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beterhans

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Messages by beterhans

    

Re: MUGEN 1.1 Video tutorial on 3D Parallax Stage (Width Type)

 November 18, 2019, 06:44:49 am View in topic context
 Posted by beterhans  in MUGEN 1.1 Video tutorial on 3D Parallax Stage (Width Type) (Started by beterhans June 23, 2019, 06:17:53 pm
 Board: Tips, Tricks, Tutorials

Interesting video.
 Now when the sprite has no displacement (in x), how do you calculate the scaledelta parameter?  :book:

In the sff= 0, 0
In the def => start = 0, 440

[BG 3D_Wall_right]
type         = normal
spriteno      = 0, 1
start         = 0,440
delta      = 0.45217, 1
mask      = 1
scalestart      = 1,1
scaledelta   =    ;value 1 = 1/0 * 1?

I didn't get your point? can describe it more in detail?
    

Re: [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed]

 November 13, 2019, 07:09:27 am View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

Perhaps I am mistaken, but what these games do is apply textures to 3D objects and transform them in 3D space; because MUGEN naturally doesn't support this, most people rip such effects as they are rendered in-game by hiding the background, HUD, and characters.

you are right
the original game have 3D functions
but if I just photoshop the screenshot the qulity will be bad. some of the fx is kinda transparent. I can't remove the background.
    

Re: [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed]

 November 12, 2019, 05:37:07 pm View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

Does anyone know a good way to turn 3D texture into the shape in the game?



if yes what key word should I search?
    

Re: ARAWN

 November 04, 2019, 05:19:11 pm View in topic context
 Posted by beterhans  in ARAWN(2019/11/3 Update) (Started by MU_CSX November 01, 2019, 08:11:59 pm
 Board: Your Releases, 1.0+

You know you could use imgur for the image, since Photobucket now blurs the pictures for anyone without a thing to make it not blurry, along with the watermark.
My ISP blocked imgur.
I cannot access it.
I uploaded the image to below site.
https://qxmugen.com/character/15187

I believe China also blocked MugenGuild? at least very very slow access. (almost can't open)

I could help you got your image
use this one

https://i.imgur.com/6AIB4ZW.jpg

by the way
very good character!
highly recommended!

one suggestion is you should put all your characters in one link. so people are able to find all of them.
    

Re: An Explainer on POTS 'style'

 November 04, 2019, 02:22:05 pm View in topic context
 Posted by beterhans  in An Explainer on POTS 'style' (Started by Umezono September 20, 2019, 04:13:52 pm
 Board: M.U.G.E.N Discussion

Different people understand different things

for me POTS style is just
CVS2 system character without grove

and why I like it

since too many groves need to remember it give me headache
so POTS style solve this problem. all in one great!
    

Re: [WIP]DBFCI - MISAKA Mikoto[a video to show off how ACCURATE is she]

 October 31, 2019, 06:26:39 pm View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

    

Re: Fastest/Efficient Way of Doing 250 pcx files?

 October 30, 2019, 04:11:58 pm View in topic context
 Posted by beterhans  in Fastest/Efficient Way of Doing 250 pcx files? (Started by extravagant October 17, 2019, 09:29:43 am
 Board: Development Resources



I have about 250-300 of these files that I need to convert to indexed, with a pink transparent background, however is there and fast or efficient way to doing this instead of one by one?

you just need one set of them
others can use the angle parameter in the explod contoller
    

Re: Show off a feature in my characters which nobody cares

 October 17, 2019, 01:57:22 pm View in topic context
 Posted by beterhans  in Show off a feature in my characters which nobody cares (Started by beterhans September 08, 2019, 05:57:04 pm
 Board: M.U.G.E.N Discussion

I mean, I suppose people can argue against the idea that they don't want to be interrupted, but at the same time, it seems like a really useful idea. Like... if you're in the middle of about to lose, and then your partner can save you barely in time... now that is what I would call an epic play if you then win. Of course, I get it, nobody wants to be interrupted like that, but still... its fascinating.
What you call epic play I call getting robbed by a bad mechanic.
Not all characters have quick throw animations. Being able to call your partner to interrupt a throw just makes turtling a stronger strategy since it removes a key method to getting through guards + removes a mix up option. You basically make throws useless.

