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rkmugen

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Messages by rkmugen

    

Re: Does anyone know how to rip from Dolphi?

 December 31, 2009, 01:26:20 pm View in topic context
 Posted by rkmugen  in Does anyone know how to rip from Dolphin? (Started by Drex December 31, 2009, 11:11:39 am
 Board: Development Resources

to be honest, I haven't ripped any graphics from the Wii at all.  Sounds, yes.... but only at times when Dolphin is buggy enough to -refuse- to play the bgm (background music)... at which point ripping the character voices as as simple as opening up GoldWave and recording the voice effects as I make the object character perform his/her attacks or whatever.

Graphics can be ripped... the old fashioned way.  Taking snapshots using print screen and going into MSPaint.

I have no idea if anybody knows how to use ArtMoney on Dolphin to disable backgrounds and to disable alpha-channel transparencies on sprites to make them easier to select in graphics programs.

Yes, you woke me up... my forum account is tied to my mobile phone.  hahaha  j/k.  No problems man!  Hope this helps.
    

Chun Li by rkMugen & AngelMyst (end of 2009 update)

 December 27, 2009, 08:33:43 pm View in topic context
 Posted by rkmugen  in Chun Li by rkMugen & AngelMyst (end of 2009 update) (Started by rkmugen December 27, 2009, 08:33:43 pm
 Board: Your Releases, older Mugen





Visit my YouTube Channel to get the download link.
(see my signature, below this post)


Happy New Year!



December 2009
*added a totally sweet animated hyper background & alpha-counter background animations from [E]nter[T]he[G]ame (aka ETG)
*added an original Level-1 super spark/fx animation
*added a downward air-dash for her stealth mode only
*added envshake parameters for several hits and for her SNK power-charge
*added sounds for Psylocke mode-switching, SNK power-charging, alpha-counter background, and an echoed punch
*added a MvC2-style super-jump ground-burst animation
*added super-jump speed streaks
*tweaked her SUSTAINED roundhouse lightning kicks to kick faster and to do more damage... a gift to those who are rapid button mashers!
*tweaked her hitsparks to animate faster... to be less of a distraction for players
*tweaked her stealth fireballs to slightly subtract enemy's super meter
*tweaked her stealth body to glow if she performs a sustained hard/roundhouse lightning kick
*tweaked hit animtypes for her super rising kicks... the enemy is now animated with each successful hit, instead of holding a stationary gethit pose
*tweaked her spinning axe kicks so that the opponent gets smashed into a lie-down state after getting hit in mid-air.
*tweaked her vacuum effect for both of her LvL-1 & LvL-2 Super Fireballs... works correctly in the newly released (official) Mugen 1.0rc
*fixed her LvL-3 Super Lightning Kick... enemies can no longer perform a throw or a hold on her before she does her last kick... or at least, they are -NOT- supposed to be able to do that...
*Her super meter now goes up to 5000, to be true to MvC2 and to TvC! Let Chun Li be your method of punishing those 'godly-impossible' A.I.'s!
    

Re: Custom Background FX

 December 03, 2009, 09:22:38 pm View in topic context
 Posted by rkmugen  in Etg's Custom Background FX (Started by !E July 09, 2009, 12:11:20 am
 Board: Resource Releases

Man, with the RGB method, this is perfect.

This will sound rather noobish of me... but what exactly is this RGB method you speak of?  (this wasn't the first time i've seen this RGB thing).

I usually scale the each of images down to 320x240 and reduce the colors to 8-bit (256).  That's the only way I can get any of it to show up properly in Mugen.  (this is also the only way I can keep Chun Li not-so-bloated).  Am I missing something?.... like is there a way I don't know of to get RGB (16-bit or 24-bit) pcx's in my character?

Btw, ETG....  i'm starting to wonder if I should just have you do all the special effects for Chun Li.... (i probably won't, but i'm tempted).
    

