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Messages by carlmachine

    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 March 06, 2019, 03:36:26 pm View in topic context
 Posted by carlmachine  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

Hoy.
    

Re: Mugen AX2 Exhibit Edition

 June 18, 2017, 06:40:49 am View in topic context
 Posted by carlmachine  in Mugen AX2 Exhibit Edition (Started by Juaniquillo555 June 18, 2017, 03:56:00 am
 Board: Your Releases, 1.0+

Amazing vision on the screenpack's design. My only rant is that the yellowish green behind P1's portrait looks a bit glaring and out of place. But overall a nice looking screenpack.
    

Re: Street Fighter VS King of Fighters Screenpack (Normal Ports)

 June 15, 2017, 03:50:33 am View in topic context
 Posted by carlmachine  in Street Fighter VS King of Fighters Screenpack (Normal Ports) (Started by carlmachine June 04, 2017, 01:29:25 pm
 Board: Your Releases, 1.0+

I'm sorry but I cannot really cater on one person's taste. But please don't take it the wrong way.
I can easily change it and maybe in the next patch I'll consider it, but for now it will stay as it is.
You can easily edit the code via Notepad or Fighter Factory though.
I hope this does not change the way you look at the SP and thank you!
    

Re: Street Fighter VS King of Fighters Screenpack (Normal Ports)

 June 07, 2017, 03:50:38 am View in topic context
 Posted by carlmachine  in Street Fighter VS King of Fighters Screenpack (Normal Ports) (Started by carlmachine June 04, 2017, 01:29:25 pm
 Board: Your Releases, 1.0+

Wow this looks great. Really like the red and blue contrast. That custom ports version looks excellent.

Spoiler, click to toggle visibilty

I have a scanline overlay over everything, thus that color.
    

Re: Street Fighter VS King of Fighters Screenpack (Normal Ports)

 June 05, 2017, 06:35:02 am View in topic context
 Posted by carlmachine  in Street Fighter VS King of Fighters Screenpack (Normal Ports) (Started by carlmachine June 04, 2017, 01:29:25 pm
 Board: Your Releases, 1.0+

I study everyone's codes. lol.
    

Re: Street Fighter VS King of Fighters Screenpack (Normal Ports)

 June 05, 2017, 06:09:29 am View in topic context
 Posted by carlmachine  in Street Fighter VS King of Fighters Screenpack (Normal Ports) (Started by carlmachine June 04, 2017, 01:29:25 pm
 Board: Your Releases, 1.0+

Here's what the custom ports version will look like:
Spoiler, click to toggle visibilty

I still need to improve the selection grid and incorporate the current BG animations with it.
I'd also like to try to coding it on a 1280x720 resolution.

If you're doing a custom ports version, maybe keep the number down to the total SVK characters Infinite finished? Just a thought.

There are also some SvK styled edits in here if I remember correctly. But yeah, I get your point.

Thanks for all the feedback, glad you like it!
    

Street Fighter VS King of Fighters Screenpack (Normal Ports)

 June 04, 2017, 01:29:25 pm View in topic context
 Posted by carlmachine  in Street Fighter VS King of Fighters Screenpack (Normal Ports) (Started by carlmachine June 04, 2017, 01:29:25 pm
 Board: Your Releases, 1.0+

So, someone's finally found the will to finish his screen-pack.


This screen-pack started as a personal project for Infinite's Street Fighter vs King of Fighters series.
I'm not really sure if it's Hi-Res or not so mods kindly change if necessary, thanks!

Features:
~Animated Backgrounds.
~120 Slot roster. (Nope not adding more sorry.)
~Flashy light things.

Screenshots:
Spoiler, click to toggle visibilty

To do:
  • Lifebars
  • Victory screen
  • Custom Portrait Version

Not to do:
  • 1000000000 slot version extended

This screenpack is open source so edit it to your heart's content.

Readme:
Spoiler, click to toggle visibilty

Report any known bugs or inconsistencies here and I shall update it on the next version. Thanks.
Feedback is appreciated and needed. : )

DOWNLOAD LINK: (180 MB)
http://www.mediafire.com/file/5e6s00veefqjz3d/Street+Fighter+vs+King+of+Fighters+Screenpack+%28Normal+Port+Version%29.rar
    

Re: Carl's projects. (Updates on last post :)

 December 09, 2016, 05:10:51 am View in topic context
 Posted by carlmachine  in Carl's projects. (Updates on last post :) (Started by carlmachine April 20, 2015, 08:43:29 am
 Board: Projects

Digging this up from the grave.


