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DeathScythe

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Messages by DeathScythe

    

Re: Spritesheet Expansion Thread

 March 02, 2024, 03:53:39 pm View in topic context
 Posted by DeathScythe  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

    

Re: Problems with Win Quotes against characters

 February 29, 2024, 08:37:28 pm View in topic context
 Posted by DeathScythe  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

trigger1 = Time = 0 isn't even needed in this case too, you can completely remove it.
    

Re: [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)

 February 27, 2024, 01:31:47 pm View in topic context
 Posted by DeathScythe  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

Hey there, Jinny, now that 2B was released for Granblue Fantasy Versus: Rising, would you consider making her for Mugen at some point in the future?

This is the second time you're asking someone if they will make X character. Please stop doing this.
    

Re: My sprites, edits and animations

 February 26, 2024, 01:49:30 pm View in topic context
 Posted by DeathScythe  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

    

Re: bot report 2016 - skynet's invasion has begun

 February 26, 2024, 01:36:32 pm View in topic context
 Posted by DeathScythe  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

Thanks for reporting in the bot reporting thread.
    

Re: KOF 94-99 font/text

 February 22, 2024, 07:09:09 pm View in topic context
 Posted by DeathScythe  in KOF 94-99 font/text (Started by Charles_2011 February 22, 2024, 05:39:35 am
 Board: Development Resources

If you plan to use this in mugen, you can make the font yourself using that same image. Put the font over a plain color background like magenta and insert it in a program like font factory, or even fighter factory to make 1.0+ fonts.
    

Character of the Month: January 2024 Voting

 February 21, 2024, 02:01:40 pm View in topic context
 Posted by DeathScythe  in Character of the Month: January 2024 Voting (Started by DeathScythe February 21, 2024, 02:01:40 pm
 Board: Contributions of the Month

    

Re: Ai Patches for Ricepidgeon's Touhou Gensokyo Characters?

 February 20, 2024, 01:22:56 am View in topic context
 Posted by DeathScythe  in Ai Patches for Ricepidgeon's Touhou Gensokyo Characters? (Started by Supercar11 February 19, 2024, 11:21:28 pm
 Board: Idea Engineering

There is no "easy way". You just pick some tutorials and try. We have a lot more material nowadays. Mugen already comes with very beginner friendly docs that teach you basically everything. There is also youtube and a whole code help section here in the forum.
    

Re: FANG by Mr. I and Violin Ken

 February 17, 2024, 03:20:26 pm View in topic context
 Posted by DeathScythe  in FANG by Mr. I and Violin Ken (Started by Violin Ken January 30, 2024, 12:41:12 am
 Board: Your Releases, 1.0+

Please, do not request content to be made.
    

Re: Character of the Month: January 2024 Nominations

 February 16, 2024, 02:03:47 am View in topic context
 Posted by DeathScythe  in Character of the Month: January 2024 Nominations (Started by DeathScythe February 02, 2024, 05:17:32 pm
 Board: Contributions of the Month

NOMINEES
Malin by KoopaKoot
Nice Boat by N_N
C_KungFuMan_SS by Descolor
Bang Shishigami by TornilloOxidado
Gouken by Alexlexus
FANG by Mr. I and Violin Ken
Dan Hibiki by RagingRowen
Vargfren by PinoCrostaceo
Terry Bogard by TornilloOxidado
Princess Peach by Big Eli King & Macaulyn97
Potemkin by Vinnie/Ichida

CANDIDATES
Suplex Kirby by Kousa - 1
Hammer Kirby by 961000 - 1
Mr. Karate XIII LR by Capone & Niroto - 1
Hwa Jai XIII LR by Capone & Niroto - 1

11/20 ready
    

Re: Character of the Month: January 2024 Nominations

 February 15, 2024, 02:09:17 pm View in topic context
 Posted by DeathScythe  in Character of the Month: January 2024 Nominations (Started by DeathScythe February 02, 2024, 05:17:32 pm
 Board: Contributions of the Month

Potemkin by Vinnie/Ichida - 2



NOMINEES
Malin by KoopaKoot
Nice Boat by N_N
C_KungFuMan_SS by Descolor
Bang Shishigami by TornilloOxidado
Gouken by Alexlexus
FANG by Mr. I and Violin Ken
Dan Hibiki by RagingRowen
Vargfren by PinoCrostaceo
Terry Bogard by TornilloOxidado

CANDIDATES
Potemkin by Vinnie/Ichida - 2
Suplex Kirby by Kousa - 1
Hammer Kirby by 961000 - 1
Princess Peach by Big Eli King & Macaulyn97 - 2
Mr. Karate XIII LR by Capone & Niroto - 1
Hwa Jai XIII LR by Capone & Niroto - 1

9/20 ready
    

Re: How do I get rid of the green colour around this font?

 February 15, 2024, 01:38:00 pm View in topic context
 Posted by DeathScythe  in How do I get rid of the green colour around this font? (Started by Soul_Of_S'Wit February 15, 2024, 02:18:06 am
 Board: M.U.G.E.N Configuration Help

Probably an issue with color indexing, you need to set the green color as the transparent one. Fighter Factory can do this.
    

