YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
TiE is Offline
Contact TiE:

TiE

User

Messages by TiE

    

Re: Plumeria (Released 02/25/2019)

 February 25, 2019, 02:23:44 pm View in topic context
 Posted by TiE  in Plumeria (Released 02/25/2019) (Started by MoloMowChow February 25, 2019, 11:06:51 am
 Board: Your Releases, 1.0+

Looks very cute.
Watch the start with Terry again at 8:52.
After her "drop-in" intro she's actually too deep on the screen & clipping to the right pos when going to idle.
    

Re: M206 Project Thread: Pag.11 *SFV TIGER SHOT + SFV HIGH KICK*

 February 25, 2019, 08:18:15 am View in topic context
 Posted by TiE  in M206 Project Thread: Pag.18 tiger intro, flame particles, shijou saikyou no kick (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

These look very good.
Keep it - even if it's just for a combo!

Just my 2 cents...
    

Re: Zangief KOF XI UM

 February 13, 2019, 03:03:54 pm View in topic context
 Posted by TiE  in Zangief KOF XI UM (Started by AnimugenZ February 06, 2019, 10:00:45 pm
 Board: Edits & Addons 1.0+

...or maybe a mean bone-crackling sound & more camera shake...

Other than that I absolutely agree with the above.

PLEASE! Keep us posted.
    

Re: Optional Animation Standards

 February 12, 2019, 02:11:37 pm View in topic context
 Posted by TiE  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Aren't those special (state) anims, one has to implement in the "receiving" char, like it was needed for Andres Borghi's characters?
Maybe it just wasn't included, since it was no full game conversion & so unlikely people would update their chars accordingly.

Sorry if this is unfitting, me not having a clue. MODS, please delete in that case...
    

Re: Zangief KOF XI UM

 February 11, 2019, 09:24:34 am View in topic context
 Posted by TiE  in Zangief KOF XI UM (Started by AnimugenZ February 06, 2019, 10:00:45 pm
 Board: Edits & Addons 1.0+

    

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

 February 01, 2019, 08:54:56 am View in topic context
 Posted by TiE  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

looks like you didnt understand my question.I mean are there any mugen-LIKE,things in any other genre:horrror,action,platform,etc.?Read my previous message again.

As you didn't rephrase your post too much, I'll go with Basara Pilgrim & President Devon's interpretation.

Spoiler, click to toggle visibilty
    

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

 January 31, 2019, 04:36:14 pm View in topic context
 Posted by TiE  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: add004basic

 January 31, 2019, 09:52:39 am View in topic context
 Posted by TiE  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

Plain "WOW!" for what this has become over the past years.
I still have to fight my way through the thread. So I can't give proper feedback, yet.

Just started reading today & had to pause at page 7, so please pardon me, if this was mentioned before...
Are you aware that the info.gif in your initial post misses the first "r" in the word "partner", @Shiyo Kakuge?
    

Re: need help on how making a rugal 94 sprite using gimp 2

 January 17, 2019, 09:00:59 am View in topic context
 Posted by TiE  in need help on how making a rugal 94 sprite using gimp 2 (Started by javonlouis June 03, 2018, 01:27:01 am
 Board: Sprite Projects

Would be good if you'd put both pictures here. So people know what you mean.
I guess there are several ways.

First would be the drawing part.
Second could be to cut them out from the sprite they exist on & then just layer them under the sprite you want to modify & save it as .png.
Like this you'd only need to scale the ties, so they fit the sprites, but would not touch the original one.

But this is just raw guess. As I'm also not sure what you mean.
    

Re: Fio Gemini by Human

 May 23, 2010, 03:03:12 pm View in topic context
 Posted by TiE  in Fio Gemini by Human (Started by Kreuzer May 14, 2010, 11:56:21 am
 Board: Your Releases, older Mugen

Finally a "true" Fio for mugen...
I had the older one, which was basically a sentinel & wasn't too fond of it...

Just two things:
right from the intro Fio misses required sprites 100,105.

The Super-Laser-Gun-Special misses required sprites as well & points to invalid sound parameters.