Again...
Throws being invincible once they hit is a thing in Fighting games in general, not just Mugen.

There's a reason why it's like this.

just like real life, if your friend been grab by someone and getitng throwed you want to help him by stop the throw
i just can't withstand the fact you need to watch your friend get tortured by other side (especially super long throw) and can do nothing about it.

the real reason why it's like this is....
it is sample to code.
the coder just need to think about one out come. and do the coding.

but if the throw is breakable like the demo in the video it's very complicated compare to invincible one.
the thrower need to check the state of the one who is getting throwed. is he in the state i expected?
if not where is him? what should i do? based on what, what animation should i play?
the one who getting throwed also need to check many questions.
like who is throwing me?
is he still doing the job?
if he is hit by another guy and lost me? what should I do?
should I fly away? or apply gravity?
when should i touch the ground?

but if the throw is invincible. non of the above need to be checked.

    

Re: Widescreen stages rendering incorrectly on 1.1

 October 09, 2019, 09:05:57 am View in topic context
 Posted by beterhans  in Widescreen stages rendering incorrectly on 1.1 (Started by Norik October 05, 2019, 08:36:57 am
 Board: M.U.G.E.N Configuration Help

Video resolution is actually a very helpful setting on Mugen 1.1.  You can use hardware scaling to produce a very crisp image on any monitor resolution.  I have my gameheight/width at 1920x1440 (640x480 300%) and scale it down to my monitor's 1920x1200.  This is much better than what was possible on Mugen 1.0.

this will scratch your sprite I guess everything will be pressed down.
    

Re: How long does it take you (on average) to make a character?

 October 09, 2019, 09:01:56 am View in topic context
 Posted by beterhans  in How long does it take you (on average) to make a character? (Started by Kolossoni October 08, 2019, 10:46:45 am
 Board: M.U.G.E.N Discussion

6 month for a char have template
1-2 years for a char start from new.

less than this
the char's quality is low
    

Re: Widescreen stages rendering incorrectly on 1.1

 October 09, 2019, 07:34:28 am View in topic context
 Posted by beterhans  in Widescreen stages rendering incorrectly on 1.1 (Started by Norik October 05, 2019, 08:36:57 am
 Board: M.U.G.E.N Configuration Help

Oh, that did the trick. Not sure why it wasn't there in the first place but it works fine now. StageFit=0.

Thanks.
stagefit should be 1
you mugen game resolution should be 1280x760 not 640x480

video resolution should be ignored (commented)

you can try my prev-configed mugen with all native 16:9 stages (not forced widescreen will cause cut)
http://mugenguild.com/forum/msg.2447082



What does it mean for statefit = 0
if the game resolution ratio is not fit with the stage resolution ratio, cut the stage not show some part of it to maintain game resolution.
What does it mean for statefit = 1
if the game resolution ratio is not fit with the stage resolution ratio display full stage but add black bar to it to maintain correct stage ratio.
    

Re: [WIP]DBFCI - MISAKA Mikoto[Finished Support CHARACTER MENU]

 September 28, 2019, 08:05:31 am View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

    

Re: [WIP]DBFCI - MISAKA Mikoto[Finished Support CHARACTER MENU]Sep 2019

 September 25, 2019, 07:22:29 pm View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

===== 2019 Sep ======
Now the Sub Character selecting menu has been finished


    

Re: flipping issue when using AngleSet with missiles

 September 25, 2019, 07:21:38 am View in topic context
 Posted by beterhans  in flipping issue when using AngleSet with missiles (Started by ReddBrink September 12, 2019, 03:53:29 am
 Board: M.U.G.E.N Development Help

    

Re: Where can I find MUGEN1.1beta Stages?

