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Re: SNK HEROINES Tag Team Frenzy (Switch / PS4)

 June 21, 2018, 01:45:59 pm View in topic context
#1
 Posted by Lichtbringer  in SNK HEROINES Tag Team Frenzy (Switch / PS4) (Started by Titiln January 11, 2018, 03:26:53 pm
 Board: Fighting Games

    

Re: Street Fighter V

 June 21, 2018, 01:34:56 pm View in topic context
#2
 Posted by WumpaFruit96  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

I only waste my money on interesting costumes like Karin's tennis outfit.
    

Re: Need help with Parallax scrolling in a stage.

 June 21, 2018, 01:09:30 pm View in topic context
#3
 Posted by Odb718  in Need help with Parallax scrolling in a stage.  (Started by Odb718 June 12, 2018, 09:04:00 am
 Board: M.U.G.E.N Development Help

HHhmmm, this is all pretty much brute force stuff.
I'm really after being able to just figure out a ratio, or an equation to map out the floor and how things go.
I've done a tiny bit of 3D work in the past. There's a technique we were using in FreeStyleDash to convert a 2D plane into 3D objects. I'll try to get in touch with a few people to see if I can use those tools.

@ELECTR0: Have you figured out any way of doing the math to get things to line up?
I had an equation I made wolfram alpha come up with but I didn't know how to use it in the end.
Basically what I did was I said,
98X+Y=211
138X+Y=298
182X+Y=393
and on and on with my values and wolfram pumped out a value like X= 3/145 Y=13/197. All of these values are just examples.
But the X & Y values I got didn't seem to get me anywhere. Giving wolfram just 98X = 211, 138X = 298 and on and on just gave an error.
So the 98X value would be in the def and the =211 value was what was on screen. When I was using the results and trying to work backwards I was just getting a starting point. I still had to test and retest and retest to get the "right" value.

I know there's a way to get the 360 XDK to make 3D shapes just giving it 4 corners to work with. And we DO have that with mugen. I wish I had more free time :\

My main problem is that I'm not trying to recreate a stage. All the techniques seem to be based off of that. But that part with the wall in the video  should help me.
    

Re: JoJo's Bizarre Adventure

 June 21, 2018, 12:54:58 pm View in topic context
#4
 Posted by Gennos  in JoJo's Bizarre Adventure (Started by Jesuszilla September 29, 2011, 10:17:18 pm
 Board: Entertainment

    

Re: Super Smash Bros Ultimate

 June 21, 2018, 12:29:39 pm View in topic context
#5
 Posted by TrinitroRoy  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

    

Re: Street Fighter V

 June 21, 2018, 12:26:00 pm View in topic context
#6
 Posted by TrinitroRoy  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

I own this game, but why would I waste my FM on this new lootbox system and Menat's fortune?
Why they made Survival mode even worse? They should've made lesser rounds!
Well...at least you don't spend real life money...
    

Re: Need help with Parallax scrolling in a stage.

 June 21, 2018, 12:22:15 pm View in topic context
#7
 Posted by OldGamer  in Need help with Parallax scrolling in a stage.  (Started by Odb718 June 12, 2018, 09:04:00 am
 Board: M.U.G.E.N Development Help

My bad. I didn't have that in the example in Mugen Class so I wasn't aware until I looked at my training stage.
As for your question, I haven't done the wall but I have a couple of the floor's rows going.
After some brute force value debugging I have
Spoiler, click to toggle visibilty
I've no clue if these are the best value for what I want. Below I show the source I'm trying to mimic and how I had it. In the pic the stage hasn't begun to move. P2 is standing at where it starts. I read the math example in mugen class but it doesn't explain the values at all.

It seems when I want the tiles to fade into the BG I need to up the yscalestart. The rows when using the same value all seem the same size. Dealing with perspective this is all wrong. As things get closer to the horizon they need to shrink. So I've tried messing with the value. I'm not sure if math can be involved when trying to figure it out or not.