Re: SFFv2 Format Information

 October 04, 2009, 06:47:39 pm View in topic context
 Posted by rkmugen  in SFFv2 Format Information (Started by O Ilusionista September 29, 2009, 01:25:26 am
 Board: Development

Praying for an updated FighterFactory!  ='(
    

Re: Chun Li by rkMugen (September 09/09/2009)

 September 11, 2009, 09:26:39 pm View in topic context
 Posted by rkmugen  in Chun Li by rkMugen (September 09/09/2009) (Started by rkmugen September 10, 2009, 07:53:57 am
 Board: Your Releases, older Mugen

intentional?

What?  Chun flashing once, only for a brief moment after reaching full power after doing her charge?  Yes, it is intentional.  Why?  You don't like it?  -I- like it and still do... so that's why I kept it in there.

(for everyone else wondering:  she's supposed to go back to her normal palette color after she's done charging).
    

Re: Chun Li by rkMugen (September 09/09/2009)

 September 10, 2009, 09:38:10 pm View in topic context
 Posted by rkmugen  in Chun Li by rkMugen (September 09/09/2009) (Started by rkmugen September 10, 2009, 07:53:57 am
 Board: Your Releases, older Mugen

You know, I think I'll probably have it like this:

Chun will still be able to do repeated headstomps, but

Chun (mid-air) + Opponent (mid-air):  One head stomp will push Chun forward and the enemy away from Chun normally for the next move.  However, if the next move happens to be another successful head stomp, instead of any other mid-air attack, it will push Chun backwards, away from the enemy and Chun will not have attack button control until she either lands or the player performs a mid-air jump or some kind of mid-air dash.  But after lets say that after a headstomp is performed on a mid-air opponent and if the next attack is anything aside from a headstomp, she will still maintain her forward momentum.

Chun (mid-air) + Opponent (ground):  The 1st head stomp will push Chun and the enemy away from Chun.  Every headstomp after that will also push them in the same direction, unchanged until the enemy's back reaches the edge of the screen.  At that point, the next headstomp will push Chun away from the opponent's side of the screen.

    

Re: Chun Li by rkMugen (September 09/09/2009)

 September 10, 2009, 07:18:40 pm View in topic context
 Posted by rkmugen  in Chun Li by rkMugen (September 09/09/2009) (Started by rkmugen September 10, 2009, 07:53:57 am
 Board: Your Releases, older Mugen

-throws dont look right.
-hk>17 head stomps>7star kick super
-hk throw from corner > hk(infinite)

Throws:  How so?  I mean, they haven't changed much since 2008 aside from some minor coding cleanup...

Repetative Head Stomps:  Yeah, this one is kinda hard for me to work out a solution... since after each head stomp, the remainder of the animation is naturally very short... only 2 or so frames to transition back to her downward animations (depending on whether or not she has a positive, negative, or zero Vel "X" value).  This means that as soon as the animation is over and control is returned, she can immediately perform another head stomp.  I have to admit, after 2 years of poring at this, I have no solution.

HK throw to HK (infinite):  Well................  I was under the impression that people were going to put in their own characters the ability to "recover" from the hit while still in mid-air.  I -could- increase her corner-push vel.offset so that Chun gets pushed away after doing the HK to an opponent whose back is facing the corner edge of the screen............................... but then again, as soon as Chun's HK animation is over, she is naturally able to walk towards the edge of the screen in time towards the enemy to kick them again............  so again, I'm stuck.   :-\

If i knew the exact numerical values to use for her hit velocities, i'm sure 2 out of the 3 of these issues could be resolved.  But as I don't know how to hack roms to get those values and much less would i really care to do just that, I'm happy with just going with what feels like it "sorta" fits with the MvsC/TvsC style.  But again, feel free to edit her however you like.

If you by any chance come up with a "patch" that will address with one or more of these issues, feel free to post them.  I might even incorporate them on the next release if the majority also agrees with your findings.
    

