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Messages by Slayer.

    

Re: IKEMEN Video Thread

 September 01, 2023, 03:35:46 am View in topic context
 Posted by Slayer.  in IKEMEN Video Thread (Started by 2Dee4ever September 13, 2014, 04:49:42 am
 Board: Ikemen General Discussion and Help

Samsho III select screen
    

Pocket Bravery was released

 August 31, 2023, 08:46:56 pm View in topic context
 Posted by Slayer.  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

Launch Trailer:
    

IKEMEN Screenshots

 August 31, 2023, 07:22:24 pm View in topic context
 Posted by Slayer.  in IKEMEN Screenshots (Started by Slayer. August 31, 2023, 07:22:24 pm
 Board: Ikemen General Discussion and Help

I was kind of hoping someone would start a thread like this since there are a lot of new features in the engine that are out of place in the "M.U.G.E.N Screenshots" thread, so here it is anyway, heh:



Let's go.
    

Re: 2023 - In search of lost media

 August 31, 2023, 02:54:12 am View in topic context
 Posted by Slayer.  in 2023 - In search of lost media - M&B Evolution and Roar Lifebars (Started by Slayer. July 01, 2020, 08:25:20 am
 Board: Requests

Nice! Thank you.
    

Looking for Mugen fighting Jam V2 lifebars by Jet

 August 31, 2023, 01:31:01 am View in topic context
 Posted by Slayer.  in 2023 - In search of lost media - M&B Evolution and Roar Lifebars (Started by Slayer. July 01, 2020, 08:25:20 am
 Board: Requests

updated by K'Error


The link in his topic isn't working anymore.
    

Re: M.U.G.E.N Screenshots V3

 August 29, 2023, 02:07:59 pm View in topic context
 Posted by Slayer.  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Various Parallaxing stages 1.1 (opengl)

 August 28, 2023, 03:43:27 am View in topic context
 Posted by Slayer.  in Various Parallaxing stages 1.1 (opengl) (Started by Vogel August 26, 2023, 08:53:39 pm
 Board: Your Releases, 1.0+

Youtube recommended your channel to me a while ago, and I subscribed. Nice to see you around here. Your work with parallax and deltas is very good, it really conveys the depth of the stages well. Having said that, I would like to leave my feedback and I'll use "Alpine Train" stage for it.

- Zoom
You sett "zoomin = 1.15", which leaves the stage with the minimum zoom of 115%. Unless it's something specific to a full game, in my opinion it would be better to leave "zoomin = 1" because it ends up cutting part of the stage for no reason.


- Zoomdelta
Although your stages have "zoom", the two that I checked, the one mentioned above and "Orochimaru's Hideout" do not use this parameter. This would help even more to improve the stages. Electro made a basic tutorial that is very useful:
Spoiler, click to toggle visibilty


- Startx
p1startx =-500
p2startx = 500
p3startx = -720
p4startx = 720

The above values, mainly for P1 and P2 can cause some problems in intros, since most chars follow the default of -70 for P1 and 70 for P2 in low-res stages (320x240). For higher resolution stages:
640x480: -140 and 140.
1280x720: -280 and 280.

I usually omit the values for P3 and P4, and in such cases the engine ends up using the default values:
320x240 = p3startx = -100, p4startx = 100
640x480 = p3startx = -200, p4startx = 200
1280x720 = p3startx = -400, p4startx = 400

Before: https://imgur.com/0TKywN6
After: https://imgur.com/EzizCHr


- Bounds
leftbound  = -1800
rightbound =  3000

The values must be the same for both left and right (with the exception that the left value is negative). Although "Alpine Train" isn't that big of a stage, so I think a bug would be unlikely. So both being "1800" or "3000" wouldn't make a difference in this stage.


- Music
By default, the music path is bgmusic=sound/sound.mp3. I went to test it and saw that in stages the path used the "stages" folder. And for volume, the recommended is "bgmvolume = 100", 255 was more used in WinMUGEN, "bgvolume = 255". Unless it's intentional that the music volume is at 255%.


- debugbg = 1
- debugbg allows you to easily debug your stage and find graphical glitches, as magenta will appear at places where there are no sprites. When creating a stage, always set this value to 1. Set it back to 0 when you have finished creating/debugging the stage.


- "Unnecessary code"
scaledelta = 0, 0
scalestart = 1,1

Not quite a problem per se, but parameters pointed like this have no effect and just increase lines of code for no reason. And considering that the 1st line appears 29 times and the 2nd 32 times, this can get in the way a little if you revisit your stage.


A few things to polish, but great stages anyway. Hope to see more of your work. Thanks for sharing.
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 August 18, 2023, 01:40:58 am View in topic context
 Posted by Slayer.  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics

To be honest, when I first saw the original post, I wanted to edit all 7 of the original pieces you posted. So now they are "finished":

Spoiler, click to toggle visibilty
    

Re: Stages issues with bottom of stage

 August 06, 2023, 02:36:20 am View in topic context
 Posted by Slayer.  in Stages issues with bottom of stage (Started by bmarkuson26 August 06, 2023, 12:27:20 am
 Board: M.U.G.E.N Development Help

I don't know chars code so I use Animget to capture screens and see the maximum that a character moves the stages.
    