Spoiler: Source & what it looks like when B2 row was using 600 for yscalestart. (click to see content)
Setting it to 700 seems to look good at ground level, but when I jump it looks as though the ground curves upward.

I'm not too concerned about having it look exactly like the stage. If things don't line up perfectly, It doesn't really bother me. but I do want another 5 or 6 rows to be visible before the "fog".
You can probably figure out that the tile is 2x rows and 8x columns. I've just been puzzle piecing them together 1 at a time, but it seems to go faster if I use 3 and set different values and load the stage, see which is closest, change the other two values, and just keep refining the stage. What stinks is when I get to 3 different values and they all are visually correct but two are wrong. Makes me think the next row will be that much more off.

Is there any formal way of doing the math to figure all of this out??
I'd like to be able to add a simple example to the Mugen Class page that has 2 rectangles and how to figure out the math for 2 different set ups.
Like if your sprite is 120x415 you can set the values for 5 rows and they'll connect fading into the background. And if you dont like the vanishing point you multiply/divide/whatever to get the new values.


----
I still don't have an exact method, and this image looks way better than it acts,
but, I've come up with a method of getting the right yscalestart, then I put the actual Y position, then using M$Paint I find the width point(s) I want.
I picked which version of the tiles that looked the best. I followed it's vanishing point with yellow/red lines trying to find the exact spot but I couldn't get ONE point, so I picked one.
Then I just followed along the heights to the intersection and got half of my width. BUT it doesn't line up with the original values. So I did some math and used X*1.079 to come up with the approximate values for mugen.
Spoiler: this is the process' image(s) I made along the way (click to see content)

Spoiler: This is how it ended up looking. (click to see content)
I added the top row just using guesstimates. Not terrible. I'll lock it in after this double I'm working tomorrow.
Right now ALL of the deltas are set to 1,1, which is very very wrong. Still not sure how the heck to figure it out.
I think to make a stage like as parallax I prefer you make a Tilesprite to make it work as parallax because the is the same texture

let me explain in the best I can in text and hope you understand my broken text grammer

your floor need to be tiled. I also notice that the lend of the floor was not big enough
let me explain the formula of the Parallax

the effect whereby the position or direction of an object appears to differ when viewed from different positions, e.g., through the viewfinder and the lens of a camera.

This animation is an example of parallax. As the viewpoint moves side to side, the objects in the distance appear to move more slowly than the objects close to the camera. In this case, the blue cube in front appears to move faster than the red cube.


Now for mugen you have to make a tile to perform a parallax
This is my own creation and to demonstration of a TILE flooring i made using blender 3d free software


 I notices that your floor sprite is does indeed look in angle type parallax
on my floor its does look flat and this what you call tile texture to perform a parallax
 you need to know your math and also understand angles how work for parallax
once you know that and you give the code command for your mugen stage you make your floor move as real 3d effect parallax effect to the floor to make look like this I know look weird but in the mugen game look different


here the code to perform my tile parallax and I made it so can create a duplicate without the use of adding tile = 1,0
Spoiler, click to toggle visibilty


sure I can add tile =1,0  to do that way but its wont look good as I wanted to be. so to make a duplicate the floor I add more code of the same code but I went and added the start = x,y position to connect each tile sprite and adjust width = x,y the way I want  look to and work with the tile floor sprite that I created

Here how the stage look like on a parallax effect in action when is its finish


also tile sprite for floor are good way if you are just using one texture sprite and tri to tile it with my method

however there some floor that full flooring sprite, for examples like the parallax for street fighter 2.
if that you are trying to create then electro is an expert on that subject. you can check out his video guide about parallax
in this video guide also scale delta will work as well he also explain about it too. I hope I help some way and I know Electro will share his knowledge as well :D

click the spoiler to see Electro's video guide about paralax and scaledelta :D
Spoiler, click to toggle visibilty
    

Re: WWE legend Big Van Vader dead at 63

 June 21, 2018, 12:16:34 pm View in topic context
#8
avatar  Posted by 地獄の花  in WWE legend Big Van Vader dead at 63 (Started by GTOAkira June 21, 2018, 04:04:59 am
 Board: All That's Left

the toughest man in the business, still one of my favourite match is him against hansen.
    

