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beterhans

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Messages by beterhans

    

Re: Shana by Websta (plus Taiga update)

 August 16, 2019, 09:01:40 am View in topic context
 Posted by beterhans  in Shana by Websta (plus Taiga update) (Started by Websta August 15, 2019, 11:06:29 pm
 Board: Your Releases, 1.0+

Cool

I don't known what the gameplay style it is but it's not bad.

and i found you have HD portrait I need to dig it out haha
    

Re: So, is mugen 1.1 general use now?, or do most people preffer 1.0 still?

 August 15, 2019, 05:04:36 am View in topic context
 Posted by beterhans  in So, is mugen 1.1 general use now?, or do most people preffer 1.0 still? (Started by vyn June 06, 2019, 12:14:40 am
 Board: M.U.G.E.N Discussion

any laptop with 8gb ram can run 1.1 without problem.
it doesnt need to be high end. or with a nvidia or amd card

my 4 5 year old laptop can still run it. its really not picky
    

Re: Character of the Month: June 2019 Voting

 August 13, 2019, 06:25:25 am View in topic context
 Posted by beterhans  in Character of the Month: June 2019 Voting (Started by 【MFG】gui0007 July 28, 2019, 08:59:34 pm
 Board: Contributions of the Month

what closed ?

I forgot to vote for Broly
No.
    

Re: So, is mugen 1.1 general use now?, or do most people preffer 1.0 still?

 August 13, 2019, 05:30:48 am View in topic context
 Posted by beterhans  in So, is mugen 1.1 general use now?, or do most people preffer 1.0 still? (Started by vyn June 06, 2019, 12:14:40 am
 Board: M.U.G.E.N Discussion

    

Re: [Maybe]DBFCI - MISAKA Mikoto[CS in process]

 August 10, 2019, 05:17:59 am View in topic context
 Posted by beterhans  in [Maybe]DBFCI - MISAKA Mikoto[CS in process] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

I wonder if I could direct you to Rakurai's Yukina Himeragi since she's pretty close to a source accurate DBFC character in MUGEN. Also, Yu-Toharu's Kirino Kousaka is also a good character to study for making DBFC mechanics work in MUGEN. Those two characters are probably the best choices for referencing atm.

thanks i’ll check them up
if possible keep the same state and var and air no. for  compatibility
    

[Maybe]DBFCI - MISAKA Mikoto[CS in process]

 August 09, 2019, 06:44:59 pm View in topic context
 Posted by beterhans  in [Maybe]DBFCI - MISAKA Mikoto[CS in process] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

Recently I finished Toaru Kagaku...
And got FBFCI running...

may be... I want a better version of her (with accurate frame data and Support char selection)

Now starting CS

    

Re: Project! remake REAL General use widescreen 16:9 Mugen Stages (ez way found)

 August 09, 2019, 04:31:11 am View in topic context
 Posted by beterhans  in Project! remake REAL General use widescreen 16:9 Mugen Stages (ez way found) (Started by beterhans August 07, 2019, 06:48:02 pm
 Board: Projects

You basically explained what i've been doing for years and what i still do to this day, and in fact, i was ABOUT To make a post explaining and questioning the pro's/cons of character Localcoords vs Stage Zoom.

The process for converting stages to be zoom/16:9 compatable is a very simple one, and if you know what your doing each stage (Depending on the base stage's size) can take anywhere between 5 - 30 mins.

You also keep talking about 1.0, but 1.0 doesn't have the Zoom feature. I think you may of meant 1.1.

You also forgot to mention that, like Aensland Castle, if your stage has a overlay sprite, you have to modify either the sprites size directly in SFF (I.e resizing the sprite via the Image Editor and changing to 1280x720 or 1920x1080 to be safe) or modify it's "Zoomdelta" value in it's parameters via the stages .def file.

Like so:

Code:
[BG BLACK HUE RAY]
type  = anim
actionno = 2000
start = 0, -400
delta = 0, 0
mask = 1
layerno = 1
scalestart = 4, 4
Zoomdelta = 0

I may make a video or thread showing the conversion process. I've added Zoom to every stage i've downloaded, whether it was small, 4:3 or just didn't support a zoom as far as I use. 243 Stages in my current lineup, not including the ones i tried and didn't keep in my list.

That's great!
can't wait to check your video.

