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Messages by argyone

    

How to make Chars use default Mugen Hitsparks?

 March 29, 2022, 04:02:12 pm View in topic context
 Posted by argyone  in How to make Chars use default Mugen Hitsparks? (Started by argyone March 29, 2022, 04:02:12 pm
 Board: M.U.G.E.N Configuration Help

So ive downloaded the Pots Hitsparks for default Mugen and i wondered i there is a simple solution to make all characters just use the default system hitsparks (in this case the freshly downloaded pots ones) without editing the characters.

Is there an Option to tell all characters to ignore custom ones and just use the system-ones ?

Thx :)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 October 01, 2020, 07:47:15 pm View in topic context
 Posted by argyone  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests




where to download the stage ?

thx :)
    

Re: Retroversus 2K20 || NEW || 4-26-19 || EndGame Event!

 July 08, 2019, 06:18:11 pm View in topic context
 Posted by argyone  in Retroversus 2K20 || NEW || 4-26-19 || EndGame Event!  (Started by Ace-Million April 26, 2019, 08:13:41 pm
 Board: Your Releases, 1.0+

any way how to get just all stages without downloading 2,6 Gb ?
i ve tried viral blogspot but i cant seem to find it. no offense but im mostly intrested in the stages, rather than the chars/fullgame.

ps: i saw on your FB account that there was a screenshot of an edit of burnt remains stage w/ purple fireflies. is this one included ?
    

Re: BROLY UPDATED!

 July 04, 2019, 07:29:16 pm View in topic context
 Posted by argyone  in CvS3 BROLY by Mr. Ansatsuken! (Updated, 04-07-2019)  (Started by Mr. Ansatsuken June 23, 2019, 02:15:00 am
 Board: Your Releases, 1.0+




- i think his transformation intro is kinda very long, it feels like the half of the time would be still more than enough.
during the intro the flash/lightning is cutted out when playig with static zoom (0.75) , it would look better if it was whole screen or cleaned up/blurred on the edges/frame a bit. this only occurs (of course) if zoom is disabled in his config.

Yeah, it's pretty long, but that's why it's got a small chance of appearing.
(Unless you're starting the Arcade Mode or facing him as a boss)


k, anything about the lightning/flash problem for the long intro when playing with static zoom?



- during his move right before he "spits" out energy from his mouth you added some images which really feel out of place quality wise (where he screams)... the video sequence after that looks superb (spitting), but the images right before that look blurry af and in contrast to all your other FX really bad... might be better to add an explosion/green light beam/whatever instead of them or just delete them and make the spitting animation video just after the uppercut.

Thanks, but tbh that one scene is my favorite scene from Dragon Ball Super Broly!
So there's no way I'm removing the spitting animation, haha.

No i mean the spitting animation itself is very fine ( one of the best parts of the move), its just the screaming animation right before that as you can see in your first video at 00:15 sec - 00:18 sec. i mean thers a huge difference of quality between that and the spitting video itself, this would look better imo if you just chain the uppercut to the spitting video and then the spitting itself. just sayin.


- idk the name of the move right now, but when he throws this genkidama like bomb to the ground, its cool to see the energy wave in his hand right before it explodes, but i think you could place him even lower (camera wise) so we can see his face too / maybe with a diabolic laughing ?

That's a pretty neat idea. I may do that in the future, honestly.

nice to hear, really looking forward to that :)

off topic : man i wish the trend to EX moves would die... i realy hate the yellow flashing and I (personally) like to see some cool, easy to execute flashy hypers/supers instead of wasting my meter for something thats slightly better than a normal move and could be executed like D, DF, F + a/b/c f.example..
(btw this would be actually a true Boss version of him - EX moves swapped with the normal ones without EX effect or Meter drain... )

maybe something like Infinites old creations for the SvK Game PLUS Zero Counter, FX etc - THAT would be a badass Boss Broly !
any chance you could provide some help how to recode/remap to that format ? i tried to look into the cmd but im not a great coder and i couldnt relate to the names of the moves - looks really tricky to me : D  any advise would be appreciated, since english is not my native language :)

