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Agnibyte

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Messages by Agnibyte

    

Re: Dark Space: Gaia's Room

 June 27, 2013, 11:53:41 am View in topic context
avatar  Posted by Agnibyte  in Dark Space: Gaia's Room (Started by Agnibyte June 24, 2013, 04:46:36 am
 Board: Your Releases, older Mugen

I have to admit that I have no clue what TSR is. All I found was The Sims Resource and Dungeons and Dragons.

I thought about slicing and sin controls (something like SFA3 Dictator), but it would still involve tiling above and right. But the sin looped every 64 frames, so it seemed easier to tile. The background tiles left or right after 128 frames, and the only up or down tiling that matched the sin movement were at frame 64 and 192. But as it moves down and to the left, the bottom row needed to start with the right half of frame 192, all of frame 64 in the middle, and the left half of frame 192 on the right side. I only had 256 frames, but it may be different with the game's other (better) background. The three stars were just set randomly for me.

I recall for taking screenshots at the larger size sometimes reshaped everything. It may have affected color.

[..] I didn't specify what area. 

Most of my stages are from Super Mario games. How ridiculous could it be?

Since I keep bumping this, I thought I'd add a pair of color sets and an arranged track.

Spoiler, click to toggle visibilty

Preview of arranged track (Reuse allowed)
Spoiler, click to toggle visibilty

Link updated here or in the first post.
    

Re: Dark Space: Gaia's Room

 June 26, 2013, 09:01:55 am View in topic context
avatar  Posted by Agnibyte  in Dark Space: Gaia's Room (Started by Agnibyte June 24, 2013, 04:46:36 am
 Board: Your Releases, older Mugen

..it's interesting to see how different people choose to set everything up. 

I tried that too. I wanted to see if you used the better version of the background, with both the large blue and orange background, if it used the same amount of frames, if you used the same amount of frames, if you had to jigsaw it at all, was I about to waste a lot of time jigsawing, did you tessellate the background in the same way...

But your link is dead. Good thing that never happens to me. #SarcasticJokesWorkOnTheInternet

Did you play the hell out of this game as a kid too?
Get all the red jewels and everything? 

I had a big brother and a spoiled baby cousin, so I couldn't get much done. I was able to beat it once, and I went on to something else. Maybe Romancing SaGa 3, I don't know.

This release makes me want to do that other part of the game I almost made into a stage last year.

Doo it.
    

Re: cvs nakoruru warusaki color separation patch

 June 26, 2013, 08:48:47 am View in topic context
avatar  Posted by Agnibyte  in cvs nakoruru warusaki color separation patch  (Started by sethzel June 24, 2013, 11:31:57 pm
 Board: Requests

Link restored.
    

Re: Paletting new images without Photoshop

 June 24, 2013, 04:53:31 am View in topic context
avatar  Posted by Agnibyte  in Paletting new images without Photoshop (Started by Janis L.C.V. June 23, 2013, 01:35:59 am
 Board: M.U.G.E.N Configuration Help

All I use is Photoshop, so it doesn't seem like that would help. But in Fighter Factory 3, instead of Shared Palette, make sure Switch to the Sprite Palette is checked. This won't help until you can index your image, and I don't think MS Paint will do that. I think GIMP does, if you don't want to use Photoshop. If you're going to start making sprites and images yourself, you'll need one of those or something similar.
    

Dark Space: Gaia's Room

 June 24, 2013, 04:46:36 am View in topic context
avatar  Posted by Agnibyte  in Dark Space: Gaia's Room (Started by Agnibyte June 24, 2013, 04:46:36 am
 Board: Your Releases, older Mugen



Alt Colors
Spoiler, click to toggle visibilty

Get it here. Click the file name in the top center. Don't go down to the green button. Unless you want to.
    

Re: Paletting new images without Photoshop

 June 23, 2013, 07:34:13 am View in topic context
avatar  Posted by Agnibyte  in Paletting new images without Photoshop (Started by Janis L.C.V. June 23, 2013, 01:35:59 am
 Board: M.U.G.E.N Configuration Help

Any sprite with an invisibility color should be visible in Fighter Factory. Go to a sprite like the one you have at the top, and click "Show Transparency Color."