Currently working on Win Quote Screen...
    

Re: Hello

 December 09, 2016, 04:37:36 am View in topic context
 Posted by carlmachine  in Hello (Started by carlmachine October 19, 2015, 11:22:03 am
 Board: Graphics

Thanks! I'm planning on editing more portraits. :)
    

Re: Hello

 December 09, 2016, 03:27:17 am View in topic context
 Posted by carlmachine  in Hello (Started by carlmachine October 19, 2015, 11:22:03 am
 Board: Graphics

    

Re: Hello

 December 09, 2016, 03:09:34 am View in topic context
 Posted by carlmachine  in Hello (Started by carlmachine October 19, 2015, 11:22:03 am
 Board: Graphics

Welcome back!

You made that?!!! O_O
I never left. lol. Just got lazy and stalked the heck out of the site. XD
I edited it to look like Nishimura's Artwork.

You nailed the way the shading was handled in Nishimura's artwork (still a bit different because the artwork, but that's not a bad thing per se), the only gripes I have are those pixelly outlines, but I think you already are aware of that, and will handle it promptly. =)

The other gripe is on his right (viewer) arm, at the bottom. Why does it look burned at the bottom? Was the shading/detailing like that in the original artwork???

I love it though. Really sleek. :)

Does it? I'll try to fix it. Also, yeah a little help on smoothing the lines would be great :)

    

Re: Hello

 December 09, 2016, 02:22:44 am View in topic context
 Posted by carlmachine  in Hello (Started by carlmachine October 19, 2015, 11:22:03 am
 Board: Graphics

UPDATE:
I'll try to make more CVS-ish style portraits in the future. Takuma is just a start. Comments and Critique are very welcome :)
    

Re: A Bit Reverse Tournament - Reborn Edition -

 September 06, 2016, 01:49:42 am View in topic context
 Posted by carlmachine  in A Bit Reverse Tournament - Reborn Edition - (Started by Frank_9926 September 05, 2016, 05:32:28 pm
 Board: Your Releases, 1.0+

Awesome animations and sounds.
    

Re: Saki released by Gladiacloud and Beximus!

 June 08, 2016, 05:45:29 am View in topic context
 Posted by carlmachine  in Saki released by Gladiacloud and Beximus! (Started by Gladiacloud June 05, 2016, 02:23:23 pm
 Board: Your Releases, 1.0+

I think they meant to do that?
Awesome char BTW. Her hypers are really very MVC-like. :)
    

Re: A boss fighter type game? [An Idea Brief]

 May 16, 2016, 11:17:10 am View in topic context
 Posted by carlmachine  in A boss fighter type game? [An Idea Brief] (Started by carlmachine May 16, 2016, 10:01:04 am
 Board: Idea Engineering

I have not heard of Monster Maulers before, but I looked at some of the videos and it looks awesome! Haha.
As far as the Boss Ideas go, just have a look at all fighting gigantic fighting game bosses. XD
    

A boss fighter type game? [An Idea Brief]

 May 16, 2016, 10:01:04 am View in topic context
 Posted by carlmachine  in A boss fighter type game? [An Idea Brief] (Started by carlmachine May 16, 2016, 10:01:04 am
 Board: Idea Engineering

Impossible Bosses*
*Can't think of a good name yet. lol.

Disclaimer:

Spoiler, click to toggle visibilty

Introduction:
Game is simple, the player can only choose between three characters (plus one secret if necessary)
These three characters, unlike other fighting games, will not fight each other but rather fight against a set order of boss characters following a story line for each character.

Theme:
Using chibi-styled characters; you follow a trail in order to save the world from utter destruction. The game will feature vibrant colors and will start from a vibrant toonish world later transitioning to a grim and dark setting. The game will take place in a modern-fantasy setting.

Gameplay:
The game will mainly focus on a faster paced Player vs AI game-play than ordinary MUGEN.  Focusing on mobility and positioning features like Super Jump, Air Jump and Air Dash will be implemented.
In order to defend themselves from enemy attacks each character will have a button dedicated to a special negation move like dodge and dodge roll.  Basic moves like punch, kick, specials and hyper will utilize MUGEN’s four button system. Specials and hyper will utilize MUGEN’s default mechanics and can be filled up to 5 bars.

A key element, and what makes this game unique, however is a selectable “support” skill that can be used when pressing Z-button. Each character has access to this feature and can be selected at the start of each battle. The support skills vary from recovery, damage shield, parry, healing and many more. The support skill will have a gauge that automatically fills up as time passes (Think Seanalty’s Capcom vs the world.)