Re: Fate/Grand Order

 June 21, 2018, 12:13:52 pm View in topic context
#9
avatar  Posted by 地獄の花  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

i want them to slow it down a bit . im still recovering from the last 2 banners.
    

Re: Akito CVS (choose the better history)!

 June 21, 2018, 12:06:26 pm View in topic context
#10
 Posted by Akito  in Akito CVS (choose the better history)! (Started by Akito June 06, 2018, 09:53:41 am
 Board: Projects

Okay guys, the second story wins, and, I added more details:

[_ Dragon Scroll - Akito's profile _]
"You want fight with me?"

Name: Akito Kojiro
Nickname: "The Elegant Dragon"
Age: 30
Height: 1.85
Weight: 90 kg
Personality: Serious
Temperament: Calm
Style: Elegant
Nacionality: Japanese
Job: Waiter
Favorite color: Blue
Likes: Symmetrical things and your girlfriend (Julia)
Deslikes: Drunk people.
Hobby: Train, play saxofone and write stories.
Favorite food: It has varied tastes, but its favorites are those that have strong seasonings.
Forte in sports: Soccer
Favorite music: Jazz and Rock
Fighting Style: Ryu no Seirei (original style)

Biografy:

   Akito is a 30-year-old man who works as a waiter, but trains martial arts in his spare time. He intends to become a master, and thus, to make a dojo for himself in the future. He is a calm, centered person who seeks to follow a philosophy of inner and outer balance, and because of this he thinks that drinks and cigarettes are not something to be credited for his personal growth. He has had many problems in the past, and because of that he has a serious personality most of the time, but he is very polite (especially with women).

Powers:

Sense - can sense people nearby through their ki.
Energy Attacks - can infuse his attacks with ki energy.


Skills:

Musical Instrument - Akito plays saxophone very well, usually plays when he is alone to calm his moods.
Sports - Akito likes to play soccer, although he does not have much time to do it.
Write Stories - Since child Akito writes stories, using it as a hobby. If he does not succeed as a fighter, he wants to become a writer in future.
Fighting Style - Ryu no Seirei, or "Spirit of Dragon" is a style created by Akito's master, that unites karate and kung fu in a unique style.

Act I: Capcom vs Snk- Mugen Edition

   After stealing a sacred parchment from Akito's master dojo, he enters a martial arts tournament for recover it, created by the companies of Ken Masters and Robert Garcia, the "Capcom vs. SNK-Mugen Edition". This year, the tournament had something that brought competitors of other dimensions, being bigger than the previous editions.
   However, he does not think he has the ability to face a tournament like this, so he went after Kung Fu Man to help him acquire new techniques, and so he started to fight in style to improve his performance.
   Now, the only information is that there is a great possibility that the person with the scroll is one of the tournament participants, and infiltrating it, Akito is more likely to succeed in his goal. The scroll actually has a powerful dragon that is sealed inside it, being dangerous if it falls into the hands of someone evil. Maybe is that this has already happened, so Akito has to race against time to find who has the parchment in order to recover it.

PS: The idea of history is this:



Options:



It's my personal screenpack project, for Mugen 1.1 (thanks OldGamer)!
I'll release soon in my site, thanks for all are voted in this poll.
Osu! =)


    

Re: Capcom FAS, progress and discussion

 June 21, 2018, 11:56:07 am View in topic context
#11
 Posted by Walruslui  in Capcom FAS, progress and discussion (Started by Nestor May 11, 2018, 10:42:01 pm
 Board: M.U.G.E.N Discussion

awesome! that looks really good!
    

