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Re: T_N's long and rocky road

 September 16, 2018, 08:36:58 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

    

WSMIP Budokai - Beta 01

 September 12, 2018, 11:47:54 pm View in topic context
 Posted by The_None  in WSMIP Budokai - Beta 01 (Started by The_None September 12, 2018, 11:47:54 pm
 Board: Your Releases, 1.0+

Y'know, as of last few months I was been actually a bit too down to start a new personal project of mine (something I hope I'd be able to eventually change), so I've decided the next best course is to pick up something I used to work on ages ago and tidy it up for the release. And thus today I'm bringing you, of all things....

An honest-to-god Mugen fullgame. This was in fact originally a project by @Smogon, who came up with the concept and most of the character designs (based on the people he knew from the university he attended) and spritework (done by his MS-Paint skills), while I've been assigned as a coder. Ever since I've finished up the Dragon Tank few years ago (something that did take it's previous owner quite a while until I took up on it) I've considered picking up the project to complete what Smogon was set out to do, and - after briefly returning to the project at the beggining of 2016 - I finally took it upon myself two months ago to get to the stage it currently is, which required additional sprites (thanks to my vector animation abilities), stages and large changes to the code. I hope Smogon - who is nowadays busy with his band. I actually tried to contact him but the last time we were ever in touch was ages ago. I've sent him an e-mail last time in around 2014 and got no response, and when I stumbled upon his band's site in 2016 I've realized he changed his adress, but my personal issues have prevented me from going forward. And then when I tried to reach him again two months ago his website change to just a still image and a YouTube embed of a recent single, no contact information anywhere  - wouldn't mind me working on the project on my own accord.

Anyway, this is a silly project we were doing for fun ages ago. This was meant to be a more casual oriented combo-friendly fighter with controls on a simplier side (altho' thanks to the game running on Mugen 1.1 I could make the AI as hard on the hardest settings as I felt like it), and because of the casual nature (and the beta stage) the balance may not be exactly there. I'll admit I was quite to blame for the relatively slow progress on the project as back when we were collaborating I sort of preferred my own personal projects, but now that I picked this up I may as well embrace the silliness. I am very full aware that this is a mess of sorts, at least I hope it's an entertaining mess. And besides, 2018 happens to be a year when what was left of a certain other long-awaited project was unearthed, so why not follow the train?

As of now the beta contains around 9 out of 11 planned playable characters. Some elements would no doubt be subject to change, especially the soundtrack and some of the stages, that are basically placeholders.

Spoiler: More screenshots (click to see content)

Enlist at this page right there.
    

Re: T_N's long and rocky road

 July 04, 2018, 01:33:30 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics


Inspired by Card Sagas Wars - or at least what was left of it - recently resurfacing, I felt like taking my stab once again at doing a small super deformed sprite and taking my UMMBCM (an abandoned fullgame whose cast comprised mostly of self-inserts of the authors involved) character for a subject, with the previous redesign attempts included in the image for a good measure. For today's take I took some cues from Ahruon's more recent sprites (the ones from his Tumblr and stuff) rather than strictly following the NGPC style, hence I ended up messing up his right hand among things. And yes, the 2018 Double M is supposed to wear an oversized T-shirt.
    

Re: Maniacs, a mugen fullgame from the mid 2000s

 July 04, 2018, 12:39:40 am View in topic context
 Posted by The_None  in Maniacs, a mugen fullgame from the mid 2000s (Started by The_None July 03, 2018, 10:25:17 pm
 Board: Requests

Spoiler: A still from the intro sequence (click to see content)
Thanks
    

Maniacs, a mugen fullgame from the mid 2000s

 July 03, 2018, 10:25:17 pm View in topic context
 Posted by The_None  in Maniacs, a mugen fullgame from the mid 2000s (Started by The_None July 03, 2018, 10:25:17 pm
 Board: Requests

Maniacs was a silly Mortal Kombat-esque Mugen fullgame done by bWWd and released as an emule link in around 2004 if my memory isn't fooling me. bWWd himself got in trouble over this fullgame when someone found out that he lifted some guy's MK3 stage conversions without permission as this was released before the community ethics were loosened few years later, so with the less strict current community guidelines I'm sure it wouldn't be an issue to request it now, wouldn't it?
The small cast consisted of folks like Majeranek, Kokoszyn and Paff-I that liked to dance a lot and his sounds were snippets from some techno songs.

