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The_None

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Messages by The_None

    

DudeReal EX

 April 01, 2021, 09:57:27 pm View in topic context
 Posted by The_None  in DudeReal EX (Started by The_None April 01, 2021, 09:57:27 pm
 Board: Your Releases, 1.0+



Someone too cool to be fated to remain in obscurity has just recently escaped his confines to spread his influence. He even got to learn some new tricks along the way.

Meet your new deity at this page

Note: WinMugen is not supported for this release.
    

Re: "Blossomko" and Natasha

 October 20, 2020, 09:03:55 am View in topic context
 Posted by The_None  in "Blossomko" and Natasha (Started by The_None October 19, 2020, 01:38:06 am
 Board: Your Releases, 1.0+

3 releases in 1 year. That seems a lot more than I thought, but this seems like a decent start.
(...)

I mean, at least you did more than in 2019, at least.

To be fair, not only can the drought of releases be expected whenever I'd get around aiming for more ambitious projects (given the scope of the character in question there is a good reason why my new Dink Smallwood was my sole 2017 Mugen release), but 2019 also happened to be cursed with plenty of hard drive problems to the point I've prefered to wait it out project-wise until I'd got that sorted out.

off-topic and all but kinda think of it, its been almost 11 years (well apart from some of your chars in WSMIP) since you made a female char. Your previous being sanae.

Kanae was Insanius, and in a matter of speaking Smogon came up with WSMIP's Maggie and Anna, being the one he started spriting (the WSMIP chars I've fully started myself from scratch is Franko, the mid and final bosses, as well as a certain secret character that was among one of the most fun I've ever had developing), so yeah these two are my first ever female characters since 12 years ago when I've made a Cave Story character into an escort for a cover-based shooter guy.

There is a particular one female character I've always wanted to do ever since my early years of the mugen tenure (originally sprited or at least crafted through some Blender magic with one of her models and a shader of sorts), but in case I'd end up not being able to do her justice, at least I'd leave out my tenure with something in that regard.

Edit: Her AI will occasionally go into state loop and crash the engine in statedef 130.

I've tested her AI through plenty of 1.1 Watch mode matches throrough the development and I don't recall ever that happening to me on my end (the only tester I could ever find didn't had that happen either). What sort of opponents she'd happen to face for that to usually happen? And didn't you happen to use simul mode? There's a good reason why I put the "this character is not designed for simul mode" disclaimers in the readmes.

Aside of few lines telling whenever to use guard or dodge depending on the character's capabilities, the AI guard coding I've been mostly using for the handful of my most recent characters since and including Magic Geese (including Natasha) so this issue really is concerning to me.

(At least I patched out the speed trail not having the noshadow assertspecial, I can't believe I forgot to put that in)
    

"Blossomko" and Natasha

 October 19, 2020, 01:38:06 am View in topic context
 Posted by The_None  in "Blossomko" and Natasha (Started by The_None October 19, 2020, 01:38:06 am
 Board: Your Releases, 1.0+


I wasn't sure if it's still possible for me to pique the interest in the wake of the engine's seemingly waning relevance, but I've certainly tried through doing something I figure not everybody would've seen it coming: A pair of two customly converted Beat'em Up Ponytailed Redheads that in some aspects wouldn't be any more different than they've tried (especially in tone and personality). Some would even say they could represent a pair of conflicting feelings, in a way.

And yes, one of them happens to take a liking to a certain TV show.

Spoiler: More screenshots (click to see content)

The Logical Bends care because you do, if ever.
    

Re: WSMIP Budokai - Beta 03

 June 30, 2020, 11:13:26 pm View in topic context
 Posted by The_None  in WSMIP Budokai - Beta 03 (Started by The_None September 12, 2018, 11:47:54 pm
 Board: Your Releases, 1.0+


So, I actually ended up getting contacted by the game's original spriter Smogon almost three months ago, asking about how I've been doing and stuff, and among things I linked him the now previous beta of the game. The guy came out impressed with how far I've went with the game, essentially I "gave the sprites a new life" in his words, so suffice to say I do sort of have his blessing when it comes to this project, and future contributions from him can be expected, albeit much smaller ones like character endings or other presentational stuff. Given he usually contacts me like once per month, I've figured the guy is quite busy right now, he does front a rap rock band after all.

As for today's beta, I'll admit there were few things I hoped to do but ended up shelving for a future update, but I did put in some additions someone can describe as signifficant enough updates, like an all-new dodge button. The game also has a proper final boss now as well.