Re: STREET FIGHTER III 4th Assault - Future of Fighting

 February 11, 2024, 05:00:26 pm View in topic context
 Posted by DeathScythe  in STREET FIGHTER III 4th Assault - Future of Fighting (Started by Mastertkof January 07, 2017, 12:32:10 am
 Board: Projects

One thing that I think would greatly help making it look like SF3 (and I think this has been said before) is to cut down some frames. As they are right now they still look like 3D.
Compare the actual SF3 sprites in the example with the 3D ones, the 3D ones are WAY smoother. Sakura and Cammy are almost there but they are still too smooth IMO.
And another thing that I think can be done in post, is to adjust the palettes. I feel like it lacks a bit of contrast. The SF3 sprites have darker areas while yours are a bit too bright. Also, making the outline more visible could work too (Chun-Li is a good example, the lines in her boots are way more defined in her SF3 sprites than the white areas of the 3D sprites).
Finally, picking colors directly from the SF3 sprites would be what sells it. Skin tones, shadows, etc.

Overall, I like the direction this is going.
    

Re: Screen shots

 February 10, 2024, 04:22:31 am View in topic context
 Posted by DeathScythe  in Screen shots (Started by abls1 February 09, 2024, 10:56:18 pm
 Board: M.U.G.E.N Configuration Help

Enable debug keys if you have not yet, then press ctrl + alt + 1 to hide P1 and ctrl + alt + 2 to hide P2. You can also press ctrl + L to hide the lifebars.
    

Re: FeLo's Horror Circus

 February 07, 2024, 05:52:22 pm View in topic context
 Posted by DeathScythe  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

    

Re: Can I change the way I do classic combos?

 February 06, 2024, 07:29:10 pm View in topic context
 Posted by DeathScythe  in Can I change the way I do classic combos? (Started by lcr8 February 05, 2024, 06:18:27 pm
 Board: M.U.G.E.N Configuration Help

I know you got a bit of help on the discord server, idk how is your progress on this but I'll try to help you anyway.

Basically you won't touch that part of the cmd. You will find the move itself and change the command for it.

Examples!

Usually the state numbers of a character for mugen are 200 for light punch, 210 for medium punch, 220 for heavy punch, and so on.
With that in mind, if you want medium punch to use the same input as the light punch, find the changestate to state 210 (assuming it is set to medium punch) in the cmd, it will probably have a trigger with a "command".
Code:
trigger1 = command = "y"

Change it to the same input as the light punch.
Code:
trigger1 = command = "x"

And also, add a trigger for when you are in state 200 (assuming it is set to light punch).
Code:
trigger1 = command = "x" && StateNo = 200

If you want even more control over it, you can use movecontact of movehit. They are pretty self explanatory.
Code:
trigger1 = command = "x" && StateNo = 200 && MoveHit


Now you do the same to the other moves! Hope my explanation was helpful :)
    

Re: FeLo's Horror Circus

 February 06, 2024, 03:51:59 am View in topic context
 Posted by DeathScythe  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

Very cool. Would be nice to see the sprite in double resolution without the CRT filter too, if not asking too much. :]
    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 February 05, 2024, 01:42:31 pm View in topic context
 Posted by DeathScythe  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

Só lembrando que isso de não ser obrigatório indexar é apenas para o MUGEN 1.1, e apenas para computadores que suportam OpenGL. Hoje em dia é muito difícil não rodar, mas com certeza tem gente por aí que usa mugen no windows 95. :mlol:
    

Re: Is there any way to make the CPU jump a little less?

 February 05, 2024, 12:05:28 am View in topic context
 Posted by DeathScythe  in Is there any way to make the CPU jump a little less? (Started by Kernel panic February 04, 2024, 07:07:06 pm
 Board: M.U.G.E.N Development Help

Yes, I do this on my chars.

- Go to your statedef 40
- Remove the anim from it (optional, if you don't the AI will be "ducking" randomly)
- Add a changestate back to state 0, the trigger should be "!Time" and "AIlevel" and a variable (or an invisible explod, or an invisible projectile) that you'll set in the CMD.
- If you removed the animation from the statedef, re-add it via changeanim, AFTER the changestate. It should look like this:

Code:
;Jumping
[Statedef 40]
type = S
physics = S
movetype = I
;Anim = 40
ctrl = 0
VelSet = 0, 0
sprpriority = 1
facep2 = 1

[State 40, Prevent AI from Randomly jump]
type = ChangeState
trigger1 = !Time && AILevel && !NumProjID(40)
value = 0
ctrl = 1

[State 40, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 40

Now, in the CMD, set the variable/explod/projectile. I like to do it via projectile. If you do it as a variable, you need to turn it off in state 40 as soon as the character enters the state, AFTER the changestate to state 0. The trick is to set the variable/explod/projectile for 1 tick only.

Code:
[State -1, Jump Flag]
type = Projectile
ProjID = 40
projanim = 1
projremovetime = 1
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = ctrl || (StateNo = [100,101])

Add the AI triggers for when you want the AI to jump.

Code:
trigger1 = P2StateType = S && P2MoveType = A || Random < 10
trigger1 = !(EnemyNear, ctrl) && P2MoveType != H
trigger1 = Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT
trigger2 = Random < (250 * (AILevel ** 2 / 64.0))
trigger3 = P2StateType = C && (P2BodyDist x = [40,100]); && P2MoveType != A
trigger3 = Random < (250 * (AILevel ** 2 / 64.0))

Now you add the changestate, but the trigger should only check for the variable/explod/projectile.

Code:
[State -1, Jump]
type = ChangeState
value = 40
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = ctrl || (StateNo = [100,101])
trigger1 = NumProjID(40)

There is probably a better way to do it but this is my method. Hope it helps! :]
    

Re: Character of the YEAR: 2023

 February 04, 2024, 03:03:37 am View in topic context
 Posted by DeathScythe  in Character of the YEAR: 2023 (Started by DeathScythe February 03, 2024, 07:00:54 pm
 Board: Contributions of the Month