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Messages by MugenMasterNo1

    

Re: [Beta] Riesbyfe_Stridberg released, MBAA Len, Roa updated by ⑨ 02/08/10

 February 09, 2010, 12:02:26 pm View in topic context
avatar  Posted by MugenMasterNo1  in All MBAA characters by ⑨ updated 06/07/10 (Japan time) (Started by ☠Guardian Angel★☃ February 07, 2010, 10:51:40 pm
 Board: Found Releases

    

Re: My Last Mugen Work - Stages Of My Favorite Games [I QUIT]

 February 06, 2010, 05:35:46 am View in topic context
avatar  Posted by MugenMasterNo1  in My Mugen Work, Stages Of My Favorite Games [Updated] (Started by Emetar February 02, 2010, 06:42:36 pm
 Board: Your Releases, older Mugen

Well quite a little collection there. It is only natural that we break down a little sumthin for a mugen brother as a farewell:
Well its always sad to see,
a dude leave mugen pernanently,
but imma put my money on him commin bakk eventually.
See mugen be like cocaine,
that shit dat go straight to deh brain,
once u sipp that mugen drank u neva can refrain!
    

Re: Oota Kanako by 流れ者 updated 01/27/10

 January 29, 2010, 01:26:11 am View in topic context
avatar  Posted by MugenMasterNo1  in Oota Kanako by 流れ者 updated 03/27/10 (Started by ☠Guardian Angel★☃ January 01, 2010, 08:43:07 am
 Board: Found Releases

If history has taught us anything, Private stuff is NEVER safe. There will always be a weak link in a "crew".
All it takes is an internal dispute and POW!
I think mr William already taught us that lesson.
Also the Admin should empty all those links he posted out of the recycle bin, people can still DL the stages from there even if theyre only Betas.
    

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

 January 28, 2010, 07:11:56 am View in topic context
avatar  Posted by MugenMasterNo1  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

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

 January 28, 2010, 06:32:24 am View in topic context
avatar  Posted by MugenMasterNo1  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

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

 January 28, 2010, 04:42:27 am View in topic context
avatar  Posted by MugenMasterNo1  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Oota Kanako by 流れ者 released

 January 28, 2010, 01:26:55 am View in topic context
avatar  Posted by MugenMasterNo1  in Oota Kanako by 流れ者 updated 03/27/10 (Started by ☠Guardian Angel★☃ January 01, 2010, 08:43:07 am
 Board: Found Releases

    

Re: CHANGE BAD!!You go too far!!You am play Gods!!

 January 27, 2010, 09:49:26 am View in topic context
avatar  Posted by MugenMasterNo1  in CHANGE BAD!!You go too far!!You am play Gods!! (Started by Bastard Walt January 26, 2010, 05:00:11 pm
 Board: M.U.G.E.N Discussion

winmugenplus may have a shit parser but until 1.o has FULL backwards compatibility with winmugenplus (including hires sp's) withoout havin 2 manual mod shit then imma stay winmugenplizzled
    

Re: God Akuma's Ai and playable version

 January 25, 2010, 01:40:14 pm View in topic context
avatar  Posted by MugenMasterNo1  in God Akuma's Ai and playable version (Started by -_Shadow_- December 31, 2009, 06:38:01 pm
 Board: Your Releases, older Mugen

Is this the same God Akuma from a few years back or an entirely different character?
Cause I remember that one being a guilty pleasure of mine.  So broken it's silly but also very fun.

My favorite thing about that Akuma was that he was labeled "god" but wasnt retardedly overpowered and unplayably stupid.

is the same, but updated

and yeah, was named god cos orochi akuma was already taken so... seems that everything that haves god in name is a crap sinonimus..

Oh u guys, GOD is so last decade. GET with the times people.
Its not about havin GOD all up in ya name no more, its all about havin teh DRAGON.
Observe teh BRUCE LEE DRAGON FORCE that is DRAGON!!
Spoiler, click to toggle visibilty
    

Re: Shin Cyber-Akuma

 January 25, 2010, 01:21:54 pm View in topic context
avatar  Posted by MugenMasterNo1  in Shin Cyber-Akuma (Started by DragonFaku December 24, 2009, 03:40:18 am
 Board: Edits & Add-ons

-I can't put spark effects in the kick, because that may crash the char.
-I don't want to change the hitsparks because is a MvC2 style char.
-He already haves alot of hypers.
-That laser will make him a cheap char, and i don't want a cheap char. Sorry  :(
But thanks anyways ;D

I understand with the hit sparks now - you are trying to make him MVC2 accurate and thats cool.

