YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

******
AlexSin is Offline
Contact AlexSin:

AlexSin

Contributor

Messages by AlexSin

    

Re: The requests for new chracters

 December 09, 2019, 06:30:37 pm View in topic context
 Posted by AlexSin  in The requests for new chracters (Started by gohkenytp December 08, 2019, 08:21:41 pm
 Board: Requests

This is a sequel to characters you want to see in MUGEN: http://mugenguild.com/forum/topics/what-character-would-you-love-see-mugen-187199.0.html

If you want to create a character that's on this poll list. Go right ahead. I don't have nothing in mind.
Option 1 is Spyro the Dragon (decent version)
Option 2 is Gnasty Gnorc (the villian from Spyro the Dragon)
Option 3 is the Wendy's mascot
Option 4 is a decent version of Fawful (from Mario & Luigi: SuperStar Saga)
Option 5 is Nope! Not doing that. [You get nothing! You lose! Good day sir!]

I hope you can vote what's on here.

I don't get this kind of topics.
Even if we vote (why would we vote anyway?), do you think something is actually going to be made?

What are you going to get from this poll? Votes for what? For people making it? Do you think those votes actually count as people making stuff?

If someone wants to make something, he makes it.
    

Re: Avatar disappeared

 December 01, 2019, 05:36:15 pm View in topic context
 Posted by AlexSin  in Avatar disappeared (Started by FobiaZz November 11, 2019, 12:52:11 am
 Board: Off-Topic Help

    

Re: Making Higher-Res character sprites?

 November 26, 2019, 10:03:40 pm View in topic context
 Posted by AlexSin  in Making Higher-Res character sprites? (Started by extravagant November 23, 2019, 05:41:50 pm
 Board: Graphics

    

Re: Making Higher-Res character sprites?

 November 24, 2019, 11:10:37 am View in topic context
 Posted by AlexSin  in Making Higher-Res character sprites? (Started by extravagant November 23, 2019, 05:41:50 pm
 Board: Graphics

And if you want to make the sprite have more resolution / detail, you scale them and edit them manually.

Like you said here:
It's kinda like taking old SF2 sprites, double the resolution, and drawing in more details and cleaning up the shade.

there's no filter that does it for you, you have to put the effort and make it look right.
    

Re: Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding!

 November 19, 2019, 11:00:35 pm View in topic context
 Posted by AlexSin  in Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

Yeah, he totally did it, right? ;) ;) ;) ;) ;)
    

Re: How can I get a job at Elecbyte?

 November 12, 2019, 10:37:40 pm View in topic context
 Posted by AlexSin  in How can I get a job at Elecbyte? (Started by GeorgeMP November 11, 2019, 08:43:49 pm
 Board: M.U.G.E.N Discussion

Make stupid topics and then cover yourself with something you should do (and said almost half a month ago) but you don't do. Good job! :thumbsup:

Also, there's another answer for your question.
Stop saying "Just wondering", you're not funny, you're being annoying.

Heh, in his CV to send to Elecbyte ( :mlol: ), he would write: "I made some character edits. My skills are just wondering".
    

Re: Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding!

 November 03, 2019, 12:10:53 pm View in topic context
 Posted by AlexSin  in Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

FOR THE PEOPLE!!!!
    

Re: Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding!

 November 02, 2019, 12:58:12 pm View in topic context
 Posted by AlexSin  in Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

The spritesheet is available, you could code it yourself. :P
    

Re: Some karate sketches

 November 02, 2019, 12:52:23 pm View in topic context
 Posted by AlexSin  in Some karate sketches (Started by demongorne October 29, 2019, 09:28:28 am
 Board: Graphics

Wait, so are you Italian?

...
Never mind that, I thought you posted a picture as an example and then yours.
    

Re: REV 2 Lord Ravenous (Ver. 1.1)

 November 02, 2019, 12:34:31 pm View in topic context
 Posted by AlexSin  in REV 2 Lord Ravenous (Ver. 1.2) (Started by TheFclass97 October 31, 2019, 05:02:18 am
 Board: Your Releases, 1.0+

If you have the intro where he comes from a portal it makes the game not play other sounds for a while, like the announcer or even his voice and sound clips. It may be because you used channel = -1 or because the sound clips are too long.

Try to change the channel to something like 1 or 2 or 3.
The only thing is to use another channel, it's like an ID for the sounds.
How many channels are you allowed to have in a character? You have -1, 0, then up to 31. Is this correct?
So the channels are
-1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
and if you put 32 there's debug flood saying "ILLEGAL PLAYSND CHANNEL".

there are many channels to use. I wouldn't use -1 because it can cause problems.

For all intros I would use more or less the same number, since they're all intros, they don't play at the same time for the same character.


The bounce custom state could play some "hitting ground" sound effect (from your character, not the character put in the custom state), it could also look a bit more natural, maybe add some x velocity on the bounce state, because if you send him down he then perfectly bounces on the same place, just upwards.
    

Re: Some karate sketches

 November 02, 2019, 01:35:08 am View in topic context
 Posted by AlexSin  in Some karate sketches (Started by demongorne October 29, 2019, 09:28:28 am
 Board: Graphics

The first picture isn't demongorne's, he posted it to show the reference.
I agree with what DeathScythe said, he seems too top-heavy, I mean there's more upper body than there is lower body.
    

Re: Please forgive me. I'm sorry.

