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Seraphs Ares

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Messages by Seraphs Ares

    

Re: Bullet (BBCP) - Mugen 1.0

 April 07, 2022, 02:50:25 am View in topic context
 Posted by Seraphs Ares  in Bullet (BBCP) - Mugen 1.0 (Started by Seraphs Ares August 27, 2019, 04:46:37 am
 Board: Your Releases, 1.0+

Very small changes. Only improved her AI, fixed the palette bug, and added effects on Serpentine Assault.
Quote
-Other
   - Changed commands due to input difficulty.
      -Serpentine Assault
       -236236A
       ->Frangible Engage
        -236236D
        *Must have heat level 1 or higher.*
        ->Blackout
         -236236D
         *Must have 1 bar.*
   - Added effects to Serpentine Assault.
   - Improved AI.
      - Prioritizes heat level.
      - Uses heat level for damaging counters and wall combos.
   - Fixed palette bug in .def file.
    

Re: Yumi v1.011

 February 07, 2020, 01:56:26 am View in topic context
 Posted by Seraphs Ares  in Yumi v1.015 (Started by OHMSBY January 26, 2020, 11:51:33 pm
 Board: Your Releases, 1.0+

Did a quick play test and have some critique.

Code:
ground.hittime  = 30
guard.hittime  = 50
Yumi's dive attack (state 220) has a long block stun. Guard hit time and ground hit time should be the same. Are you referencing the source game for hit times or is this intentional?
    

Re: Ares' Project Thread

 January 15, 2020, 02:41:46 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

I prefer using .png images since they are in higher quality.
    

Re: Ares' Project Thread

 January 13, 2020, 04:19:46 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Progress update: I am creating a template for all my characters. The template will have shared sound / sprite / .CNS files. Instead of copy pasting code, all I have to do is attach the .CNS file (Coded system mechanics like the HUD / Hit Sparks / Custom Hit States / Guard Crush / Ukemi / Air Recovery). The sprites will have the common SFX such as hit sparks, HUD, etc. I'm using Bullet as a prototype for this template. Once the template is finished, I will add a readme for whoever is interested in using it. I will be updating my two current characters in the future to reflect the template update.
The template allows me to create characters much easier and faster.
Spoiler: WIP? (click to see content)

In regards to Bullet, I'll add screenshots of the coded SFX in the near future.

This is the current .SND file for the template (without character voice/SFX and announcer.) Some sounds will be removed once the SND file is finalized.

Spoiler: .SND Index List (click to see content)
    

Re: Ares' Project Thread

 October 28, 2019, 04:09:16 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Bullet Revision A has been released. With this update, I'll be moving forward from Mugen 1.0 to Mugen 1.1.

The next update for Bullet 1.0 will be the implementation of the explod buffer system for easier control.

I will be working on a hitspark template file. Her Mugen 1.1 update will take a while, but I will update this thread with my progress.
    

Re: Bullet (BBCP) - Mugen 1.0

 October 28, 2019, 02:15:42 am View in topic context
 Posted by Seraphs Ares  in Bullet (BBCP) - Mugen 1.0 (Started by Seraphs Ares August 27, 2019, 04:46:37 am
 Board: Your Releases, 1.0+

Bullet updated. Revision A is ready for download.
Quote
-5D / j.5D
   - Ground bounce slightly increased gravity.
   - Ground bounce slightly decreased bounce.

-j.5B
   - Increased up velocity on hit.

-Overdrive:
   -Increased pause time.

-41236C (Miquelet Capture):
   - Decreased hit velocity.
   - Decreased hit gravity.
 ->236D (Flechette Engage):
   -Wall bounce decreased bounce back.

-Other
   - Throw escape added for Serpentine Assault.
   - Fixed bug where guard ends prematurely.
   - Added sound on ground slam at the start of ground slide on 5C.
   - Added Distortion Background.
   - Added missing effects.
   - Improved AI.
    

Re: Ares' Project Thread

 September 26, 2019, 02:46:44 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

    

Re: Ares' Project Thread

 September 23, 2019, 02:09:35 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

A preview of the next update. Distortion background has been added.


Mugen 1.0.


Mugen 1.1.

I am using BBCF background instead of the BBCP one. There are 100 frames in CF whereas CP has 400+ frames.