    

Re: Project! remake REAL General use wildscreen 16:9 Mugen Stages (ez way found)

 August 07, 2019, 06:51:45 pm View in topic context
 Posted by beterhans  in Project! remake REAL General use widescreen 16:9 Mugen Stages (ez way found) (Started by beterhans August 07, 2019, 06:48:02 pm
 Board: Projects

    

Project! remake REAL General use widescreen 16:9 Mugen Stages (ez way found)

 August 07, 2019, 06:48:02 pm View in topic context
 Posted by beterhans  in Project! remake REAL General use widescreen 16:9 Mugen Stages (ez way found) (Started by beterhans August 07, 2019, 06:48:02 pm
 Board: Projects

I found most people still use 4:3 screen raitio since the 16:9 support on Mugen 1.0 sucks.
Let me explain
Let's look at the screenshot below


This is a normal 4:3 screenshot. when you play you feel normal. if you jump the screen camera barely move so the play feels stable and smooth.
But when you set mugen  or stage to 16:9 Mugen 1.0 will do the following



It cut the upper screen instead of give you a wide view (more to see) to display the 16:9 raito.
The result is you have less to see. and the character's head is almost reach the top of the screen and it's too big! if the character jumps the camera will move like crazy to follow the character. your gameplay experience will be no good and you may feel dizzy.
if you set mugen to scratch the pixel and it become worse.
what you want is




And you cannot fix this in Mugen 1.0!
the only way to make it look right is to shrink your character down to fit the stage.
but let's say you have 100 character in your roster, are you willing to do that 100 times just for some 16:9 stage? 2nd you still got information cut on the top not information added to left and right. this is not widescreen! this is shortscreen (it's cheating). unless they are both 16:9 in ratio.
So In my opinion it's the stage should adapt not characters.

Lucklly Mugen 1.1 is able to fix the problem with it's zoom feature.
basicly you make the 16:9 stage to zoom out and you got more to see, then it's a real widescreen! and character will not be too big.

The following is the way I found for converting a 4:3 stage into a real widescreen 16:9 stage without all re-arrange the BG Element. (may be some)

1. Change to 16:9 raitio
open a 4:3 stage def file search for "localcoord" in [StageInfo] like
Code:
localcoord = 640,480
if you can't find it the default value is 320,240 you just add localcoord = 320,240

The KEY thing is you DON'T change the Y value! if you change it, you'll need to re-arrange all BG Elements which is a hard work.
You fit in the new x value with Y value x 1.77777777 (here is 480 x 1.7777777 = 853.333296) and you should round it up to a even number so I'll fill the x value as 854
the new setting is
Code:
localcoord = 854,480

2. zoom out let you have more to see and make character not too big!
search for
Code:
zoomin = 1.0
zoomout = 0.6
in [Camera]
if don't have the default value is 1.0 (no zoom)
I suggest you use (current value - 0.25)
so in this example is
Code:
zoomin = 0.75
zoomout = 0.35
if these 2 values are the same, then the stage won't zoom in / out based on the character's distance.

Now is almost done! only small tweaks are needed.
fire your mugen and have a look.
you will need to tweak following value
Code:
[Camera]
boundleft = -1000 (sys x Camera which is always in middle of the screen can move to the life for 1000 pixels.
boundright = 1000
boundhigh = -400 (sys y camera will stop go up if pass this line)
tension = 400 (stage will zoom out if players distance to back edge is smaller than this value.)
tensionhigh = 300 ;Y Pos camera start to go up (if player reach 300 pixel down from the 0 high point)
tensionlow = 280 ;Y Pos Camera start to zoom out (if player reach 280 pixel down from the 0 high point)

You may also want to tweak these values
Code:
[PlayerInfo]
p1startx = -280 (now you are in wider screen so you may need to increase this one to prevent characters get too close
p2startx = 280
After all these your new 16:9 real general use mugen 1.1 stage is ready!

I'll start to convert some of mine stages and some stages that I liked alot

you can post stages you like if I'm interested I may pick them up for converting.

you can also follow the steps I've mentioned and Do it by yourself.
    

Re: Shrine of the Forgotten God

 August 06, 2019, 07:36:31 pm View in topic context
 Posted by beterhans  in Shrine of the Forgotten God (Started by Margatroid July 25, 2019, 04:24:53 am
 Board: Your Releases, 1.0+

    

Re: Dengeki Bunko FCI Training Stage (not so close) Remake

 August 06, 2019, 02:44:23 am View in topic context
 Posted by beterhans  in Dengeki Bunko FCI Training Stage (not so close) Remake (Started by beterhans August 04, 2019, 11:38:30 am
 Board: Your Releases, 1.0+

    

Re: Tomoka Minato - Release [4/9/2019]

 August 05, 2019, 07:30:33 am View in topic context
 Posted by beterhans  in Tomoka Minato - Release [4/9/2019] (Started by InfantryDoubleZero.exe April 09, 2019, 06:58:23 am
 Board: Your Releases, 1.0+

    

Re: So, is mugen 1.1 general use now?, or do most people preffer 1.0 still?

