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Sean Altly

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Messages by Sean Altly

    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 January 04, 2022, 12:25:19 am View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Here's a couple of animation commissions I recently did, two of Ken's SF3 crouching kicks converted to CVS






Anyone interested in similar commissions, I am open. If you messaged me back when I first opened commissions and I didn't respond, I was getting several messages at the time and I'll be honest, I may have just forgotten to respond and I apologize. To be clear though, this is the sort of thing I prefer to do right now, single sprites and short animations. I can make single sprites from scratch, but animations usually require a clear reference (which is why I prefer conversions).
    

Re: New Hype Trailer by RagingRowen!

 December 08, 2021, 12:42:16 am View in topic context
 Posted by Sean Altly  in New Hype Trailer by RagingRowen! (Started by Sean Altly December 07, 2021, 11:29:00 pm
 Board: Last Bout: Styles Will Clash

Nice, I just changed it! Thanks!
    

New Hype Trailer by RagingRowen!

 December 07, 2021, 11:29:00 pm View in topic context
 Posted by Sean Altly  in New Hype Trailer by RagingRowen! (Started by Sean Altly December 07, 2021, 11:29:00 pm
 Board: Last Bout: Styles Will Clash

Get hype!

    

Damage Dampener Help

 December 07, 2021, 04:56:24 pm View in topic context
 Posted by Sean Altly  in Damage Dampener Help (Started by Sean Altly December 07, 2021, 04:56:24 pm
 Board: M.U.G.E.N Development Help

So I'm trying to change up the damage dampener I use for Last Bout. I've been using the same basic code that comes from POTS' "Greatest Hits of Feedback" thread with a bit of simplification.

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.95, 0.9**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

What I want to do is reset the damage dampener when they use a super move. All of the characters' super moves are 2000 states (2000,2100, etc.) so I changed the second part to this:

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
trigger2 = stateno = [2000,2999]
value= 1.0
ignorehitpause= 1

But for some reason this isn't working. If the super has multiple hits, it does prevent the damage from going down from hit to hit, but if I combo into the super, it still reduces the overall damage. For example, Vidael has a super that is one big hit for 400 damage. Her Standing HP does 70. Even with this code applied, Doing HP > Super only does 338 damage. It's driving me nuts and it's probably really simple or stupid.

EDIT: Nevermind, I figured it out. I was ignoring the p2defmul in the super pause. Figured I'd just solve rather than delete.
    

Re: I'm Looking for Beta Testers!

 November 19, 2021, 04:55:50 am View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

Sent the Beta out, check your PMs!
    

Re: wrestling

 November 19, 2021, 04:40:23 am View in topic context
 Posted by Sean Altly  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

And there goes the rest of Hit Row. Literally no reason to get invested in anything this company does any more. How does it look to the casual viewer to make a big deal about drafting a four person group, then they're suddenly three people, then they're gone right after they start a feud? How does this make sense?

Plus Tegan Nox's release bums me out. She's been through so much, got a big hyped NXT return, just to get called up in a tag team that made no sense, broken up, and released. No logic.

I truly believe that WWE as we know it will not exist in five years.
    

Re: I'm Looking for Beta Testers!

 November 17, 2021, 06:02:02 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

The bottom two spots will just be random select. When I send the Beta out, the training character will be included for testing purposes. The statue has had the hair edited to look like Illian and some other stuff removed, I think it does the job as is.

And yeah I am very strongly considering moving this to Ikemen just for the in-game movelists alone, but also for the unlockable character feature, dizzy points and all that. I just haven't tried porting the stuff yet (though I'm told it's easy) and I'm a bit short on cash to pay Mordecool to port it for me.

Also the beta will be sent out very soon, possibly today. No intro or endings, just the characters, basic AI, stages, and the training tool to practice with.
    

Re: Stages!

 November 17, 2021, 05:56:24 pm View in topic context
 Posted by Sean Altly  in Stages! (Started by Sean Altly November 10, 2021, 09:27:39 pm
 Board: Last Bout: Styles Will Clash

Thanks for the kind words everybody!

I love the backstory behind these stages just as much as I love the presentation. I know Devon did one of these. Who helped you out? I would have loved to get in on this.

AVPBoy fully made Tristan's stage, Devon made Quavon's stage but I edited the ring, the rest are made by me but using resources/sprites from a bunch of different stages that I edited to varying degrees. I'm most proud of how Vidael's stage turned out.

    

Storyboard Transparency Question

 November 16, 2021, 02:02:57 am View in topic context
 Posted by Sean Altly  in Storyboard Transparency Question (Started by Sean Altly November 16, 2021, 02:02:57 am
 Board: M.U.G.E.N Development Help

So I'm making an intro for my game and I was wondering if there's a way to make it so that the transparency color is displayed? Like in background elements there's mask, and if you set it to 0, the transparency color is drawn on screen. Is there an equivalent of this for storyboards? I tried just using mask but it didn't work. Sorry if this a noob question. I'm basically trying to avoid redoing a bunch of work.
    

Stages!

 November 10, 2021, 09:27:39 pm View in topic context
 Posted by Sean Altly  in Stages! (Started by Sean Altly November 10, 2021, 09:27:39 pm
 Board: Last Bout: Styles Will Clash

So here are the stages for Last Bout. These are mostly edits using resources from many different sources by a bunch of different authors, whom I will credit in the game.