Chun Li by rkMugen (September 09/09/2009)

 September 10, 2009, 07:53:57 am View in topic context
 Posted by rkmugen  in Chun Li by rkMugen (September 09/09/2009) (Started by rkmugen September 10, 2009, 07:53:57 am
 Board: Your Releases, older Mugen

After so many intense changes in my real life (some sorrowful, some joyful, some unexpected), I have decided to release Chun Li before adding in any updates to her SFA mode.  So the majority of the update focuses on her Tatsunoko vs Capcom features and general bug-fixes..... and of course a most excellent metal cover of Chun Li's theme, kindly provided by MetalKad of YouTube.


DEMO VIDEO TO BE POSTED AT A LATER DATE
(i'm on a back-up computer that doesn't have Snag-It & other video tools)



I humbly present to you all the latest changes for Chun Li by rkMugen for 09/09/2009!!!


Ability updates:
*added her ability to do a backwards air-dash, a-la Tatsunoko vs Capcom
*added an ability for her to air-dash forward after gripping the wall.
*added the ability to do mid-air Tenshokyaku (rising kick)
*added the ability to do mid-air Spinning Bird Kick (helecopter kick)
*added ability to throw more than one fireball at a time while in Stealth Mode.
*added another variant of her jumping light kick when her horizontal velocity is not zero (hold diag-up+LK)
*disabled her ability to throw/grab opponents while in stealth mode to make things fair
*better air-combo system... opponent follows P1 better after each hit in an air-combo.
*disabled her taunt reaction as this created somewhat of an annoyance to some players

Resources and coding updates:
*added some Tatsunoko vs Capcom sounds and voice samples!!!
*added some noticeable special effects graphics improvements (inspiration: P.o.t.S)
   -alpha counter lightning
   -an experimental spiral for her 2nd Level super fireball...
   -a blurred leg sprite for her flipping axe kick
   -Capcom Vs SNK 2 style fireball for her stealth mode
   -Particles for her SNK power charge
   -a decent background for her air-demon (finally)
*added some get-hit animations and a guard-crush animation... FINALLY!
*tweaked her level 1 and level 2 super fireballs with an experimental vacuum improvement...
*tweaked some timings for her standing fierce punch and crouching kicks.
*tweaked the speed of her flipping axe kicks
*tweaked the animation and position of her taunt and her "Gomen ne!" win-pose
*tweaked her air-demon/7-star kick so that player 2 slowly moves away from Chun's body after receiving a successful hit
*tweaked some guard velocities... when enemies block her hard punches and kicks, they get pushed back a bit further, giving them just a little more room to counter or evade
*tweaked the command for her kick-throw so that you can perform it when holding BACK+HK

Repairs:
*repaired an annoying bug... If Psylocke (striker/helper) gets hit by the Level Super 3 Fireball, the particles will no longer follow Chun Li (player 2 or computer).
*repaired her invulnerability to being hit while she's performing some basic (non-special, non-super) attacks
*repaired her super sparks. Consider that Player 2 is cornered.  So, if she combos out of a normal punch and into her super fireball, but she's pushed away by the corner-push variable, the super spark will now follow her hands correctly

Special Additions:
*got special permission to use -AND INCLUDE- a "metal" cover of Chun's theme, performed by metalkad (of YouTube)

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Also, please visit my YouTube channel for the upcoming demo video and any other future updates for Chun Li.
{http://www.youtube.com/rkmugen}
    

Re: Tatsunoko Vs. Capcom Sound Rips

 May 23, 2009, 06:36:26 pm View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

Hey Rikku,

Thanks for your excellent work on such a massive undertaking!

I'm wondering what is the exact audio setting you're using for your emulator?  Also, what setting are you using for your audio program to actually save the sound files?

I noticed that when I increase the volume for some of the sounds, they sort of sound distorted as if they're only sampled in a very low bit-rate.

