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Sean Altly

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Messages by Sean Altly

    

Re: God Akuma

 November 13, 2007, 06:56:08 PM View in topic context
 Posted by Sean Altly  in God Akuma (Started by -_Shadow_- August 30, 2007, 08:51:21 AM
 Board: Projects

While I like the new stance you gave him, and I may just be speaking for myself, but I really think the last thing the MUGEN community needs is another over-powered, "God" character, especially Akuma, who is overpowered as it is. I mean, how much more "ultimate" can a character be? If you absolutely insist on making a "God" character, make it someone obscure, so it's new. Where is God Alex? How about God Eagle or God Karin or something.

I was looking at the list of things you added to the character, and all I could think of were those kids who play Super-Hero with their friends, and when they go to choose their powers they're like, "I'm super strong, and super fast, and invincible and I've got like blades that come out of my fingers and spiky metal hair with electrical powers and laser beam eyes and also all of your guys' powers all rolled up into one guy, and my name is Lord Ultimo Humongous." And then his friends beat him up.

Nice effort though.
    

Re: My 4 Characters (Now with vids)

 November 12, 2007, 10:32:25 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects



Chad in Black with some timing tweaks and some new mechanics on her Spectre Sweep. The move now does less damage but deliberately sends the opponent up and toward Chad in order for her to land another attack.
    

Re: My 4 Characters (Now with vids)

 November 11, 2007, 01:44:24 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

Well, almost everyone's crouching strong punch is an uppercut. The only character with a Dragon-Punch style upper is Sabotage. Chad's Ghost Upper (the one where he says "Die") has a fixed height and appears at different distances, so that's what differentiates it. Everyone has an anti-air special though, such as Snow's Rising Knee or Adamas' Diamond Upper. I just added two more frames to the flip as well, and I will post a vid of the changes to him and Chad In Black.
    

Re: My 4 Characters (Now with vids)

 November 10, 2007, 11:53:13 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

This is all great advice. I guess converting her attacks into Helpers would give me more flexibility with them. I'll work on that. Also, as far as Sabotage's attacks go, Chad probably wasn't the best punching bag to demonstrate with, since her defense stat in her CNS file is at 80, opposed to 100, so she takes extra damage.

By the way, the "Onslaught" is the Shoryu-Reppa style super. Did you mean the Super where he dashes forward and nails all those rapid fire punches? If that's the one you say he does too much damage with, you're probably right. That move is very hard to hit with, and uses 3 Levels of super meter, as well as a portion of his life. Though I've been giving thought to making those Level "4" supers Desperation style moves that can only be done when their life is below a certain point. I love all these comments!
    

Re: My 4 Characters (99% Complete on Each)

 November 10, 2007, 05:03:31 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects



A gameplay video of Adamas. Sorry about the quality. More to come!



Snow in action, basically showing off his specials and supers. I forgot some key moves, so I may post another one of him.



Sabotage's boxing and wrestling goodness.



A second video of Snow.



Chad In Black. There is a point in the video where I demonstrate how easily her projectiles can be abused. BTW, most of her spirits attacks aren't helpers, they are projectiles. so do I take that code and replace "helper" with projectile? Thanks!
    

Re: My 4 Characters (99% Complete on Each)

 November 09, 2007, 10:02:34 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

Awesome! I just got a video recording program, CamStudio or something, and I will post some gameplay vids tomorrow. Gotta work 2pm -10pm, so it will be before or after.

You being hyped up is hyping me up!
    

Re: My 4 Characters (99% Complete on Each)

 November 09, 2007, 09:47:44 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

Chad's cheapness lies in the fact that her entire offense is almost completely keep away tactics. I lowered her defense to try to counter that, so that if you did get near her, she would take more damage, but it's just so easy to spam her moves. I guess 99% done wasn't a good number. Chad is very playable, and a good player won't abuse her moves, but most will. Her moveset includes the following:

Spirit Upper - One of her spirits comes up out of the ground and hits an anti-air upper. Each punch variation causes the spirit to appear at different distances away. At first the move could juggle infinitely, but that was an easy fix.

