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Bane84

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Messages by Bane84

    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 April 05, 2024, 04:34:05 pm View in topic context
avatar  Posted by Bane84  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Just out of curiosity: is your "Save the Animals!" a reference to the recurring Games Done Quick meme?
    

Re: I got a C&D mail from Interplay...

 September 19, 2023, 02:16:19 pm View in topic context
avatar  Posted by Bane84  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left

    

Re: Mortal Kombat 1 (2023)

 May 18, 2023, 05:28:16 pm View in topic context
avatar  Posted by Bane84  in Mortal Kombat 1 (2023) (Started by Macaulyn97 February 24, 2023, 12:22:56 am
 Board: Fighting Games

I wonder how people are going to abbreviate the game title.  I'm for MK1R (Mortal Kombat 1 Reboot) personally.
    

Re: Random Topic V10

 February 10, 2023, 03:00:29 pm View in topic context
avatar  Posted by Bane84  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

I've been curious: what's been the state of the Guild/Mugen community in general?  Lately it seems like all I'm seeing is:
  • Posts here in the Guild every now and then (maybe like 1-2 every few hours).  Someone is still keeping the lights on (thanks for that!)
  • Drama is still a thing.
  • Occasional new releases.
  • Ikemen GO/Mugen alternatives are thriving.
    

Re: Best Resource for Fighting Game Standards?

 June 15, 2022, 02:01:08 am View in topic context
avatar  Posted by Bane84  in Best Resource for Fighting Game Standards? (Started by Bane84 June 12, 2022, 03:37:59 pm
 Board: M.U.G.E.N Development Help

    

Best Resource for Fighting Game Standards?

 June 12, 2022, 03:37:59 pm View in topic context
avatar  Posted by Bane84  in Best Resource for Fighting Game Standards? (Started by Bane84 June 12, 2022, 03:37:59 pm
 Board: M.U.G.E.N Development Help

By standards, figure you have the "all around" character like Mario in Smash Bros, Ryu in Street Fighter, SpongeBob in Nickelodeon All-Star Brawl, etc.  The "standard/baseline" would involve attributes such as:
  • Amount of air time (in frames) after a jump.
  • Typical frame data for all normals.
  • Damage output.
  • Life/Attack/Defense values.

My MK Too game currently stands at 67 characters, but they were all created from the same basic template.  A majority of the attacks were copy/paste with little regard for factors such as damage output, hit stun, frame data, etc.  Before I start adding new characters, I'd like to go through the entire roster again, classify the trope that each character falls into (Grappler, Glass Cannon, Fragile Speedster, Zoner, etc) and readjust their attributes such that their character trope can be properly applied.
    

403 Forbidden?

 March 15, 2022, 01:27:08 am View in topic context
avatar  Posted by Bane84  in 403 Forbidden? (Started by Bane84 March 15, 2022, 01:27:08 am
 Board: Feedback

I'm not sure what's been going on with the site recently but as of Saturday afternoon every time I try to access my page on here (or other users like Kamakaze), I'm met with a 403 error.  Is it just me?
    

Re: Nickelodeon All Star Brawl

 February 03, 2022, 06:49:12 pm View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 pm
 Board: Fighting Games

Spoiler, click to toggle visibilty
    

MK Too Public Beta Version 3 Released (Mugen 1.1/Ikemen GO)

 December 23, 2021, 07:00:00 pm View in topic context
avatar  Posted by Bane84  in MK Too Public Beta Version 3 Released (Mugen 1.1/Ikemen GO) (Started by Bane84 December 23, 2021, 07:00:00 pm
 Board: Your Releases, 1.0+

Oh hi.  Here's an early Christmas present.

Changes
  • 12 new characters added including 4 secret characters.
  • Various bug fixes and AI tweaks.
  • More character rebalancing across the entire roster.
  • A port to Ikemen GO, which utilizes the character unlocking feature for the secret characters.
    NOTE: The Mortal Kombat stage finishers in their current form are incompatible with Ikemen GO due to differences in how the camera acts with specific bounds and Z-offsets.  Rather than attempting to convert over 60+ characters to utilize the Ikemen GO standard for stage interaction, I opted to just forego the Mortal Kombat stages completely in the interest of retaining compatibility with Mugen.
  • Expanded the Troubleshooting section to include questions for Ikemen GO.
  • Added a character filter (top right) to narrow down specific character traits.

New Characters
  • Ra - The Egyptian pharaoh.
  • Jim Bob - A parody of redneck stereotypes.
  • Master Baiter - Don't let his name fool you.  He's a master angler.
  • Sanna - Yoga is good for your health.  Namaste!
  • Atlas - What he lacks in speed he makes up for in power.
  • I.C. Wiener - Nevermind what Futurama says.  He really exists!
  • Demi - A Gyrokinesis user.
  • Ace - A volleyball player.

Screenshots
Spoiler, click to toggle visibilty

As always, you can download the game and view the movelists for each character at my site:
http://network.mugenguild.com/bane84

Special thanks to:
  • The Ikemen GO team for helping troubleshoot bugs I came across when working on the port.
  • The MugenGuild team for hosting my works.
  • The many Mugen content creators for providing stages and graphics.

