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Afterthought

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Messages by Afterthought

    

Re: How can I get a job at Elecbyte?

 November 12, 2019, 03:36:17 pm View in topic context
 Posted by Afterthought  in How can I get a job at Elecbyte? (Started by GeorgeMP November 11, 2019, 08:43:49 pm
 Board: M.U.G.E.N Discussion

    

Re: Maverick Hunter Zero Help: Z Buster function

 April 18, 2019, 05:06:02 pm View in topic context
 Posted by Afterthought  in Maverick Hunter Zero Help: Z Buster function (Started by RedDragonCats17 April 03, 2019, 07:56:59 am
 Board: M.U.G.E.N Development Help

RedDragonCats17 said:
Code:
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = var(3) >= 150 && var(3) < 250
trigger2 = var(3) >= 100
trigger3 = var(3) >= 50
value = 232

Why does var(3) need to be used in three different triggers? Do you realize you're saying the same thing three times when all you need to write is this?

Code:
trigger1 = var(3) >= 50 && var(3) < 250

You do realize 100 and 150 are both more than 50 and less than 250, right? You don't need those triggers. You're repeating the code unnecessarily. As it's written right now (and to my understanding), once trigger3 hits, nothing else will. It's not hard to grasp. Just condense it.

    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 April 13, 2019, 01:14:41 pm View in topic context
 Posted by Afterthought  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

@Graphicus: You definitely did, I had no idea that sprite existed prior to me doing my own. It's a blessing and a curse to see how others interpret different details, to wonder whether they're spot on or not.
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 April 12, 2019, 08:54:10 pm View in topic context
 Posted by Afterthought  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

I wasn't gonna post this here but I figured I should give it some exposure.

Most people are fully aware that while MvC's Iron Man and War Machine are depicted pretty different in official artwork, WM's spriteset is just a palette swap of Iron Man. Admittedly it took me a while to actually realize this, which is why I decided that it needed to be rectified. My plan was to edit every sprite to reflect the design difference. Then I realized how many sprites I would be editing, how long it would take, etc. and while it's certainly not impossible, I have other things that take priority.

This isn't a final redesign, as some details are still missing, but it shows the general direction I was going in.



Admittedly I would like to prioritize it a little more, but I also would like to have some assistance as things like this are better off done with team effort. Not necessarily a request, just a dream of mine. If anyone would feel inspired to take something like this up on their own, however, then by all means feel free.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 10, 2018, 02:21:04 pm View in topic context

His Mack the Knife spritesheet is some of the best sprite work I've seen released here over the years. Very faithful to the original game and beautifully animated.

From what I can see the animations have some issues; lack of frames, weird transitions and positions of things like hands and feet, etc. It's not incredibly terrible work, but don't let one thing take away from the driving point:

but calling him talentless is straight out wrong.

This isn't wrong. You're wrong. Being talented would include crediting where credit is due, if you lack the talent to create from scratch. Being talented means being able to own up to the things you do instead of arbitrarily saying "everything was made by one company anyway, so no one else deserves credit."


    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 10:31:59 pm View in topic context


It's very primitive, someone wants recognition for nothing.

mugen is only a fantasy, donĀ“t need no glory.

Bullshit. Work is work, and people deserve credit and recognition for the work they put into something, hobby or otherwise. How serious it is is up to the person doing the work. It's not up to you to decide its worth to others.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 06:11:19 pm View in topic context

You normally talk to me outside of here

lmao

I think it's safe to say Mugen Stuff Editor hightailed it out of here. A shame people would rather run or out others than try to listen to reason.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 05:13:13 pm View in topic context

The two guys who keep trying to tag me.

Can't you just mention them by name? It gets a little confusing when you try to pinpoint people but refrain from using their names.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 08:19:34 am View in topic context

Why? What purpose does it serve? Is it really that difficult to discover who created/edited the assets you used, and put their names in a document crediting their work? Is there a bigger language barrier here than I'm thinking there is? The people arguing in favor of credit are asking for one thing, and it isn't complex. Please listen to reason.

This plea goes out to ShinRei/whatever he goes by now as well, since he seems to share the same ideology. There is no good reason NOT to credit work where it's due. I'll be willing to redact my statement if anyone can give one reason as to why crediting people for what they do is a bad thing.

@Capcomnator: After all the talk you made of coming back and trying to redeem yourself, you do a complete 180. Perhaps this stuff would be better tolerated at MUGEN Multiverse. But it really doesn't need to be that way; try to be reasonable, not dramatic.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 06:30:01 am View in topic context

There is more than one version of that character out there. I've seen 5.

Where? I'd like to see proof that more iterations of the character exist too.

Your comment wasn't really necessary

How come most interactions with you end with this exact same thing coming from you? I can't imagine it's always everyone else's fault, nor can I imagine everything people tell you is "unnecessary."

On top of that, from what I can see, this started because of something you said to Capcomnator? Why couldn't you two just settle it outside of a public space? Because now, not only did he make a thread claiming that he's an editor (which comes as a shock to no one because everyone who puts their two hands, two eyes and brain to working with the engine is an editor), but you interjected and made yourself the center of attention again (and not in a good way, judging by your history here).

And before the expected "it's none of your business, no one asked you to interject" I'm well aware, but I did because the way you handle things is very intriguing. Confusing and probably toxic, but intriguing.