Revenant's Resonance - A ghost appears in front of Chad and performs a rapid-fire series of punches that hit at many different heights. It pushes the opponent away and does decent damage, but has lower range.

Ghost Dive - Her projectile attack. A ghost leaps out of the ground and does a long range dive before balling up and disappearing into the ground again. Right now, he seems to move too fast, which is an easy fix. I may end up removing this one altogether, as it is her most easily abused move. BTW, can anyone help me make it so where there is a time period that must pass before she can throw another projectile? Right now, she can throw another one as soon as the first one hits. I would just increase her recovery time, but I want to make it look like the ghost can't appear twice on the screen at once, you know?

Spectre Sweep - One of her spirits throws out a long chain that sweeps the opponent. Low damage and it reaches about halfway across the screen. Slower, so not as easy to abuse.

Her supers I feel are balanced well, so i won't bore you with their descriptions. Any suggestions? I can upload a gameplay video of her so you guys can get a better idea.

BTW, the interest and ideas and compliments are really making all the time I spent feel worthwhile. Thanks!
    

Re: My 4 Characters (99% Complete on Each)

 November 09, 2007, 03:35:24 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

I never noticed how similar Snow and Adamas' uppercuts were until you pointed out. Haha, now I feel silly.

The spirits are:

Basara by "montana"

Kurenai by "Inverse"

Sonia by "Jennifer"

Radel by "Nyankoro"

Guile (Adamas' boots) by "Warusaki3"

I've been told recently that the sprites are okay to use, but not other people's code, so that's what I did.
Also, the spirits are temporary, but like you said, it's a good idea to give credit anyway.

Also, here's some shots of Snow in action:


Knee to the face!


Charging up the Omega Psych Shot


Big friggin' Psych Shot


The first hit of a long combo


Dashing Elbow


The Psych Lance

As far as gameplay styles go, they are heavily influenced by Capcom's Street Fighter Alpha games. They have forward and back dashes, variations on chain combos (or dial-a-combo if you will, with the exception of Chad, who does not have such combos to keep her balanced). Sabotage can link his standing punches as long as you alternate between right and left hands. So pressing LP > MK > HP results in a three hit combo of Left, Right, Left. They all have 4 Supers (except Sabotage, who has 5). They have a Level One, a Level Two, and a Level Three, along with a "Level Four" that uses all three Super Meter stocks and a portion of their available life. Sabotage's 5th is a Level 2 Super, which is a Triple German Suplex. They are all fairly balanced (though Chad is quite cheap, so she will need tweaking).

I will make more detailed posts later. I really appreciate the interest!
    

My 4 Characters (UPDATED)

 November 09, 2007, 03:05:48 AM View in topic context
 Posted by Sean Altly  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 AM
 Board: Projects

These are the four characters I have been working on that are mostly finished. All I'm doing now is damage and balance tweaks, as well as placement of hit sparks, which is almost done as well.


From left to right: Chad In Black, Snow, Adamas, Sabotage


Some in-action shots.


More action.


Adamas' Diamond Fist.


A well spaced look at all the characters.


Chad and Snow stand victorious.

All of these characters are original creations. The characters are 100% my own (created originally for a comic book that I never completed, hence their superhero-like powers and names), while the sprites are almost completely drawn from scratch in MSPaint. Some notable exceptions include Adamas's feet, which are obviously Guile's (in fact, he has a special intro for Guile where he shouts "Got yo' damn boots."). This was my friend's idea (whom the character is based off of), and all that was borrowed from Guile was his feet, no code. Also, if a move looks similar to someone else's, I likely used it as animation reference. What I mean by that is that while I consider myself a decent artist, my animation skills aren't as good as far as human action goes, so I used an existing move by another character as a reference. However, I reiterate, these were mostly drawn by me. The only Frankenspriting done was on Adamas' shoes. I should also note that many attack effects (like Adamas' diamonds, Snow's projectiles, and Chad's ghosts) were borrowed and modified for my characters. I would love to be able to say that every little detail was done by me, but my expertise lies in drawing the characters. I'm no good at visual effects and such. Here is a brief description of each character:

Snow: Snow has mostly telepathic abilities. However, for Mugen, I had to expand on one of his attacks (the Psych Shot) for most of his offense. He also uses various martial arts, including a Rising Knee for anti-air, and some dashing, multi-hit combos. My first character.