Re: Ada Wong from Resident Evil Released

 June 21, 2018, 11:15:05 am View in topic context
#12
 Posted by FlavioCamarao  in Ada Wong from Resident Evil Released (Started by FlavioCamarao June 20, 2018, 04:07:56 am
 Board: Your Releases, 1.0+

    

Re: Mugen 1.1 questions

 June 21, 2018, 10:43:30 am View in topic context
#13
 Posted by Odb718  in Mugen 1.1 questions (Started by Gara May 08, 2013, 07:11:54 pm
 Board: M.U.G.E.N Configuration Help

That level of picking which stage for which group wont ever work.
If you have the stage listed for your boss, it's still possible for the stage to show up randomly.
You basically only have 2 options for including a stage.
It's going to be random in any mode, or it's going to be random in any mode and it'll show up for the specified character.
I dont know of a way to limit where the stage shows up at. It's just active or doesn't exist to mugen.
    

Re: The Donald Trump Political MAGAthread: All in the family

 June 21, 2018, 10:34:56 am View in topic context
#14
 Posted by Odb718  in The Donald Trump Political MAGAthread: All in the family (Started by Ricepigeon March 22, 2017, 08:42:19 pm
 Board: All That's Left

Oh, you know the one
    

Re: Heavenly Ride

 June 21, 2018, 09:40:38 am View in topic context
#15
 Posted by Sir Lord Alpyne  in Heavenly Ride (Started by GLB April 25, 2018, 12:10:08 am
 Board: Your Releases, older Mugen

this looks good, & i'm not tha biggest fan of these types of stages, nice work.


NAM's on tha rise again mofos, be ready!
    

Re: SF3 Hugo Third Strike Remix

 June 21, 2018, 09:36:00 am View in topic context
#16
 Posted by Sir Lord Alpyne  in SF3 Hugo Third Strike Remix (Started by GLB April 26, 2018, 09:21:35 am
 Board: Your Releases, older Mugen

    

Re: Street Fighter V

 June 21, 2018, 09:32:53 am View in topic context
#17
 Posted by WumpaFruit96  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

I own this game, but why would I waste my FM on this new lootbox system and Menat's fortune?
Why they made Survival mode even worse? They should've made lesser rounds!
    

Re: Capcomnator's MVC Stage Collection 2018

 June 21, 2018, 09:15:38 am View in topic context
#18
 Posted by Capcomnator  in Capcomnator's MVC Stage Collection 2018 (Started by Capcomnator June 09, 2018, 08:39:56 pm
 Board: Your Releases, 1.0+

Devilotte Stage - Orbital Satellite - Cybots Fullmetal Madness



a stage based on Cybots Fullmetal Madness and CPS2



STATUS:
animated = yes
mugen = 1.1 only
resolution = 420,240
fake widescreen = yes
super jump = yes
delta = yes
parallax = yes


enjoy and having fun!!!

    

Re: Gouken SF2 Sprite Sheet (and SF1 Portrait of him)

 June 21, 2018, 09:11:33 am View in topic context
#19
 Posted by ELECTR0  in Gouken SF2 Sprite Sheet (and SF1 Portrait of him) (Started by SiL3Nt J August 10, 2015, 04:33:09 pm
 Board: Resource Releases

Small preview of Gouken.



    

Re: Capcomnator's MVC Stage Collection 2018

 June 21, 2018, 09:08:46 am View in topic context
#20
 Posted by Capcomnator  in Capcomnator's MVC Stage Collection 2018 (Started by Capcomnator June 09, 2018, 08:39:56 pm
 Board: Your Releases, 1.0+

Ninja Commando/Mack the knife/Jennety Stage - Palace in Giza - CAPTAIN COMMANDO



a stage based on Captain Commando Concept for mack the knife and CPS2



STATUS:
animated = yes
mugen = 1.1 only
resolution = 420,240
fake widescreen = yes
super jump = yes
delta = yes
parallax = yes

enjoy and having fun!!!