 October 27, 2019, 08:45:11 pm View in topic context
 Posted by AlexSin  in Please forgive me. I'm sorry. (Started by GeorgeMP October 07, 2019, 03:21:34 am
 Board: All That's Left

    

Re: Mugen 1.0 Tigre Negro relaunch

 October 27, 2019, 02:09:36 pm View in topic context
 Posted by AlexSin  in Mugen 1.0 Tigre Negro relaunch (Started by MAXIMUS October 26, 2019, 01:37:59 pm
 Board: Your Releases, 1.0+

Maximus, don't worry about some people being too harsh to the point of being rude.

I understood the fact the crouching light punch was supposed to be unblockable as a joke. You took feedback pretty well.
It's also understandable that no one pointed out mistakes (or "features" ;D ) in your character since it was supposed to be fun... for the period.
You came back after a long time, so stuff like "he's been here for 6 years" is not really necessary, nor is the "he shouldn't be contributor" line I've read here. Don't mind those.






My feedback, and Giang's, is supposed to improve the character for replay value more than for "lulz he's flashy" and then forgetting about it.


- The voice thing I listed (every light attack one voiceclip, every medium attack another voiceclip and the heavy attacks yet another one) could make the character sound too repetitve, maybe make it so he plays the clips once in a while.


- The launchers being two is a bit weird, one is a command and the other is just a button, what would anyone choose? The one with the button, it's easier and more intuitive to do, rendering the command launcher (the QCB, any kick launcher, to be precise) useless or a filler move. It's bad to have filler moves that can be replaced by more versatile moves.


- Is the character supposed to have combos? A combo system like MvC characters? Because the grounded attacks don't allow for combo-ability and you have launchers that should, in theory, open possibilities for aerial combos, a staple of the MvC series. But it's difficult to do those too.


- The collision boxes are bad, they were probably okay for the time (not really, they just meant a broken character even by those days' standards), but you should definitely check them out.
For example, in the neutral jump animation, while he's falling down, he has no CLSNs making him completely invincible.
The taunt animation has frames where they're not present or are too small.

There are so many animations where you have to fix those.
One rule I use is using the standing animation blue CLSNs for actions like guarding (standing), turning, taunting, get hits (standing), and in general for standing actions (with modifications, of course), the crouching animation blue CLSNs for crouching actions etc.; I mean, don't make new ones every time: make everything more cohesive.

There are tutorials about it, like this one although it's a bit outdated: http://www.kod.trinitymugen.net/#tuts
there was also a discussion about making CLSNs cover the exact same space the sprite does (which is wrong, in my opinion), like this: http://mugenguild.com/forum/topics/tutorial-part-2-collision-boxes-170309.0.html


this is a bad CLSN placement. Not only the kick has lots of priority (red CLSNs not covered by blue CLSNs), there are also too many.
What I would do, not looking at the games, just by my own judgement of what's better, and following the tutorials, would be this:

See how the blue CLSN covers the red one? Also there are less boxes too. It's all about optimizing and making them game-friendly.
Mind you, my way of putting the collision boxes might be wrong, but at least it's much better than adding too many of them.


- Also the timings on the attacks are slow for the animations and the pausetimes are too small.
pausetime = 1
not even pausetime = 1,any number

There is a pausetime = 1   ;8,10
why didn't you use the 8,10 one? Or at least something different, but fitting for the attack?







That's all for now. I didn't look too much into the supers although I saw some that are silly.
Ah, yes, there's one thing about them. The supers (which use power) give back power. That shouldn't be a thing.
Add getpower = 0,0 to the hitdef of the moves. ;)

Considering this character 110% would be wrong, there's so much to be fixed, hopefully you'll make it better (if you intend to fix it of course).
    

Re: Please forgive me. I'm sorry.

 October 26, 2019, 08:06:17 pm View in topic context
 Posted by AlexSin  in Please forgive me. I'm sorry. (Started by GeorgeMP October 07, 2019, 03:21:34 am
 Board: All That's Left

Or, you know, he could follow his damn advice!
OK, I get it now, just keep making stuff, don't seek attention, follow the rules, be nice, and just put this whole situation behind me.

Sonic guy, why the hell are you not doing this?
Keeping saying "I'm sad praise me" does nothing!
Come on!
    

Re: Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding!

 October 23, 2019, 11:49:57 am View in topic context
 Posted by AlexSin  in Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

Jmorphman wasn't going to code it in PotS style, if I recall correctly. Sure, there are some effects that could say otherwise but I think those were just placeholders for the real hitsparks and graphical effects.
    

Re: FeLo's Horror Circus

 October 23, 2019, 11:44:46 am View in topic context
 Posted by AlexSin  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

    

Re: Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding!

 October 20, 2019, 05:19:59 pm View in topic context
 Posted by AlexSin  in Billy, the Blue Mighty Morphin' Power Ranger - Jmorphman coding! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

If the coder feels like releasing the character he will, don't ask that to the spriter.
    

Re: Contributor Suggestion Thread

 October 17, 2019, 06:32:29 pm View in topic context
 Posted by AlexSin  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

Guillotine for contributing to Soy Sauce's Yamazaki with sprites (not sure if the character is already out though).
    

Re: FeLo's Horror Circus

 October 17, 2019, 06:30:33 pm View in topic context
 Posted by AlexSin  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

I also ripped all the portraits of the characters from that GBA game. ;)

The picture looks fine, the shine on the tip of the closest boot could go away since it's shadowed (it doesn't get light)... or maybe it's for reflection...? I don't know.
    

Re: [Theme Thread] CVS Sprite thread

 October 17, 2019, 06:27:41 pm View in topic context
 Posted by AlexSin  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Her eyes (or eye, since there's just one) are too far apart from each other.

Edit: sorry, I didn't read the sprite correctly, she's winking and her eyes are correctly positioned.