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DNZRX768

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Messages by DNZRX768

    

Help with Sprites, Sprite-sheets, and Palettes wanted

 December 31, 2022, 11:43:25 pm View in topic context
 Posted by DNZRX768  in Help with Sprites, Sprite-sheets, and Palettes wanted (Started by DNZRX768 December 31, 2022, 11:43:25 pm
 Board: M.U.G.E.N Development Help

Okay, I was thinking about getting back into MUGEN development for the first time in a long time. However, the long period of time that I was absent means that some important bits of knowledge have gotten lost from my head, especially the most important piece: how to generate a unified palette from sprites and sprite-sheets.

So, tonight, I have three questions:

1.) Say I want to add additional sprites into an existing character whose colors will not be impacted by the existing character's color choice (i.e. Adding a new thunderbolt projectile to Pikachu whose lightish-blue colors will not change, even though Pikachu will not always be yellow). Assuming I have the sprite prepared with an indexed palette and pcx format, what is the procedure to import the sprites properly into the character; is it as simple as just loading the sprites into Fighters Factory, or more steps are required?

2.) Say I have on my hands a complete sprite sheet like this one here:

https://www.spriters-resource.com/arcade/streetfighteralpha3/sheet/146068/

With the green background supposed to be the transparent color. Obviously, I need to cut the sprite-sheet up into individual pcx sprites to be imported into Fighters Factory. What is the procedure to process this sprite-sheet so that all of the resulting individual sprite pcx's share the same palette and what is the correct procedure to import them all into Fighters Factory?

3.) Say I have on my hands either
-a large pile of individual loose sprites with widely contrasting palettes that I want to meld into a single character (think Double from Skullgirls for example)
-a large pile of pre-cut-out sprites whom they all don't have an common indexed palette (either someone forgot to do so, or the sprites are not in the appropriate format like png or jpeg) but I want to make a character out of anyway, or
-a sprite sheet like the one used as an example in question 2, with additional sprites I want to use that is not on the sprite sheet (like someone generated extra moves for Sagat that is not in the original game) but, nonetheless, want to have a unified palette to use.

What is the procedure to process all of the sprites to properly prepare them for FIghter Factory and MUGEN useage, especially if they all need to have a unified palette?

I know this is a lot, but I will appreciate any help that is given to me.
    

Re: 2022 Character Updates (Guy and Ryu first)

 January 15, 2022, 02:12:48 pm View in topic context
 Posted by DNZRX768  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Holy smokes, POTS's back!
    

Re: RIP Bob Saget

 January 11, 2022, 01:38:15 am View in topic context
 Posted by DNZRX768  in RIP Bob Saget (Started by Genosan742 January 10, 2022, 01:56:50 am
 Board: All That's Left

RIP.

Knew him from the Masked Singer. He seemed to be a decent guy.

My condolences to his family and friends.
    

Re: A.I. controlled characters moving before the fighting actually starts.

 January 05, 2022, 02:45:59 pm View in topic context
 Posted by DNZRX768  in A.I. controlled characters moving before the fighting actually starts. (Started by DNZRX768 January 02, 2022, 08:05:55 pm
 Board: M.U.G.E.N Development Help

Okay, so how do I stop it? Is there a piece of code I should be looking at?
    

A.I. controlled characters moving before the fighting actually starts.

 January 02, 2022, 08:05:55 pm View in topic context
 Posted by DNZRX768  in A.I. controlled characters moving before the fighting actually starts. (Started by DNZRX768 January 02, 2022, 08:05:55 pm
 Board: M.U.G.E.N Development Help

    

Re: HAPPY NEW YEAR, FOLKS!!!

 January 01, 2022, 05:47:53 pm View in topic context
 Posted by DNZRX768  in HAPPY NEW YEAR, FOLKS!!! (Started by Funk January 01, 2022, 06:23:34 am
 Board: All That's Left

Happy New Year to everyone at the MUGEN Fighters Guild.
    