 September 25, 2019, 06:46:44 am View in topic context
 Posted by beterhans  in Where can I find MUGEN1.1beta Stages? (Started by Slivern September 22, 2019, 07:08:03 pm
 Board: M.U.G.E.N Discussion

Hi

The Absolute No.1 Mugen 1.1 stage maker is Margatroid
http://mugenguild.com/forum/profile/area.showposts/sa.topics;u=50866

But his 16:9 version of stage make your Character looks too big. (4:3 is all OK)
It require you to modify (localcorrd in every character in your mugen to adapt the 16:9 version)
the modification may cause bug in the character.

I've tried to modify his work into a general 16:9 version which doesn't need you to make change to the character and the character still looks in good size. (but this kind of stage is not popular at all, no body pay attention to this problem)

here are some example of so called general 16:9 stage (character at right size no need to modify)
Make sure your set stagefit = 1 in your mugen.cfg

http://mugenguild.com/forum/msg.2443559

http://mugenguild.com/forum/msg.2450162

http://mugenguild.com/forum/msg.2449714



    

Re: MUGEN character tier list

 September 24, 2019, 07:46:01 pm View in topic context
 Posted by beterhans  in MUGEN character tier list (Started by Marshall September 24, 2019, 10:33:15 am
 Board: M.U.G.E.N Discussion

As the title describes, does anyone know/accept/heard of the tier list system in MUGEN?

I saw Mugen chinese&japanese&korean players using this system for a long period of time, however when I asked same question to english-speaking players, most of them said that they do not really accept/heard of this system before.

Most of the characters now are only defined by 'normal' or 'cheap'

Is it neseccary to make different level characters into more small segments?

Maybe it will be more convinence to identify which character is best to battle with another similar levels, just like the rule of Weight class in Boxing and other Sport competitions...

I am sorry if there is any offensive sentences!

The Tier list does NOT reflect how good a character is.

How strong a character is determined by 2 factors
1. the body / like a car (move that the char can do,  invensible time?, how hard how fast can the char hit others, how many combo can the char do)
2. the AI / like the driver (when to do what)

for example
Now you have
a stupid driver(AI) with a rocket(cheap character) which he can just push a button and win the race. (the top tier)
an ok driver(AI) with a F1 race car(boss character)
an amateur(AI) with a Lamborghini (normal character)
a Pro driver(AI) with a normal family car(weak character)
and
the Best driver(AI) with a bike (kfm)

under current tier system the stupid driver(AI) will be at the top.

For me
the ideal ranking for character (body) is
how balance it can be. how many feature it have. less bug, reasonable damage. and you should able to enjoy it.

the ideal ranking for AI is
drive a reasonable body and act like a Pro human player.
    

Re: An Explainer on POTS 'style'

 September 24, 2019, 07:09:51 pm View in topic context
 Posted by beterhans  in An Explainer on POTS 'style' (Started by Umezono September 20, 2019, 04:13:52 pm
 Board: M.U.G.E.N Discussion

Mmm...

All my works are POTS style too hehe...

my reason I love POTS style is
CVS2 have so mannny grooves. I can't remember them, but POTS able to mix all of the moves just in one grooves and thats what I wanted.

    

Re: [WIP]DBFCI - MISAKA Mikoto[Finished power gauge]Sep 2019

 September 23, 2019, 06:04:59 pm View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

===== 2019 Sep ======

Finished power gauge

I believe this can be reused again for other chars (serve as template may be)

    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 21, 2019, 06:15:55 pm View in topic context
 Posted by beterhans  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

COOOOOL!

if you keep doing it
it could be the real 1.1 release?
    

Re: [Maybe]DBFCI - MISAKA Mikoto[CS Finished and now can walk around]

 September 19, 2019, 06:37:24 pm View in topic context
 Posted by beterhans  in [WIP]DBFCI - MISAKA Mikoto[ALL Pallet Done! Help needed] (Started by beterhans August 09, 2019, 06:44:59 pm
 Board: Projects

===== 2019 Sep =====
She will be my 1st 720p character if I could finish her
I guess in 1 or 2 years?
just finished CS and sff.
and I found I need to decide her size.
since her sprite is too small at 720p compare to other mugen characters. so I need to scale her.