Y'know... EX Moves are no trend.
They've been a thing since Street Fighter III in the 90's, and it's always been a core mechanic in this one specific (PotS') format.
So... the EX moves are stayin', and the Super commands remain the same.
It's just part of the format, haha.

yeah i know, im just sayin that for me personally i never liked EX moves. is there any chance you can PM me about how to remove them and remap the moves to pull off like SvK format ? i know how to remap but i dont get which move is what from just looking at the cmd (sry to noobish for that) :D


thx in advance and im looking forward to your next creations  :nuttrox:

Thanks dude, Chi-Chi is coming really soon! :mlol: :mlol: :mlol:


niiceee, any plans if and when you release goku and vegeta in cvs3 format ? :)
    

Re: CvS3 BROLY by Mr. Ansatsuken! (Updated, 23-06-2019)

 June 30, 2019, 05:02:54 pm View in topic context
 Posted by argyone  in CvS3 BROLY by Mr. Ansatsuken! (Updated, 04-07-2019)  (Started by Mr. Ansatsuken June 23, 2019, 02:15:00 am
 Board: Your Releases, 1.0+

first of all i have to say, this is a masterpiece. best broly in mugen ! thanks for your hard work :)

1-2 things :

- i think his transformation intro is kinda very long, it feels like the half of the time would be still more than enough.
during the intro the flash/lightning is cutted out when playig with static zoom (0.75) , it would look better if it was whole screen or cleaned up/blurred on the edges/frame a bit. this only occurs (of course) if zoom is disabled in his config.

- during his move right before he "spits" out energy from his mouth you added some images which really feel out of place quality wise (where he screams)... the video sequence after that looks superb (spitting), but the images right before that look blurry af and in contrast to all your other FX really bad... might be better to add an explosion/green light beam/whatever instead of them or just delete them and make the spitting animation video just after the uppercut.

i adjusted his x/y scale to 0.76 to lessen pixelation because 0.78 was to big and pixelated (for me)... anything between 075/0.76 would be the perfect fit (just saying so u can try it out and see 4 yourself)

- idk the name of the move right now, but when he throws this genkidama like bomb to the ground, its cool to see the energy wave in his hand right before it explodes, but i think you could place him even lower (camera wise) so we can see his face too / maybe with a diabolic laughing ?

off topic : man i wish the trend to EX moves would die... i realy hate the yellow flashing and I (personally) like to see some cool, easy to execute flashy hypers/supers instead of wasting my meter for something thats slightly better than a normal move and could be executed like D, DF, F + a/b/c f.example..
(btw this would be actually a true Boss version of him - EX moves swapped with the normal ones without EX effect or Meter drain... )

maybe something like Infinites old creations for the SvK Game PLUS Zero Counter, FX etc - THAT would be a badass Boss Broly !
any chance you could provide some help how to recode/remap to that format ? i tried to look into the cmd but im not a great coder and i couldnt relate to the names of the moves - looks really tricky to me : D  any advise would be appreciated, since english is not my native language :)

thx in advance and im looking forward to your next creations  :nuttrox:
    

Re: TVC Daigo temple (Cherry Blossoms) (1.1 Only) βeta

 December 26, 2018, 07:30:39 pm View in topic context
 Posted by argyone  in TVC Daigo temple (Cherry Blossoms) (1.1 Only) βeta (Update) (Started by jafar December 25, 2018, 08:19:32 pm
 Board: Your Releases, 1.0+

one of your best stages ! congrats on the release !
now we just need a zoom version, that would be awesome.
keep up your great work ! :nuttrox:
    

Re: dbz stage fighter z namek animated

 November 17, 2018, 08:00:33 am View in topic context
 Posted by argyone  in dbz stage fighter z namek animated (Started by oscar123 November 16, 2018, 12:44:12 am
 Board: Your Releases, 1.0+

no go for me sry... 4 shared asks to log in with my social media account.. pls use another upload. thx :)
    

Re: mortal kombat Xl The kove stage

 October 11, 2018, 11:42:09 pm View in topic context
 Posted by argyone  in mortal kombat Xl The kove stage (Started by djlolo October 11, 2018, 05:58:58 pm
 Board: Found Releases 1.0+

can we have this pls with 0.75 zoom ? this stage is amazing !
    

