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YugaCurry

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Messages by YugaCurry

    

Re: Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 14, 2024, 02:30:12 pm View in topic context
 Posted by YugaCurry  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Thank you. Much appreciated.
    

Re: Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 14, 2024, 02:34:32 am View in topic context
 Posted by YugaCurry  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Could you add an intro to RagingRowens Akuma/shin too cuz that's basically just an edit of  Deathscythe's. Strangely ryus intros work for deathscythes akuma but not for RR's inspite of the author name being the same in both.
    

Re: DeathScythe WIPs

 March 30, 2024, 07:41:40 am View in topic context
 Posted by YugaCurry  in DeathScythe WIPs (Started by DeathScythe July 05, 2018, 09:06:25 pm
 Board: Projects

Didn't feel like creating a topic for this, but
Akuma got a small update:
- Added intros vs KarmaCharmeleon's upcoming Ryu and Evil Ryu
- Corrected a typo in Shin Akuma's def file
- Reorganized config.txt so now it is ONE config file for all modes
- Added small sparks option to config.txt (like I did for Ingrid and Sakura)
- Akuma and Shin Akuma now uses their CvS default palette instead of my original default ones
- Removed some unused content

Download is the same as always:
https://crepa.neocities.org/mugen/chars

I don't like making promisses but... consider this a prelude for a bigger update. :P

With Akuma's SF6 release around the corner, you'd have a lotta new ideas for him.
    

Re: Weird AIR

 March 29, 2024, 03:04:51 pm View in topic context
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

Ah, I see.
Lowering the number can work, but I'm not sure.
Another thing you can do is check the "version" in the character's .def, and change it to 1.1 if it's not already.

Lowering the numbers did work. Guess you learn something new everyday. Thanks guys.
    

Re: Weird AIR

 March 29, 2024, 06:23:36 am View in topic context
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).

But aside from this, the code sure looks weird. These negative values in sprite group make no sense.

What exactly are you trying to do? Or are you just curious about the weirdness of it? ;P

I use custom ports so I need to switch the sff to the 32 bit version but doing that makes the sprites 'invisible' so to speak. Do you think renumbering the questionable set of sprites to a lower number where FF3 wont spaz out will work?

65536-6359=59177

that's the number you're trying to find.

Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.

What if I change the group to a number lower than half of 65536?
    

Weird AIR

 March 28, 2024, 08:04:25 pm View in topic context
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

This pertains to Varo Hades' Superman.

His heat vision codes look like this (For Light version)

;LP Laser Vision
[Begin Action 1005]
1011,0, 0,0, 0,, A
-6359,24, 60,-90, 2,, A
Clsn1: 2
  Clsn1[0] = 18, -110, 385, -79
  Clsn1[1] = 354, -85, 354, -80
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
Clsn1: 3
  Clsn1[0] = 18, -107, 533, -79
  Clsn1[1] = 381, -111, 383, -82
  Clsn1[2] = 236, -1, 236, -1
-6359,21, 72,-78, 2,, A
-1,0, 0,0, 1,, A
-6359,22, 100,-90, 2,, A
-1,0, 0,0, 1,, A
-6359,24, 150,-90, 2,, A
-6359,27, 180,-90, 2,, A
-6359,27, 210,-90, 3,, A

I cannot for the life of me find any sprite numbered 6359 and the - symbol is confusing as hell. What's weirder is that the actual sprite used for laser vision is group 59177 but that doesn't even show up in the AIR file or any other file and yet the sprite shows up fine in mugen so I'm totally lost as to how a sprite that hasn't been coded, get called out by the engine.

What's strange is that when i save the sff as 1.1(SFFv2) or even 1.0 the laser vision sprite won't show up. It only shows up in the beta sff pre 1.0 version
    

Re: M.U.G.E.N Screenshots V3

 March 08, 2024, 08:22:04 am View in topic context
 Posted by YugaCurry  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion



The cheapest way to make your mugen look like an arcade cabinet.
    