With how obscure it is I don't expect anybody to still have this fullgame, but when a google search have redirected me to a certain warehouse with the characters from that game available individually for regularly mugen (a bit sketchily repurposed), I'd guess someone still has it. Part of me still wants to experience the silly screenpack and these storyboards again, for a chuckle.
    

Re: Running gags and memes of MUGEN

 May 31, 2018, 08:25:09 pm View in topic context
 Posted by The_None  in Running gags and memes of MUGEN (Started by SilentProtagonist March 17, 2012, 10:38:29 pm
 Board: M.U.G.E.N Discussion

It's "Gang Bang" by the Russian rapper D-Man 55
    

Dantel

 May 31, 2018, 08:21:56 pm View in topic context
 Posted by The_None  in Dantel (Started by The_None May 31, 2018, 08:21:56 pm
 Board: Your Releases, 1.0+


Yup, I felt like doing another Survival Arts character, this time being the final boss. Like Viper (who by the way also got a rather minor update as well) he has been outfitted with plenty of custom stuff there and there, and I may as well forewarn you that I certainly like being cruel when designing boss characters (then again, so apparently did Scarab).

Spoiler: Viper Changelist (click to see content)

Spoiler: More screenshots (click to see content)

Let yourself become a feast at Logical Bends
    

Re: T_N's long and rocky road

 May 15, 2018, 12:05:49 am View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

So here's one of the most pointless things I've ever done....

I just took a Body Blows character (the left is the original sprite, right is what I did), sort of clumsily redrew it (I started this literally two hours before I went to sleep) and tried to give it a more 'streamlined' shading style so to speak. Kind of like, if I took a SF2 sprite and tried to give it SFA shading, sort of.

The face was certainly quite an area where I was like "I have no idea what I was doing" then again I'd guess same can be said of most of my sprite.
    

Re: T_N's long and rocky road

 May 12, 2018, 11:33:27 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

I'm a mouse user. I may have considered getting a tablet a few times before but so far I may be doing mostly relatively fine, especially given that nowadays I work with vectors so setting up the curves and stuff isn't that much of an issue, or that may as well just be me babbling.

Sorry for having you wait so long for a simple answer but sometimes I prefer to come back to the topic when I'd get anything new to show off. On the subject of....

....allow me to shock the world on this one

For this one I started with first tracing vectors on top of the front view of an Andrew Loomis model (that I also used for my previous sprite) and then fiddling with the vectors to turn the ideal male into a chubby one. (As much as I did a decent job chubbifying the model, I realized that the guy sort of looks a bit slimmer than the real thing that actually existed. The ShockMaster is the name, look him up if you somehow haven't heard about him) Then I tried my best to turn the model into the 3/4 perspective and posed it into the stance. For the shading I tried to do the similar way I/Balth did with Dink, and I have a feeling I would perhaps try seeking another shading style that I'd be able to nail, maybe it's just the combination of me not shading things in a while and simply me not being used to shade this sort of bodytype.

I have even went far enough to add in a little bit of glitter to his helmet, something I don't expect to carry over whenever I'd feel like actually making The Shockmaster into the full character, but nonetheless....
Spoiler: Unshaded and unglittered version in case someone more competent than me at shading would take on doing that one in hopes I'd be able to learn from one (click to see content)
    

Re: T_N's long and rocky road

 May 06, 2018, 09:56:30 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

To put a long story short, as much as I hoped to continue on the graphics practice I ended up losing my motivation to continue on due to a myriad of factors - including how much I was unimpressed with how my GH upscales came out - to the point that I've at first thought I wouldn't ever feel like spriting agiain until I ended up doing that one character I did for this year's april fools. Even after that however for weeks I had a hard time picking who I'd sprite for a practice next (despite making up a text list for potential ideas and amassing around 80 entries), so I figured I would have picked up what I started many months ago (see below) and that still took me plenty of weeks before I managed to get myself to churn out the today's result. I have a feeling sorting out some personal issues may be in order.


