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The 100 Mega Shock!

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Messages by The 100 Mega Shock!

    

Re: MFGP Library

 November 21, 2015, 01:35:13 am View in topic context

Honestly yeah i got really tired of most YTPs being elborate flash videos or "i made a cartoon character say the n-word" type stuff a long time ago
Now i just listen to meme remixes on soundcloud.
    

Re: YTP Library

 November 20, 2015, 07:54:36 pm View in topic context

I remember the day we got high-quality rips of the CD-i game scenes, and it no longer sounded like Mario was saying "Gay Luigi". Can't believe these things have been going for like 10 years now.
    

Re: YTP Library

 November 20, 2015, 07:46:24 pm View in topic context

pingas
    

Re: Tutorial Part 2 - Collision boxes

 November 19, 2015, 10:17:51 pm View in topic context
 Posted by The 100 Mega Shock!  in Tutorial Part 2 - Collision boxes (Started by JustNoPoint November 03, 2015, 09:18:02 pm
 Board: MUGEN Class

SFIV also works like a CPS game to some extent, they generally have between 2 and 4 big hand-placed boxes on the stance/movement anims (this includes jumping boxes like the old games, also everyone has a HUGE crouching hurtbox) and during the active frames of many moves, before switching to many boxes automatically aligned to the character's skeleton during recovery frames. Bet SFV works much the same way.
    

Re: Tutorial Part 2 - Collision boxes

 November 19, 2015, 07:34:22 pm View in topic context
 Posted by The 100 Mega Shock!  in Tutorial Part 2 - Collision boxes (Started by JustNoPoint November 03, 2015, 09:18:02 pm
 Board: MUGEN Class

Something I just remembered, KOF XIII has excellent examples of boxes not lining up 1:1 with the sprites as (aside from SNK sticking to the same 2/3 box layout in their previous games) Kyo and NESTS Kyo have a lot of wildly variying boxes even on normals with the same animations.

Spoiler, click to toggle visibilty

Despite the sprite, that is Blaziken's jumping LK, in which I'm following MvC box conventions so it has an unusually large blue box that covers the entire foot - similarily Kamekaze's MvC3 Ken has large red boxes to match the source games, and I probably frame advanced that to just the right frame where they're touching each other by pixels to get a nice shot. Please don't cherrypick from WIP stills like that.
    

Re: Tutorial Part 2 - Collision boxes

 November 19, 2015, 11:40:03 am View in topic context
 Posted by The 100 Mega Shock!  in Tutorial Part 2 - Collision boxes (Started by JustNoPoint November 03, 2015, 09:18:02 pm
 Board: MUGEN Class

Oh fuck are we going to bring the "you punched my sword" argument into here as well.
    

Re: A few problems/questions

 November 18, 2015, 12:09:08 am View in topic context
 Posted by The 100 Mega Shock!  in A few problems/questions (Started by Loves Pachirisu November 17, 2015, 12:55:38 pm
 Board: M.U.G.E.N Development Help

You should only trigger that PlaySnd once ever, and add the line "loop = 1" instead so that MUGEN handles looping for you. I think "persistent = 0" should handle this. Any other way of going about this has issues with non-default speed settings when your audio clip finishes.
I'm not sure if keeping it in the -3 state will cause issues with the sound restarting when you get custom stated or something, otherwise you may need to put in in -2 or something.

Put an AssertSpecial in your -2 state with NoStandGuard, NoAirGuard and NoCrouchGuard to stop your character from blocking and allow free movement.
    

Re: Tutorial Part 2 - Collision boxes

 November 17, 2015, 07:12:33 pm View in topic context
 Posted by The 100 Mega Shock!  in Tutorial Part 2 - Collision boxes (Started by JustNoPoint November 03, 2015, 09:18:02 pm
 Board: MUGEN Class

What's the point of a smack on the toes being enough to knock Blanka out of the air like it would.
That box is also exactly the same during his entire jump animation covering slightly past his feet on the fully contracted frame, and helps serve the purpose of a jump to dodge certain attacks and projectiles. For whatever reason most air hurtboxes in SFA appear to be placed so the character axis is straight in the middle, regardless of what the sprite shows or characters where their pushbox isn't identcal.