Re: Snowy Downtown by Vegaz

 June 06, 2018, 03:16:39 pm View in topic context
 Posted by argyone  in Snowy Downtown by Vegaz (Started by Vegaz_Parrelli June 05, 2018, 10:42:39 pm
 Board: Your Releases, 1.0+

Vegaz was correct to call his stage high res. The default mugen res for a stage is 320x240

Vegaz, great release again man, you are on fire.
The stage reminds me of out of this world for the sega/Genesis/PC
Spoiler, click to toggle visibilty

yes, partly it was correct but its not just about the resolution. the "resolution-thing" has become like an unwritten law in mugen community and it makes sense, since you cant have "high-res" in 320x240 for more technical reasons. but besides that its not an indicator.
look it up for yourself and google : high resolution.

i dont wanted to sound like a "know-it-all-smartass" i was just trying to help and clarify that generally speaking in mugen community a "high-res stage" is known as the examples shown above in my previous post. i admit that some stages a re kinda like in between but normaly, when u see a HR-stage, u know its HR.

    

Re: Snowy Downtown by Vegaz

 June 06, 2018, 01:26:52 pm View in topic context
 Posted by argyone  in Snowy Downtown by Vegaz (Started by Vegaz_Parrelli June 05, 2018, 10:42:39 pm
 Board: Your Releases, 1.0+

I had some ideas to convert some gifs into stages too, they were put on hold and forgotten lol

nice stage bro, but it's mislabeled as hi-res

Thanks man. I called it hires cuz its localcoord 640×480. I was always under the impression that that was the way to define stage resolution.

nice work I seen that animated sprite animation before, I know the guys that name it too hehe awesome coding skills Vegaz :)

Thanks a bunch, OG. I'm just trying to keep up wit u.

This is dope


I've managed to reach a new audience, lately. Thanks man.


Idk what you mean by new audience but dude, you don't know how many of your stages I have in my Mugen over the past 5 or so years lol

I like my stages to have superjump and zoom and you always provide that  ;D

Woooord?! That put a smile on my face. I don't we've spoke so I didn't know. Thanks for the continued support man.

hi-res usally means that the sprites are hd-like, sharp, clearly and no pixel-art (unless u make a high-res-like super mario bros stage)

for comparison :

high-res


non high-res


example for pixel-high-res stage :


u hope u get what i mean :D
just look up some of the CVS 2 stages there are "normal" and high-res variants of some stages where u can clearly see the difference

non-high res:



high-res :


hope this helps :)

ps : i really like your stages but for me, id personally like to see more real high res stages from you :D
    

Mugen 1.1 shuts down even with 4GB patch

 May 19, 2018, 04:57:46 pm View in topic context
 Posted by argyone  in Mugen 1.1 shuts down even with 4GB patch (Started by argyone May 19, 2018, 04:57:46 pm
 Board: M.U.G.E.N Configuration Help

 so after installing the 4GB patch my mugen shuts down when i reach 4Gb ram usage, right ?
im mainly intrested when mugen free's the cache, because sometimes i can play for about half an hour without a crash, using the same stages as in another run, and then it shuts down after only 2 matches using the exact same stages and chars...

mugen crash log says its because pre-cached players are full and failed to free player cache.
i use mainly hi-res stages, but not the heavy ones like JeanB's stages with hundrets of MB size.
most of the stages I use have about 10-20 Mbs and most demanding ones have about 50MB.

i have 45 Stages and 49 chars (all from infinite SvK style) with a pretty demanding Screenpack from Ralfab (CVS3)

also i use a selfmade sweetfx and OpenGL.