The game will also be compatible with Co-op mode; and fight against the bosses, versus mode; so that you can juke it out against each other and Co-op and Single Survival mode; to test your limits for this game.

Characters:

The three characters will each follow a theme according to their fighting style.

Character 1:
Typical brawler character. The game’s Ryu-like character. This character features hasty attack moves and a balanced amount of projectile and defensive abilities.  His moves will give him short boosts like speed and damage to his advantage.

Character 2:
The Projectile specialist. Long ranged attacks and fast repositioning and teleport moves are her specialty. Very squishy and somewhat complicated to use, but has an array of short-stun moves that can keep the enemy at bay.

Character 3:
Think an angry dwarf with a shield. His moves are mostly slow and defensive but hard hitting. His main strategy is to soak all the incoming damage and counter it with his own moves. Being the slowest character in the roster, he will find it hard to go against quick moving enemies but his array of defensive skills can save his hide.

Character 4:
This character is the bishonen rival of Character 1; the Sasuke to your Naruto, the Grey to your Natsu and the Iori to your Kyo. He will have similar fighting moves as character number 1, but of course, will be handled with a much different approach.  This character will be the secret character for this game.

Support Moves:
-Quick Recovery.
Recover from falls and throws. Has a limit of 3 bars with each bar refilling every 10 seconds.
-Heal:
Gain a small amount of hitpoints. Has a limit of 2 bars with each bar refilling every 15 seconds.
-Parry:
Quickly parry an attack. Has a limit of 3 bars with each bar refilling every 10 seconds.
-Charge:
Consume to add one level to your hyper gauge. Has a limit of 1 bar and refills every 30 seconds.
-Berserk:
A passive skill that boosts damage and speed if your HP reaches ¼ of your total gauge.
-Trap:
Fire a projectile that traps enemy units in place for two seconds. Has a limit of 1 bar and refills every 30 seconds.

Bosses:
The bosses will follow an order, with the weakest being first and the final boss being the cheapest and most irritating amongst them all.
The bosses will look enormous; ranging from Blackheart’s gigantic build to Apocalypse’s giant form in MvC. Each boss will have different style of confrontation and will use cheap moves to finish off his/her enemies.
The bosses cannot be knocked down and their moves cannot be cancelled by normals and supers.

Possible Bosses
Spoiler, click to toggle visibilty

Conclusion
As I said in the Disclaimer, this is an Idea (thus this being in the Idea Factory.) I only have coding knowledge limited to basic-screenpack making. But maybe, just maybe, with a skilled crew this idea can halt to exist as a concept and become a real game.

One thing I know is that sprite making and coding is a pain and with the internet as a medium of communication, things get really hard. I won’t even mention how personal life can affect this project greatly.
So I’ll just leave this here for a while and live in content knowing that this idea may inspire someone out there browsing this very page. Thoughts and comments are pretty much welcome! Peace out.

~carl
    

Re: AceMillion's Streetfighter Perfect (beta)

 March 27, 2016, 05:46:44 am View in topic context
 Posted by carlmachine  in AceMillion's || RetroVersus || SFPerfect*  (Started by Ace-Million March 14, 2016, 09:19:00 pm
 Board: Projects

Cant remove we did a vote on this feature many times. Always passes.... One thing you may need to know. You cant do it if you are in corner fighting against opponent. As in off the block, doesn't work if in corner and opponent is too close. Dont work if screen isnt stretch or opponent is moving.  So you can still zone etc, etc.

I see. Thanks for clearing that one out.
    

Re: AceMillion's Streetfighter Perfect (beta)

 March 25, 2016, 03:10:32 am View in topic context
 Posted by carlmachine  in AceMillion's || RetroVersus || SFPerfect*  (Started by Ace-Million March 14, 2016, 09:19:00 pm
 Board: Projects

Can't wait to try this out myself.
I think the corner escape is kinda cheap, but that's just me.
Will we be given an option to remove this?
No disrespect meant, just a matter of preferences.
    

Re: Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch)

 March 09, 2016, 07:36:54 am View in topic context
 Posted by carlmachine  in Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch) (Started by Red Lunchbox February 25, 2016, 03:25:30 am
 Board: Your Releases, 1.0+

Lovin it!
Really keyboard friendly and fast paced. Now all we need are smash styled stages. XD
    

Re: fighting games news that dont deserve their own thread

 March 09, 2016, 07:30:39 am View in topic context
 Posted by carlmachine  in fighting games news that dont deserve their own thread (Started by Niitris May 08, 2014, 11:34:32 pm
 Board: Fighting Games