Spoiler: Changelog (click to see content)

Download there
    

Boxxob (also TVC Alex updated)

 April 01, 2020, 05:54:34 pm View in topic context
 Posted by The_None  in Boxxob (also TVC Alex updated) (Started by The_None April 01, 2020, 05:54:34 pm
 Board: Your Releases, 1.0+



Today I release a custom conversion of Balrog from Street Fighter series. This one stands out in a particular way, you'll know what I mean when you see it.

I've also slightly updated my TVC Alex to fix two embarrassing oversights I left out for two years. As in "crouching sweep is mid-blockable" and "super clone action when you hit him as X-Factor expires" sort of embarrassing. Hopefully I'd be much better about proofreading my code prior to release from then on. Perhaps I would get around giving updates to more of my earlier characters but whenever I'd find the time between completing that one fullgame and doing standalone characters I'm more curious about doing would be another matter.

Spoiler: Here be Spoiler (click to see content)

Stay safe at this page
    

Re: T_N's long and rocky road

 January 03, 2020, 11:30:55 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 not exactly convinced PT has the full grasp of my graphical process. After I've made enough work with the vectors alone I save into a new .psp file just in case, convert the vector layer into raster layer and to plenty of per-pixel touching to sort of some rough edges, add few more detail or whatever else that would come into my mind, and then I'd make another raster (so per-pixel too) layer (with Soft Light blend mode) and draw blobs of highlights and shadows in good old paintbrush and fill-bucket tools. One could perhaps argue I could've been way more thorough within the retouching phase but whatever the case, I doubt my deficiencies would be result of my methods of spriting, more like with my lack of basic knowledge how to draw certain things, especially at certain angles.

I could prove you this by showing the earlier phases of my previous sprites from before I ever went into the retouching phase, but instead I ended up doing an all new sprite, showing also the early phase before the retouching, the phase between retouching and shading, and my two attempts at shading the sprite. Admittedly, it's been quite a while since I've bothered seriously spriting even for a practice to the point that I forgot how to even light the things properly, I may have messed up with his shoes and the yellow lines of his pants could use more work, but I did what I could muster....


    

Re: WSMIP Budokai - Beta 02

 December 30, 2019, 12:19:48 am View in topic context
 Posted by The_None  in WSMIP Budokai - Beta 03 (Started by The_None September 12, 2018, 11:47:54 pm
 Board: Your Releases, 1.0+

Perhaps I could have had made a project thread (or even revive a really old one Smogon made) but I wasn't sure if folks would either care or whenever I'd still be willing to even work on the game further, being a kind of a person who would prefer to be sure I'd be able to finish some things before even starting them (when I'd start a new standalone character and make quite enough progress to see completion possible, I would consider that tho'). It also didn't help that - as I've said before - the circumstances not exactly out of my control have heavily impeded the progress on the project. Judging from the timestamps of the sprite files the bulk of this project was developed in around 3.5-ish months, so the update could've been released much earlier if 2019 wasn't that much of a kick in the balls. I even half-way expected to deliver one more playable character for this update but I just had to postpone that one for later, and that's considering I wouldn't end up scrapping the character and just completing the final boss and whatever else that's left.

As much as I'd like to take a break after this release, I can't exactly guarantee when I would return to this project, especially as part of me would like to start a standalone character or two, either for a special day or what else. Coupled with me wanting to do other things in general outside of developing mugen content as well as possible motivational issues that can strike me at any moment, juggling between projects was never easy.

By the way, neither of these are really infinites. The training char may not be able to manage it but player 2 could just block the camera flash after a standing kick (with not enough hit-stun to actually combo into it) by holding back, and besides even with the actual combo like the handstand into flash the dizzy time still decayed anyway, something you may have even noticed in the clip with Anna. And while I'd wish Maggie's mash punch loop is something I'd wish I could have done about it (I've updated the archive with the hot-fix to have the move's vertical hit velocity decay, the loop can still happen, but the hold tech can put a stop to that anyway) this isn't exactly an infinite either, especially in this version where player 2 can just hold P+K to tech out of that loop as soon as going low.
    

Re: WSMIP Budokai - Beta 02

 December 29, 2019, 01:08:29 am View in topic context
 Posted by The_None  in WSMIP Budokai - Beta 03 (Started by The_None September 12, 2018, 11:47:54 pm
 Board: Your Releases, 1.0+

I'll admit that I thought this thread would've been more..... "lively" in terms of replies and such. Not sure if this is the case of the project not really finding it's audience or my inability to properly present it, or perhaps a sign of the engine itself waning in relevance to the point that people stopped caring about new releases altogether (not like I can blame them). I would've perhaps delivered something much more interesting but this year was quite a rough one for me, full of periods of my attitude not doing wonders and even hard drive woes making me wait up until I got these sorted out before proceeding further (I've got things backed up, no worries.) As much as I lament my drought of releases, I merely did what I could muster for this year, and so I present you......