Another OC that I don't expect to make into a full standalone Mugen character in a foreseeable future but nonetheless would be certainly be a part of one of the settings I've envisioned alongside the Kendogu fellow I did many months ago. I've at first took one of these Andrew Loomis models and drew what would be an outfit on top of the front view, and after a week of trying to figure out what more I could do to the design (for most of which I barely did much) I just went ahead to pose the vectors into a stance. I ended up having to adjust the arms and legs a bit after how the proportions made the 'character' look a bit lanky compared to the usually more stylized 2D fighter characters. I tried using stances of Zantetsu's and Talbain's for a mild inspiration for the stance, and if I'd somehow feel like going back to my earlier sprites I wouldn't mind doing some more to the pose, I just wanted to finally have something for this thread after many months of inactivity.

I haven't sprited and shaded in a long time and if you'd ask me it really shows.
    

Re: The Kinyo Roadshow mascot

 April 01, 2018, 11:34:34 pm View in topic context
 Posted by The_None  in The Kinyo Roadshow mascot (Started by The_None April 01, 2018, 03:21:28 pm
 Board: Your Releases, 1.0+

The height of his standing CLSN2 I've made intentionally deceptively tall since technically he's also sort of a sentient piece of paper or something. I didn't want to give him fittingly smaller hitboxes to not give him an advantage common for smaller characters, and I was unsure of making the sprites themselves simply bigger (especially when combing that with the aformentioned paper background and the title text would make him take more than half of the screen).

The issues with the Lv.3 powergain and the infinite aerial wraparounds (now it's limited to one per airtime) are now patched out however. I knew I was going to leave some oversight whenever releasing a character these days.
    

Franko: The Crazy Revenge - DOS stages

 April 01, 2018, 08:20:39 pm View in topic context
 Posted by The_None  in Franko: The Crazy Revenge - DOS stages (Started by The_None April 01, 2018, 08:20:39 pm
 Board: Your Releases, 1.0+


Yeah, have a little bonus for today.
I've actually wanted to do the stages from the Amiga version as these had a bit more going on (not to mention they are taller) but with how set I was on doing the character I've released the same day combined with how trickier would it be to rip from the Amiga version I went with ripping from the DOS version.
A pack of these can be found at Logical Bends
    

The Kinyo Roadshow mascot

 April 01, 2018, 03:21:28 pm View in topic context
 Posted by The_None  in The Kinyo Roadshow mascot (Started by The_None April 01, 2018, 03:21:28 pm
 Board: Your Releases, 1.0+


I can hear you thinking "wait didn't some Japanese creator that you used to make fun of did this character before?" and well yes indeed he did, and I just felt like burying the hatchet and rebuilding one of GooGoo64's creations. As flawed as they are on a technical level they sure did display quite a bit of creativity and I wanted to give the latter justice with doing something far more productive than these videos I used to do a long time ago.

Spoiler: more screenshots (click to see content)
Get him at Logical Bends.
    

Helmet and Spark

 January 23, 2018, 12:10:50 am View in topic context
 Posted by The_None  in Helmet and Spark (Started by The_None January 23, 2018, 12:10:50 am
 Board: Your Releases, 1.0+


Yeah, I'll admit that my last year was incredribly sparse when it comes to Mugen releases, especially as through the last few months I had a hard time getting myself to start another project of even half-way of a caliber as Dink. So to make up for that I've picked up two of the simpler side-projects I started in the meantime and did whatever came to mind with them.

One of them is the CPU opponent (not to say that the character is AI-only, it's just I ripped the spriteset of the CPU opponents') from Chatan Yarakuu Shanku – The Karate Tournament and the other is a character from an unreleased Atari Jaguar game Thea Realm Fighters, and yes that is a super-charged Johnny Cage. They're both really loose conversions.
Spoiler: more screenshots (click to see content)
Get them at Logical Bends.
    

Re: T_N's long and rocky road

 September 17, 2017, 10:44:12 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

Man I was so hopefull that I'd finally get an iformative reply or something (not like I can expect much given this forum) but all I got was someone webcrawling and digging up a sprite I did around 9 years ago. Still, I would elaborate on what's the deal with this sprite.

One of a number of characters I did back on my Most_Mysterious days that I've never released (nor even revealed until I did the more recent sprite) was a shoe with square eyes and a disembodied boxing glove. The character was actually one of my earlier 3DSMax experiments, in that I took the Shoe model off a Jedi Outcast model (Kyle Kattarn if my memory doesn't fool me), applied a basic wooden texture to it, and added in the meshes for the square eyes, a grin (for few frames) and a silly red cel-shaded model that tried to pass off as a boxing glove but ended up looking more like a poorly modeled foam finger. As for the more recent sprite itself, I've traced over one of my own shoes for a reference, with the rest being drawn from scratch.