Adamas: He has the ability to turn his skin into a diamond-like substance. NOTE: Yes I am aware that The White Queen in X-Men does this as well. You can imagine how surprised I was, but it just goes to show that almost everything has been done in comics. Anyway, his defense is higher than others and he has a lot of hard-hitting, diamond-based attacks.

Chad In Black: A recluse who enjoys art, tea, independent films, and spending time with her only friends, a group of semi-tangible spirits who are both her companions and protectors. Chad is interesting in that her character never throws any punches or kicks. Every attack is done by one of her spirits. I DO NOT TAKE CREDIT FOR THE SPRITES OF HER SPIRITS. They are all existing characters with the pallettes modified (as well as some of their animations). Eventually I will create my own sprites for them. The ones she has now are filler.

Sabotage: My attempt at a boxer-like character. He has no kicks. His Punch buttons are actually his left handed strikes, and all of his kick buttons are right handed punches. The only one of these characters whose sprites are 100% done by me. I'm proud of this character.

Anyway, this was a bit long winded I know. Due to the frankenspriting on Adamas' feet and the usage of other characters as Chad's spirits, I have been arguing with myself on whether to release them for criticism. Anyway, thoughts would be appreciated!

*****UPDATE*****

Due to being heavily distracted by Fire Pro Wrestling Returns on the PS2, I'm going to go ahead and release these soon. I've finished tweaking character balance and fixed a stupid mistake, and I feel they are mostly ready. IF I ever add anything, it will be more frames of animation to them, and if I do I will re-release them accordingly. Be on the lookout in the Releases section over the next couple of days.
    

Quick, Easy Question (Sorry)...

 November 09, 2007, 01:40:05 AM View in topic context
 Posted by Sean Altly  in Quick, Easy Question (Sorry)... (Started by Sean Altly November 09, 2007, 01:40:05 AM
 Board: M.U.G.E.N Development Help

What is the best way to go about getting screenshots of my game, and also videos of gameplay? I'd like to make one or two of my original characters available for criticism, but I don't know how to go about doing these two things. Sorry about the easy question.
    

Re: Sprite Transparency

 September 26, 2007, 01:23:56 AM View in topic context
 Posted by Sean Altly  in Sprite Transparency (Started by Sean Altly September 25, 2007, 09:18:34 PM
 Board: M.U.G.E.N Development Help

Oh, I see it now. Thanks a lot!
    

Sprite Transparency

 September 25, 2007, 09:18:34 PM View in topic context
 Posted by Sean Altly  in Sprite Transparency (Started by Sean Altly September 25, 2007, 09:18:34 PM
 Board: M.U.G.E.N Development Help

Is there anyway to make a sprite, specifically a projectile, slightly transparent? Is there something like "sprtransparency" or something similar where I can enter a value, or maybe a palette option? I'm working on a character who attacks with ghosts who help her, and rather than use Helpers, I'm making them Projectiles. However, they don't look like ghosts. I was using what I believe to be Hayato by Warusaki3, and his plasma sword has a transparency effect, so I was wondering if I could do the same. Any help would be greatly appreciated.
    

Re: 2 Quick Slightly Noobish Questions

 September 05, 2007, 06:25:13 AM View in topic context
 Posted by Sean Altly  in 2 Quick Slightly Noobish Questions (Started by Sean Altly September 04, 2007, 08:20:44 AM
 Board: M.U.G.E.N Development Help

Well, I don't frequent message boards as much as some, so that's my fault that I didn't realize that was your signature. Thanks for the help and sorry about the misunderstanding.
    

Re: 2 Quick Slightly Noobish Questions

 September 04, 2007, 10:42:27 PM View in topic context
 Posted by Sean Altly  in 2 Quick Slightly Noobish Questions (Started by Sean Altly September 04, 2007, 08:20:44 AM
 Board: M.U.G.E.N Development Help

I appreciate everybody's help. The KO sound worked, and I fixed the Rising Knee with your help. However...