Re: Skullgirls

 December 05, 2021, 09:57:07 pm View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 pm
 Board: Fighting Games

So, who's last to arrive on that list?

Probably Marie, but I am struggling to think on how to put her down as a playable character when the boss version of her is right here.
    

Re: Happy Shockaween! Cho-Z Pikachu overcharges the electricity in MUGEN! (FLASH WAR

 November 03, 2021, 04:19:04 am View in topic context
 Posted by DNZRX768  in Happy Shockaween! Cho-Z Pikachu overcharges the electricity in MUGEN! (FLASH WAR (Started by GTFoxN6Y October 31, 2021, 05:02:08 pm
 Board: Your Releases, 1.0+

I do believe so. I know that the MFG was flooded with quite a few of them back in the day, and then it suddenly died out.
    

Re: Happy Shockaween! Cho-Z Pikachu overcharges the electricity in MUGEN! (FLASH WAR

 November 01, 2021, 01:13:57 pm View in topic context
 Posted by DNZRX768  in Happy Shockaween! Cho-Z Pikachu overcharges the electricity in MUGEN! (FLASH WAR (Started by GTFoxN6Y October 31, 2021, 05:02:08 pm
 Board: Your Releases, 1.0+

Honest question: is there even a market for cheap characters on MFG?

Some people still collect them, but I do feel it is a fad that is long dead and buried for the most part.

The only cheap character I have on my roaster (on occasion) is Rare Akuma, and that is because he makes me laugh with his antics all day long!
    

Re: Super Smash Bros Ultimate

 October 06, 2021, 02:54:22 pm View in topic context
 Posted by DNZRX768  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

I've never played Kingdom Hearts lol

Me neither.

Regarding the news about Sora getting in, I feel... indifferent? I know he was big in the Playstation circles and madly popular because of the Disney crossover, so he probably deserve the spot, but I can't shake the feeling that there is someone more worthy of the spot. It is probably because I never played Kingdom Hearts and would get awfully annoyed about the rabid fanbase the series has (I do recall the fanbase back in the day being just unbearable).

Anyway, congrats to all who made a Disney property come onto Smash. Enjoy it while you can, for it is all but guaranteed that he will not be in the next Smash game.
    

Re: Kingdom Hearts General Thread

 October 06, 2021, 02:44:59 pm View in topic context
 Posted by DNZRX768  in Kingdom Hearts General Thread (Started by Formerly Hoshi October 15, 2013, 08:38:41 am
 Board: Gaming

I find it amusing that Kingdom Hearts was quite big back in the day and then, for almost a year, it went very quiet until today.
    

Re: Skullgirls

 September 08, 2021, 03:48:57 am View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 pm
 Board: Fighting Games

Wait? Umbrella's in Alpha right now?! Why wasn't I informed?
    

Re: Skullgirls

 August 05, 2021, 01:56:34 pm View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 pm
 Board: Fighting Games

You are correct. Not much has been converted into MUGEN from Skullgirls. I would suspect the large amount of sprites would be a turn off for some.
    

Re: THE MUGEN released Dotrina

 August 04, 2021, 04:20:54 am View in topic context
 Posted by DNZRX768  in THE MUGEN released Dotrina (Started by Yagoshi300 July 09, 2021, 03:14:47 pm
 Board: Found Releases 1.0+

    

Re: Skullgirls

 August 01, 2021, 07:54:31 pm View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 pm
 Board: Fighting Games

I think they are going with Umbrella since she's supposed to be in the base game, then they delay and delay her some more for over a dozen years.

This is fulfilling on that promise. The next two characters should be good.
    

Re: Is there a way to make guard more powerful

 August 01, 2021, 04:15:46 pm View in topic context
 Posted by DNZRX768  in Is there a way to make guard more powerful (Started by WastedCoder August 01, 2021, 12:25:19 pm
 Board: M.U.G.E.N Development Help

What do you mean by "make blocking more powerful"?

The amount of damage that gets negated by blocking is usually determined by the coding in the enemy's moves. Want to reduce the amount of damage leaking through the block? Go to the opponent's .CNS file and change the coding and numbers there. Similarity, the amount of energy for hyper moves gained from blocking is also determined within the coding in the enemy's moves.

