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.

*
LisaMcRad is Offline
Contact LisaMcRad:

LisaMcRad

User

Messages by LisaMcRad

    

Re: LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP]

 November 12, 2019, 08:49:51 pm View in topic context
 Posted by LisaMcRad  in LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP] (Started by LisaMcRad November 02, 2019, 06:53:50 am
 Board: Projects

I've been working a bit on the animation editing, so here's the new intro!
    

Re: How can I get a job at Elecbyte?

 November 11, 2019, 09:45:59 pm View in topic context
 Posted by LisaMcRad  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

If you named your firstborn child anything but the default name, but didn't name your next children anything except for the default name, when you talk to the NPC in a suburb of Tuscon Arizona, he will lead you to the HQ of Elecbyte.
    

Re: Character doesn't stop killing himself

 November 10, 2019, 01:08:10 am View in topic context
 Posted by LisaMcRad  in Character doesn't stop killing himself (Started by GianDavidsson November 08, 2019, 09:40:40 pm
 Board: M.U.G.E.N Development Help

Or maybe it's an anti-thievery gimmick, to prevent players from changing the author's name or manipulating his code.

Look into the -2 or -3 states for a lifeset or lifeadd, this would be the part killing your character

Huh, I never heard of that before. I know this is unrelated, but are there other methods like that?
    

Re: ripping moves from other chars sometimes doesn't work. What's wrong?

 November 09, 2019, 08:22:01 pm View in topic context
 Posted by LisaMcRad  in ripping moves from other chars sometimes doesn't work. What's wrong? (Started by horcon November 08, 2019, 08:35:49 pm
 Board: M.U.G.E.N Development Help

How I do that? Just activating the debug mode on battle with CTRL+D? Or another way to see compatibility?

Yup!

For example, Warasuki3's Dio was made for Mugen beta. When loading into Mugen 1.0 the game puts him into 1.0 compatability mode. It should pop up in the upper left corner as "Info: X loading in pre-1.0 compatability mode". It's a bit hard to see since the text is white, but jump and you can make it out.

I'd also lookup all of the things that were made obsolete during the jump to 1.0 or 1.1. I know for a fact that explods made animation functions obsolete as well as helpers making projectiles kinda obsolete. (The only real reason to use a projectile over a helper is if you want it to register as one if a character has a parry grab like Geese)
    

Re: Character doesn't stop killing himself

 November 08, 2019, 10:55:58 pm View in topic context
 Posted by LisaMcRad  in Character doesn't stop killing himself (Started by GianDavidsson November 08, 2019, 09:40:40 pm
 Board: M.U.G.E.N Development Help

It does sound like you maybe downloaded a joke character, but you can go through the character files with Fighter Factory 3 and check their state files.  They'll likely have some code that KO's them whenever they attack. Check anything that has "Hitdef" in it if you're confused on where to look
    

Re: ripping moves from other chars sometimes doesn't work. What's wrong?

 November 08, 2019, 10:53:27 pm View in topic context
 Posted by LisaMcRad  in ripping moves from other chars sometimes doesn't work. What's wrong? (Started by horcon November 08, 2019, 08:35:49 pm
 Board: M.U.G.E.N Development Help

There could be a couple of things that could be happening.

1. The code that you are ripping has other pieces of code that its missing. Try checking the States and Command files to see if you've missed anything. Also try to find sprites related to the action to see where they're located in states.
2. The code conflicts with other code that your character already has.
3. The code is designed for another version of Mugen. Check with the debug menu to see if the character you're ripping it from is in compatability mode.

It's best to double check things before ripping them, some people use some wild things just so that they can work in Mugen. Don't beat yourself over it if you don't get it the first try.
    

Re: LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP]

 November 05, 2019, 01:22:16 am View in topic context
 Posted by LisaMcRad  in LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP] (Started by LisaMcRad November 02, 2019, 06:53:50 am
 Board: Projects



New progress vid, showing off all the new icons, pallets, and normals that I've added in.


