Posted by delete my account
in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pmBoard: M.U.G.E.N Discussion
Posted by delete my account
in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
Posted by delete my account
in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pmIf you have to reply to artistropeadope start quoting him, because he'll start deleting his posts again!
That's so... stupid I think it's the term. Yes, that's the one.
Oh, and disrupting too.
okay, have fun, we wont miss you.
I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally.
Wait, so you mean you got backlash for undermining/disrespecting art forms that don't measure up to your own personal standards?
Well, clearly you must have created and published mugen creations of these standards yourself.
Otherwise, that'd make you a huge asshole.
good response. offend me and you will be offended back, period. respect me & it'll be returned. i am not most people. i work hard even on my hobbies. i couldn't care less about the engine either. my focus is increasing the quality of work the community releases.either way, this is a decent response.thnxHard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peaceWell, yes, in most cases, hard work does pay off, however people do this for a hobby. Nothing is more frustrating than realizing that you can't do something or have to jump through hoops to do something that's seemingly simple, all because the original developers didn't implement it naturally. These are basic things we'd expect from a fighting game engine. In my opinion, that's taking a step backward in the evolutionary chain, which leads to the conclusion that since we can't expand upon the engine itself, there's nothing we can do to evolve it more. That's not to say that implementing these features in your characters is discouraged, but that it "shouldn't" be necessary. The community really does welcome creativity of all kinds, believe it or not.
ps: forgot about Electr0 stages,he's the shit.hahaha
P.S.
There will be people who disagree with your opinions (generally speaking) no matter where you go. It's all about how you handle it. You can get offended and lash back or take it with a grain of salt and provide a valid rebuttal. It's up to you.
Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.
Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?
a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill[/spoiler]
So why should it be standard? Because you're doing it? Asking for something to be standard means everybody should be using this code. What use does someone making, say, a Sol Badguy need for asymmetrical coding? What use does Dragon Claw have for asymmetrical coding?
Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
Posted by delete my account
in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pmHow many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.Quoteenvironmental hazards has to be possible but I haven't seen it yetThis is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.
Posted by delete my account
in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
Posted by delete my account
in Bahamut "SIN" (Started by delete my account July 05, 2014, 03:43:52 amThese are good sprites. The video looks pretty good too. Did you release your Cloud here by any chance?
Proud of you man. Keep up the great work. That's what this world is all about doing it like its never been done and only you can do it! I love the animation and the fact that you took the time in MS Paint. I wasn't a subscriber but I am now. Keep em coming!
Is this a spriteswap of Doggiedoos Red Dragon?I think he used red dragon or Synn as base to sprite edit his dragon they both have the same share sprite but still that pretty awesome
The code looks almost the same, as well:
From Bahamut SIN's Files:Code:; Burning Rock
;
[Statedef 610]
ctrl = 0
type = A
physics = N
movetype = A
anim = 610
sprpriority = 3
[State 610, VarSet]
type = VarSet
trigger1 = !time
fvar(0) = ifelse(random%2, 1, -1)*random*0.02 - 8
[State 610, VarSet]
type = VarSet
trigger1 = !time
var(0) = ifelse(fvar(0) < -8, ifelse(fvar(0) < -18, -2, -1), ifelse(fvar(0) < 2, 2, 3))
[State 610, SprPriority]
type = SprPriority
trigger1 = !time
value = var(0)
[State 610, VelSet]
type = VelSet
trigger1 = !time
y = 8
[State 610, Burn]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(1050)
value = 5400
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) = 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = target(1050), facing
pos = floor(target(1050), pos x), floor(target(1050), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) > 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = enemy(0), facing
pos = floor(enemy(0), pos x), floor(enemy(0), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) > 1
trigger1 = numenemy > 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = enemy(1), facing
pos = floor(enemy(1), pos x), floor(enemy(1), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Burn]
type = TargetDrop
trigger1 = movehit = 1
[State 610, ChangeState]
type = ChangeState
trigger1 = pos y + vel y >= fvar(0)
value = 615
[State 610, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !movereversed
id = 1050
attr = A, SP
animtype = Heavy
damage = 180
priority = 5
numhits = 0
hitflag = MA
guardflag =
pausetime = 0,0
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -2.5, -7.5
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.5, -5
fall = 1
fall.recover = 0
fall.recovertime = 2
sprpriority = var(0)
[State 610, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
var(15) = 1
[State 610, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
var(16) = floor(pos x)
From Doggiedoo's Red Dragon:Code:;---------------------------------------------------------------------------
; Burning Rock
;
[Statedef 610]
ctrl = 0
type = A
physics = N
movetype = A
anim = 610
sprpriority = 3
[State 610, VarSet]
type = VarSet
trigger1 = !time
fvar(0) = ifelse(random%2, 1, -1)*random*0.02 - 8
[State 610, VarSet]
type = VarSet
trigger1 = !time
var(0) = ifelse(fvar(0) < -8, ifelse(fvar(0) < -18, -2, -1), ifelse(fvar(0) < 2, 2, 3))
[State 610, SprPriority]
type = SprPriority
trigger1 = !time
value = var(0)
[State 610, VelSet]
type = VelSet
trigger1 = !time
y = 8
[State 610, Burn]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(1050)
value = 5400
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) = 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = target(1050), facing
pos = floor(target(1050), pos x), floor(target(1050), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) > 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = enemy(0), facing
pos = floor(enemy(0), pos x), floor(enemy(0), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Flame Helpers]
type = Helper
triggerall = movehit = 1
trigger1 = numtarget(1050) > 1
trigger1 = numenemy > 1
name = "f"
id = 7005
stateno = 7005
postype = left
facing = enemy(1), facing
pos = floor(enemy(1), pos x), floor(enemy(1), pos y)
ownpal = 1
ignorehitpause = 1
[State 610, Burn]
type = TargetDrop
trigger1 = movehit = 1
[State 610, ChangeState]
type = ChangeState
trigger1 = pos y + vel y >= fvar(0)
value = 615
[State 610, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !movereversed
id = 1050
attr = A, SP
animtype = Heavy
damage = 180
priority = 5
numhits = 0
hitflag = MA
guardflag =
pausetime = 0,0
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -2.5, -7.5
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.5, -5
fall = 1
fall.recover = 0
fall.recovertime = 2
sprpriority = var(0)
[State 610, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
var(15) = 1
[State 610, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
var(16) = floor(pos x)
Even running a check between the contents of hd_bahamut.cns and reddragon.cns through http://www.diffchecker.com yeilds this as a result:Quote1 lines added. 1 lines deleted.
So yeah.. Spriteswap. Should belong in edits
EDIT: For the record, Doggiedoo isnt mentioned in the readme, either.
Posted by delete my account
in Bahamut "SIN" (Started by delete my account July 05, 2014, 03:43:52 am







Posted by delete my account
in HD Aerith/Sector5 Stage (Started by delete my account June 16, 2013, 01:31:00 pm