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Full O Bologna

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Messages by Full O Bologna

    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 19, 2014, 08:09:15 pm View in topic context

Hello, Narutogokuichigo and RandomLake. Welcome to the MFG.
    

Re: I am back.

 October 16, 2014, 04:52:24 am View in topic context
 Posted by Full O Bologna  in I am back. (Started by Ness September 10, 2014, 06:45:11 pm
 Board: Introductions and Guides

Hello. I'm new to MFG, so "welcome back" doesn't feel like the right think for me to say. Gongratulations on tieing the knot, though.
I here great things about your contributions to the MUGEN community. Namely, a lot of speculation on wether or not you'll be making some WWF/WWE chars.
And, with this statement -

... I've had my eye on attempting the WWF Wrestlemania characters in a MK/SNK-ish style of my own...

I'd like to ask - Would you be willing to offer any more information on the matter? I'm very interested in chars of this type.

Thanks
    

Re: Looking For: Spriter

 October 15, 2014, 11:06:15 pm View in topic context
 Posted by Full O Bologna  in Looking For: Spriter (Started by BlizzKrut September 13, 2014, 11:16:10 pm
 Board: Idea Engineering

a thing that may make you leave this thread right away (assuming you're a spriter): I don't pay. I don't get paid for this too, the artist doesn't get paid, no one gets paid, this is for pure enjoyment and fun

... When you sprite your own project its a hobby. When you sprite someone else's project its a job. FYI...


If you want others to jump on this as if it were their own project, you should present it like that. Maybe start some idea engineering instead of having everything already planned out. Or if its already a great idea maybe post more details about it....

That's another thing I should have mentioned. Good catch, ink.
The thing is, you're more likely to find collaborators when you offer to pay them for their contributions. Chances are, however, that there may not be many people out there capable of (or willing to) paying others for their work in Mugen. Your best bet is to offer them the chance to make it their own project. Offer them the option to provide their own original characters, and/or some other form of incentive.
    

Re: Looking For: Spriter

 October 15, 2014, 05:46:22 am View in topic context
 Posted by Full O Bologna  in Looking For: Spriter (Started by BlizzKrut September 13, 2014, 11:16:10 pm
 Board: Idea Engineering

Alright, alright.
Uh, I feel like I'm throwing myself out there, with this but...
I've read the whole topic - Every single post therein, and I know absolutely nothing about this Idea. When posting an idea, and this is just speculation because I've never done it, you should give a little more information on your idea than just:
... a full original game, with original art, stages, music, voice acting, etc...
... I need a spriter...
... anyone on this "team" has an input...
... I don't pay...