On retrospect I should've envisioned it more as an anthropomorphic Boot rather than a Shoe as such shoe would pose a problem of either being too short or too wide. I'd guess I was always learning.


I had a nice front reference for the Kendogu then I've attempted a 3/4 view of it. Then I tried to do a from-top shading on it. Still wondering did I mess up somewhere, as cool as it turned out.
    

Re: T_N's long and rocky road

 September 17, 2017, 02:08:08 am View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics


It took me quite a while since I've posted there because while I did this around few years ago there's something that makes me doubt I did a good job on upscaling another Guardian Heroes character (Randy M. Green in this case). I'm especially concerned about hsi face as I'm not quite sure did I do a good enough job with it, would really like some feedback or even just some sign that I did somehow fine enough with the face before I'd move on trying to pull off the style with characters outside of GH. Or I would just go on to try another style, I dunno.
    

Re: T_N's long and rocky road

 September 09, 2017, 06:58:53 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

I would have made both a simply Magic-themed Geese and a Shadow The Hedgehog as separate characters <<but I ended up sort of merging these two ideas together>>
Speaking of Magic Geese.....

If I only had a bit more time and motivation to actually practice spriting before I started actually working on Magic Geese his taunt would have certainly been that. Perhaps for the more cartoonish things (that need to be shaded) I should have tried assuming the sprite to be lit by default and add in the shadows rather than what I did there with assuming the base to be unlit and add in lights, but I'd guess the way I did may have given a little bit of attempted consistency with the CVS shading or something
    

Re: T_N's long and rocky road

 September 05, 2017, 11:45:09 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics


Tried upscaling the Ninja from Guardian Heroes as a warm-up for the idea I've once considered - doing characters from other Treasure games while trying to emulate the (upscaled) GH style, but with how that came out I'm not actually not sure would I have the courage to pull that off. Maybe it's me but I think I may have failed to grasp the lightning angle despite trying my best to follow the original sprite's shading, emulating that shading is quite tricky anyways with how stylized it is anyway.

There's also the case of me using to be a bit clueless of what more detail shall I add at this scale but I did actually stumble upon Ginjirou's concept sketch somewhere some time after when I've already traced the original sprite with vectors, so me possibly going back to redo this sprite is not out of question. Who knows.

Hopefully it wouldn't take me too long to pick who shall I sprite next.....
    

Re: T_N's long and rocky road

 August 30, 2017, 11:41:44 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

I knew I had a feeling that the way I'd do metalic shading would have needed some work.


I wouldn't actually consider this piece quite complete considering I'd like to mess around quite more with the arms for the more proper folded arms (to say nothing of fixing the shading) to say nothing of fixing the shading but it's been so long since I've updated the thread myself that I felt like sharing anything at all, and perhaps I would even consider digging up some of my past attempts to share in this thread.

And man I'm not sure did my standards rose up really high to the point I don't feel like getting any confidence I'd ever put out anything I would be satisfied with or do I happen to be suffering from the combination of being down, having lack of ideas and somehow at the same time having too many ideas. I actually wrote down around at least 67 characters I've considered spriting for a graphical practice yet I sometimes still have a bit of trouble chosing who I'd do for a day (and I struggled with picking a single idea before, which by the way explains the way Magic Geese came the way he did, I would have made both a simply Magic-themed Geese and a Shadow The Hedgehog as separate characters if I've had my way, but I'd guess there isn't anything that is allowed to go my way these days, is it). And don't suggest me to do comissions, as I don't feel I'm good enough to produce things of a quality in a reasonable timeframe, as if my sluggish pace I ended up working on Dink and the sparse updates of this thread since Dink's release wasn't already indicative enough of that.
    

Re: T_N's long and rocky road

 August 21, 2017, 09:29:14 pm View in topic context
 Posted by The_None  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics


After the two weeks of lack of ideas to pick and me generally feeling really down, I ended up revisiting the Revenant, this time I modified the pose a bit (if I'd feel like animating him the idle stance would be sort of silly Mortal Kombat esque, particularly Kano's MK3 stance but a bit more hunched to the front side for the lack of my better wording) and tried shading him the same way I did the Franko sprite, and..... well.... I have a feeling I may have forgotten how to properly apply the lightsources, maybe it's just me tho'