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No pixelation in MUGEN 1.1 (Read 27387 times)

Started by PeXXeR, June 25, 2016, 05:21:37 am
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Re: No pixelation in MUGEN 1.1
#21  July 26, 2017, 12:13:35 pm
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that Cloud needs a rework. he looks like a lazy render cut out. his colors are washed out, he's streched, your best bet is to get a solid base and start working from that.
I would actually get a solid sprite for him and start animating from there, I assume this is official art that you used.
Re: No pixelation in MUGEN 1.1
#22  July 26, 2017, 12:54:52 pm
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>"Mugen community is lazy"
>Animates a rendered image which takes significantly less time than spriting an animation
Characters aren't supposed to take up the entire screen either,this would make jumping incredibly awkward among other things
And good fucking luck making palletes for your character too

This crap isn't nearly as "revolutionary" as you think it is
Re: No pixelation in MUGEN 1.1
#23  July 26, 2017, 02:35:04 pm
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Don't get salty, troll me or bandwagon my channel either, people. I don't want your attention. Just giving friendly advice. peace

Don't flatter yourself like that, I wouldn't want you to be disappointed. :(

If you're gonna share about Glorious HD Sprites, you probably shouldn't use a lazy image as an example.
Last Edit: July 26, 2017, 02:38:57 pm by Niitris
Re: No pixelation in MUGEN 1.1
#24  July 26, 2017, 05:33:13 pm
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The "awesome" and "perfect" FlurryJo taking yet another L. Nothing to see here, folks
Re: No pixelation in MUGEN 1.1
#25  July 26, 2017, 06:47:14 pm
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am I the only one that has no idea what asymmetrical coding even is ?
Re: No pixelation in MUGEN 1.1
#26  July 26, 2017, 06:56:49 pm
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[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
Re: No pixelation in MUGEN 1.1
#27  July 26, 2017, 07:27:39 pm
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am I the only one that has no idea what asymmetrical coding even is ?

It's the way this Ford Pinto of men refers to Gill coding

Which in his opinion should be a standard whether the sprites justify it or not
Back from the bellows of hell
Back from the back of a jail in a cell
Back from the common decrees to the common degree
Back to the streets from the East
Back to the belly of beast
Back to the place of my peace
Back to me holding my piece
Anything working disturbing that peace
Will certainly meet the deceased, capiche?
Re: No pixelation in MUGEN 1.1
#28  July 26, 2017, 08:20:39 pm
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<lazy ass spriters
Ah yes like Walruisi, Balmsoldier, Motorroach, DelusionTrim, myself to an extent, Hatter..
Ok for real though just because your sprite is big doesn't make it inherently better. If anything making it like that just makes things more difficult as you have limited control over its Pallete and judging by the video it's consistency. Spriters often times draw their stuff from either reference or scratch so it's not really 'friendly' to call em lazy, especially when it's evident that your sprite is a frankensprite of various Cloud images. As a matter of fact, most would consider THAT pretty lazy
Re: No pixelation in MUGEN 1.1
#29  July 26, 2017, 09:10:31 pm
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[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code

This for a newbie like me makes it harder to follow.

am I the only one that has no idea what asymmetrical coding even is ?

It's the way this Ford Pinto of men refers to Gill coding

Which in his opinion should be a standard whether the sprites justify it or not
Ford pinto of men, lol xD
Re: No pixelation in MUGEN 1.1
#30  July 26, 2017, 09:16:12 pm
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[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
This for a newbie like me makes it harder to follow.

It's a joke.

The one on the left plays a sound. The one on the right is the same code but reversed and it won't work.
Re: No pixelation in MUGEN 1.1
#31  July 26, 2017, 09:53:36 pm
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Asymmetrical coding = Coding to make a character who's design isn't symmetrical appear correctly when they change direction from turning.
Re: No pixelation in MUGEN 1.1
#32  July 27, 2017, 05:29:03 am
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[State 200, 1]                          value = 0, 1
type = PlaySnd                       trigger1 = animelem = 5
trigger1 = animelem = 5       type = PlaySnd
value = 0, 1                            [State 200, 1]   

A snippet of asymmetrical code
This for a newbie like me makes it harder to follow.