I'll work on editing the sprites for these later on and then work on special moves...
    

Re: Beginner’s guide to pixel art

 November 04, 2019, 11:44:39 pm View in topic context
 Posted by LisaMcRad  in Beginner’s guide to pixel art (Started by O Ilusionista July 21, 2018, 12:21:10 am
 Board: Tips, Tricks, Tutorials

I know this particular thread is very old, but I would like to share a very cool Youtube Channel I found. This is Luis Zino and he makes videos on Pixel art and methods that people do when making them.

Here's a video he did about "subpixel" animation with sprites, It's very well made and explains the concept well!



I was able to use the information that he talked about to help out with my edits. It helped to make the hair look alot more lively and bouncy.
    

Re: New GUILTY GEAR Comming 2020

 November 04, 2019, 04:56:28 am View in topic context
 Posted by LisaMcRad  in Guilty Gear Strive: Steam/Play4/5/and Rollback-Netcode (Started by yaret August 05, 2019, 04:39:21 am
 Board: Fighting Games



I'm surprised that gameplay dropped but...


I'm totally not digging that UI
    

Re: Palette issue with sprites using their own individual colors.

 November 04, 2019, 04:52:29 am View in topic context
 Posted by LisaMcRad  in Palette issue with sprites using their own individual colors. (Started by Plum November 04, 2019, 03:57:28 am
 Board: M.U.G.E.N Development Help

Yeah I had to figure out how the pallete system in Mugen actually works and its a pain to understand.

You're not supposed to use 0,0 as the pallet for your character. You actually assign that as 1,1. The reason for that is because Mugen 1.0+ doesn't use ACT files for their pallet but some code that sets group 1 as the pallet group. Once you reconfigure all of your sprites and pallets, then it should be smooth sailing.

Also if you want to have any helpers or projectiles to share the pallet with your character, but also have clear and readable ones of their own, you'll have to manually edit their sprites and insert those colors in your character's pallet.

Also to easily add palletes to a certain sprite, you just click on the last icon in the pallete menu when you're looking at sprites in FF3. Its the icon with the floppy over the pallete and image icons and it should say "apply the current pallete to the specified sprites". This allows you to assign unique pallets to the sprites. Also Pallet 0,38 might be the one that was created when you imported the sprites in. Watch out for that.


That's basically it, but here's a hot tip so that you don't pull your hair when inserting sprites sometimes:
It's best to save it as a pcx file, FF3 has a hard time reading indexed pngs but easily reads pcx's. GIMP can save and also let you adjust the pallet before you enter it. The first color in the slot is the one that FF3 will turn transparent, so make sure the background color is in that slot.
    

Welcome Gamers...

 November 04, 2019, 04:41:02 am View in topic context
 Posted by LisaMcRad  in Welcome Gamers... (Started by LisaMcRad November 04, 2019, 04:41:02 am
 Board: Introductions and Guides

Yeah I didn't make an intro post in a while, but I'm Lisa and I'm currently new to the mugen creation scene. Hopefully some of my first projects won't be crap...
    

Heritage for the Future/JJBA Style Special KO

 November 02, 2019, 07:56:37 pm View in topic context
 Posted by LisaMcRad  in Heritage for the Future/JJBA Style Special KO (Started by LisaMcRad November 02, 2019, 07:56:37 pm
 Board: Code Library

This is a sort of repost of the code I've talked about in my thread asking about this. I've decided to put this here in order since there's probably some people who would like to know. This code was modified by me from code made by DavidGee and Warusaki3. Although Warusaki3 has some code like this in their JJBA characters, the code I modified is more condensed. It's also a near perfect recreation of the Special KO from JJBA, which is sometimes what people look for in code snippets (I've seen tons of code for X-like mechanic/vfxs).