 August 05, 2019, 03:50:05 am View in topic context
 Posted by beterhans  in So, is mugen 1.1 general use now?, or do most people preffer 1.0 still? (Started by vyn June 06, 2019, 12:14:40 am
 Board: M.U.G.E.N Discussion

The thing is I use DirectX on 1.1 too, and I still get fps drop sometimes.

somestage is ok on 1.0 but slow on 1.1
somestage is slow on 1.0 but fast on 1.1

but 1.1 will not worth for switching to if you dont use openGL
    

Re: Dengeki Bunko FCI Training Stage (not so close) Remake

 August 04, 2019, 06:43:28 pm View in topic context
 Posted by beterhans  in Dengeki Bunko FCI Training Stage (not so close) Remake (Started by beterhans August 04, 2019, 11:38:30 am
 Board: Your Releases, 1.0+

    

Dengeki Bunko FCI Training Stage (not so close) Remake

 August 04, 2019, 11:38:30 am View in topic context
 Posted by beterhans  in Dengeki Bunko FCI Training Stage (not so close) Remake (Started by beterhans August 04, 2019, 11:38:30 am
 Board: Your Releases, 1.0+

I was trying to make the training stage in "電撃文庫 FIGHTING CLIMAX IGNITION "  but I found I couldn't rip any sprites from the game. So This is the 1st one for me that I draw all the sprites instead of RIP.



Misaka Mikoto by OHMSBY
Ryu by Beterhans(me)
Stage by Beterhans(me)

Mugen 1.1 with OpenGL 16:9 Only
(This is a general 16:9 stage which does not require you to downscale your character and character won't be too big)

Download Link:
https://beterwork-us.hopto.org/
    

Re: Github for Character or stage upload?

 July 26, 2019, 03:09:18 pm View in topic context
 Posted by beterhans  in Github for Character or stage upload? (Started by beterhans July 26, 2019, 09:14:41 am
 Board: M.U.G.E.N Discussion

I would very much welcome a new age of authors hosting their creations on public repos.

...but in a day in age where just about every freeware or open source software developer has taken to using github, I'd imagine there's a reason as to why the Mugen community hasn't done that yet.  Hopefully someone in the know could shed some light on this subject.

I believe the problem is most character's sprites was RIP from commercial game.
If it's pure original I don't see any problem.
    

Github for Character or stage upload?

 July 26, 2019, 09:14:41 am View in topic context
 Posted by beterhans  in Github for Character or stage upload? (Started by beterhans July 26, 2019, 09:14:41 am
 Board: M.U.G.E.N Discussion

Do you think it's OK to use github for host characters?
since most chars are open source. but the sprites may not :)
    

Re: Shrine of the Forgotten God

 July 25, 2019, 04:36:19 pm View in topic context
 Posted by beterhans  in Shrine of the Forgotten God (Started by Margatroid July 25, 2019, 04:24:53 am
 Board: Your Releases, 1.0+

OMG That statue is 3D!!!!!!!!! How could you do that!!?????
HOW COULD YOU MAKE 2D Game into 3D!!!?? IT'S GOD Works!

only complain is the 16:9 one is made for downscaled characters.

I wounder if I want to make a general 16:9 version for normal characters.

by the way BGM Time

[Music]
bgmusic       = stages/Alice_Margatroid/Shrine_of_the_Forgotten_God.mp3
bgm.loop      = 1
bgmloopstart      = 27920
bgmloopend      = 6873741
bgmvolume      = 100
    

Re: R. Mika, Ingrid & Akuma MASSIVE update

 July 25, 2019, 03:30:21 am View in topic context
 Posted by beterhans  in R. Mika, Ingrid & Akuma MASSIVE update (Started by DeathScythe July 24, 2019, 06:49:34 pm
 Board: Your Releases, 1.0+

Downloaded and verstion re-freshed :)

    

Re: Es

 July 21, 2019, 07:48:25 am View in topic context
 Posted by beterhans  in Es v1.017 (Started by OHMSBY July 21, 2019, 06:57:51 am
 Board: Your Releases, 1.0+

wah!  how could you make something this fast.!?