You know... like higher pitched sounds sound muffled... like how "S's" sound more like "SHh's".

Do you think there is anything else you can do either on the emulator's sound plug-in or the sound editing program to increase the quality of the sound samples?
    

Re: Tatsunoko Vs. Capcom Sound Rips

 May 03, 2009, 01:29:48 am View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

    

Re: [Sharing] Tatsunoko Vs. Capcom Sound Rips

 April 27, 2009, 07:13:30 pm View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

I don't mind at all!

But you know, the only thing that i think is left are the actual sound effects to be ripped.  (not the voices)

Like when Chun does her attacks, in addition to her vocals, there are also the various air-whooshes and bursts that accompany it.
I'm hoping you'll be able to get around to that set of sounds as well later on.

But so far, this is excellence!

My only other gripe is that the sounds are kinda low in terms of volume... I'm trying to increase the volume of the sounds through GoldWave, but many of them sound rather screechy after a certain percentage of increase.  Tough to balance, but I think she'll sound perfect in the end!

Thanks again, Rikku!


EDIT:  oh... ok, I downloaded your updated announcer+SFX pack.... VERY nice!  now... if only I can get it all in before the week is out...  o.O
    

Re: [Sharing] Tatsunoko Vs. Capcom Sound Rips

 April 27, 2009, 09:08:24 am View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

You, sir, are THE MAN!

Expect to see the next release of my Chun within the next week!
    

Re: [Sharing] Tatsunoko Vs. Capcom Sound Rips

 April 27, 2009, 05:21:01 am View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

How did you disable to BGM to rip the sounds?
I want to rip the super bar sound.

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Presumably, all you have to do is earn enough points?/credits? to unlock the character gallery in the game.  And supposedly, there's a way to playback all the sounds pertaining to the character in question........ I'd check it out for myself, but my computer's too slow to run the game in Dolphin, and the sounds get all choppy at parts anyway, so I'm still left with the option of asking people who have 5 GHz computers, 10GB of memory, and a 50-core GFX card to do the ripping for me.

:-\
    

Re: [Sharing] Tatsunoko Vs. Capcom Sound Rips

 April 25, 2009, 12:59:11 am View in topic context
 Posted by rkmugen  in Tatsunoko Vs. Capcom Sound Rips (Started by リック April 20, 2009, 12:26:39 am
 Board: Resource Releases

Chun Li's vocals and FX requested.  Thx!
    

Re: Tatsunoko vs Capcom sounds by rkMugen

 April 22, 2009, 09:39:58 am View in topic context
 Posted by rkmugen  in Tatsunoko vs Capcom sounds by rkMugen (Started by rkmugen April 19, 2009, 12:01:54 pm
 Board: Edits & Add-ons

sure!  oh, you actually got the character gallery unlocked!?  i hope it wouldn't be too much to ask if you could do a rip of Chun Li's vocals...........................  and (if there are any) her punch/kick/fireball/air-demon kick effects too...

Thank you, Rikku.
    

Tatsunoko vs Capcom sounds by rkMugen

 April 19, 2009, 12:01:54 pm View in topic context
 Posted by rkmugen  in Tatsunoko vs Capcom sounds by rkMugen (Started by rkmugen April 19, 2009, 12:01:54 pm
 Board: Edits & Add-ons

    

Re: rkMugen Chun Li (May 28, 2008)

 May 29, 2008, 12:16:49 pm View in topic context
 Posted by rkmugen  in rkMugen Chun Li (May 28, 2008) (Started by rkmugen May 28, 2008, 09:36:19 am
 Board: Your Releases, older Mugen

Uploaded the new vid on YouTube and updated my websites to reflect it... watch and enjoy!
    