You have got to give me more information. I am not a spriter, I am trying to become one (working on my first character now *secret, secret*). Believe me, it's hard work. You start out thinking, "This is gonna be great. I love to draw, I love this [project], I love this [char/stage/bg] I'm working on. I'm so pumped! What could go wrong?" Well, I'll tell ya'. I'm new to this, so it takes me a while longer than 2 hours a frame. I'm working with a mouse so my wrist aches towards the end of each sprite. I'm on Windows 8.1 - DON'T USE WINDOWS 8.1! You've got one guy, just one guy giving you advice and tips for spriting. Although I'm greatful for his help, and his project is major motivations to complete my own, I can't stop wanting to quit. When you get done doing what you've got to do for the day, sometimes you just don't want to sit down and sprite for hours.
But, I digress.
I like to help people. I like to help people with Mugen. As a fighting game enthusiast and Mugen char collector, I feel like my opinion matters in the Mugen community - and you should to. After all, if you do complete your project, I (and many others) will be among your key demographic. Therefore, just as you (a contributor) depends on our demand for content, I (a consumer) feel like I am obligated to help you understand what that demand is.
I want to help you and I'm going to try. To do that, I need to ask you some questions.
1.) As you can see, you didn't provide much information about the project. So, I have to ask - What is the basic concept for this project? What inspired it?
2.) This question isn't really that important, but I'm curious, none-the-less - What do you mean by 'original' music? Do you have a band in your garage preparing BGM for the project?
3.) Let's pretend, just for a moment, that I want to be you're spriter - What exactly would I be spriting? Humans? Robots? Mythical creatures? Something else? What style would you ask me to sprite in? CAPCOM/MARVEL? SNK? Balthazar (as if I could replicate that >_<)? Cartoon-like? Something else? These are very important bits of information. It's not fair to ask for un-paid (or paid for that matter) spriters and not tell them what subject or artistic style you expect from them. I'm spriting a muscular male figure, I can't do a dragon. Nuh, uh.
4.) Another question regarding the spriter - Do you expect him/her to contribute solely sprites? Or do you also expect him/her to prepare the .sff, animations and/or states and commands? It takes a long time to get from idea to project to product, especially if you only have one individual working each particular area of development. For example, an acquaintance of mine has been working a project (mostly alone) for the better part of 4 years - All that time and he only has 4 working characters, 2 stages a piece and a screenpack that he intends to replace.
5.) Finally, keeping in mind the amount of a dedication a full game project requires - How do you plan on keeping you 'team's' motivations, production rate and quality up? Furthermore, How do you intend to keep the community informed on your progress?
If you answer these questions, it will help others more easily decide whether or not they want to help you. You may even get lucky and grab yourself additional coders, artists, idea generators and spriters alike.
Personally, I'm teaching myself spriting (as I mentioned before) and coding. So as a noob in these areas, my assistance could be more of a hindrance. However, I'm a great Idea generator. So, if you need help bouncing ideas around (story, character concepts, moves, BGM, whatever), I'd be glad to spare time for that.
    

Re: Ness is Back - WWE Characters are rise to MUGEN

 October 15, 2014, 04:39:57 am View in topic context
 Posted by Full O Bologna  in Ness is Back - WWE Characters are rise to MUGEN (Started by @Marvel-aRika@ September 13, 2014, 03:27:21 pm
 Board: Idea Engineering

I think it's a good idea. I've been hunting for WWE chars but the ones I found, I just don't like. The Rock and Stone Cold feel too cartoon-like. The Undertaker looks great (WWF In Your House PS/Arcade sprites), but there are sprites missing and he becomes invisible at points. Rey Mysterio, Batista and CM Puck are probably the best, but since I'm not a fan of theirs, it just doesn't suit my roster for them to be a part of it. The Ultimate Warrior is the one I really want, and although the one that's out there is good, it's hyper is to easy to earn and the .snd can get annoying really fast.
I don't care much for John Cena. I'm not saying that you shouldn't do him, because if that what you want to do, do it. I'm simply saying that I wouldn't download him. No, I'll wait for Kane and Triple H.
All of that aside, I really hope that you follow this idea through to the end. Mugen could always use more contributions and diversity. And people, like me who just sit on our asses collecting chars and stages while never contributing to the community (except for half-cooked ideas and projects - i.e., me) will always be there to tell you how much we enjoyed it.
Good Luck, brother.
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 14, 2014, 10:41:19 am View in topic context

    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 13, 2014, 11:15:53 pm View in topic context

Hello, I am new here.

Hello, omg the second. I'm Full O Bologna, and I'd like to welcome you to the Mugen Fighters Guild. We aren't really fighters. lol. But there are a great deal of talented folks around here, and it's a very welcoming environment. I'm sure you'll feel right at home.
    

Re: Wolfgang Krauser von Stroheim

 October 13, 2014, 09:39:39 pm View in topic context
 Posted by Full O Bologna  in Wolfgang Krauser von Stroheim (Started by teddylam July 05, 2014, 07:04:27 am
 Board: Iron Muscle Bomber

That sounds like the makings of an authentic body slam! But I think it's very possible. His Alex and Terry perform grapples the involve the same style of coding.

Yes, sir! I am officially in love with the IMB project and I want to help as much (which isn't much) as I can! I like the way it looks, and I Love the way it plays. It doesn't evan feel like the same Mugen Fighting Engine, anymore. Now it's more like "Teddy's Mugen Wrestling Engine." lol

Yes you need to use explods and edit sprites for this move for each characters, look my Alex when he does a leg lock, you will see him do something like that with one leg before and the other behind his target.
But you need to think about the speed of the move too, if it's faster, your eyes don't see it... Here Krauser do the Slam really fast and you don't notice it unless you pause the game or take a screeshot.