It's easier and quicker to do a couple of simple boxes to cover the general center of mass and leads to less weird situations and inconsistencies between characters of the same size, or animations in the same character where boxes are placed differently.

Also the point of Sim's gigundo boxes is to offer a drawback to a character whos gimmick is free long range attachs with one button, in this case it rewards the Blanka that jumps over his foot allowing him ample space to hit his stretched out leg. Granted, the Marvel engine supports a fourth hurtbox to be used in attacks but that still covers only slightly less vertical space than it does in SFA for Dhalsim.

Alpha 3 does have tiny red boxes, I won't contest that, but the same move in Alpha 2 has the same blue box but a larger red one that reaches slightly further and higher on the screen than the blue does. It doesn't let his thighs act as a deadly weapon though.
    

Re: A few problems/questions

 November 17, 2015, 07:03:22 pm View in topic context
 Posted by The 100 Mega Shock!  in A few problems/questions (Started by Loves Pachirisu November 17, 2015, 12:55:38 pm
 Board: M.U.G.E.N Development Help

What exactly are you trying to achieve with this PlaySnd, and where? The the moment you're telling it to trigger as long as the player is alive and once whatever var(1) is set by activates, I'm assuming by the header you're writing it in State -3, so it will always be going as long as you aren't in a custom state. Since you've specified channel -1 it rapidly plays each frame on the next free channel since your triggers almost always return true.

If you want to turn the jump states into an attack you need to copy State 50 into your own code, change the MoveType to A and add a hitdef and a red CLSN box as normal to your horizontal jump animations.

I don't understand what you mean by unguardable, this is sit in the GuardFlag line of each hitdef you write if you're trying to make all of your attacks unblockable, or by constantly using the three AssertSpecial flags for nostandguard, nocrouchguard and noairguard if you want to prevent your character from having any guard ability.

I'm not sure how well you can over-ride the AI's default movement behavior except for maybe copying State 20 and adding code to immediately changestate the AI back to 0 if the conditions that you want them to stay in place for are met.
    

Re: Likiji123's Sprites

 November 08, 2015, 07:11:29 pm View in topic context
 Posted by The 100 Mega Shock!  in Likiji123's Sprites (Started by likiji123 December 08, 2014, 04:49:02 am
 Board: Graphics

Yes, those sprites are also very big for the Game Boy Color. Fits within the tile limit I guess but some strange scale going on for what should be small Pokemon next to much bigger ones.

GSC sprites emphasise solid form and very good drawing before anything else, they use black dithering extremely rarely because it makes the shape harder to read, sometimes white highlights with a small amount of dithering, and occasionally two complementary colors can be used as shading if the Pokemon has a primarily single-color design.
    

Re: Making Character Animations

 November 07, 2015, 12:31:02 pm View in topic context
 Posted by The 100 Mega Shock!  in Making Character Animations (Started by Rocksabe November 06, 2015, 10:16:36 pm
 Board: Off-Topic Help

You would need a very large bank of body parts (pretty much enough to make keyframes out of without tweening) and the end result would still look a little unnatural like The Rumble Fish. Plus, that game has much bigger sprites than the one in the first post which are shaded in a way to work better with that style of animation, at that size it would become a pixelated mess if you tried to do segmented animation.

Also human bodies are oragnic collections of muscles and skin that stretches and deforms when they move around far more than cartoon animals. That's why traditional animation produces by far the best results, even though it's difficult and time-consuming.

As for the original question, unfortunately there is no magic button to make animated sprites. While you can get away with moving body parts around on layers and cleaning up the result for simple motions (stances, etc) the majority of the work you have to do is drawing out each pose you want in the animation and eventually building a consistent sequence of frames that you can convert to sprites.
    

Re: Turning drawings into pixelated sprites

 November 04, 2015, 04:16:34 pm View in topic context
 Posted by The 100 Mega Shock!  in Turning drawings into pixelated sprites (Started by Loves Pachirisu November 04, 2015, 03:21:51 am
 Board: Off-Topic Help

    

Re: KoF XIV

 November 04, 2015, 01:56:09 pm View in topic context
 Posted by The 100 Mega Shock!  in KoF XIV (Started by NiO ErZeBeTh September 15, 2015, 09:35:20 am
 Board: Fighting Games

Okay so now you get your animators to do a lot of complex secondary animation and frame-by-frame it to adjust keyframes rather than allowing the game to compute it and deal with having totally fixed transitions regardless of what the character was doing beforehand.
    

