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Freezeman's BlazBlue sprites (Read 49067 times)

Started by Freezeman, January 17, 2010, 05:44:19 pm
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Freezeman's BlazBlue sprites
#301  February 02, 2010, 07:44:57 pm
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InB4 Bebum Ragna  :gonk:
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Freezeman's BlazBlue sprites
#302  February 02, 2010, 08:04:18 pm
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Waiting for Bebum Ragna by daimonmau and KOF12 Kyo by ARCoolGuy ! :gonkgoi:
Freezeman's BlazBlue sprites
#303  February 02, 2010, 08:14:05 pm
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Bebum? by any chance din't you guys know my later 2 creations "sol engrenado" and "dark order sol"?
Freezeman's BlazBlue sprites
#304  February 02, 2010, 08:16:39 pm
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Bebum was my first char, I did him while learning how to do mugen chars and withouting caring to much for quality since I was just messing around while learning.
Sol and dark order on the other hand I did to be one of the best edited chars on the mugen world.
Freezeman's BlazBlue sprites
#305  February 02, 2010, 09:48:34 pm
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You guys can't understand the greatness of Bebum Ryo.
Freezeman's BlazBlue sprites
#306  February 02, 2010, 10:18:06 pm
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Freezeman's BlazBlue sprites
#307  February 02, 2010, 10:21:37 pm
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Another update:

As requested, you can now import .hpl format palettes and apply them to the sprites.



(at least, I hope that's what it's meant to look like...)

PCX sprites will be saved with whatever palette you have selected at the time.  I've also added the option to just export all loaded palettes to .act format, so that should be all you need as far as Mugen paletting goes.

By the way, the actual character palettes seem to be the ones named 00_00.hpl, 01_00.hpl, 02_00.hpl etc.  The others serve some other purpose I guess.

New version here.

As ever, all feedback appreciated.

Edit: all I know about SF2HD is that Freezeman said the data was in a similar format to the hip files.  So, if anyone has the files and wants to share them I should be able to add support for those as well.
Last Edit: February 02, 2010, 10:27:11 pm by tunglashor
Freezeman's BlazBlue sprites
#308  February 02, 2010, 11:28:59 pm
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The other palettes likely apply to the various other attacks and special effects that use separate palettes for whatever reason. (Arakune's bugs often don't use the same palette as the main body, for example.) I'll do a bit of lookin' on it when I get home. I checked out Arakune real quick since I already had his HPLs ripped and sure enough the palettes look dead-on. Fantastic work, man.
Freezeman's BlazBlue sprites
#309  February 03, 2010, 12:03:22 am
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I'd get HDr for you guys, however, I have a problem no one could solve.
I'm on a PS3, and thus, the downloaded game is in PKG. You can pretty much view what is inside the file, but it cannot be decrypted... as of yet.
Freezeman's BlazBlue sprites
#310  February 03, 2010, 12:28:45 am
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"Now that's humble. ::)"
Not a question of being "humble". considering all chars that I know until today and that I wanted to make one of the best (not the best) it can be considered that I did it (for the time being). Of course there is other things to considere, like if is a personage that people like and if in the end, besides the cool things,  it is fun to play with (a thing I don't know since I don't play around with him, haha).

but anyway, all I need now is the sounds of ragna and hakumen and the hit sparks of the game.
There is somewhere I can find this 2 or no one did it yet?
Freezeman's BlazBlue sprites
#311  February 03, 2010, 03:17:05 am
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Cool, the Blazblue sprites have arrived, haha.
I think I will do some new char, and will be ragna or that hakumen guy... or maybe both, since I don't know the story I could do that this ragna puts a special armor and transform in "HAKUMEN, the swordmen", hahaha (cooll).

Oh god no, D:. Why do people make characters without knowing who the characters are.

GT

Freezeman's BlazBlue sprites
#312  February 03, 2010, 03:31:11 am
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Because they like the way they look I guess.
Yeah Titiln, in fact, You Made Him
Freezeman's BlazBlue sprites
#313  February 03, 2010, 03:44:21 am
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I plan to make arakune without playing the game, he looks interesting to convert. Also, his throw anim and astral distortion absolutely scream Shuma Gorath's Chaos Dimension to me, so he's getting that.

I can even use the shout cos they sound so similar  ;P

First i have to work out the red overlay properly, he doesn't look at all right as a pure palette and 1.0's remappal feature lets me change the red overlay based on palette which is handy.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Freezeman's BlazBlue sprites
#314  February 03, 2010, 04:01:50 am
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"Why do people make characters without knowing who the characters are"
"Because they like the way they look I guess"

yeah, kind of that. Nowadays the stories from japan games and animes are so full of emo heros, gays, travestis, "heroes who care for the feelings/past of enemies who just killed loooots of inocent people", pedofilia, and whatever more crap, etc. that I not in the mood to go read this blazblue story right now, I just want some hirez char that looks cool to make.

And there is 2 on this one, ragna and this hakumen. and lucky to me they have a hair that is lookalike and hakumen is wearing a full armor. So I can make that ragna can became furious and transform in hakumen, hahahaha (will look coooll)

And Cyanide: you are talking about your plans to your char, so I presume you allready have the hitsparks? and the sounds? so where could I find the sounds? (in case you have allready)
Freezeman's BlazBlue sprites
#315  February 03, 2010, 08:10:19 am
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No one gives a shit if you inject story into a MUGEN character, they just don't want a character that plays like whatever trash you end up slapping the moves together into. Learn how a character plays before you port them, problem fuckin' solved.
Freezeman's BlazBlue sprites
#316  February 03, 2010, 08:48:52 am
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The sprites are open now, so don't fight.
Let anybody do what he wants with the sprites, let it be good or bad. We'll judge when the char comes out. >:D
Freezeman's BlazBlue sprites
#317  February 03, 2010, 02:27:38 pm
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What scale are people using for the chars? no matter wich scale I put the sprites always loose details. (din't tested on the new mugen yet)

And could someone giveme some direction about where I could get the sounds and the hitsparks?
Freezeman's BlazBlue sprites
#318  February 03, 2010, 02:34:06 pm
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Some sounds have been ripped in this topic. You'll have to search. Dunno if it's the ones you're looking for.
And of course they lose details if used in Winmugen ! :gonk: They're meant for HD settings, which means 1280*720/960, only available on Mugen 1.0
Freezeman's BlazBlue sprites
#319  February 03, 2010, 08:41:35 pm
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Scale factor in comparison to lo-res characters would be .30, though.
S'not like I mind the characters looking like this.
Spoiler, click to toggle visibilty
Freezeman's BlazBlue sprites
#320  February 03, 2010, 08:50:18 pm
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Bleh, put the char in 1.0 with localcoord=1280,720 and let Mugen handle the real sprite size rather than weird proportions.