    

Re: Corvus color separation - requests open again

 July 05, 2018, 11:57:01 pm View in topic context
 Posted by Afterthought  in Corvus color separation - requests closed (Started by Duke of Corvus April 24, 2018, 08:29:19 am
 Board: Sprite Projects

This one's a bit more challenging:



https://www.dropbox.com/s/sea7v8diegjzs8y/new.sff?dl=0

Ideally, the separation would be:

  • Jacket
  • Pants/Shoes?
  • Sleeves
  • Headdress
  • Wings
  • Buttons on jacket
  • Hair
  • White parts on collar

With those that'd leave the face and blood parts on jacket separated, but there may be one or two little things I'm missing. .sff contains a palette with Jedah's main colors, along with the blood colors for his various attacks (already separated) and contract for his Prova di Servo, AND a badly done sprite mocking up what I have in mind for separation.

If this is too extensive, feel free to ignore it altogether. If not, you have my gratitude.
    

Re: R. Mika POTS style

 July 05, 2018, 09:26:22 pm View in topic context
 Posted by Afterthought  in DeathScythe WIPs (Started by DeathScythe July 05, 2018, 09:06:25 pm
 Board: Projects

That's fine, it's nothing a person can't do on their own. Don't sweat it! Keep up the good work.
    

Re: R. Mika POTS style

 July 05, 2018, 09:15:43 pm View in topic context
 Posted by Afterthought  in DeathScythe WIPs (Started by DeathScythe July 05, 2018, 09:06:25 pm
 Board: Projects

    

Donovan DS2 Sprites?

 July 04, 2018, 06:11:08 pm View in topic context
 Posted by Afterthought  in Donovan DS2 Sprites? (Started by Afterthought July 04, 2018, 06:11:08 pm
 Board: Development Resources

Maybe an odd request, but are there any rips of Donovan's sprites from DS2/Vampire Hunter? I can barely find sprites from that game through a regular image search, let alone a sprite database, so my interest has certainly been piqued.
    

Re: Problems With Redirecting to Guard State

 July 03, 2018, 08:49:37 pm View in topic context
 Posted by Afterthought  in Problems With Redirecting to Guard State (Started by Afterthought June 29, 2018, 01:56:23 pm
 Board: M.U.G.E.N Development Help

Try

[State -2]
type=varadd
triggerAll = var(40) = 1
triggerAll = var(42) > 0
trigger1 = var(42) <= 38
v = 42
value = 1
ignorehitpause= 1

Maybe that's just the dumb problem???

You would think that. And I've tried that, still no dice.

What's frustrating is that the other Suija manages to make it work without a timer, but I cannot figure out how. Maybe there's something glaringly obvious in THAT code I'm missing.
    

Re: Problems With Redirecting to Guard State

 July 03, 2018, 07:56:35 pm View in topic context
 Posted by Afterthought  in Problems With Redirecting to Guard State (Started by Afterthought June 29, 2018, 01:56:23 pm
 Board: M.U.G.E.N Development Help

Not gonna lie, I actually forgot to try what you suggested. I didn't think about it, but layout might very well be a problem, not sure how finicky MUGEN is when it comes to that. But let me actually try setting the var with a different value first.

EDIT:

https://youtu.be/Ob2ofJsHBuc

Setting works, addition still doesn't. Gonna see if moving some stuff around will make a difference.

Actually, the quality of this video sucks like the last one. There has to be better videocap software. But the var was set.
    

Re: Problems With Redirecting to Guard State

 July 03, 2018, 03:05:40 pm View in topic context
 Posted by Afterthought  in Problems With Redirecting to Guard State (Started by Afterthought June 29, 2018, 01:56:23 pm
 Board: M.U.G.E.N Development Help

Use ctrl+f to find all instances of
var(42)
and
v = 42

Again, I know how to do this. Been doing it. Trust me, I'm not sitting around waiting to be spoon-fed a solution, I'm double and triple checking everything as much as I can.

The only place var(42) is being set is in 130, and Add is beiing used in -2. I'll try setting it to 7 as you suggest and see what happens.

    

Re: Jmorphman's WIP thread: JMORPHMAN NEEDS HELP!

 July 03, 2018, 02:01:58 am View in topic context
 Posted by Afterthought  in Jmorphman's WIP thread: Demitri FX are done! Time to update the palettes!!! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

this is a pretty substantial amount of characters!

I suppose less is more, especially when the work is of decent quality. I do enjoy how the characters are arranged on the screen.

    

Re: Problems With Redirecting to Guard State

 July 02, 2018, 02:32:17 pm View in topic context
 Posted by Afterthought  in Problems With Redirecting to Guard State (Started by Afterthought June 29, 2018, 01:56:23 pm
 Board: M.U.G.E.N Development Help

Definitely not 1901. Original post shows that. It's 1000, 130, 1010, 1035, in that order. (But again the quality is terrible so I can understand the confusion.)

Gonna try editing light punch to see if it'll move the variable up as I need per your suggestion, then sift through the code and see if there are any conflicts.

EDIT: Works properly with light punch. I'm not sure what would cause it to not work how I have it set up. I have var(42) within state 130, if that makes any difference. The custom animation in 130 also plays at -1 ticks; changing this to play with an actual amount of time (say, 38 ticks) doesn't make a difference; var(42) will only ever climb to 1, and then freeze there until var(40) = 0.
    

Re: Ikemen GO Plus

 July 02, 2018, 02:26:14 pm View in topic context
 Posted by Afterthought  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

@K4thos: Is there a Discord server or some other place (aside from here) for GO Plus discussion exclusively? Reading about the changes you've introduced and how they impact the environment as a whole, I'd rather be in the know sooner than later. If not, cool, just curious.