Re: 3d rendered MUGEN characters, tips for keeping as little colorloss as possible?

 November 03, 2015, 12:06:30 am View in topic context
 Posted by The 100 Mega Shock!  in 3d rendered MUGEN characters, tips for keeping as little colorloss as possible? (Started by JudaiZX November 02, 2015, 03:59:36 pm
 Board: Development

I've tried a few techniques over the years, you can either try hard cel shading (plus a handful of transition colors) with a limited palette and simple outlines (like Mewtwo), this is the easiest way to output renders you can index with basically no color bleeding if you use flat-colored textures. For Zangoose I tried to combine this with antialiased black outlines but it has some slight color bleeding issues that I hid by making all the outlines very dark.

A more technical idea I've been thinking about is rendering two seperate images, one greyscale for shading (and outlines if desired) and a second one that only contains flat colors. Basically in a manner similar to Skullgirls, but manually compositied due to MUGEN's limitations if you index both images seperately and then layer them over each other you should have exactly A * B colors in each sprite, which gives you a decent amount of space to fit several colors in 255 indexes.

I would assume Dragon Claw was rendered with smooth shading and two contrasting colors (as it's a primarily two-color design) and indexed down to a managable palette, it has a tiny amount of bleed on the darkest shade of yellow but it's so barely noticable it's still a very impressive character.
    

Re: Character Creation Planning (With Animation Plan)

 October 31, 2015, 04:39:20 pm View in topic context
 Posted by The 100 Mega Shock!  in Character Creation Planning (With Animation Plan) (Started by TempestSageJDJ October 31, 2015, 02:51:48 am
 Board: Idea Engineering

    

Re: Which version of Maya/3DS Max don't require internet connections to install?

 October 31, 2015, 04:21:51 pm View in topic context
 Posted by The 100 Mega Shock!  in Which version of Maya/3DS Max don't require internet connections to install? (Started by Demitri October 28, 2015, 02:42:27 pm
 Board: Off-Topic Help

It's unrestricted, just adds a little flag in the metadata of MAX files that they were made with a student version of the software.
    

Re: balmsoldĀ“s works/commissions

 October 30, 2015, 12:54:52 pm View in topic context
 Posted by The 100 Mega Shock!  in balmsoldĀ“s works/commissions (Started by xxxx March 11, 2011, 09:12:07 pm
 Board: Graphics

    

Re: Which version of Maya/3DS Max don't require internet connections to install?

 October 28, 2015, 08:06:41 pm View in topic context
 Posted by The 100 Mega Shock!  in Which version of Maya/3DS Max don't require internet connections to install? (Started by Demitri October 28, 2015, 02:42:27 pm
 Board: Off-Topic Help

3DS Max can be installed without an internet connection. Going through the Education Community I'm able to download the full installers for 2014, 2015 an 2016.

If you're going to try and crack it you might as well just pretend to be a student and get a free noncommercial license instead.
    

Re: best anime-based fighter?

 October 28, 2015, 07:02:35 pm View in topic context
 Posted by The 100 Mega Shock!  in best anime-based fighter? (Started by D. HoChoy October 28, 2015, 12:25:57 am
 Board: Fighting Games

its the arcade gundam game that looks like they traced over SF2
    

Re: How do I stop inifinite juggles?

 October 24, 2015, 11:52:14 am View in topic context
 Posted by The 100 Mega Shock!  in How do I stop inifinite juggles? (Started by Minus (Tails Clock) October 23, 2015, 02:46:36 pm
 Board: M.U.G.E.N Development Help

Is the opponent entering the air recovery state after being launched? They should still be able to guard the consecutive attacks in mid-air (unless the author turned off their air guard for some reason, then they're fucked) hence the combo counter won't go up. This is how it works in Marvel, though you still take guard pushback.