To place your image with Kohaku's palette, you have to
 - index your image, hopefully in whatever editing program you used to make it
 - copy your image entirely (probably CTRL+A, and then CTRL+C)
 - load Kohaku's palette to your image (it will then look glitchy like)
 - paste your image back

If that pink is the invisibility color you want to use, you'll have to replace the invisibility spot on Kohaku's palette with it, or switch your image's pink with Kohaku's invisibility color, but you know that.

To add your image to the .sff with its own palette, it has to be a png file or a pcx. GIMP also saves pcx files. Make sure "Shared Palette" is unchecked, or it will use the palette of the sprite before it. If the next sprite after your image uses Shared Palette, it will use the palette from your image, so the order of your sprites may be important.
    

Re: Sprites disappear when animated

 June 23, 2013, 07:21:24 am View in topic context
avatar  Posted by Agnibyte  in Sprites disappear when animated (Started by PAVGN June 01, 2013, 12:40:38 am
 Board: M.U.G.E.N Development Help

Also, if the building on the left works like you want, and the building on the right is supposed to be identical (as in, you did not want the ",H" mirrored effect), there's no need for actionno 1 or 2 for this building or to code two separate buildings on the right side. Just use actionno 10 like you did for the left building, and give it the same ID=2.
    

Re: Sprites disappear when animated

 June 22, 2013, 04:07:49 am View in topic context
avatar  Posted by Agnibyte  in Sprites disappear when animated (Started by PAVGN June 01, 2013, 12:40:38 am
 Board: M.U.G.E.N Development Help

I meant to add that if you have any other animated sprites in the stage that are tiled, you should probably add all of them separately, as well. If they're small, it may be harder to notice, but they likely also disappear when they're close to the corner. Walk slowly across the stage to the left to check. Right side seems to disappear more than the left side. We (people I know) call it a blind spot.
    

Re: Sprites disappear when animated

 June 22, 2013, 02:59:13 am View in topic context
avatar  Posted by Agnibyte  in Sprites disappear when animated (Started by PAVGN June 01, 2013, 12:40:38 am
 Board: M.U.G.E.N Development Help

Tilespacing isn't coded well for animations. By Elecbyte. If you need tiling animations, you should simply code your animations again and tile the Start coordinates.

If "Tilespacing = 464, 0" is what you want to place the mountains on the left and right sides, code the mountains again for the left and right side the hard way, and set the coordinates at -464,0 and 464,0

(Add the green text, delete the red text, bold black text is redundant.)

[BG 0];montain
type  = anim
actionno = 8
spriteno = 1, 21    ; Spriteno is only used for Normal and Parallax, not Anim
start = 0, 200
delta = .7, .7
ID=2
mask=1  ; Animations already use Masking.
velocity = 0, 0    ; Zero Velocity is default. Only needed if you want to change to a different velocity.
tile = 1, 0
tilespacing = 464, 0


[BG 0];montain
type  = anim
actionno = 8
spriteno = 1, 21
start = -464, 200
delta = .7, .7
ID=2

[BG 0];montain
type  = anim
actionno = 8
spriteno = 1, 21
start = 464, 200
delta = .7, .7
ID=2
    

Re: Easy way to find the loop points of a song for mugen stages?

 June 15, 2013, 05:23:38 am View in topic context
avatar  Posted by Agnibyte  in Easy way to find the loop points of a song for mugen stages? (Started by Sheng Long June 14, 2013, 11:21:37 pm
 Board: M.U.G.E.N Development Help

You need to change the View settings to Samples instead of Decimal, then you should see the exact values after you figure out where you want the song to loop.

I use Adobe Audition. If you use it for first time, it defaults with the Multitrack view, which might be confusing, but you can change it to the normal Edit view in the upper left almost-corner.
    

Re: SMB2: World 4-2

 June 08, 2013, 03:10:38 pm View in topic context
avatar  Posted by Agnibyte  in SMB2: World 4-2 (Started by Agnibyte June 08, 2013, 01:51:49 am
 Board: Your Releases, older Mugen

Will you be updating your old stages?
No. I only have several weeks to do anything here. Anyone can make something they made better, but I'd never get anything else done.