Despite that, thanks for your work!
    

Re: Bringing Reu's characters to the new Mugen

 December 22, 2009, 02:28:40 pm View in topic context
 Posted by TiE  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

Well, nothing new here, just some facts I figured:

PotS keeps the "feel" as far as mugen1.0 allowes that.
(because these remakes will not substitude for the originals in winmugen),

He also just tweaks a few flaws, which we all agree on are immanent!

Dropping the cheapness is not the whole point, PotS thinks about, I guess.
As some cheaps thrills should be kept & will be still present, as he stated all along!
(only that we all prefer different ones to leave untouched)

I liked the desperation-moves where most of your energy was drawn away.
I wrote that before...

PotS might consider this, but if not...so be it - it's his decision.

The ai is IMO repetetive as hell...

Yes! The EvilDuo in particular was the reason why I followed this community since almost five years now...

"Coding is fun. If Reuben can do it, you can!"
A charming liar, he was...

But PotS is one of the best there is to do this & most over all, he's not reinventing but evolving these beasts for the new [official] mugen1.0!
    

Re: Bender by Warner Released

 December 18, 2009, 08:58:04 am View in topic context
 Posted by TiE  in Bender by Warner Released (Started by Spy Gentleman November 27, 2009, 01:57:00 pm
 Board: Found Releases

 ;D Ich würde tun, was Tiltin sagt...
I would do what Tiltin says...

Both languages in one post not to cause any inconvenience can't be that hard?!

Warner, I love your creations.
Some "dirty" touch is always needed in mugen. ;)
Thanks for the release.
    

Re: Deserted Ceres Space Colony from Super Metroid

 November 19, 2009, 11:17:22 am View in topic context
 Posted by TiE  in Deserted Ceres Space Colony from Super Metroid (Started by XamΣeta November 17, 2009, 06:08:19 pm
 Board: Your Releases, older Mugen

Hot stuff Max!
I always wondered why this scene wasn't mugenized.
But this conversion is flawless.
Thanks!
    

Re: 2 MK stages (3d deadpool and 3d armory) and mk soundpacks

 October 30, 2009, 12:12:01 pm View in topic context
 Posted by TiE  in 2 MK stages (3d deadpool and 3d armory) and mk soundpacks (Started by Shinnox October 28, 2009, 11:42:26 pm
 Board: Your Releases, older Mugen

must be something to do with your screen pack bc all the round sounds are there.
You are right, with the default motif your snd-files are played correctly. :'(
Was because of the fight.def included in the Vf5lb_lifebars... --;
as for the shrine bug you are getting, i have no clue what would be causing that. ive used that stage 1000 times in different screenpacks with dif chars and have never had that problem.
With my MUGEN, even the default shows this flaw. It even stayes as long as no char jumps or is put into custom/on the floor.
you may be using a new version of mugen??
No... Just the winmugen+, which is at randomselect - the usual here.

Code:
[PlayerInfo]
p1startx=-70
p1starty=0
p1startz=0
p1facing=1
p2startx=70
p2starty=0
p2startz=0
p2facing=-1

This are the according defaults of kfm.def...
Yours are the following:
[PlayerInfo]
p1startx=-150
p1starty=-150 (<-that's the problem starting too high, this might go to p2startx)
p1startz=0
p1facing=1
p2startx=70
p2starty=-150 (just missed the line here? ;))
p2startz=55 (<-why this value for just one player & not dropped completely?)
p2facing=-1

The only thing I still don't get is why I still won't see the floor / feet.
Well, I'm no coder & am curious to why I seem to be the only one to have this problem... :o
    

Re: Bringing Reu's characters to the new Mugen

 October 30, 2009, 10:38:29 am View in topic context
 Posted by TiE  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

Still, if I recall correctly, he said he would reconsider the option to have such part removed if more people requested it. Anyway, I'm just saying to have it an option, even like a 'comment out this portion of code' pointer. :P
Having the option would mean adding something.
The discussion was harsh & hot, though never finished, Reuben fought relentless for this behaviour.
Well, seriously I wouldn't mind this commented out code, if the original habit was kept default...

