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DarkValentine1984

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Messages by DarkValentine1984

    

Re: Moon beach 2018

 August 01, 2020, 03:57:44 am View in topic context
 Posted by DarkValentine1984  in Moon beach 2018 (Started by mazingahjh December 05, 2018, 09:22:18 am
 Board: Edits & Addons 1.0+




Hello, Guys, this is request stage.

moon beach 2018.

i Enclosed mugic.(Gust Planet)

enjoy mugen!

↓ my blog link

https://blog.naver.com/hjh7772001/221413034060

↓ download link

http://blogattach.naver.net/eb7ef74c546061d7fd1a71407d94e993366b9a28/20181205_72_blogfile/hjh7772001_1543997797620_zmO5sY_7z/mb2018.7z




You are NOT the creator of this stage. This stage is listed as "Moon Beach 2018" by you. This is grossly incorrect. This stage was released on 7/2/2014 as "Moon Beach 2014" by me, the original author of this stage. Please remove this at once.

https://dvmugen.theostlobby.net/2014/07/02/dual-stage-release-moon-beach-2014-sunset-pathway-722014/
    

Re: CVSNB WIP THREAD-Daigo 6%

 June 16, 2011, 08:45:23 pm View in topic context
 Posted by DarkValentine1984  in CVSNB-CVS STYLE PROJECT LIST (Started by C.v.s The Abstract April 24, 2011, 10:25:14 pm
 Board: Projects

We all have priorities in life to handle. You saw that it was just your time to take hold and begin tending to your own. I wish you good fortune in what you do.

I will continue to host your stuff for as long as you want & need me to.
    

Re: CvS2 Ash (Updated 01/31/2010)

 February 01, 2010, 12:39:49 am View in topic context
 Posted by DarkValentine1984  in CvS2 Ash (Updated 01/31/2010) (Started by unbeknowNst December 18, 2009, 01:36:18 am
 Board: Your Releases, older Mugen

The archive has been updated also on the Generation-now.net server. Please check the first page post.
    

Re: Downtown (a.k.a. Mean Streets), Version 2 (January, 12 2010) by Djoulz

 January 23, 2010, 03:16:00 am View in topic context
 Posted by DarkValentine1984  in Downtown (a.k.a. Mean Streets), Version 2 (January, 12 2010) by Djoulz (Started by Joulz December 27, 2009, 06:28:33 am
 Board: Your Releases, older Mugen

So much nostalgia with this stage being released. Makes me happy as an old school gamer.

Glad to see that a stage from Burning Fight has been released. I'll be trying it very soon.
    

Re: Broad Street *Rain & Rainless Version Released - 1/9/2010

 January 21, 2010, 01:20:38 pm View in topic context
 Posted by DarkValentine1984  in Broad Street *Rain & Rainless Version Released - 1/9/2010 (Started by DarkValentine1984 January 10, 2010, 05:57:44 am
 Board: Your Releases, older Mugen

I never got around to doing that. I do need to do it, but I've been busy with work. However, I'm free later on today, so I'll work on doing it then. I wanted to actually add more stuff in this stage. But aside from the shadow suggestion, I don't see anything else that needs to be made for it.


If anything, there would probably be some people walking in the foreground. But that can be for a later date. I'll work on the shadows, when I'm back at home. Thanks for the suggestion.
    

Re: Broad Street *Rain & Rainless Version Released - 1/9/2010

 January 12, 2010, 12:26:36 am View in topic context
 Posted by DarkValentine1984  in Broad Street *Rain & Rainless Version Released - 1/9/2010 (Started by DarkValentine1984 January 10, 2010, 05:57:44 am
 Board: Your Releases, older Mugen

I swear that wasn't intentional XD
    

Re: Broad Street *Rain & Rainless Version Released - 1/9/2010

 January 11, 2010, 09:25:07 pm View in topic context
 Posted by DarkValentine1984  in Broad Street *Rain & Rainless Version Released - 1/9/2010 (Started by DarkValentine1984 January 10, 2010, 05:57:44 am
 Board: Your Releases, older Mugen

I'm back at home, and the stage is updated. Check first post. Also, here is the settings for the city backdrops, since both now have adjustable values, in regards of the update.