The super assist is cheap now i think of it. I just thought that since you can super assist in the actual MVC@, it would be nice even if you made it a LVL3 Hyper and the helper only appears for that one move.

It is good you are not trying to make a cheap ver this character and you are trying to make a serious balanced conversion of him.
I think too many people are taking the name too literally. I guess they expect somehing extra because of the "shin".

But keep up the good work on him he is a keeper on my roster anyhow.
 
Cyber Akuma is already a jerk. But...Shin.  :o

How else can we defeat OMEGA Womanizer TIGER WOODS and MECH SHIN PRESIDENTIAL DIAMONDS IN MOUTH MEPHISTOPHOLIES DEVIL SHIN BEAST MODE MERCIFUL HEAVEN GHETTO 24karat ALIEN SEX GOD OROCHI KEN etc?
    

Re: Asura

 January 25, 2010, 01:15:24 pm View in topic context
avatar  Posted by MugenMasterNo1  in Asura (Started by The Lord of the Flies December 24, 2009, 05:36:08 am
 Board: Projects

I just read the last post and I JIZZZED IN MY...
Is he goin 2 be able to do teh Genocide Cutter with the 3rd hit included?
Just a dumb idea I had, but since he is a fusion char in all, some of his moves could be hybrid input chains like kyo/iori's 3 hit chain QCB/QCF+P, F+P/F+K moves.
For example, u kould make it that after the first two kicks, you kan do QCB+K and hittem wif da Tatsumaki Senpu Kyaku but only 1 hit or it'd b too cheesy, or depending on how high he goes off the ground from the 2nd genocide cutter kick, u could do DF+K and do Tenma Kujin Kyaku: that way it will still hit them if u had the opponent airborne or use as an escape, or even make it strong enough to knock back a crouching blocking opponent.

Oh and i'll have that with cheese in a pre 1.0 bun thanks. JKs:D (no really, 1.0 ME NO LIKE yet)
Awesome keep up the good werk man My Saikyou needs a beating from this guy on meh roster.
    

Re: Holy Strider WIP - Edit of Splode Strider Hiryu 100% Beta Release UPDATE

 January 17, 2010, 11:07:50 am View in topic context
avatar  Posted by MugenMasterNo1  in Holy Strider WIP - Edit of Splode Strider Hiryu 100% Beta Release UPDATE (Started by Cypha Signals July 23, 2009, 09:36:26 pm
 Board: Edits & Add-ons

I know I'm just ressurecting an old thread, but just an update...my computer has been down for about 4 months...hence the lack of posts, etc.  I haven't forgot about the AI discussions and the bugs he has, trust me...bare with me.   I am back in business and will be FINALLY continuing work on Holy Strider's AI and gameplay, adjusting to gameplay needs and requirements.  Keep me posted on requests and suggestions that you all have experienced over the months.

Awesome man I love this char and glad you will be continuing work on him.
He is very fast and quite powerful IMO, and I have to go cheap on him alot to beat him.
I reckon just tone him down a tad to make him seem like he fits in MVC style a little better.
Have you considered giving him his own power guage?
I know there will be mixed thoughts on this but I think of Syns Dragon Guy/Insane Hiryu/Nekkyou Hiryu/Shin Lvl2 Akuma that he never finished and the smooth looking power or "rage"  meter he gave them was a nice touch.
I also think still would like to see a nicer stock edited glowing holy legion hehe
    

Re: How to change the Default Hitspark action.no in Fightfx.air and common.cns?

 January 11, 2010, 10:36:57 am View in topic context

Hey thanks I see what you mean now, but it hasnt solved the problem i'm facing, now a different blood hitspark shows indefinately on screen at all times
so its something to do with the coding for my friends full game system so it must be coded to show sprites on screen in a weird way dunno aaagh!
    