Quote
It was actually the very first result from a google search; Also note that it would have saved you the exersize of someone replying with advice that was as wrong as it was unhelpful if you had looked it up yourself

...I'm not sure why you had to say this. I appreciate the help, but I don't see why it's a bad thing to come to a Message Board titled "Mugen Development Help," proceed to ask for said help, and then get told I would be better served doing Google searches instead. I came here to get a personal response to this specific situation, which I got and has truly helped a lot.

Although as I look at it, I think it may be your signature. I don't understand why one would have such a signature, but if it is, disregard what I've said.

    

2 Quick Slightly Noobish Questions

 September 04, 2007, 08:20:44 AM View in topic context
 Posted by Sean Altly  in 2 Quick Slightly Noobish Questions (Started by Sean Altly September 04, 2007, 08:20:44 AM
 Board: M.U.G.E.N Development Help

Quick questions. I'm using Fighter Factory, and trust me when I tell you I've been desperately trying to avoid having to ask for help by reading the docs, but I just can't figure these two out:

1. My character has a rising knee that is meant to act as an anti-air move (like a Dragon Punch). I've got it looking nice, but my only problem is that if he gets hit in the middle of the move, he remains in mid air where he got hit until I jump again. I've looked at the Gravity state and implemented that, but I guess I'm doing something wrong because he always stays in the air. I could just make him unhittable during the move, but that's not very fair.

2. How do I add sounds for when my character gets hit and/or KO'd? Sorry if that's an easy one, I just can't find it. Thanks!
    

Re: Working on first character, need help with a couple of things (mostly CNS stuff)

 August 29, 2007, 12:41:51 PM View in topic context

Oh, wait, I figured it out (where to add, not how to decrease super meter). However, now the little charging animation is missing, and I used the default "30" as stated by the DOC about State Controller references.
    

Re: Working on first character, need help with a couple of things (mostly CNS stuff)

 August 29, 2007, 12:33:54 PM View in topic context

 appreicate the help. I've been reading the docs and found info about SuperPause, but I don't know how to implement it. Where do I add it at? The move is a projectile, so the constant looks like this:

;psychshot
[StateDef 999]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 999
poweradd = 20

[State 999, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1000
projhitanim = 1001
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -36,-73
velocity = 1
attr = S, SP
damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 999, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

So where do I add it at? I tried in between poweradd = 20 and [State 999, 1], and updated the numbers (like Statedef 999, 1 became Statedef 999, 2 and what not) but I don't quite understand the parameters, such as time and move just yet. Any suggestions?

Also, does adding a SuperPause decrease the super meter? I don't think it does, so I'm still confused on that one.
    

Working on first character, need help with a couple of things (mostly CNS stuff)

 August 29, 2007, 11:30:44 AM View in topic context

I have been working on my character for a while now, and I have a large number of sprites done and have been implementing them. Besides using other character's moves as animation references, the character has been drawn in MSpaint from scratch. Well, I've been working on his commands and Constants lately, and for the life of me I can't figure out the following things:

1. How do I make a move a Super Move, so that it has the Super Move screen effects and uses energy from the Super meter? I have a move set up that uses the command D,DF,F,DF,D,DB,B+Punch, and it's under "super moves" in my constants file, but I don't know how to actually make it a super move. Right now it functions as a regular Special with a slightly more complicated command.

2. How do I make a move that has multiple hits? Example, I have the animation made for a move where Snow (my character) slides forward and delivers an elbow to the midsection, then immediately goes into a high knee. However, I can only get one hit to connect. If I'm close, the elbow hits, but the knee doesn't. If Snow starts farther away so that the elbow doesn't connect, the knee will. I don't understand!

3. Last thing. I was trying to make a flash kick-type move, but I'm having trouble with Velocities. I figured out how to make moves advance forward, but if I make it move upward with the second value, Snow doesn't come down unless I jump after the animation finishes. If I don't jump, he just stays there in his standing animation floating above the ground.

Thanks for any help guys!