Code:
[BG City]
type = normal
spriteno = 3,0 ;Switch to 3,1 to use alternate city background
layerno = 0
start = 0, 0
delta = .12, 0  ;Switch to .15 to use alternate city background depth
mask = 0
tile = 3 , 0

[BG City Reflection]
type = normal
spriteno = 4, 1    ;Switch to 4,0 to use alternate city reflection background
layerno = 0
start = 0, 0
delta = .12, 0     ;Switch to .15 to use alternate city background depth
mask = 0
tile = 3 , 0

Both city backdrops and their reflections now have their own delta setup. Just remember to change it back to the original, when you want to switch. The X Delta value isn't much of a difference. Hardly noticeable, but it's the thought that counts.  :)
    

Re: Broad Street *Rain & Rainless Version Released - 1/9/2010

 January 10, 2010, 07:58:52 am View in topic context
 Posted by DarkValentine1984  in Broad Street *Rain & Rainless Version Released - 1/9/2010 (Started by DarkValentine1984 January 10, 2010, 05:57:44 am
 Board: Your Releases, older Mugen

The Archive has been updated.

Music from Mission 2 of Double Dragon 2 for PCE-CD has been added

You can listen to it here.
    

Broad Street *Rain & Rainless Version Released - 1/9/2010

 January 10, 2010, 05:57:44 am View in topic context
 Posted by DarkValentine1984  in Broad Street *Rain & Rainless Version Released - 1/9/2010 (Started by DarkValentine1984 January 10, 2010, 05:57:44 am
 Board: Your Releases, older Mugen

Still taking a break from doing more with The Renegade Lounge. So, it's time for another Stage Variant release. Stage has been updated as of 1/11/2010

Broad Street

Rain Version


Rainless Version


http://generation-now.net/

Stages > Forward to Page 2

Here are the release notes

Quote
1/11/2010 - Update

Only a minor X Delta update for both City Backdrops. Both also have second
values to use for the reflections. So they would attain a more natural
feel to their respective image being used. A minor cosmetic fix was also
done, to correct a small bit of shearing, in the left part of the stage.
Though barely noticable, it was indeed an eyesore at best.

Special Thanks to Sabaki for the suggestion of adding a value to the
X Delta for the backdrops. And thanks go to BlazinTre on Youtube, for
pointing out the shearing on the left half of the stage.

As for the lines of code mentioned in the above quote, you will see two sets of City background images. The city Images only can be seen when moving the stage to the right. As seen below.

This image, is the default image that it is already set for.


This one, is of the alternate city background, that is mentioned above.


To switch, see below:

Code:
[BG City]
type = normal
spriteno = 3,0 ;Switch to 3,1 to use alternate city background
layerno = 0
start = 0, 0
delta = 0, 0
mask = 0
tile = 3 , 0

[BG City Reflection]
type = normal
spriteno = 4, 1    ;Switch to 4,0 to use alternate city reflection background
layerno = 0
start = 0, 0
delta = 0, 0
mask = 0
tile = 3 , 0

Enjoy. Feedback is welcome.
    

Re: Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e

 January 07, 2010, 10:09:39 am View in topic context
 Posted by DarkValentine1984  in Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e (Started by The_None December 24, 2009, 10:34:30 pm
 Board: Your Releases, older Mugen

Accuracy or not, this one really is worth the challenge. I definitely approve of this one. I purposely lost against it, just to see how well the randomness played out. Spooked me half the time on even my good speakers.  ;D
    

Re: Dual Stage Release - Catacombs & Diana Manor Released 1-6-2010

 January 07, 2010, 07:39:59 am View in topic context

for the Catacombs stage, that shouldn't have happened. It should have stayed yellow. I'll adjust the Addalpha a bit, to see if that will fix the issue.