Yes, as this is a season for guest characters in fighting games nowadays, Franko from the cult beat-em up has joined the fray, sprited from scratch fully by yours truly. I've also delivered a proper mid-boss - just below the would be final boss in the boss chain - and other characters have also received plenty of updates. I've also redrew some stages to make them all mostly original now.

Spoiler: More screenshots (click to see content)
Spoiler: Changelog since Beta 01 (click to see content)

Get it at this page right there.
    

Re: T_N's long and rocky road

 November 21, 2019, 08:30:07 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

Might as well blurt out a few single sprites I tried to draw in both my earlier and simplified styles....




I'll admit that some part of The Scout did give me a bit of the trouble (especially his hat), I wonder if there's anything else I ended up messing up....
    

Re: T_N's long and rocky road

 November 12, 2019, 10:24:28 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

It's been a long while, and a couple of months had been a bit rough in places that included my two hard drive troubles (I had a lot of things backed up, not much worries) and therefore I've preferred to make sure I got hardware issues out of the way before proceeding with any serious work. I was able to work on some things on April and September and I've been meant to carry on, but I had a hard time staying consistently motivated throrough the other months, so let's see if I'd be able to warm myself into graphics by doing single sprites again.

This time I've tried to trace over and pose a bulk drawing and modified the drawings into what the outfit the character would get. Not sure was it that neccersary for me to try to capture the arm muscles considering these would be concealed by the suit he's wearing, but I tried whatever I tried. Perhaps eventually I'll try outright using a posed 3D model through the tools Helios suggested once I'd get around finishing that sprite, if ever....

Spoiler: Reminds me..... (click to see content)
Spoiler: Also, a belated bonus (click to see content)

So against my better judgement I opted to work on further on the sprite before waiting on any feedback and this is what I did.....

Yes, I ended up trying out a simpler spriting style for a change, perhaps starting out simpler would've been the key before I'd be able to get onto something slightly more ambitious. River City Girls had a bit of influence there, as it had in the previous sprite I did before Garcian, as below
    

Re: T_N's long and rocky road

 April 08, 2019, 11:50:21 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'd guess this may have to do with how after all of these years there are still a lot of things in graphics I still have a hard time nailing it down (doesn't help when for some things I don't feel I've got sufficient enough of help in them), especially for things I'd have to do entirely on my own (there's probably a reason why some of the traced characters like Beavis, Butthead, Balthazar's Dink, Clippy and others are among the sprites that came out most well). If I could actually draw worth a damn I would've done well with any technique. But with my deficiencies within my artistic abilities you can magically bring me some sort of automated graphics tool you can conjure up with and chances are I would end up still churning out something rather amateurish with it. Maybe it's just me tho'

Remminds me to reassure myself do I still have it regarding tracing at least, I've lazily grabbed a Youtube screencap of Bryan Fury (could've booted up Tekken 7 myself to get a nice clean screencap myself but as I've said, I was a bit lazy) then traced off from that, scaled down the vectors and did some pixel touchups. I've left the sprite unshaded as I'd rather be sure I got things right before proceeding further with essentially polishing the unmentionable. (Interestingly apparently @Ink: thought the lineart was good enough to have him play around with my own lineart)
    

Re: T_N's long and rocky road

 April 06, 2019, 08:44:07 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


So against my better judgement - and before I got any feedback at all (let alone anything sufficient) on my previous sprite - I ended up taking a knack at doing.... one of the more 'memorable' figures of the cast of Tiertex's attempt at developing their own unofficial Street Fighter I sequel. This time rather than me starting out with dark fillings and applying lights and shadows I went out to start with brighter fillings and adding in the shadows later. Of course this being me not having much of an idea what am I doing with lightning and other stuff (I still do need help after all, and I have a feeling this thread would end up having a streak of around 10-ish posts of mine with no replies isn't it?) it went around as "well" as I could expect, maybe it's just me tho'
    

Re: T_N's long and rocky road

 April 05, 2019, 10:47:38 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


Yup, took a crack at spriting Santos from Trio The Punch, and part of me feels like I forgot how to apply the lightning (from top angle rather than top and side), especially on the face (altho' I'd guess that may as well be his backwards cap complicating a few things, I dunno)
    