My PC specs :

gtx960 2 GB strix edition
AMD FX 6300 six-core
16 GB Ram

and my Mugen.cfg file configs under "misc" section


[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 4

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled.
  ;Precaching is disabled when Rendermode=OpenGL.
Precache = 1

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 1

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 0

so my main question is : when is the player cache erased and why can i sometimes play without a crash and sometimes it shuts down after 2 battles?
any advice what i can do to make my game more stable?

thx in advance and have a nice weekend :)

ps : i know i could set unload system to =1, but then it takes ages to load so if this is somehow avoidable it would be nice.
    

Re: All that Remains by Vegaz

 May 14, 2018, 09:59:10 pm View in topic context
 Posted by argyone  in All that Remains by Vegaz (Started by Vegaz_Parrelli May 13, 2018, 03:59:39 am
 Board: Your Releases, 1.0+

thx for the sprite update :)

when i erase all of the suggested bottom code, the stage appears to "float" in the sky and i cant see the characters. to be precise, the screen stays like the first second of the intro, without characters...

mugen1.1, static zoom 0.8

any fix?
    

Re: All that Remains by Vegaz

 May 14, 2018, 04:25:03 pm View in topic context
 Posted by argyone  in All that Remains by Vegaz (Started by Vegaz_Parrelli May 13, 2018, 03:59:39 am
 Board: Your Releases, 1.0+

Very Nice Stage , great Job !
glad you're back :)

May i suggest to smooth out/ edit this texture, because ingame it looks like a line made in paint



 another small suggestion : i found this stage to fit perfectly with this theme, maybe u / or others like to give it a go :)



hope u can do something with this feedback..

pls keep up the great work, looking forward to see some other new pieces of art !
(Maybe a neat Ice-themed stage in a Factory (for Kula f.example) or something, since there are just a few decent Ice Stages in genereal and almost none in hi-res)

ps : how do i remove the intro (scroling down of the stage) ?
    

Re: Neon wave stage release

 May 10, 2018, 11:37:06 am View in topic context
 Posted by argyone  in Neon wave stage release (Started by Aura May 09, 2018, 07:07:10 pm
 Board: Your Releases, 1.0+

this would be so epic if the stars were blinking, the sun was pulsing and the floor was slightly wobbling :D

really awesome stage, anyone intrested in making animations for that one ?
    

Re: Problem - editing EX moves

 April 18, 2018, 05:19:51 pm View in topic context
 Posted by argyone  in Problem - editing EX moves (Started by argyone April 18, 2018, 11:47:48 am
 Board: M.U.G.E.N Development Help

i tried it this time with Kongoshin instead of Reppu Ken but i get this error everytime i try to edit an EX move.
i also deleted the EX entries in state.defs
so technically the EX moves are deleted from super/hyper state and cmd but i get  this error:

Library error message: Died parsing command="KongoshinEX"&&power>=500&&var(20) <= 60))

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing triggerall
Error parsing [State -1, Kongoshin]
Error in [Statedef -1]

Error in Gouken.cmd:825
Error loading chars/Gouken/Gouken.def
Error loading p1

when i just delete "KongoshinEX"&&power>=500&&var(20) <= 60))
im left with the problem that i have this line:

value=Ifelse(command="KongoshinEX"&&var(20) <= 60&&power>=500,1310,1300)

i dont know what to edit on that line of code and if i try to delete it completely i get the error that the whole state -1 Kongoshin failed.

i managed to make it work with type=null but then the whole move is disabled not just the EX part of it... im clueless :D
    

