Bleed said, August 05, 2011, 09:48:20 pmIs it possible to have a function for Scaling or deforming sprites based on target points? Like bones in 3D, or bezier curves that can be used for sprite warping? Something like this http://www.math.ucla.edu/~baker/java/hoefer/Bezier.htmI was trying to make this in mugen yesterday with Scorpion's spear, but was having too much trouble locking one end point to the enemy. Having the rope bend would need to be done in Photoshop also.What would be awesome is if we could tile a sprite or texture along a curve, so it doesn't get too distorted during deformations.Since you have the cloth effects, maybe the middle points could use some cloth properties to move around on their own... You could use a cloths or you can just use multiple rigid bodies.Here's another quick video on the Menu Editor: Fighter Creator Editor Progress 2There is going to be a few more videos on the Menu Editor, then after that a going to start of menu scripting, you can modify menu items in your scripts too, allowing for many animation effects.I wanted to make a video on designing a simple character select screen, but couldn't because I have to fix some things, but the next set of videos will explain those things.Also, I've added made some changes to the Image Fixer:
The original image still looks better, I think you can just give the sprites a little blur, and that's it. Trying to fix pixelated images to this extreme is just going to come out muddy and wobbly.I tried to fix it with different filters in photoshop and Flash, but nothing looks as good as the original. I think the only way to make it look good is drawing it again by hand.
Bleed said, August 06, 2011, 09:58:46 amI tried to fix it with different filters in photoshop and Flash, but nothing looks as good as the original. I think the only way to make it look good is drawing it again by hand.That is exactly what I explained.
Small rant.I never made a mugen character..a stage or even a whole programme /engine.But i made some websites and other stuff.I never talked about them before i made them or when i was working on them before they got public.So, how about you stop wasting your time making videos screenshots and forumthreads like this one now and make them when you can actually show more than progress and concepts.Greets and a nice weekend, gbk.
Bleed said, August 06, 2011, 09:58:46 amThe original image still looks better, I think you can just give the sprites a little blur, and that's it. Trying to fix pixelated images to this extreme is just going to come out muddy and wobbly.I tried to fix it with different filters in photoshop and Flash, but nothing looks as good as the original. I think the only way to make it look good is drawing it again by hand. I did use a blur effect, just not on the original sprite.GBK667 said, August 06, 2011, 10:48:28 amSmall rant.I never made a mugen character..a stage or even a whole programme /engine.But i made some websites and other stuff.I never talked about them before i made them or when i was working on them before they got public.So, how about you stop wasting your time making videos screenshots and forumthreads like this one now and make them when you can actually show more than progress and concepts.Greets and a nice weekend, gbk. ... I created this thread so that people would post suggestions on what they would like in a new engine.All of this is progress, the videos and screenshots may look simple, but the code behind it isn't. I had a huge problem with saving and loading, and had to take a different route in getting it to work.
I see what he's saying, but feed back is good for this stuff. One person can't think of everything, and comments can provide some motivation.
GBK667 said, August 06, 2011, 10:48:28 amSmall rant.I never made a mugen character..a stage or even a whole programme /engine.But i made some websites and other stuff.I never talked about them before i made them or when i was working on them before they got public.So, how about you stop wasting your time making videos screenshots and forumthreads like this one now and make them when you can actually show more than progress and concepts.Greets and a nice weekend, gbk.this post was fucking stupid and if you ever post something like this again you're banned
My point is, that it makes more sense to concentrate on this project than to answer many questions, defend it from sceptic people and post concept art which doesnt show how a game really could look.Sorry, but if it is not allowed to do a small rant without getting personal or anything just to say my mind here than i rather stop posting here by my own and free will and not because the admin who is not able to write without being insulting in the most of his posts. Bye MFG forum.
Well it doesn't get easier than making low-res stages for MUGEN (Hell, I was able to make stages for MUGEN back when I frequented NBA. Don't do them hoes no more tho.). I wonder if it'll be easier to do so on this here creator.
CSGames said, August 06, 2011, 04:56:16 pmBleed said, August 06, 2011, 09:58:46 amThe original image still looks better, I think you can just give the sprites a little blur, and that's it. Trying to fix pixelated images to this extreme is just going to come out muddy and wobbly.I tried to fix it with different filters in photoshop and Flash, but nothing looks as good as the original. I think the only way to make it look good is drawing it again by hand. QuoteI did use a blur effect, just not on the original sprite.I see you used some blur, but it sounds like you are trying to do something that would give you a better result. That's what I'm referring to, adding a little blur I think is about the best you can do for this, because of the nature of the source material.Trying to make something better, like converting the different shades to smooth vector shapes seems like it's just not meant to be. Even for a Human, to fix an image like that Onslaught, requires an artists interpretation to fill in the gaps, ignore some details and create others.A computer generated blending job will look just like what it is, because it takes more effort or a human touch to achieve a desired result.Maybe you can give the users some sliders, to adjust the blur or smudging on their own?
Cazaki said, August 07, 2011, 01:55:41 amWell it doesn't get easier than making low-res stages for MUGEN (Hell, I was able to make stages for MUGEN back when I frequented NBA. Don't do them hoes no more tho.). I wonder if it'll be easier to do so on this here creator. It most definitely will be.Bleed said, August 06, 2011, 09:58:46 amI see you used some blur, but it sounds like you are trying to do something that would give you a better result. That's what I'm referring to, adding a little blur I think is about the best you can do for this because of the nature of your source material.Trying to make something better, like converting the different shades to smooth vector shapes seems like it's just not meant to be. Even for a Human, to fix an image like that Onslaught, requires an artists interpretation to fill in the gaps, ignore some details and create others.A computer generated blending job will look just like what it is, because it takes more effort or a human touch to achieve a desired result.Maybe you can give the uses some sliders, to adjust the blur or smudging on their own? Well really, if your playing a game, you will notice the pixelation more than you will notice a muddy image, but you do have control over how much blur and sharpening you want to apply the pictures I posted had the settings up high.
It would have probably been better to have posted this when you were farther along. I can clearly see that you will not be meeting your deadline.
GBK667 said, August 07, 2011, 12:39:48 amMy point is, that it makes more sense to concentrate on this project than to answer many questions, defend it from sceptic people and post concept art which doesnt show how a game really could look. Just to let you guys know, none of the screenshots or videos I've posted were concepts, they are taken directly from the actual editor you would use to make your games in.Riptide: The people's Knight said, August 08, 2011, 12:29:01 amIt would have probably been better to have posted this when you were farther along. I can clearly see that you will not be meeting your deadline. It still is a chance, unless another big problem comes up again.
That's why most people making stuff for fun have a 'when it's done' deadline. DNF too, but that's a special case.
Lasombra Demon said, August 08, 2011, 05:05:02 amThat's why most people making stuff for fun have a 'when it's done' deadline. DNF too, but that's a special case. lol, I should have done that, but I didn't expect to many problems while working on FC.
Riptide: The people's Knight said, August 08, 2011, 12:29:01 amIt would have probably been better to have posted this when you were farther along. I can clearly see that you will not be meeting your deadline.Yeah, he is so not getting paid on time because he is failing his deadline.
Okay, here is part 3 of the menu editor progress series, this time showing 3D panels. I hope you guys like this video better than the last one, don't want anybody to pull another GBK on me . ( Must watch in 1080p in order to really see whats going on. ) : Fighter Creator Menu Editor Progress 3And here an updated version of the image scaler :Original -Resized 3x Normally - Resized 3x Using New Method -