It's a joke.

The one on the left plays a sound. The one on the right is the same code but reversed and it won't work.

Yeah I know its for a sound, it makes sense not working like that though.
Re: No pixelation in MUGEN 1.1
#33  July 27, 2017, 07:55:35 pm
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Asymmetrical coding = Coding to make a character whose design isn't symmetrical appear correctly when they change direction from turning.
Did you copy that from somewhere? :P

Not only Speedpreacher explained what that guy meant with that wording, but asymmetrical coding doesn't exist, it's not a thing. There are asymmetrical designs that can be viewed and used with different state controllers.

In case of Gill (Street Fighter III boss) his design is asymmetrical (one side of his body is red, the other one is blue) but you can replicate it by using RemapPal codes when he turns (and some ChangeStates, because his attacks change from one side to the other). In other words it's basically a change of palette.

In other cases, like K' from King of Fighters, the design is asymmetrical but you can't change palettes to swap the details from one side to the other. You would need a different spriteset and different animations for the other side.
Re: No pixelation in MUGEN 1.1
#34  July 27, 2017, 11:13:24 pm
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If SNK doesn't care to have two sets of sprites, why should we???
Re: No pixelation in MUGEN 1.1
#35  August 05, 2017, 08:10:10 am
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Just a small little update on reshade since this is the only "Active" reshade topic on this forum atm, as of Reshade 3.0.8, the Black Screen issue in Mugen 1.1 OpenGL, is no longer an issue. That has been fixed due to OpenGL corrections in 3.0.8.
Re: No pixelation in MUGEN 1.1
#36  August 18, 2017, 06:36:16 pm
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can you update this since new version of reshade came?
Re: No pixelation in MUGEN 1.1
#37  August 19, 2017, 06:49:56 am
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I plan to do it, once I settle on a config. Im changing/downloading shaders all the time right now.
Once im done, you can drag and drop it and be ready for use.
Re: No pixelation in MUGEN 1.1
#38  November 23, 2017, 12:02:57 am
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  • Same pixellated recycled bullshit is at this site.
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I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.


Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.

Keep exposing yourselves as trolls. Your loss. Have a nice day!
flurry-jo.com
Last Edit: November 23, 2017, 02:23:23 am by artistropeadope
Re: No pixelation in MUGEN 1.1
#39  November 23, 2017, 03:33:17 am
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I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.


Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!

For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)
Re: No pixelation in MUGEN 1.1
#40  November 23, 2017, 04:29:03 am
  • *
  • My releases are at flurry.com
  • Same pixellated recycled bullshit is at this site.
    • USA
    • flurry-jo.com
I was originally gonna make a very intelligent post on how low-res spritework has difficulties that higher-res stuff doesn't have to deal with but I'm instead just gonna say this:

LOL Why is Cloud stretched so much??? And how do you not know how to use F12?!

EDIT: looked at your post history and just remembered who you are holy shit

? The image was a crudely thrown together example to explain what I meant. To avoid further trolling, here's what my character looks like in game.


Edit: Also, for the pathetic comments following this quote, my Cloud isn't a render. It's authentically hand drawn and meticulously animated, as you can see.
[youtube]https://www.youtube.com/watch?v=u32fQHTRoMg&feature=youtu.be[/youtube]
Keep exposing yourselves as trolls. Your loss. Have a nice day!

For having "asymmetrical coding" you never once showed p1 go over to p2's side proving that it has it. (One can assume that it's two different versions of the same character with different sprite sets, which considering the 9000,1 sprite between the two that pretty much what's going on here) Among other things I've noticed from the video, (other than the obvious bit at the end which just tells me your attitude) I don't care if you drew these sprites or not but just by looking at the video, these animate pretty damn bad they could use more frames of animation and be less stiff. Your coding of the characters also need some work too (and they seem floaty as hell for instance the launcher)

STOP CRYING, FUKBOY! I have a ton of videos showing him jumping over other characters. You can't save face. Accept that I have complex coding. You are pathetic! This is the last comment I will post here. Cry away , haters.
flurry-jo.com