With the reduced size of the background, the Mugen 1.0 version .sff file is sitting at 81 MB.
    

Re: Ares' Project Thread

 September 20, 2019, 01:47:46 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Modify Bullet_BB.def and change the localcoord.

From
localcoord = 1280,720;941,554

to
localcoord = 941,554

    

Re: Ares' Project Thread

 August 29, 2019, 04:58:42 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Bullet released.

Top Priority Update to-do list:
-Add Particle effects for Rage Aggressor (2363214C) and Serpentine Assault / Frangible Engage / Blackout (360D).
-Add Distortion Drive / Overdrive background effect.
-Add Astral Finish Background / Particle / 3D effects.
-Fix any found bugs.
    

Re: Bullet (BBCP) - Mugen 1.0

 August 29, 2019, 04:49:32 am View in topic context
 Posted by Seraphs Ares  in Bullet (BBCP) - Mugen 1.0 (Started by Seraphs Ares August 27, 2019, 04:46:37 am
 Board: Your Releases, 1.0+

Quick notice: Hi-Def / Standard Def Display (var(49) in the Bullet_options.cns) hasn't been fully implemented. The option is for Bullet to be playable at 640x480 configurations. It disables camera helpers that aren't required in the 480p resolutions and affects physics for certain attacks.

The character best played under 1280x720 resolutions.
    

Re: Lessons (ver. SA) [Mugen 1.1 - Stage]

 August 29, 2019, 04:39:34 am View in topic context
 Posted by Seraphs Ares  in Lessons (ver. SA) [Mugen 1.1 - Stage] (Started by Seraphs Ares February 22, 2018, 06:48:49 am
 Board: Your Releases, 1.0+

Slight update. Fixed stage title from Lessions to Lessons. Changed wall delta to have a cleaner movement.
    

Bullet (BBCP) - Mugen 1.0

 August 27, 2019, 04:46:37 am View in topic context
 Posted by Seraphs Ares  in Bullet (BBCP) - Mugen 1.0 (Started by Seraphs Ares August 27, 2019, 04:46:37 am
 Board: Your Releases, 1.0+

What took me so long?
WARNING:
-This character is for Mugen 1.0 and Mugen 1.1.
-This character has infinite priority, it is NOT recommended to face her with non-Arc System Works fighters.
-This character has A LOT of custom states. If you plan to fight this character, it is recommended that the fighter has all required sprites (see Mugen docs/spr.html).

Future updates:
- Mugen 1.1 conversion.
- Revamped hit sparks.
- Updated effects: HD background, FINISH / DISTORTION / OVER DRIVE / ASTRAL and other HUD text.
- Active Flow and Exceed Accel.
- Unlimited mode.

Spoiler: Version Updates (click to see content)

Please read the Readme - Bullet.txt to learn more about the character.
-Enjoy

Mugen 1.0:
Version 0.99 Revision B
Version 0.99 Revision A
    

Re: Izayoi (Blazblue CPEX) released by Deoxgigas!

 June 19, 2018, 05:07:23 pm View in topic context
 Posted by Seraphs Ares  in Izayoi (Blazblue CPEX) released by Deoxgigas! (Started by Deoxgigas June 16, 2018, 05:20:48 am
 Board: Your Releases, 1.0+

astral finish
Re-creating the Astral Finish (or any special effects) requires knowledge on how to disable certain effects (sprites/background/hitsparks/any 3D effects). The flashier the Astral, the more work is needed to recreate it in Mugen. Another underlying problem is camera in the source game - it zooms out/in and to take the SFX is to screencap it. So you have a clash of zoomed out sprite from the source screenshot vs. original sprite size from the sprite rip.
    

Re: Ares' Project Thread

 March 31, 2018, 12:58:58 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

HUD update
HUD is finished. It doesn't look too bad in 1.0 format.

Reviving this thread since I'm working on a certain character (check first page). Focusing all my time on completing this character before I finish off the BlazBlue resource thread.

Nice to see this thread being revived. Your work is astonishing and i still use Ares to this day.

And oh my god your working on 1 of my favorite characters in BlazBlue :D
I have some spare time to work on Mugen - I needed a break from re-ripping sprites/sounds.

A source-accurate BB character? That definitely has my attention.
I finally have the resources and a good computer to run Mugen the way I want to. Nothing's stopping from making more, except time.
    