There are a few steps that you'll have to do beforehand:
  • Make a 200 x 200 KO portrait for your character and insert it in an empty group and index.
  • Rip Warusaki3's special KO background from their JJBA characters. I've yet to find anyplace that has the special KO background, so this is your best bet. Make sure to insert all of it into its own group.
  • Make sure the KO background sprites are aligned at 0,0. The KO portrait should be aligned 100,130.
  • Make an animation with nothing inside of it. Nothing at all.
  • Make individual animations for each background portion. They should be aligned 0,0 and be stagnant
  • Make a unique animation for your KO portrait. This is the only element that has any actual animation. You're going to have to make it smoothly come in hard from the opposite side your character would be facing and then slow down once it reaches your side. It shouldn't stop once it does however.

After that you can follow the code below

Spoiler, click to toggle visibilty

And that's it! Make sure to credit Warusaki3 and DavidGee for the code and sprites used for this. I hope you'll find this helpful!
    

Street Fighter The Movie (Arcade) Sound Effect Rips???

 November 02, 2019, 07:26:29 am View in topic context
 Posted by LisaMcRad  in Street Fighter The Movie (Arcade) Sound Effect Rips??? (Started by LisaMcRad November 02, 2019, 07:26:29 am
 Board: Development Resources

I was wondering if anybody could do this. I'm specifically looking for the announcers voice clips so that I can get the Counter, Reversal, Slammaster voice lines for my Mugen character.
    

Re: Garnet from Steven Universe (W.I.P)

 November 02, 2019, 06:58:35 am View in topic context
 Posted by LisaMcRad  in Garnet from Steven Universe (W.I.P) (Started by KingCorporeal September 24, 2019, 12:23:23 am
 Board: Sprite Projects

Wow this looks really good! I like the stylization of it and the animations look really nice as well. I wonder if you plan on shading it in the future or not. In any case I hope to see more of it later on!
    

LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP]

 November 02, 2019, 06:53:50 am View in topic context
 Posted by LisaMcRad  in LISA'S SELF INSERT CHARACTER EDIT (I SWEAR I'M NOT VAIN) [WIP] (Started by LisaMcRad November 02, 2019, 06:53:50 am
 Board: Projects

I've been in the midst on working on a self-insert character to train myself. I'm hoping to maybe get the following things done when I finish it:
Spoiler, click to toggle visibilty

For now have this little progress video I made... It's pure gameplay audio tho.


Also I would like to give thanks to my friend Vegetoid for making the Jojo KO sprite and to DavidGee and Warusaki3 for the code that was used to make the JoJo KO animation.
    

Re: How to make a MVC2 style asist on B press at any time, even when being hit?

 November 02, 2019, 06:27:01 am View in topic context



Ryon made a really good tutorial that covers your question for the most part. You would likely have to bind it to B and then have some restriction or countdown timer. There's a bunch of code around here that can help with that (and also that you can recycle into this project). Alot of invisibility mode codes have this timer, but I'd just recommend looking into the MFG Code Library to see if you can find any.
    

How do I recreate the Super KO effect from JoJo/HFTF for my character?

 October 31, 2019, 12:42:07 am View in topic context
 Posted by LisaMcRad  in How do I recreate the Super KO effect from JoJo/HFTF for my character? (Started by LisaMcRad October 31, 2019, 12:42:07 am
 Board: M.U.G.E.N Development Help

I was wondering how I could be able to recreate the effect seen in the JoJo fighting games where if a character gets KO'd by a super a potrait appears alongside an animated background. There's plenty of Jojo character and edits for Mugen; yet all of the authors are Jappanese and I have a hard time translating all of the text into English.


If you can help that would be excellent!

EDIT AGAIN:
Credit to MFG user DavidGee who created the Hyper Combo KO code and the Pause KO code to help out with this. I also used a bit of code from warusuki3's DIO so that the background will work. Down below is the complete actual code with instructions. You can move this into tutorials/guides/codelibrary if the mods wants to.
Spoiler, click to toggle visibilty

And that's all I've gotten to say. Enjoy and make sure to credit me (and especially also the other people that I referenced from to make this code)