Have fun.
    

Re: Ikemen GO bug reports

 December 08, 2021, 05:02:17 am View in topic context
avatar  Posted by Bane84  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

I think I ran into a bug in Training Mode.  I've got a bunch of slots that are for secret characters until specific unlock criteria is reached.  Until then, they're supposed to be treated as random slots.  When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character.  Note that I removed the default training character from the config.json file so I could manually select a character to train against.

Also note that I am using a custom motif.

EDIT: I tried a few other modes and it happens there too:
  • Quick Match with P2 cursor.
  • Watch Mode with P1 and P2 cursor.
    

Re: Nickelodeon All Star Brawl

 December 07, 2021, 06:31:24 pm View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 pm
 Board: Fighting Games

I hate Mondays.

    

Re: Ikemen GO

 October 10, 2021, 04:57:48 pm View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Thanks for the troubleshooting ideas.  I'll give those a try.

I've run into another bizarre graphical issue.  The Metro City Gym stage appears different between Mugen and Ikemen GO.  For some reason, this stage's graphics were implemented by inserting the background elements as tiles piece by piece in a grid like fashion where each tile is in a specific part of the background, then the stage DEF file inserts them all at the same origin point.  There's over 1000 tiles in all.  Not sure why it was implemented this way.

I'll let the differences speak for themselves:
Mugen
Ikemen

Any ideas on how I could fix this in Ikemen?
    

Re: Super Smash Bros Ultimate

 October 05, 2021, 07:55:51 pm View in topic context
avatar  Posted by Bane84  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

I was legit  :mcry: during that reveal trailer.  Not only is my favorite crossover game finally drawing to a close, but the character they chose is one from a game I played when I was fresh out of high school and beginning my journey to adulthood...

When one chapter ends, another begins.  I can now look forward to Nickelodeon All Star Brawl and the reveals it brings.
    

Re: Ikemen GO

 September 29, 2021, 03:56:31 am View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Any idea on how to resolve the problem where when the user opens the Windows version of Ikemen GO, there's no video (black screen) but audio?  I'm pretty sure it has something to do with their graphics card (Intel vs nVidia).  I did some research to see if a solution has already been found (like a configuration change), but I was unsuccessful.
    

Re: Ikemen GO

 August 24, 2021, 03:34:37 pm View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

Spoiler, click to toggle visibilty

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?

Wait... these 2 images do not have the same resolution.
The Mugen one is 1920x1440 and the Ikemen Go one is 1920x1080.

I did what Taybear suggested and got the resolution I wanted.  Sorry I didn't clarify.
    

Re: Ikemen GO

 August 15, 2021, 02:12:29 am View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

IKEMEN
MUGEN

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?
    

Re: Ikemen GO

 July 19, 2021, 03:10:22 pm View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

For now, it's maybe worth pointing that Taybear and I released a version of The Pit 2 that uses AttachedChar and integrates the fatality without any code char-wise.

Yes, I'm already aware of this.  I've utilized all of Taybear's legacy Mortal Kombat stages for my stage finishers.  I want my game to be compatible with both MUGEN and IKEMEN.  I would prefer not to have to go through the process of having to develop IKEMEN stage finishers for every stage which would also involve needing to rip the code out of every character in my game (I currently have 65 characters).
    

Re: Ikemen GO

 July 19, 2021, 12:33:25 am View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I've run into another compatibility issue between MUGEN and Ikemen GO.  Since MUGEN doesn't have native support for stage finishers, I created a workaround using internal character code working in tandem with the stage (in this case: The Pit II by TayBear).  The relevant code in the stage.cfg file is as follows:
Code:
[Info]
name     = "The Pit 2"
author = "Taybear"
mugenversion = 1.0

[Camera]
startx = 0
starty = 0
boundleft = -585
boundright = 585
boundhigh = -150
boundlow =  480
verticalfollow = 1
tension = 80
floortension = 90

[PlayerInfo]
p1startx = -80
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 80
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound   =  720

[Scaling]
topz     = 0       
botz     = 50     
topscale = 1       
botscale = 1   

[Bound]
screenleft = 35
screenright = 35

[StageInfo]
zoffset        = 212
autoturn       = 1
resetBG        = 1

Note the boundlow of 480.  What's supposed to occur in the stage finisher is a character is uppercut, then they fly up and down past the bottom of the screen where the camera should proceed to scroll downwards a short distance before stopping.  Internal character code handles the rest of the finisher.

The issue I'm running into is the difference in how the stage appears:
Mugen 1.1
IKEMEN GO

When I perform the finisher despite the camera positioning in IKEMEN, it acts the same as it does in MUGEN.  I'm obviously going to have to change some configuration to fix the camera's Y positioning, but I'm not sure what it is.
    

Re: Nickelodeon All Star Brawl

 July 13, 2021, 08:09:08 pm View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 pm
 Board: Fighting Games

    

Re: Nickelodeon All Star Brawl

 July 13, 2021, 07:40:37 pm View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 pm
 Board: Fighting Games

Nigel Thornberry is SMASHING.