Re: Newbie needs help with stages

 January 11, 2010, 10:21:29 am View in topic context
avatar  Posted by MugenMasterNo1  in Newbie needs help with stages (Started by daddydaniel January 08, 2010, 04:58:25 am
 Board: M.U.G.E.N Development Help

I have know clue how to make a 3 layer stage with super jump like guilty gear... all I know how to do is make a still stage... is they're a tutorial on layered stages?

trying to make this edit I did

http://i142.photobucket.com/albums/r98/killatd/kenjihiddendojo-1.jpg

I think you mean you are trying to create a stage that isnt a flat image right?
So you have your floor = layer 1
Hills = layer 2
clouds/sky = layer 3

there is no limit as to what goes in your stage in terms of layers etc, all it is basically is an image placed in front of another.
I suggest you open up the sff file for a stage you like in fighter factory (not ultimate)
and look at the sprite numbers and look at where they are found in the stages def file.
Read some tutorials about parameters and velocities etc.
These will teach you how to controll the way each image or "part" of your bg moves in respect to your player, in order to make it seem like the ground and temple is close, and the sky is far away etc.
There are many great stage tutorials out there. I dont hae a direct link but there is one called SAMUS'S stage creation tutorial I found very helpful some years ago
hehe i recognise all those sprites, hills are from basarax right?
    

Re: How to change the Default Hitspark action.no in Fightfx.air and common.cns?

 January 11, 2010, 10:01:12 am View in topic context

Easier would be to create a new animation with new sprites and relabel them both. New anim becomes 1, old anim becomes 947367 or whatever. That'll change it fine.
oh man thanks for replying man this helps alot, but My problem is that i NEED to change [begin action 1] to something else as it is already in use for a complcated full game/story mode type system my friend is working working on, so i NEED to change the [begin action 1] for the medium default hitspark for all characters to something else.

I dont know where i have to change the number in common1.cns file.
what line am i looking for?

there is no line called MEDIUM HIT SPARK ANIMATION ACTION NO TO USE if you know what i mean.

so for instance, so i can learn more about how coding works, where is the part in common1.cns that tells mugen to display the default hitspark for a medium attack?

Oh and i forgot to metion that i have NO idea how to change the action no 1 that is being used for this full game system but if i can change the number for the med hitspark from 1 to something else it will fix my issue please help!
    

How to change the Default Hitspark action.no in Fightfx.air and common.cns?

 January 11, 2010, 09:10:09 am View in topic context

By default, the Action no for the Medium attack Hitspark animations in the default Mugen fightfx.air is Action "1".
Like so.

(example only)
; Medium hit spark
[Begin Action 1]
1,0,0,0,1,,A
1,1,0,0,1,,A
1,2,0,0,1,,A
1,3,0,0,1,,A
1,4,0,0,2,,A
1,5,0,0,2,,A
1,6,0,0,2,,A
1,7,0,0,2,,A
1,8,0,0,2,,A
1,9,0,0,2,,A
1,10,0,0,2,,A

IF i wanted to change this "1" to another number e.g "97898" etc for whatever reason, where else to I need to change it in common1.cns?

or do i need to change it for every char that uses default hitsparks?
    

Re: What is the MOST RAM mugen can use.

 January 10, 2010, 12:49:33 pm View in topic context
avatar  Posted by MugenMasterNo1  in What is the MOST RAM mugen can use. (Started by MugenMasterNo1 January 10, 2010, 12:25:04 pm
 Board: M.U.G.E.N Development Help

I propose to elecbyte that Mugen definately has a 2GB memory allocation limit by default regardless of OS.
I will investigate AWE (address window allocation) which is supossedly a method to allocate a higher ammount of RAM/memory to a 32bit process but i dont know enough about it and even though im running in 64bit im not sure if it will be possible for a program like mugen as AWE is usually only for databases and SQL servers using huge insane ammounts resources like my mugen is now. 
    

What is the MOST RAM mugen can use.