Re: rkMugen Chun Li (May 28, 2008)

 May 28, 2008, 10:50:41 pm View in topic context
 Posted by rkmugen  in rkMugen Chun Li (May 28, 2008) (Started by rkmugen May 28, 2008, 09:36:19 am
 Board: Your Releases, older Mugen

Re-checked the link... it works..... just give it a few minutes between each page reload and you'll be able to get her.  Sorry, I'm at work, but I'll get a secondary/tertiary link up to ease the flood of downloaders as soon as I get home.
    

rkMugen Chun Li (May 28, 2008)

 May 28, 2008, 09:36:19 am View in topic context
 Posted by rkmugen  in rkMugen Chun Li (May 28, 2008) (Started by rkmugen May 28, 2008, 09:36:19 am
 Board: Your Releases, older Mugen

Since I currently don't have time to update my personal webpage and the mirror on T35, I'll post the update and link here.  A special YouTube video showcasing the changes and a secondary download site/link will soon follow (just give me a day or two......... or three).

This release has the following changes:

;---[May 28, 2008]
*added a blue flame to her SNK power charge
*added a blue burst animation for each Chinese character that shows up when she does her "air-demon"
*added electrical sounds to her dashing push attack
*added more frames of animation to her mid-air get-hit states so that she doesn't look so 'stationary'
*added Psylocke's 2p outfit from MvsC (finally!) (a mere palette edit)
*added Psylocke's Psi-Blade attack as a secondary assist move!!!
*added the ability to switch between Psi-Blade and Psi-Thrust assists.... just crouch and press Start
*added an indicator that tells you when you've successfully changed between Psylocke's available assist moves... you can think of it as if Psylocke can read Chun Li's mind... like a limited form of telepathy.
*made her body flash white if she's hit in Stealth mode... to give the sense that she's wearing some sort of high-tech/magical body-shield with a vulnerability.
*made her invincible in Stealth-mode... but she's vulnerable when she does her SNK charge or does any sort of attack.
*made her perform a stance just like in SFA3/SFZ3 before she performs her Super Rising Kicks (Tenshokyaku)
*made her fly off the screen after a successful air-demon hit... she then dashes back onto the screen after the enemy hits the ground......... just like in MvsC 1.
*slightly tweaked the timings and hitpauses of her mid-air normal attacks
*tweaked her fierce and roundhouse special move commands so that she performs them properly and not mistakingly perform her throw or kick throw, respectively.
*tweaked her SNK rolling evade so that she can perform it as she lands from a jump or comes down from her mid-air moves
*tweaked Psylocke's own knocked away animation a few pixels closer towards the enemy so it looks less weird now
*tweaked her Air-Demon so that the enemy flashes several different colors when the Chinese characters appear... gives more dramatic effect.


DOWNLOAD LINK 1
http://www.filefactory.com/file/988c83/
    

Re: How to make the camera fly to/focus on p1 when he/she's performing a super m

 May 06, 2008, 09:33:02 am View in topic context

I should've added that I would like to make this into a separate state that is always active that I can just call up from within a Super move's state.  It would look like this:

Code:
;-----------------------
[Statedef ###, Super_move_state]
{super move's data, triggers, etc.}
{a call to activate a global state to manipulate the camera(-2 type)}

;-----------------------
[Statedef -2]

[State -2, camera_manipulation]
{forces the camera to do as I described in my previous post}



.
Now, the reason I'd like to do it like this is so that I don't have to cut and paste large amounts of text throughout my .CNS's.  That is, wherever I have a super move throughout the .CNS, all I have to do is call up the state that is always checking itself (hence the "-2") and which has the needed specifications. I'd like to make it look as clean as possible.

I have tried the screenbound method, but I'm not sure if I'm doing it right.
*Am I binding P1 to the screen or an invisible helper?
*Do I have to put P2 into a custom state to achieve the desired effect?
*What does this mean for the Hyper portrait (which I coded as a Helper....... which is, in turn, made up with a bunch of explods)........ ?
*Will the Hyper portrait correctly follow the screen when it finishes focusing on P1 (just before the camera flies back to where P2 is)?