As what you can do on the player side of things, I guess modification of the common guard states (120-155) can "power up" the blocking, although I advise that you must know what are you doing before starting to mess around with the states.
    

Help needed to balance this dodge roll

 July 30, 2021, 05:51:13 am View in topic context
 Posted by DNZRX768  in Help needed to balance this dodge roll (Started by DNZRX768 July 30, 2021, 05:51:13 am
 Board: M.U.G.E.N Development Help

For my latest project, I am editing this mostly complete Foxy Roxy character to bring it to a more completed state and to address all remaining items since the original creator is missing in action.

One of the items on the to-do list is to fix the dodge roll since it is very easy to abuse and cheese the living daylights out of everyone, as demonstrated by Darkflare. Unfortunately, I am a bit unsure how to balance the roll...

The animation for the roll is nothing special, so here is the code in question

Code:
;---------------------------------------------------------------------------
; Evade
[Statedef 900]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
anim = 900                       ;Change animation (Def: no change)
ctrl = 0

[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
volume = 0

[State 900, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S3,4
volume = 100

[State 900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 900, 4]
type = AfterImage
trigger1 = Time = 0
time = 20
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 900, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 900, VelSet]
type = VelSet
trigger1 = time = [4,20]
x = 6
y = 0

[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Evade backwards
[Statedef 901]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
anim = 901                       ;Change animation (Def: no change)
ctrl = 0

[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
volume = 0

[State 900, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S3,4
volume = 100

[State 900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 900, 4]
type = AfterImage
trigger1 = Time = 0
time = 20
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 900, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 900, VelSet]
type = VelSet
trigger1 = time = [4,20]
x = -6
y = 0

[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Can anyone recommend any modifications or chances to balance this dodge roll out?
    

Re: LINK - THE ULTIMATE HERO OF TIME! V.4The long awaited version 4 of Link - The Ul

 July 16, 2021, 02:56:04 pm View in topic context
 Posted by DNZRX768  in LINK - THE ULTIMATE HERO OF TIME! V.4 (Started by Generalsteps July 16, 2021, 02:55:03 pm
 Board: Your Releases, 1.0+

All of that text and not a single screen shot or embedded video?
    

Re: Super Smash Bros Ultimate

 July 14, 2021, 02:52:28 pm View in topic context
 Posted by DNZRX768  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

    

Questions about IKEMEN

 July 07, 2021, 06:06:26 am View in topic context
 Posted by DNZRX768  in Questions about IKEMEN (Started by DNZRX768 July 07, 2021, 06:06:26 am
 Board: IKEMEN Releases

Long story short: I am interested in maybe converting from MUGEN 1.0 to IKEMEN Go, but I do have some questions about IKEMEN that I would like have answered first:

1.) How stable is IKEMEN in comparison to MUGEN 1.0? I got started with WinMUGEN and that can be unstable and can crash at unintended moments. MUGEN 1.0 is so stable that any crash is either because the user did something or the character or stage did something; not one crash happened because of MUGEN. Is IKEMEN very stable, or is it stable but not very much so?

2.) How much effort is needed to convert characters, stages, etc. from MUGEN 1.0 to IKEMEN? Is it as simple as just dumping a character into their folders, or will coding and graphics editing be needed? I have hundreds, if not thousands, of characters and stages within my collection and it would be a nightmare to convert them all if it is needed.

3.) How secure is the program? As in, does the program connect to the Internet for updates, or can it run without ever needing the Internet?

4.) What features that IKEMEN offer over MUGEN as:
- A player? And
- A creator?

5.) Are there any issues that I should keep an eye out when developing for and using IKEMEN?

6.) What are the requirements of the computer to run IKEMEN?

7.) How easy to configure and run IKEMEN in comparison to MUGEN?

8.) Are their any developer tools for IKEMEN, because I doubt Fighters Factory's creations can work with IKEMEN...