 January 10, 2010, 12:25:04 pm View in topic context
avatar  Posted by MugenMasterNo1  in What is the MOST RAM mugen can use. (Started by MugenMasterNo1 January 10, 2010, 12:25:04 pm
 Board: M.U.G.E.N Development Help

I would like to make a bold statement and say that mugen will always crash if it exceeds 2GB RAM usage.
If anyone can disprove this and post a screenshot from task manager showing over 2GB of ram being used i will be amazed.
What I do not know is whether this is a MUGEN issue, or whether it is a 32bit/Windows OS problem in general.

This is not a problem many people would encounter unless they are using very flashy weighty screenpacks/ hi res chars/ 3d stages etc simultaneously.

Elecbyte has stated that the only limitations of mugen your PC's Memory and your harddrive space etc.
But I have noticed that regardless of available ram or processor power, MUGEN will always automatically crash with an out of memory error if it is forced to use over 2GB of RAM. This may be because of course all 32bit apps are only allowed to use 2GB RAM max by default.

I conclude this as I have been running Winmugen plus on an intel Quadcore 2.65x4 with 8GB RAM and an NVIDIA 9800 GTX2  Graphics card with vista 64 ultimate OS for over two years now with no problems until i started testing its limitations.
Before this i also ran winmugen on an AMD Dualcore 2.2x2 with 2GB RAM with a Radeon Gfx card (cant remeba the specs) for over 3 years with no problem also, although I wasnt using the same highly graphical content as I am now.

I tested a highly modified Hi Res screenpack for a friend as his PC was unable to handle the very graphical fightfx.sff and system.sff which weighed in at near 400MB a piece. I managed to load it with mugen using 1.7GB of RAM before crashing when i tried to play 1v1 on a 60MB Hi Res Stage. I can confirm that YES we turned off all the caching options in mugen.cfg etc and tried shutting down all other apps running before posting this. I also completely turned Data execution prevention off in admin mode via command line to see if it would let MUGEN go over the 2GB mark.

Now this might not be a problem now for most people but if we all want to enjoy the full graphical capabilities of HI DEF Mugen ie blaze blue and kof XII stage/char rips and edits etc in the future, 2GB is simply not enough RAM to support all of this.

Is there a command prompt to set the RAM usage limit for a particular application or .exe file?
Or, is there an overclocking method to let mugen chew as much resources as it likes?
I did investigate this also but most overclocking methods i know of are only to do with the speed of ram usage and not the consumption ammount. But if anyone can help it would be appreciated.
    

Re: Shin Cyber-Akuma

 January 06, 2010, 12:43:33 am View in topic context
avatar  Posted by MugenMasterNo1  in Shin Cyber-Akuma (Started by DragonFaku December 24, 2009, 03:40:18 am
 Board: Edits & Add-ons

Great! a good initial release. this char has alot of potential so keep working in him until hes perfect!
I'm also glad someone has finally made him - Its SHIN MECH GOUKI btw lol

Feedback:
-Animation for Shoryuken seems too jerky and straight like he's flying in a linear diagonal line
(not sure if this is deliberate or not coz he has wings lol but if it is you should add some smoke or booster effects to blend it in?)

-Shakunetsu gou shoryu broken -should go alot higher with the third shoryuken like in MSHvsSF, and he shouldnt be able to continue attacking after the last hit before touching the ground unless this is deliberate (he is SHIN MECH GOUKI after all lol).

- SGS background shakes and you can see behind it at top of screen during Tenma Gou Zankuu.

Ideas:
-coz it IS SHIN CYBER AKUMA, His SHIN Tatsumaki Senpu should be more EPIC and needs more lightning or hurricane effects.
 see Shin Akuma by "ByroRexterion" or "VIP Akuma" for an example of this
-Get rid of the MVC2 hitsparks and use CVS style ones like Vyns MVC conversions.
- Considering that he IS SHIN cyber Akuma, how about giving him a striker or two?
- What about an extra lvl3 super assist like shadow lady could come out and do a big ass hyper beam laser assist combo or something.
    

Re: cvsaprile update

 January 06, 2010, 12:17:45 am View in topic context
avatar  Posted by MugenMasterNo1  in cvsaprile update  (Started by murasakinobaranohito October 28, 2009, 01:55:19 am
 Board: Your Releases, older Mugen