YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
The 100 Mega Shock! is Offline
Contact The 100 Mega Shock!:

The 100 Mega Shock!

Contributor

Messages by The 100 Mega Shock!

    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 December 28, 2014, 01:49:09 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

It's pulseman adventure
    

Re: How does one make a character feel more like a fighting game?

 December 27, 2014, 10:23:48 pm View in topic context
 Posted by The 100 Mega Shock!  in How does one make a character feel more like a fighting game? (Started by shotgun160 December 27, 2014, 05:56:10 pm
 Board: M.U.G.E.N Discussion

SF3 is a good example since it has so many frames, fast smears between the wind-up and striking parts of an attack and the extreme poses they make right as the attack connects might only be on screen for 1 or 2 frames, while the frames just before and just after a strike can be held for much longer, especially if the character holds the same pose and only their clothes or hair animate due to inetria.
    

Re: 3D Mugen characters? You guys alright with that

 December 27, 2014, 12:58:53 pm View in topic context
 Posted by The 100 Mega Shock!  in 3D Mugen characters? You guys alright with that (Started by Shulk December 27, 2014, 03:03:32 am
 Board: Development

the most well known if not most respected original character is a 3d model
    

Re: Underrated MUGEN opinions

 December 26, 2014, 11:26:42 pm View in topic context
 Posted by The 100 Mega Shock!  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

you can also squash and stretch the character's limbs which is very appropriate for cartoons
    

Re: Dragon Ball Z Xenoverse [PS4, XB1, PC, PS3, 360]

 December 24, 2014, 10:53:19 pm View in topic context
 Posted by The 100 Mega Shock!  in Dragon Ball Z Xenoverse [PS4, XB1, PC, PS3, 360] (Started by Niitris May 21, 2014, 07:05:59 pm
 Board: Fighting Games

Looks like Spike The Devilman without the correct colors.
    

Re: Pokken Tournament [Arcade]

 December 22, 2014, 11:19:49 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokken Tournament [Arcade] (Started by Girard August 26, 2014, 03:09:52 pm
 Board: Fighting Games

i hope they designed quadrupeds and flying pokemon as well as bipedal punchmons

if you ever played the Gundam SEED VS games on the ps2 they had four-legged mobile suits and it was really good
    

Re: Collab: Five Nights at Famicom Guest Stars!

 December 22, 2014, 10:15:26 pm View in topic context
 Posted by The 100 Mega Shock!  in Collab: Five Nights at Famicom Guest Stars! (Started by Jango Hakamichi December 19, 2014, 04:01:25 am
 Board: Graphics

lol yeah i didnt want to bother drawing over more of his body

thankfull capcom produced many more awful drawings of Mega Man during this period


or just muted colors
    

Re: Collab: Five Nights at Famicom Guest Stars!

 December 21, 2014, 09:33:28 pm View in topic context
 Posted by The 100 Mega Shock!  in Collab: Five Nights at Famicom Guest Stars! (Started by Jango Hakamichi December 19, 2014, 04:01:25 am
 Board: Graphics

GET EQUIPPED
WITH
SCARE-CAM

    

Re: Graphic troubles with iOS 7 iPad2

 December 21, 2014, 12:18:11 pm View in topic context
 Posted by The 100 Mega Shock!  in Graphic troubles with iOS 7 iPad2 (Started by Injustice2 December 19, 2014, 07:09:42 pm
 Board: Off-Topic Help

You may have inadvertently enabled the 'Reduce Motion' setting, you can toggle this in the settings menu under "General -> Accessibility"
    

Re: WIP. Donald McDonald of Pots+Infinite Style

 November 16, 2014, 11:33:32 pm View in topic context
 Posted by The 100 Mega Shock!  in WIP. Donald McDonald of Pots+Infinite Style (Started by Sennou-Room November 16, 2014, 11:33:34 am
 Board: Projects

The actual mascot is called Donald McDonald in Japan due to the nature of Japanese and the 'R' sound.
    

