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Momotaro

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Messages by Momotaro

    

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

 February 27, 2019, 12:30:12 am View in topic context
 Posted by Momotaro  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



Looks nice! Really!
I hope you will not change to many anims with XIII inspirations, because I still think that some of her CVS ones have a better style! particularly her normal attacks and throws and walk anims...
    

Re: help to understand remappal

 February 27, 2019, 12:20:31 am View in topic context
 Posted by Momotaro  in help to understand remappal (Started by Momotaro February 20, 2019, 02:02:27 pm
 Board: M.U.G.E.N Development Help

Thanks, I think I got it now.
I still have to make some tests.
    

Re: help to understand remappal

 February 22, 2019, 05:24:16 pm View in topic context
 Posted by Momotaro  in help to understand remappal (Started by Momotaro February 20, 2019, 02:02:27 pm
 Board: M.U.G.E.N Development Help

Have you looked into my Gotenks yet?
http://network.mugenguild.com/balthazar/char_gotenks.html

Not yet, I remembered several characters unse palette selector code.
And Gotenks have this particularity that he can use same sprites for his SSJ mode, just like Vegeta.

I checked around, but I'm not sure where to look for these elements.

The activator of SSJ palette.
And what make it disapear.

is it in some statedef-2 or -3...

I'm a bit confused

-----------------------------
EDIT.

I find the palette activator in Gotenks SSJ2 code

Code:
[State 0, RemapPal]
type = RemapPal
trigger1 = AnimElemTime(5)=2
source = 1,1
dest = 2,Var(58)

,but I'm not sure how to restore the initial palette in the character's intro.
    

Re: help to understand remappal

 February 21, 2019, 07:03:42 pm View in topic context
 Posted by Momotaro  in help to understand remappal (Started by Momotaro February 20, 2019, 02:02:27 pm
 Board: M.U.G.E.N Development Help

I'd also suggest switching your default palette to 1,0 or 1,1. When importing sprites FF3 likes to make the new palette start with 0. So you'll have palettes 0,0 thru 0,999 or whatever. Just a microscopic change that could possibly stop a bug in the future.

Yes, this particular part fixed most of the problem.
I also deleted the template palette from the palette list.
Now it works!
Thanks!

Now, I'm trying to restore to palette1. (pal 1.0) every time you see the player intro.
I use this in the character intro, but it still keep the 2nd palette (palette 1.1)

Code:
[State 191, RemapPal]
trigger1 = 1
type = RemapPal
source = 1,0;la source est toujours la même
dest = 1,0

something wrong with this ?
    

Re: help to understand remappal

 February 21, 2019, 04:10:24 pm View in topic context
 Posted by Momotaro  in help to understand remappal (Started by Momotaro February 20, 2019, 02:02:27 pm
 Board: M.U.G.E.N Development Help

It's surprising to see that so few people can understand how to fix this problem.
I thought it was something really common, that just an old mugen user like me is not up to understand now.

I'll try what you suggest buddy, thanks for taking the time to share your knowledge ! ^^
    

help to understand remappal

 February 20, 2019, 02:02:27 pm View in topic context
 Posted by Momotaro  in help to understand remappal (Started by Momotaro February 20, 2019, 02:02:27 pm
 Board: M.U.G.E.N Development Help

Hello,
I'm still green with M1.0 and M1.1.

I'm trying some new features. but I struggle how to use remappal.
I understand that the alternate palettes have to be included in the SFF.

I have normal palette : 0,0
And I want to switch these sprites to palette 0,1

Code:
[State 200, RemapPal]
trigger1 = 1
type = RemapPal
source = 0,0
dest = 0,1

I want to know how to make p1 switch to this palette is he enters state 220. And this palette is persistent unless you ask it to switch back.

I checked the docs, but still not sure how it works.
Any help is welcome.

Thanks

------------------------------
I have a second problem.
I'm using fighter factory.

My SFF have a debug palette with CS on it.

But I would like all the sprites to have another palette.
And a special sprite to have the second palette.

When I change SFF palette to 1st palette, it always switchs back to SFF debug CS palette.
    

Re: Dead or Alive 6 revealed

 February 19, 2019, 12:19:57 am View in topic context
 Posted by Momotaro  in Dead or Alive 6 revealed (Started by GTOAkira June 08, 2018, 04:29:45 pm
 Board: Fighting Games

    

Re: Chun-Li Color Separation RE-Released

 February 19, 2019, 12:16:51 am View in topic context
 Posted by Momotaro  in Chun-Li Color Separation RE-Released (Started by Scramble February 17, 2019, 12:08:10 am
 Board: Resource Releases

    

Re: Chun-Li Color Separation RE-Released

 February 18, 2019, 08:09:40 am View in topic context
 Posted by Momotaro  in Chun-Li Color Separation RE-Released (Started by Scramble February 17, 2019, 12:08:10 am
 Board: Resource Releases

What character version is it for ?
    