Dump charging means(IFNM)
Sorry, what means "ifnm"?
that you can power up while the partner in tag team keeps using the power to cause infinites. I dont think its really such a concern as it would take at least a human player and if they want to do that, its their problem.
I didn't even know this was possible, if I understood right what you said, ICED.
(p1 charges, while p2 uses it?)

By "dump-charging" I meant chars which charge power every time they have the opportunity, no matter if the other player attacks, or is far too close to do it unharmed...

When the powerbar is full - it's full. (<-fullstop)
But that's just a personal preference, I am sure, you'll do the right thing, PotS!
Btw: pleeease, keep the flames! ;P
    

Re: The Library

 October 29, 2009, 02:03:07 pm View in topic context
 Posted by TiE  in The Library (Started by ExShadow October 28, 2009, 02:55:29 pm
 Board: Your Releases, older Mugen

Just small feedback, Ex...

Code:
[Music]
bgmusic = sound/.mp3
bgvolume = 555

This causes crashes, because most people dont have .mp3 in their sound.dir...
I remember someone told before that bgvolume beyond the maximum of "255" doesn't work - but it doesn't hurt, either... ;)

[Music]
bgmusic = sound/.mp3
bgvolume = 5255

I love your work!
Keep 'em coming. :sugoi:
    

Re: 2 MK stages (3d deadpool and 3d armory) and mk soundpacks

 October 29, 2009, 01:53:06 pm View in topic context
 Posted by TiE  in 2 MK stages (3d deadpool and 3d armory) and mk soundpacks (Started by Shinnox October 28, 2009, 11:42:26 pm
 Board: Your Releases, older Mugen

 :D nicely done stages, allthough for my preference mostly too small...

all the snd-files lack the correct round, they all simply do say "round 1", no 2 or 3, etc. Otherwise they are good. :-\

The "newdp.def says:
Code:
[Music]
bgmusic= stages/deadpool08.mp3
bgvolume=255
which usually is:
Code:
[Music]
bgmusic= sound/deadpool08.mp3
bgvolume=255
.

The s_shrine is somehow strange, see the pics for what I mean:
Spoiler, click to toggle visibilty

Despite that - great share, thanks for that!
    

Re: Sylvester

 October 29, 2009, 01:25:38 pm View in topic context
 Posted by TiE  in Sylvester (Started by Speedy9199 October 29, 2009, 01:39:23 am
 Board: Your Releases, older Mugen

Funny thing with potential...

two things you may want to revise:
1.) no shadows for the supers / specials (fx) it's the common way & the shadow of the "scratch-wave" looks strange when contacting / exploding.

2.) maybe you add explod to the above mentioned fx when hit by another helper, instead of just having it pass on?!

Besides that, keep up the work...
    

Re: Bringing Reu's characters to the new Mugen

 October 28, 2009, 12:33:29 pm View in topic context
 Posted by TiE  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

 :D Awesome progress, PotS!
I'd prefer, if Krizalid sticks with the default palette - would look "cleaner".
I especially love the hadouken-tweaks so far...

Concerning the powercharge, I agree with Laxxe23.
It really is cool, but unneeded & disallowment would prevent "dump-charging".
(Eventhough you do the coding. ;))

A request. I always hated how DC stood there 'feeling sorry' for you after a combo. Is there a chance to implement an option to change that? I want his AI to be full-fledged, and I remember this debate from Reu was still around...
I remember this discussion as well & Reuben was absolutly clear about this.
He intended to keep this manner - in his opinion it fitted the character.
    

Re: BlazStation

 October 25, 2009, 08:49:10 pm View in topic context
 Posted by TiE  in BlazStation (Started by Ryon October 24, 2009, 06:32:53 pm
 Board: Your Releases, older Mugen

Awesome stage. This even made me switch the timelimit back on :P.
What a thrill!
Well I like the '80, but...for a stage?
Nah.

Forgot about Axelay, eventhough I prefer the arranged version:
http://www.youtube.com/watch?v=V8HmSCyrq7g&feature=related

Great stage Ryon!

Will the next stage be the in-depth-scrolling version of this background? :D