Re: Lucario (King of Fighters XIII) Beta

 October 18, 2014, 01:13:57 pm View in topic context
 Posted by The 100 Mega Shock!  in Lucario (King of Fighters XIII) (Started by Ra lord October 18, 2014, 12:35:12 pm
 Board: Your Releases, older Mugen

You copied it twice into the same zip file? And yeah the DEF that's in the root is trying to load nonexistant palettes.

edit: You can crouch while running and i'm not sure what the changestate at the end of every crouching normal is trying to do - at the moment it makes you pop up for a moment if you continue to hold low.
    

Re: [Music Help] How to make CPS2 Soundfonts last much longer?

 October 09, 2014, 06:26:09 pm View in topic context
 Posted by The 100 Mega Shock!  in [Music Help] How to make CPS2 Soundfonts last much longer? (Started by sluigi123 October 08, 2014, 10:54:20 pm
 Board: Off-Topic Help

If you're working with SF2 files you can try fiddling with the sustain slider on the patch and seeing if it plays continously, or otherwise try and edit the soundfont to add a natural loop point for the samples to use.
    

Re: Street Fighter X Tekken Mobile & Street Fighter IV Volt (2D Sprites)

 October 05, 2014, 10:13:19 pm View in topic context
 Posted by The 100 Mega Shock!  in Street Fighter X Tekken Mobile & Street Fighter IV Volt (2D Sprites) (Started by Cr1st1aN October 01, 2014, 09:26:43 am
 Board: Development Resources

OBM files appear to be graphics (tiles by the looks of it too) but you'll have to figure out how to decode them yourself.

edit: Actually, you might be in luck, sort of. A cool Japanese guy appears to already wrote some code for taking OBM files and outputting PNG:

http://pacess.blogspot.co.uk/2011/07/street-fighter-iv-volt-obm.html

But it's in Objective-C. So you'd need to own a Mac, find someone who does and have them handle the files for you, or try and take what's written there and rewrite it in a language that can be compiled on Windows.
    

Re: Fighter Factory 3.0 Final Release Preview v2

 October 02, 2014, 09:43:36 pm View in topic context
 Posted by The 100 Mega Shock!  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

it is
    

Re: Fighter Factory 3.0 Final Release Preview v2

 October 02, 2014, 09:06:27 pm View in topic context
 Posted by The 100 Mega Shock!  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

that requires a herculean level of effort far beyond my meager reach

alternatively i guess i can just make 0,0 the first frame of every anim when i make it and press the button that copies it to every other instance of the sprite.
    

Re: Fighter Factory 3.0 Final Release Preview v2

 October 02, 2014, 07:45:00 pm View in topic context
 Posted by The 100 Mega Shock!  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

I think the best way to learn good hitboxes is play a real fighting game with a hitbox viewer on (except Skullgirls for the love of god don't copy the hitboxes in Skullgirls)

LUA scripts and in-game debug functions can let you see boxes for a lot of CPS2 and SNK fighting games which gives a good variety of gameplay. I think we just found the ones for KOF XIII too.

By the way I'd really like a way to grab the CLSN out of a certain anim/elem and apply it to the current frame, since there's so many situations where you can copy the idle hitboxes and be fine with it, like walking or gethits.
    

Re: Pokemon ArcheType (Full Game)

 October 01, 2014, 09:59:02 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

i wanna know how you design a character that's 30 cm tall
    

Re: Pokemon ArcheType (Full Game)

 September 30, 2014, 11:46:18 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

I'd try to make at least one character first before trying any grand ideas.

I had the exact same ideas as you, but i fucked up- it takes a really long time to make one thing and by then you end up learning so much more that you're ashamed of your previous releases as soon as you get to work on the next guy




(I was going to call it Samurott Shodown)
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 September 28, 2014, 10:52:19 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics



i think this was mostly done by studying sasquatch but with heavier use of shadows
    

Re: Project Catch 'Em All

 September 28, 2014, 07:54:42 pm View in topic context
 Posted by The 100 Mega Shock!  in Project Catch 'Em All (Started by Ryon September 12, 2013, 02:52:20 am
 Board: Projects

I don't think the trainer sprites fit very well with the style for Pokemon. At least, this is my idea of how to make it look more like the DS games with a bit less shading and not going inside the edges of outlines.



He is a bit shorter and stockier than how Red appears in Heart Gold, though. I also have my qualms with the animations but that's another thing (like an over-animated toss for a pokeball that falls to the floor a foot away)