Dopefish

 April 01, 2019, 10:31:26 pm View in topic context
 Posted by The_None  in Dopefish (Started by The_None April 01, 2019, 10:31:26 pm
 Board: Your Releases, older Mugen


Yes, handful of you may recall when I've released this character many years ago, back when our site still used to be on under construction phase. And ever since Logical Bends left the phase I've strangely didn't end up making Tom Hall's legendary stupid fish available again, until just now. In the meantime I gave him a little bit of update, quite less compared to what I hoped to do with the character given real work on the update didn't begun until yesterday, but considering the past month was so rough I had a hard time mustering myself to do a new character for this day altogether (sorry about that. And besides, this would probably mark this as the last time I'll ever bother myself to do anything on self-imposed schedule) it's a miracle I have anything to release for today, all things considered.

Now go eat your veggies at Logical Bends
    

Re: T_N's long and rocky road

 March 20, 2019, 10:44:32 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


As an experiment I actually took a 3D model (Johnny Cage from iOS MKX), edited the diffuse textures myself into much simpler ones that mostly use solid colors, rendered the model in Blender with the material being shadeless and unfiltered, painted in his face and the shading by myself. With that said as I was doing this it became quite apparent fast that I haven't done graphics in a loooong while and it really shows, maybe it's just me tho'
    

Re: T_N's long and rocky road

 February 25, 2019, 11:19:39 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 tried to give the DopeFish (strange why I somehow didn't think up of re-releasing him since my site went out of the "under construction" stage years ago) the 3/4 view (the middle sprite, the front and side views are what he had in Commander Keen IV sprites to begin with) and..... well, either I tried to bite way more than I could chew or maybe it's just me not doing pixel graphics in a looong while.
    

Re: TVC Alex

 December 11, 2018, 06:14:16 pm View in topic context
 Posted by The_None  in TVC Alex (Started by The_None December 10, 2018, 11:34:08 pm
 Board: Your Releases, 1.0+

Also how come with the MvC2 super sounds you use (in Alex as well as Thanos), you mix the versus screen sound with them?  You know that's not part of the super sounds, right?  It's definitely on purpose and not a mistake like with a lot of other MvC2 creations out there... right?
Just looked at the MVC2 hyper combo compilation (of the version likely pertaining to either the Arcade release or the PSN/XBL re-release) and I can confirm that the versus screen ambient sound can actually be heard as well, if not as loudly as it happens in my MVC stuff.

But I'm probably stuck with it since JP/Eng voice options started with SF4 and TvC is pre-SF4, so whatever.
SF4 was released at arcades for few months back when TvC hit the arcades, actually. Altho' TvC (the original Japan-only version) got the console port faster. But yeah part of me was tempted to give him his SF5 voice at least, maybe as an add-on.

...wait, X-Factor?  Isn't it supposed to be Baroque?
I considered giving him the Baroque but it relies on the red life - not exactly a common subsystem - for activation. Maybe if I'd went for that I would have it feed off a meter that's charged by taking damage, but for charging it isn't exactly a simple matter of "around some % of damage taken", is it?

Also I realized what the XF end bug is about and well, yeah I had to patch it up.
    

TVC Alex

 December 10, 2018, 11:34:08 pm View in topic context
 Posted by The_None  in TVC Alex (Started by The_None December 10, 2018, 11:34:08 pm
 Board: Your Releases, 1.0+


I may not had enough motivation to do something more ambitious I hoped I would do but apparently there is enough demand for my take at Alex so to lift up the juices I went ahead to take a shot at doing The Sexy Sexy Man himself again. This time, rather than trying to outdo GM I took one of his lesser known appearances as a base.

Spoiler: more screenshots (click to see content)
Stun Gun Headbutt some fools Marvel-style at Locial Bends
Spoiler, click to toggle visibilty
    

Re: MM_Alex (that sexy, sexy man) by Most_Mysterious

 October 20, 2018, 09:45:28 pm View in topic context
 Posted by The_None  in MM_Alex (that sexy, sexy man) by Most_Mysterious (Started by DoesItMatter October 16, 2018, 07:13:56 pm
 Board: Found Releases

Is this any different from the version on his website?

http://www.justnopoint.com/lbends/index.php?location=chars&page=2
Spoiler, click to toggle visibilty
    

Re: T_N's long and rocky road

 October 06, 2018, 09:18:55 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


James Rolfe and Mike getting into Mugen with a video prompted me to do another attempt at the NES-esque reendition of The Fuckin' Nerd himself. Tried to sort of follow the NES palette limit but when I got around adding him the Power Glove I ended up having to break the 4-color limit to give it a unique outline color to make it easier to stand out from his shirt. Oh well.