or background musics currently not being used.
  • Similarly, a tool that goes through selected characters or stages and lets you know if there are any sprites, sounds, animations, or command inputs that are unused.
  • A tool that converts M.U.G.E.N code files into HTML files that would link each stated M.U.G.E.N trigger and StateDef parameter to its definition as stated on the Elecbyte format, and color codes user variables, constants, etc. for easier viewing
  • A tool that adjusts all stages so they will maximize their zoom without showing any gaps
    

Re: Best development software to create an opensource version of MUGEN?

 May 29, 2014, 07:13:56 pm View in topic context
 Posted by Unstabler  in Best development software to create an opensource version of MUGEN? (Started by Unstabler May 26, 2014, 02:09:09 am
 Board: M.U.G.E.N Discussion

Thanks for the reply.  I had heard of I.K.E.M.E.N. but I did not know it was open-source.  I also just noticed xnaMugen, an abandoned open-source project, on MFG forums, JMugen (another open-source clone) and a bunch of other MUGEN clones as discussed on RandomSelect.

Since there are already a few clone engines in development, I may redirect my efforts to instead trying to create some valuable MUGEN tools.
    

Re: Which Resolution Do You Run/Want To Run MUGEN At?

 May 29, 2014, 07:05:40 pm View in topic context
 Posted by Unstabler  in Which Resolution Do You Run/Want To Run MUGEN At? (Started by two4teezee May 27, 2014, 04:22:41 am
 Board: M.U.G.E.N Discussion

640x480 windowed
    

Re: Color separations of varo_hades

 May 27, 2014, 10:20:46 pm View in topic context
 Posted by Unstabler  in Color separations of varo_hades (Started by varo_hades April 06, 2014, 11:38:08 pm
 Board: Resource Releases

Wicked awesome news! I love your Gen, and I've been really anxious to have a POTS-style Birdie and Fei Long in my roster.

You rock!
    

Best development software to create an opensource version of MUGEN?

 May 26, 2014, 02:09:09 am View in topic context
 Posted by Unstabler  in Best development software to create an opensource version of MUGEN? (Started by Unstabler May 26, 2014, 02:09:09 am
 Board: M.U.G.E.N Discussion

Hey everyone,

I don't post often on MFG, but I do check on updates to these forums quite frequently.  I've been playing Mugen for many years now and while I'm a big fan of the engine and Elecbyte in general, it's been a bit frustrating (to put it mildly) to keep waiting for bug fixes and new features to be added to the engine, some of which appear to be rather simple to implement.   Over the past few months I've been thinking of creating an open source 2D fighting game engine with all of the current functionality of Mugen, where the community would also provide input, and was wondering if anyone had suggestions about which development software (and other considerations) might be best to keep in mind.

A few development environments I've noticed that might work well include:
There appear to be many more engines (some of which could also apply) listed here.  Of course there's also building from scratch using native environments such as C, C++, C#, Java. etc.  I'm a big fan of programming, and I have experience programming in C++ and Java, but I've honestly been out of the programming scene for a long time.  I'm looking for a project to get back into the programming scene and this would definitely spark my interest.  Thanks.
    

Re: Slowing GDT's SSF2T Ryu to normal speed

 May 20, 2014, 11:42:51 pm View in topic context
 Posted by Unstabler  in Slowing GDT's SSF2T Ryu to normal speed (Started by Unstabler May 16, 2014, 02:05:18 am
 Board: M.U.G.E.N Configuration Help

Thanks for the reply GCNMario.  I've never done advance framing on an emulator before but I will give it a try.



    

Slowing GDT's SSF2T Ryu to normal speed

 May 16, 2014, 02:05:18 am View in topic context
 Posted by Unstabler  in Slowing GDT's SSF2T Ryu to normal speed (Started by Unstabler May 16, 2014, 02:05:18 am
 Board: M.U.G.E.N Configuration Help

I recently downloaded G.D.T's SSF2T Ryu (direct link here) and noticed that Ryu is programmed to run at turbo speed.  Is there an easy way to slow him down to regular speed?  I know there are several velocity variables in the CNS file, but I have no idea what variables to change, and to what value.  Is there a reference guide available?  Thanks.

    

Re: Terry Bogard P.o.t.S Style Open beta

 May 07, 2014, 12:44:16 am View in topic context
 Posted by Unstabler  in Terry Bogard wip thread (Started by Memo May 01, 2014, 01:23:04 am
 Board: Projects

This is a really exciting project Memo!  I'm very impressed with the beta so far.  The only feedback I wanted to add is that some of Terry's voice samples seem a bit loud.
    

Re: Maya - Killer Instinct 2

 May 03, 2014, 04:40:53 pm View in topic context
 Posted by Unstabler  in Maya - Killer Instinct 2 (Started by Odb718 June 24, 2013, 08:30:56 am
 Board: Projects

Just saw this project, I would be interested to see Maya!

As you may know, Orbinaut released a few very good KI2 characters.  According to his readme, he used the sprite and sound ripping tutorials by kofelsalvador10th, which were available here.  Unfortunately the links appear to be down, but you may want to contact either Obrinaut or kofelsalvador10th or put in a request to see if anyone still has the files.

Good luck with your project!
    

Re: NoZ's WarZoNe Custom Portrait Thread

 April 27, 2014, 04:34:28 am View in topic context
 Posted by Unstabler  in NoZ's WarZoNe Custom Portrait Thread (Started by Saikoro September 09, 2012, 07:09:31 pm
 Board: Your Releases, Mugen 1.0 +

Here is a revised lifebar portrait I made for Sub-Zero, available in PCX at my website:
    

Re: Assign group of stages to a character?

 April 25, 2014, 08:02:15 pm View in topic context
 Posted by Unstabler  in Assign group of stages to a character? (Started by Unstabler April 23, 2014, 01:12:32 pm
 Board: M.U.G.E.N Configuration Help

Thanks for the replies. To clarify my question, here's a simple example:

Suppose my character roster consists only of Kung Fu Man and MK1 Scorpion, and my stages include only a Training Room, MK1 The Pit and MK1 The Courtyard.  What I would like is to have:
  • Both Kung Fu Man and MK1 Scorpion each appear only once on the character select screen
  • Each character has equal probability of being chosen as an opponent in Arcade mode
  • When I fight Kung Fu Man in Arcade Mode, he will appear only in the Training Room stage
  • When I fight MK1 Scorpion in Arcade Mode, he will appear only in MK1 The Pit or MK1 The Courtyard stages

I think the only way to accomplish this in my example is to have:
  • Kung Fu Man assigned to Training Room stage
  • MK1 Scorpion assigned to MK1 The Pit stage
  • Duplicate Kung Fu Man (non-selectable) also assigned to Training Room stage
  • Duplicate MK1 Scorpion (non-selectable) assigned to MK1 The Courtyard stage

It's a bit clumsy and maintaining equal probability of selecting an opponent in arcade mode can become cumbersome as you would have to repeat all characters x number of times.  Is there a better way?
    

Assign group of stages to a character?

 April 23, 2014, 01:12:32 pm View in topic context
 Posted by Unstabler  in Assign group of stages to a character? (Started by Unstabler April 23, 2014, 01:12:32 pm
 Board: M.U.G.E.N Configuration Help

As an example, I would like to fight the MK1 characters in my roster on only the MK1 stages in my roster. The only way I can see to do this is to have duplicate line items for every MK1 character, each line assigned to a different MK1 stage. Is there another way? Thanks.

Edit: I should clarify that I am asking in the case where my roster has lots of stages (not just MK1 stages).