As for Diana Manor, it looks like I did upload the wrong version. Because when I try it, it doesn't do that.

thanks, I'll fix both right away.


EDIT


Both stages are done correctly this time around. With the correct version of Diana Manor uploaded. To be on the safe side, I did check everything for it. Everything seems all systems go. First post will have the update
    

Dual Stage Release - Catacombs & Diana Manor Updated 1/7/2010

 January 07, 2010, 02:17:02 am View in topic context

First two new stages from me, for the new year. It's a relief to take a break from extensive editing, and just sticking to simple stages. So now, its time to talk about the stages.

Catacombs


Diana Manor





http://generation-now.net

Stages > Forward to Page 2

And here are the release notes for both stages:

Catacombs Release Notes
Quote
1/7/2010 - minor fixes

Correction of the addalpha for the lights. They appeared brown, instead
of the correct "yellow" color. The Y delta was fixed on all objects in
stage, due to stage not having any "high jump" action in it. Since stage
was made to promote normal jumping, without camera movement.

Thanks goes to Tamez who pointed out the errors.



Diana Manor Release Notes:

Quote
1/7/2010 - Stage Fix

Problem with leftbound & rightbound settings produced a big problem with
projectiles moving towards the right. The leftbound has been adjusted
along with the rightbound, to keep it even, and allowed projectiles to
move across the right side of the screen properly. Also, corrected improper
Y axis settings for the main floor of the stage. Since there is only normal
jumping in the stage.

Special thanks goes to Tamez for pointing out the issues in the stage.

Enjoy
    

Re: CvS2 Ash

 January 02, 2010, 08:53:57 am View in topic context
 Posted by DarkValentine1984  in CvS2 Ash (Updated 01/31/2010) (Started by unbeknowNst December 18, 2009, 01:36:18 am
 Board: Your Releases, older Mugen

Archive has been updated on the generation-Now.net server, to reflect update changes from the author.
    

Re: CvS2 Ash

 December 31, 2009, 03:40:31 am View in topic context
 Posted by DarkValentine1984  in CvS2 Ash (Updated 01/31/2010) (Started by unbeknowNst December 18, 2009, 01:36:18 am
 Board: Your Releases, older Mugen

At the request of Bebop, the archive is now updated on my server, to meet with current updated release. Check the first page post, where my site link has been striked out.
    

Re: The Renegade Lounge - Updated on 9/18/2009

 September 21, 2009, 08:26:59 pm View in topic context
 Posted by DarkValentine1984  in The Renegade Lounge - Updated on 9/18/2009 (Started by DarkValentine1984 September 08, 2009, 04:04:28 pm
 Board: Your Releases, older Mugen

That's why I'm not releasing the update just yet. Still more to add in. I haven't forgot about them.

Already got every character ripped. Enemies included. But I'm also working on some things in a cosmetic sense, before further updating it. Like the spotlight that was in the original.

It's a number of things that this stage needs. It's no beta or alpha version, but it is playable for a 35% completed stage.
    

Re: The Renegade Lounge - Updated on 9/18/2009

 September 21, 2009, 07:24:46 pm View in topic context
 Posted by DarkValentine1984  in The Renegade Lounge - Updated on 9/18/2009 (Started by DarkValentine1984 September 08, 2009, 04:04:28 pm
 Board: Your Releases, older Mugen

Thank you.

Not quite yet ready to upload the update. Some more things I still have to do.

However, since it was requested that the cast of SoR was to be put in, here they are (except Dr. Zan, for now) I'll wait until I get better with stage making, before making them fight in the background.





Once I add more stuff, I'll release this update. Think of this, as a progress report.
    