I've got a feeling this question is going to get me into some trouble, but what are explods?
Your Alex's leg locks and other things like that, is exactly what caused me to ask about Krauser's body slam. lol
Also, I understand that if it's too fast you won't notice it, but I've seen the screenshots, and it bugs me. I'm not saying "fix it! Fix it, now!" I'm just OCD like that, so pay no mind. lol
    

Re: Wolfgang Krauser von Stroheim

 October 13, 2014, 12:14:16 am View in topic context
 Posted by Full O Bologna  in Wolfgang Krauser von Stroheim (Started by teddylam July 05, 2014, 07:04:27 am
 Board: Iron Muscle Bomber



I understand this may be a foolish question, but is it possible to tweak the sprites in a way so that Krauser's back-side hand is between the opponent's legs and his front-side hand is on his opponent's chest (between the opponent's camera-facing arm and background arm)? I'm sure you can do if you edit both chars sprites, but is it code-able?
    

Re: Wolfgang Krauser von Stroheim

 October 11, 2014, 03:58:03 am View in topic context
 Posted by Full O Bologna  in Wolfgang Krauser von Stroheim (Started by teddylam July 05, 2014, 07:04:27 am
 Board: Iron Muscle Bomber

The stage is looking good, brother! I like the statue in the center, in particular. :-)
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 08, 2014, 10:54:23 pm View in topic context

Way ahead of you, brother. But, thanks, all the same.
I've decided to take all my questions and roll 'em into a nice round ball. I thought, "maybe I should just bounce it around myself some more." Truth is, I've come up with more questions. But I realize by (as kmvegas put it) "...announcing the world's greatest Street Fighter, ever!" I really put my foot in my mouth, and perhaps over-stepped my bounds as well. So I've put that on the back burner and just decided to have a bit of fun. I'm not saying I've given up on my "dream game," I'm just saying "let's pretend I never mentioned it." lol. Thanks again.
    

Re: Some Advice For Newbies

 October 07, 2014, 08:50:57 pm View in topic context
 Posted by Full O Bologna  in Some Advice For Newbies (Started by kmvegas July 26, 2013, 05:00:28 pm
 Board: Introductions and Guides

I know this topic is a year old, or more, but i cant keep my self from posting here. Not 30 minutes ago I posted some info about myself in the Introduction part of this forum. Only about 10-20 minutes after I registered to join the forum. In my intro I mentioned that I began an SF project back in 2009 and I have plans to return to it. It feels like, although this post is a year old, everything kmvegas said was exactly what I just did. Just thought I'd share that. :-)
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 07, 2014, 08:05:18 pm View in topic context

    My name is Full O Bologna. I am, by no stretch, new to MUGEN. The last time I had played with it was in mid-2009, right about the time I discovered WinMUGEN (the leak, not the alpha/beta release by Elecbyte(?)). It was around that time that I acctually worked on my last (and only) project, which was, unfortunately, all lost due to my PC at the time taking a huge dump and crashing. It was a simple project, involoving Street Fighter, with hand-picked chars from throughout the series, poorly customized motifs, music from OCRemix.org, and no stages (because I never made it that far). Now I have returned to the MUGEN scene, and I thought, what better way to get my new project off the ground and running, than to connect to the community? I want to meet and mingle with the people who, I hope, will someday be testing my beta (and alpha before then, if ever my project makes it that far) and hopefully enjoy it. With that in mind, to say that my programming/scripting knowledge was (and still is) lacking, would be an enormous overestimation of my skills. That is to say, that if it's anything other than a char .def file, I barely know it's butthole from it's elbow.
   I have many, MANY, questions that I'd like to ask the community to help me with my project. The very first (and, currently, most important) question, would be: Where do I post a long list of questions that I hope the community will answer? :-)
   -Full O Bologna