Re: Sfa Adon stage ai upscaled

 February 13, 2019, 08:57:10 pm View in topic context
 Posted by Momotaro  in Sfa Adon stage ai upscaled (Started by LyonHrt February 13, 2019, 04:00:49 pm
 Board: Your Releases, 1.0+

Impressive scaling!

Please, tell me, you actually draw over it, right???
It looks so perfect, I cannot believe it's completly made by software. ^^
    

Re: CS Sff for Geese_FF3RB by "sekirei"

 February 03, 2019, 10:57:12 am View in topic context
 Posted by Momotaro  in CS Sff for Geese_FF3RB by "sekirei" (Started by dampir February 02, 2019, 02:54:08 pm
 Board: Edits & Add-ons

Good job Dampir.
Can make good combinations of colors.
    

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

 January 28, 2019, 10:16:01 am View in topic context
 Posted by Momotaro  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

i change this one too



NICE!
In the second screenshot I recognize a sprite I created for Divine Wolf.
So you use this special sprite for regular jump? interesting...

Anyway, I think she should not have the dark line on side of her hip. Just the shading would be enough.

I think this is the only problem with some of your sprites : dark lines.
Sometimes you put a little to much of them to add details, and Mai looks more skinny than "glamour/glamorous"

Anyway, any progress from this project make me wanting more and more to see the final result!! ^^
Keep it up buddy!
    

Re: Alt sff for geese howard by "POTS"

 January 27, 2019, 12:51:26 am View in topic context
 Posted by Momotaro  in Alt sff for geese howard by "POTS" (Started by dampir January 07, 2019, 01:48:03 am
 Board: Edits & Add-ons

Oh! Interesting!
Glad to see some love for ADK characters!
She might need some shading details in thighs. perhaps using Yuri or Maki as a reference for this.

I' m still hoping for some Kisarah conversion in the future perhaps a mixup of AODK and NGBC moves :)
    

Re: Alt sff for geese howard by "POTS"

 January 26, 2019, 11:01:18 am View in topic context
 Posted by Momotaro  in Alt sff for geese howard by "POTS" (Started by dampir January 07, 2019, 01:48:03 am
 Board: Edits & Add-ons

After checking more.
He's certainly not perfect, but just need some fixes.
It's true that some sprites gives the feeling he's still wearing his top.

I'm not surprised, because I know Dampir don't hesitate to fix stuffs later, just like he did with B.Jenet with awesome update result, few years later.

Now, I'm just curious about the next project!! ^^
    

Re: Beterhans's WIP (Re-writing Chun Li's AI)

 January 25, 2019, 05:49:21 pm View in topic context
 Posted by Momotaro  in Beterhans's WIP (Chun's AI re-newed) (Started by beterhans December 26, 2018, 07:29:47 am
 Board: Projects

Wow! looks pretty epic!
    

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

 January 14, 2019, 06:32:44 pm View in topic context
 Posted by Momotaro  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

crouch high kick


jump light punch


One more time, great job!
The fact you manage to give her crouch HK a mixup of KOF and CVS move (in the video) make it perfect.

-Kof's butt/leg "shake"
-CVS's full circle sweep

Nice jump punch as well!

Keep it up!
I can't wait to see the other moves.

Please, just keep in mind that some of her CVS moves are really better in term of position than what they sometimes rushed in KOXIII, so, you perhaps don't need to convert all the animations to XIII equivalent.

I'm thinking about her throws, or some specials like Ryuu Enbu...
    

Re: Dead or Alive 6 revealed

 January 11, 2019, 08:54:26 pm View in topic context
 Posted by Momotaro  in Dead or Alive 6 revealed (Started by GTOAkira June 08, 2018, 04:29:45 pm
 Board: Fighting Games

Oh, OK.
I don't know why, but even with all this stuff, I cannot feel hyped about his new DOA6.
And particularly not about new commers like this blue haired crap...
Diego looks nice tough.

I hope they upadated some movelists like the clones/mokujin likes... Phase4, and Honoka...
    

Re: Alt sff for geese howard by "POTS"

 January 07, 2019, 05:46:04 pm View in topic context
 Posted by Momotaro  in Alt sff for geese howard by "POTS" (Started by dampir January 07, 2019, 01:48:03 am
 Board: Edits & Add-ons

    

Re: SNK HEROINES Tag Team Frenzy (Switch / PS4)

 January 07, 2019, 05:35:07 pm View in topic context
 Posted by Momotaro  in SNK HEROINES Tag Team Frenzy (Switch / PS4) (Started by Titiln January 11, 2018, 03:26:53 pm
 Board: Fighting Games

    

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

 January 07, 2019, 11:03:27 am View in topic context
 Posted by Momotaro  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

looks really good, just beware not to copy paste the exact same head to all sprites.
My methob back in past was to create some variation of angles so, with 6-7 different heads, you can swap easily without weird result!
But the screenshots are really stunning! ^^