Posted by artistropeadope
in Character of the Month: September 2019 Nominations (Started by Jmorphman October 07, 2019, 12:37:53 am
Board: Contributions of the Month
Board: Contributions of the Month
This is the last comment I will post here. Cry away , haters.Y'all see these salty trolls yapping? lol. If you like my work, rock with me. If you're like these blabbering dickheads, kick rocks.I wonder if this time you'll keep your word.
www.flurry-jo.com
Peace!
Also, if you do find the need to respond, please keep it civil, OK?
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:
LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!
EDIT: looked at your post history and just remembered who you are holy shit
? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.
Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!
For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:
LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!
EDIT: looked at your post history and just remembered who you are holy shit
If you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one.
Oh, and disrupting too.
okay, have fun, we wont miss you.
I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally.
Wait, so you mean you got backlash for undermining/disrespecting art forms that don't measure up to your own personal standards?
Well, clearly you must have created and published mugen creations of these standards yourself.
Otherwise, that'd make you a huge asshole.
good response. offend me and you will be offended back, period. respect me & it'll be returned. i am not most people. i work hard even on my hobbies. i couldn't care less about the engine either. my focus is increasing the quality of work the community releases.either way, this is a decent response.thnxHard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peaceWell, yes, in most cases, hard work does pay off, however people do this for a hobby. Nothing is more frustrating than realizing that you can't do something or have to jump through hoops to do something that's seemingly simple, all because the original developers didn't implement it naturally. These are basic things we'd expect from a fighting game engine. In my opinion, that's taking a step backward in the evolutionary chain, which leads to the conclusion that since we can't expand upon the engine itself, there's nothing we can do to evolve it more. That's not to say that implementing these features in your characters is discouraged, but that it "shouldn't" be necessary. The community really does welcome creativity of all kinds, believe it or not.
ps: forgot about Electr0 stages,he's the shit.hahaha
P.S.
There will be people who disagree with your opinions (generally speaking) no matter where you go. It's all about how you handle it. You can get offended and lash back or take it with a grain of salt and provide a valid rebuttal. It's up to you.
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.
Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?
a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill[/spoiler]
So why should it be standard? Because you're doing it? Asking for something to be standard means everybody should be using this code. What use does someone making, say, a Sol Badguy need for asymmetrical coding? What use does Dragon Claw have for asymmetrical coding?
Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
How many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.Quoteenvironmental hazards has to be possible but I haven't seen it yetThis is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.
If you're smart enough to code then I think you should be smart enough to not todoubletriple post... twice.
they should start by ADDING A PAUSE BUTTON WHERE YOU CAN GET TO THE CHARACTERS MOVE LIST.That should have been In Mugen day one as almost every fighter has it.I mean i have over 800+ characters in my roster and do you really think I have time to remember all of my fav character's controls.if I don't I have to stop the game and open up the text file when it should have been a simple pause and click
I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.
More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.
RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.
but he didn't progress about those ones.In other words, he couldn't make it, but he still expects everyone else to do it, not thinking that maybe everyone else has the same problem as he did.
I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.
More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.
RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.
they should start by ADDING A PAUSE BUTTON WHERE YOU CAN GET TO THE CHARACTERS MOVE LIST.That should have been In Mugen day one as almost every fighter has it.I mean i have over 800+ characters in my roster and do you really think I have time to remember all of my fav character's controls.if I don't I have to stop the game and open up the text file when it should have been a simple pause and click
sprites should be at least on par with guilty gear before being considered serious.
Are you going to sprite everyone's characters? Update what's done? Who are you? :/
being considered serious. Let me know what you guys think.
I secound that line cuz i don't even know wat the heck that's supposed meaning. :c
sprites should be at least on par with guilty gear before being considered serious.
Are you going to sprite everyone's characters? Update what's done? Who are you? :/
duh, online mode, and cinematic like the others said and so that your opponents victory screen shows (i didn't make all those fucking quotes in my bosses for nothing) hm what else.... i guess that tag system(i prefer 3 on 3 like mvc and kof) while still keeping simul
also online mode would be this
each match, the character who you pick will be uploaded temp so then after the match it deletes itself(same would go for stages/music i guess, why not)
oh and all you people who complain " nu dis guy is juest uzin retardad orochi editz"
well its simple, how do you find another match? by fucking looking for one.
oh yeah for tag mode, it should be a separate mode, and chars without the tag option should not be selectable.
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.
Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?