Re: Problem - editing EX moves

 April 18, 2018, 12:15:58 pm View in topic context
 Posted by argyone  in Problem - editing EX moves (Started by argyone April 18, 2018, 11:47:48 am
 Board: M.U.G.E.N Development Help

with my editings or without? because i just want to disable the EX part not the entire reppu ken

thx for the answer :)

edit : tied that and didnt work. still get an error. sry
    

Problem - editing EX moves

 April 18, 2018, 11:47:48 am View in topic context
 Posted by argyone  in Problem - editing EX moves (Started by argyone April 18, 2018, 11:47:48 am
 Board: M.U.G.E.N Development Help

so i was trying to erase and disable some EX moves on various characters (all from Infinite with the same code)

[State -1, Reppu Ken]
type = ChangeState
value=Ifelse((command="ReppuKenEX")&&var(20) <= 60&&power>=500,0,1000)
triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8)
triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3")||(command="ReppuKenEX"&&power>=500&&var(20) <= 60))
trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])
trigger2=var(5)
trigger3=(stateno = [200,450]) && movecontact && (command="ReppuKenEX"&&power>=500&&var(20) <= 60)

if i just make it like this, i get an error.

[State -1, Reppu Ken]
type = ChangeState
triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8)
triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3"))
trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])
trigger2=var(5)


i also tried it with his Kongoshin move instead of Reppu Ken but i get the same kind of  error everytime i try to edit an EX move.
i also deleted the EX entries in state.defs
so technically the EX moves are deleted from super/hyper state and cmd but when i do that i get  this error:

Library error message: Died parsing command="KongoshinEX"&&power>=500&&var(20) <= 60))

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing triggerall
Error parsing [State -1, Kongoshin]
Error in [Statedef -1]

Error in Gouken.cmd:825
Error loading chars/Gouken/Gouken.def
Error loading p1

when i just delete "KongoshinEX"&&power>=500&&var(20) <= 60))
im left with the problem that i have this line:

value=Ifelse(command="KongoshinEX"&&var(20) <= 60&&power>=500,1310,1300)

i dont know what to edit on that line of code and if i try to delete it completely i get the error that the whole state -1 Kongoshin failed.

i managed to make it work with type=null but then the whole move is disabled not just the EX part of it... im clueless, pls somebody help me  ^:)^

can somebody point me the way how to remove the EX code from this lines?

thx in advance and have a nice week

ps : post edited to have a better overview of what i already tried :)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 January 28, 2018, 01:19:26 pm View in topic context
 Posted by argyone  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Can anybody name me a few good stage-sounds/beat em up ost with rain fx in the background? i found some nice rain stages and so im searching for something (somewhat) "immersive" without editing it on my own...

alternative : can somebody name me a good free editing programm for mp3s so i can edit rain fx into the background of my favorite fighting OST tracks?

thx :)
    

Re: The Desert Sand for Only Mugen 1.1 software coded by OldGamer

 January 17, 2018, 03:27:20 pm View in topic context
 Posted by argyone  in The Desert Sand for Only Mugen 1.1 software coded by OldGamer (Started by OldGamer January 15, 2018, 02:00:51 am
 Board: Your Releases, 1.0+

nice stage! any chance to get it without the dragon?
    

Re: Mugen 1.1 OpenGL Problem after new Win 10 Update

 December 25, 2017, 03:55:22 pm View in topic context
 Posted by argyone  in Mugen 1.1 OpenGL Problem after new Win 10 Update (Started by argyone December 19, 2017, 08:45:16 pm
 Board: M.U.G.E.N Configuration Help

to use new 1.1 features and png u need opengl. thats why im asking.
as i mentioned before i have a gtx 960 and 16gb of ram so there should be no problem to handle opengl
( and as i said, it worked all fine before the update)
so its most likely to the new win 10 upgrade and i dont want to be rude or something but i asked for a solution to this specific problem, not to hear everyones 2 cents about if its working for them or not.

so yeah.. anyone who could provide actually help ?