Re: Stages issues with bottom of stage

 August 06, 2023, 02:29:11 am View in topic context
 Posted by Slayer.  in Stages issues with bottom of stage (Started by bmarkuson26 August 06, 2023, 12:27:20 am
 Board: M.U.G.E.N Development Help

Most stages are made for 4:3, so if they don't have localcoord they are probably 320x240 or if they have the parameter "hires = 1" in the def file then they are 640x480. But there may be exceptions so you should look up information where you downloaded them.
When I said "edge" I was referring to the horizontal borders that appear when the char causes "Envshake".
The values have to be multiplied by 2 because when the stage is moved up we have a black border at the bottom and when the stage is moved down we have a black border at the top, so 2 borders.
    

Re: Stages issues with bottom of stage

 August 06, 2023, 01:39:44 am View in topic context
 Posted by Slayer.  in Stages issues with bottom of stage (Started by bmarkuson26 August 06, 2023, 12:27:20 am
 Board: M.U.G.E.N Development Help

This is not a problem per se. The stages simply do not have overdraw support and, in some cases, there is literally nothing to show. Every character that uses "Envshake" causes this in stages. You didn't notice this before because probably the characters used so far didn't shake the screen much.
Now, in a more detailed explanation, you have to understand that most of the stages are from the early 2000s, and even today most of the stages released do not use features from MUGEN 1.0, which was released more than 10 years ago.
There is a feature called overdraw (high/low) that takes care of this. For example, Broly by Mr. Ansatsuken shifts a maximum of 7 pixels in his movements (jump, attacks):


So the stages need those extra pixels that aren't in sight to be displayed in the "Envshake" moments. However, the amount of pixels varies according to the localcoord of the stages, in this case:
7 pixels for low-res (320x240)
14 pixels for "hi-res" (640x480)
28 pixels for HD (1280x720) and Full HD (1920x1080). I couldn't check higher resolutions because full hd is the highest resolution on my pc.

From this, you have to count both edges. So you need to multiply the values by 2 when you draw this extra area:

Remembering once again, obviously the engine cannot show something that does not exist. So you need to draw that extra area in each scenario. The more the character shakes the screen, the larger the area you need to draw. Now the code part in the [Camera]:
Code:
overdrawhigh   = 28
overdrawlow    = 28


Why 28? Compatibility up to full hd because that's how MUGEN/IKEMEN localcoord works. But if a character moves the screen more than 7 pixels then it goes back to showing black borders. If the stage has zoom, then you will have to draw even more, the higher the stage resolution and the greater the zoom effect, the more work.
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 August 02, 2023, 04:08:00 am View in topic context
 Posted by Slayer.  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics

Nice. So here they are:

Spoiler, click to toggle visibilty
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 August 01, 2023, 05:37:45 am View in topic context
 Posted by Slayer.  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics

If you have a powerful enough GPU...
Ha! Not for me.  :P
I would love to see characters from Rurouni Kenshin and Inuyasha in this style.

Anyway, I really like Nishimura's art in CVS2 so seeing new renders in a style close to that one is pretty cool, even if they need some retouching. Speaking of which, I hope this isn't a problem:


I admit that I rushed a little but I wanted to finish it quickly. Again, if not an issue I would work on 1 or 2 more. I hope you can continue to share more of these results with the community.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 30, 2023, 02:51:13 am View in topic context
 Posted by Slayer.  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

What would be the chars in OHMSBY's style that have the strongest EnvShake during an attack that doesn't disable elements of the stage? I need it to check stages overdraw.
    

Re: SimpleMUGEN: Simplistic MUGEN Battle 2021 (IKEMEN GO) (Updated JUN 2023)

 July 23, 2023, 07:46:46 pm View in topic context
 Posted by Slayer.  in SimpleMUGEN: Simplistic MUGEN Battle 2021 (IKEMEN GO) (Updated JUN 2023) (Started by Meldo June 08, 2021, 11:11:57 am
 Board: IKEMEN Releases

Good job as usual. If you are using v0.99.0-rc.1 (or nightly), I would recommend you to use the "cell skip" feature, that way you would no longer need a custom select.def for the "more slots" version.
    

Re: M.U.G.E.N Screenshots V3

 July 23, 2023, 07:41:24 pm View in topic context
 Posted by Slayer.  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion


IKEMEN
    

Re: Long Win Text in Arcade Mode

 July 12, 2023, 11:07:32 pm View in topic context
 Posted by Slayer.  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

For IGO, you can use \n:
Code:
YOU'VE OUTLASTED THE BEST! \nYOU ARE NOW THE STRONGEST \nSTREET FIGHTER IN THE WORLD!!
    

Re: Long Win Text in Arcade Mode

 July 12, 2023, 10:32:12 pm View in topic context
 Posted by Slayer.  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

MUGEN doesn't have newline, so you'll need a custom font for that. A single glyph/letter containing the entire text.
    

Re: The CS Discussion Thread

 July 01, 2023, 12:07:47 am View in topic context
 Posted by Slayer.  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 am
 Board: Sprite Projects

Oh! That's great. Thank you.

Spoiler, click to toggle visibilty
    

Re: Contributor Suggestion Thread

 June 26, 2023, 11:38:07 pm View in topic context
 Posted by Slayer.  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

That is basically reuploading and ends up undermining those that actually worked.
Oh, well.