So I have to sign up to download the file?
Shouldn't need to. I didn't, and it DL'd for me. Click the file's name in the center near the top, to the left of where it says "2.89 MB"

    

SMB2: World 4-2

 June 08, 2013, 01:51:49 am View in topic context
avatar  Posted by Agnibyte  in SMB2: World 4-2 (Started by Agnibyte June 08, 2013, 01:51:49 am
 Board: Your Releases, older Mugen



Alt stages:
Spoiler, click to toggle visibilty

Get it here. Click the file in the top center. Don't go down to the green button. Unless you want to.
    

Darkstalkers: England

 October 13, 2012, 02:36:30 am View in topic context
avatar  Posted by Agnibyte  in Darkstalkers: England (Started by Agnibyte October 13, 2012, 02:36:30 am
 Board: Your Releases, older Mugen

J. Talbain's stage. Get it here.







[EDIT]Wolfsbar sign was too low in the winmugen smashed version. Fixed.

___________________________________
[Older Threads]
Spoiler, click to toggle visibilty
    

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

 October 12, 2012, 11:29:32 am View in topic context
avatar  Posted by Agnibyte  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

I'd like to know about the Hotaru in this picture:


Who made her? Are her sprites filtered or are they redrawn? I guess I'd also like to know where I can get those lifebars.

Screenpack is X-M.U.G.E.N. Should be from MI. Hotaru's bow is attached to her hands, and her hair is attached to her eyes if not also her top. Obviously not difficult for anyone to palette, just disappointing.
    

Re: (SNES) SMB 2: World 1-1

 October 04, 2012, 12:02:12 am View in topic context
avatar  Posted by Agnibyte  in (SNES) SMB 2: World 1-1 (Started by Agnibyte September 15, 2012, 06:10:37 am
 Board: Your Releases, older Mugen

It did feel like self-promotion, but I guess there's nothing wrong with making them easier for someone to find, especially since I'm not going to host them anywhere.
    

(SNES) Dracula X: Stage 1

 September 28, 2012, 10:38:13 pm View in topic context
avatar  Posted by Agnibyte  in (SNES) Dracula X: Stage 1 (Started by Agnibyte September 28, 2012, 10:38:13 pm
 Board: Your Releases, older Mugen





Default and Green. Get it here.

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

 September 22, 2012, 09:53:29 am View in topic context
avatar  Posted by Agnibyte  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

SFA3: Rolento's Stage

 September 21, 2012, 02:26:54 pm View in topic context
avatar  Posted by Agnibyte  in SFA3: Rolento's Stage (Started by Agnibyte September 21, 2012, 02:26:54 pm
 Board: Your Releases, older Mugen

Rolento's SFA3 Stage.



1.0 was made a little differently, but should work fine. Only had a few minutes to test it. Fairly accurate, not Caddie-accurate.

Get it here.


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Re: [Palette] How to keep index when moving the color

 September 20, 2012, 12:25:06 pm View in topic context
avatar  Posted by Agnibyte  in [Palette] How to keep index when moving the color (Started by delweynes September 20, 2012, 11:06:58 am
 Board: M.U.G.E.N Development Help

Copy your image, change your indexes where you want them, then paste your image back. Make sure the colors on your new palette contain all the old colors from the original palette (wherever they now are), and also make sure there are no duplicate colors on your new palette (or the color will always set to the first indexed location, ignoring any other locations). You would likely want to script this process if it's for a lot of sprites, as you would have to do this for each image.

There should be a Color Separation tutorial somewhere around here that you might want to look at.
    

Re: (SNES) SMB 2: World 1-1

 September 20, 2012, 09:30:08 am View in topic context
avatar  Posted by Agnibyte  in (SNES) SMB 2: World 1-1 (Started by Agnibyte September 15, 2012, 06:10:37 am
 Board: Your Releases, older Mugen

No, I never give mp3's. If you have Winamp, you can get the spc sound file from here, and get an mp3 output plugin from here so you can make your own.