Re: 3D Stages are Here! a fairly comprehensive guide

 January 26, 2024, 07:42:52 am View in topic context
 Posted by YugaCurry  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

are they really 3D??
i wonder this since from what i have seen is just a 2D stage and nothing out of the world since can be done (has been done) on mugen 1.1
for example can i just paste a 3d map on the engine and will run it? it use the general map format of obj or something different?
let's be honest most of the so called 3D aren't really 3D stages on ikemen in fact i tested the so called 3D stages on mugen 1.1 and worked without issues so how is it even a feature if the stages can be used on regular 1.1
this reminds me of netplay implementation "is unique and is the first time  it has been done on mugen" well nope paintown did it,you could set up hamachi to play online with 1.1 (kinda tricky and risky to do but can be done) in fact i laughed when they said "is similar to lunaport for 2D fighter maker" yet it isn't even close (press join...wait 40 minutes...nothing is shown....wait an hourstill nothing...give up on testing ikemen go online....how did it even work??)
some kind of reminder "pre rendering on blender and creating the sprites there doesn't make it 3D point being donkey kong for snes isn't a 3D game"

Whole lotta rambling. Check this channel : https://www.youtube.com/c/violinken
    

Re: DBFZ Wasteland

 January 01, 2024, 02:12:41 pm View in topic context
 Posted by YugaCurry  in DBFZ Wasteland (Started by jafar December 30, 2023, 09:03:50 am
 Board: Your Releases, 1.0+

    

Re: DMCV Red Grave City

 January 01, 2024, 07:12:41 am View in topic context
 Posted by YugaCurry  in DMCV Red Grave City (Started by jafar December 31, 2023, 10:11:55 pm
 Board: Your Releases, 1.0+

You've got 2 stages in one zip by accident.
    

Re: DBFZ Planet Namek (Destroyed)

 December 31, 2023, 10:35:29 am View in topic context
 Posted by YugaCurry  in DBFZ Planet Namek (Destroyed) (Started by jafar December 31, 2023, 09:41:51 am
 Board: Your Releases, 1.0+

Finally, the stage I've been waiting for.
    

Re: IKEMEN Screenshots

 December 29, 2023, 03:59:28 pm View in topic context
 Posted by YugaCurry  in IKEMEN Screenshots (Started by Slayer. August 31, 2023, 07:22:24 pm
 Board: Ikemen General Discussion and Help

    

Re: AI Generated Stages - Regional Selection

 December 18, 2023, 03:20:01 pm View in topic context
 Posted by YugaCurry  in AI Generated Stages - Regional Selection (Started by MatreroG November 10, 2023, 10:38:52 pm
 Board: Your Releases, 1.0+

Love the Favela. Its so crisp and vibrant and you have animated elements too. Most AI stages are static and blurry but you're consistent with your prompts and output. Can't wait to see more.
    

Re: Adobe programs

 December 09, 2023, 02:27:35 pm View in topic context
 Posted by YugaCurry  in Adobe programs (Started by demongorne December 09, 2023, 02:22:24 pm
 Board: Off-Topic Help

These are expensive software that you can download from the adobe website and use by paying a subscription fee. You could search the web for cracks but the consequences are yours to deal with. Also your PC specs seem inadequate to run the latest versions.
    

Re: Ikemen GO

 December 05, 2023, 06:01:24 pm View in topic context
 Posted by YugaCurry  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Really like how IKEMEN work better than MUGEN.
But, I'm still waiting for stagefit add on it for the next updates.

Yea, this. Was gonna switch all my assets over to Ikemen for good but the lack of stagefit/systemfit is a deal breaker so holding off until then.
    

Re: Yomi-no-kuni 1.1 - AKUMA STAGE

 September 24, 2023, 07:51:21 am View in topic context
 Posted by YugaCurry  in Yomi-no-kuni 1.1 - AKUMA STAGE (Started by creativeprecursor September 23, 2023, 07:29:46 pm
 Board: Your Releases, 1.0+

This is actually pretty well done. Aside from the blur/anti aliasing that could be reduced a bit it comes together very nicely. Vibrant colors.
    

Re: Highway Interception (Originally from Vegaz) Updated.

 September 08, 2023, 08:20:17 pm View in topic context
 Posted by YugaCurry  in Highway Interception (Originally from Vegaz) Updated. (Started by Kamui_De_Los_Vientos September 08, 2023, 07:19:56 pm
 Board: Edits & Addons 1.0+

You need to fix the airplane animation as it starts a little to the left once it rises up.
    

Re: M.U.G.E.N Screenshots V3

 September 04, 2023, 03:47:50 am View in topic context
 Posted by YugaCurry  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: M.U.G.E.N Screenshots V3

 September 03, 2023, 06:33:43 am View in topic context
 Posted by YugaCurry  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: M.U.G.E.N Screenshots V3

 September 01, 2023, 05:07:43 pm View in topic context
 Posted by YugaCurry  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion



Trying to get as close to a CRT as possible