Project Thread Revival

 March 27, 2018, 07:02:33 pm View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Reviving this thread since I'm working on a certain character (check first page). Focusing all my time on completing this character before I finish off the BlazBlue resource thread.
    

Re: Explod & ModifyExplod (SCTRLs) 1.0 +1.1b

 March 12, 2018, 01:41:18 am View in topic context
 Posted by Seraphs Ares  in Explod & ModifyExplod (SCTRLs) 1.0 +1.1b (Started by JustNoPoint October 02, 2015, 04:10:58 am
 Board: MUGEN Class

Mugen 1.1 BindID
(Edit 2) Using Statedef -2 is not the best place to use explod tracking. My mistake there - I developed another way have special effects track p2.

The bindID definition value "Special values are -1 (bind to any single player) and -2 (do not bind)." is WRONG. -1 value binds the explod to p1 only. Meaning that explods cannot bind onto p2 at all. Explods will only spawn on p2 position.

The way to have special effects bind to p2 is to use helpers.

Here is the code to spawn explods onto p2.
Code:
[State Helper, 1]
type = Helper
trigger1 = numhelper(9999) = 0
name = "Bind_Effect"
ID = 9999 ;These numbers can be changed
stateno = 9999 ;These numbers can be changed
pos = 0,0
postype = p2
persistent = 0
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

;-------------------------------------------------------------------------------
;Bind Helper
[Statedef 9999]
type = A
ctrl = 0
anim = 9999

[State PosS, 1]
type = PosSet
trigger1 = 1
x = enemynear, pos X
y = enemynear, pos Y

[State DestroyS, 1]
type = DestroySelf
trigger1 = animtime = 0

The image below will be the result of the code above.
    

Re: BlazBlue - Complete Resource Thread

 March 07, 2018, 04:36:54 am View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Go to the first page of this topic, on the Chronophantasma Spoiler you can find it, as a Sound Pack with the Stories inside it...


Unfortunately, I cannot find "Ame no Habakiri - Divine Wrath".
I mean the floting object that look like diamond.

The image look like following link:


http://www.dustloop.com/wiki/images/thumb/6/60/BBCS_Mu_AmeNoHabakiri.png/536px-BBCS_Mu_AmeNoHabakiri.png




That explosion is a 3D effect. So it's not inside the sprite file. You may have to modify the actual game to have a black background and then screenshot those effects.

You have to use Windows Command Line for Python. Start > Search Program and Files > Type in 'cmd' and hit enter. You should get the command line from there. From here once you change the directory to where the .py file is at; you type in
Code:
python file.py
The cmd doesn't recognize the "python" command unfortunately, dunno how to do it :-(. I'm looking for decrypted BB:CSE character files, do you know how I can get them? I want to edit character moves (the Tager rolls are a bit tough on the keyboard).
There's an option to install Python within the PATH. The PATH allows your cmd to use python commands.

And for BB:CSE character files - your best bet is to use the arcade files. I know steam has them encrypted; you will need to use the BB Tools by dantarion to decompress them (which uses python).
    

Lessons (ver. SA) [Mugen 1.1 - Stage]

 February 22, 2018, 06:48:49 am View in topic context
 Posted by Seraphs Ares  in Lessons (ver. SA) [Mugen 1.1 - Stage] (Started by Seraphs Ares February 22, 2018, 06:48:49 am
 Board: Your Releases, 1.0+

[Screenshots]



[Stage Info]
Mugen = 1.1
Resolution = 1280x720
Hi-Jump = Yes

[DL]
Mediafire

Finally got around to making my first stage. I got tired of using the default Hi-Res training stage.

Textures ripped from Continuum Shift and used Photoshop to change color gradient. The stage is much bigger in terms of horizontal space than the original.

Update:
-Aug. 28, 2019: Fixed name from Lessions to Lessons. Changed wall delta for cleaner movement.
    

Re: Alternate methods for Deprecated Parameters (Mugen 1.1)

 August 26, 2017, 12:43:27 am View in topic context
 Posted by Seraphs Ares  in Alternate methods for Deprecated Parameters (Mugen 1.1) (Started by Seraphs Ares August 25, 2017, 11:18:42 pm
 Board: Tips, Tricks, Tutorials

Sure thing!

If I come across anymore I'll post it up on the MUGEN class.