Re: The Renegade Lounge - Updated on 9/18/2009

 September 18, 2009, 07:04:02 pm View in topic context
 Posted by DarkValentine1984  in The Renegade Lounge - Updated on 9/18/2009 (Started by DarkValentine1984 September 08, 2009, 04:04:28 pm
 Board: Your Releases, older Mugen

Stage has been updated. Check first post.
    

Re: N.Y. Aftermath - Released by Shades team (Laxxe23) Updated 9/11/2009

 September 11, 2009, 09:51:38 pm View in topic context

Stage has been updated at the request of Laxxe23. See first post for what has been updated.
    

Re: N.Y. Aftermath - Released by Shades team (Laxxe23)

 September 10, 2009, 04:43:04 am View in topic context

huh? I sent you one copy, then you gave me some values to plug in, I did but then I had the issues with my computer.  There were no "old" values that i know of sending to you.  but yeah go ahead since im unable to upload anything.  I will however remove those spots in a week unless dv does it first. 

The older values were the ones that you done, before sending it my way for adjusting. That's the ones I meant. My apologies for my wording.
    

Re: N.Y. Aftermath - Released by Shades team (Laxxe23)

 September 09, 2009, 03:55:04 am View in topic context

Spoiler, click to toggle visibilty

to the host  :thinking2:


EDITED

I seen this post while I was at my job, but was not able to access my FTP from it, or my server. I'm at home now. Christ, I thought that was fixed. For some reason, they appear in the FTP portion, but now I see that the files are indeed corrupt. I'm checking on that now, and seeing if they can be fixed.

I was just given the files directly from Yzan. they worked fine when I extracted them. My guess, is that it's just a bad CRC error that is causing the archive to break.

Edited: Yeah, I was right, it is a CRC error. The MP3 files that Yzan included in both of the listed files are corrupt.

Feedback for Laxxe23:  


The .def file said:
; Created on : 2009-07-30 20:15:46
; with Mugen Bound Calculator ( online version )
; http://www.kaints.com/public/mbc/   <- Powered by Kain the Supreme ;)

I've never tried that program so I can't comment on it.  However, your boundhigh being set they way it is does not show the full stage.  

You have:  
boundhigh = -23

When the stage reaches:  
boundhigh = -34


---
[PlayerInfo]
p1startx = -70
p1starty = 5<-----------
p1startz = 0
p1facing = 1
p2startx = 70
p2starty = 5<-----------
p2startz = 0
p2facing = -1

You shouldn't mess with the starty values unless you have a specific plan for it.  
As it is right now all that happens is this:  

Player 1 and 2 start off at the same level.  


Player 1 jumps and then lands at a different height than player 2.  


---
[StageInfo]
zoffset = 190

Generally speaking, that's kinda low for a zoffset value.  
However, if this stage is meant to be used by smaller characters, then it is probably fine.  


---
[Shadow]
intensity=0

You have no shadows.  Adding some in would be nice.  


---
The stage has the possibility of depth, but because you didn't set up the layers correctly, you missed that opportunity.  

The object that is furthest back in the stage depth-wise should be placed first in the .def file.  
You placed your main street image first, then placed the glass windows in the background after it.  

Had you placed the background part first, not only would you probably not have needed to do that sprite cutting on the background part (depending on your source image), you could have made the background layer move on a different delta and made the stage feel less flat.  


---
Stray pixels are on the tentacle are circled in red.  Animating the tentacle in some way would have been cool.  

I can't tell if that pixel in green is part of the pile, but it stands out a bit much to me.  



When Laxxe sent it to me, I was scratching my head just as much as you were. I was wondering why older coding was in place for it. As the images themselves could have used much more. I wasn't sure if Laxxe wanted me to adjust it any further than what he already set. So I only adjusted what he wanted.

I was thinking along the same values as that, however, I couldn't change it without his say so. So if it's alright with him I'll go ahead, and change it for him, since he is unable to.