The concept of the stages is that each fight begins in the arena that the Last Bout tournament is taking place in. Then, a wireframe pattern takes over the floor and background as a new one is projected. For the people in attendance, they see the fight taking place on a platform, but for the "viewers at home" (since this is a big tournament being watched all over the world), they see the stage, which enhances the broadcast presentation. This idea was partially based on how they handle stages in the Tekken live-action movie.

Each stage is not just based on the country the fighter is from. The tournament producers have asked each fighter what they want their "stage" to be. Some have chosen their home country, while some have chosen a stage to represent where they are most comfortable in a fight. That way the stages reflect their personality and not just their nation.

Here are the stages:

Every stage starts like this, and is then transformed:


BRYCE

Description: A bridge over a peaceful autumn river that he remembers fondly from his childhood.

TRISTAN

Description: The garden of his family's mansion. His favorite place to train as a kid, but one he hasn't seen in quite some time since his parents cut him off financially.
Note: This stage was made by AVPBoy for the game.

VIDAEL

Description: The roof of the hospital she works at in Calcutta. She often goes there on stressful days to relax and enjoy the view.

ELLE

Description: A scenic footbridge in Paris. She was once attacked on this same footbridge while on a walk, which inspired her to learn martial arts and become a bounty hunter.

QUAVON

Description: A bit redundant, but Quavon definitely feels most himself when in front of a roaring crowd. He insisted that the ring bare his name because that's the sort of thing that makes him happy.
Note: This stage was made by President Devon, originally for Sasuke, but I decided to edit the ring and use it for Quavon once I honed in on this game's stages concept as a whole.

SASUKE

Description: The wrestling ring that Sasuke has set up in his personal dojo in Japan. The walls are decorated with his world championship belt as well as a tribute to his famous puro father, Shin Saito.

ZICO

Description: A caged ring on a beautiful Brazilian beach. Zico is not a complicated guy, he likes fighting and he likes the beach.

ATLEIF

Description: The snowfield right outside his small Norwegian church, bathed in the glow of the moon as well as the church's lights.

SIEGE

Description: A cold, basic elevated steel platform in a gray mountain range surrounded by "the fog of war." This stage is no nonsense, just like her.

ILLIAN

Description: An upper walkway in the hall of Illian's castle in St. Petersburg. Looming over the fighters is a massive statue of Illian himself, a monument to his ego.

TRAINING

Description: A basic training area adorned with the logo of the tournament.

    

Re: I'm Looking for Beta Testers!

 November 10, 2021, 08:48:52 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

Alright cool, I'm glad people are interested! I'm very badly hung up on stages stuff right now, I may send out a beta with simple placeholder stages in it though.

Food for thought, rather than doing stages that are based on where these people are from (which is often the norm in fighting games), why not do stages based on what their fighting style is. (i.e. wrestling ring, MMA cage, etc)... or is there something else you might have in mind?

So I ended up running with an idea based on what you said here. Rather than have stages strictly represent their country, and continuing with the idea I originally had of the stages being simulated since tehy're all supposed to be fighting in one place in a tournament, I imagined that each competitor would be asked what their stage should be. So each stage reflects where each fighter would feel most at home in a fight, which led to stuff like Bryce's stage being on a bridge over a peaceful forest river, Tristan's being his own family's mansion garden even though he's been cut off by them, Siege's being a cold steel platform in cloudy gray weather, and so on. Some represent their country, some represent where they are most comfortable in competition.

Here's a new Arcade video with Bryce, where you can see most of the stages.



I'm putting the final touches on some stuff and will be sending the beta out soon.
    

Re: cvs sonic aka slow sonic

 November 05, 2021, 07:18:17 am View in topic context
 Posted by Sean Altly  in cvs sonic aka slow sonic (Started by c00p October 15, 2020, 08:42:05 pm
 Board: Sprite Projects

Top notch sprite work.
    

Re: wrestling

 November 05, 2021, 07:16:05 am View in topic context
 Posted by Sean Altly  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

My current favorite WWE wrestler was Keith Lee. This may have actually been the last straw for me. I rarely buy merch for wrestlers and in the last 10 years the only merch I've bought was for Bryan Danielson, Mustafa Ali, Mia Yim, Johnny Gargano, Keith Lee, Tommaso Ciampa and Samoa Joe. Danielson is in AEW, Ali loses every week and is looking to start a Mohammad Hassan style "you hate me because I'm Muslim" gimmick, Mia just got released despite her personal story being a slam dunk for PR, Gargano's contract is up soon, Keith Lee just got released and could have been a megastar, Ciampa is the current NXT champ but has been clear that he'd rather be fired than go to the main roster, and Joe got released, rehired and then taken off TV and clearly has no future in WWE.

It's impossible to get behind new stars in this company. They report record profits, release 100 people and then trot Goldberg out twice a year to ruin title runs. They pay Brock Lesnar to suplex people 10 times a match and then lie down or beat someone who could have used the rub. They had one reliably watchable weekly show (NXT) that they gutted, rebranded and ruined with goofy, 90's gimmicky bullshit. They drafted Hit Row to the main roster, had them all sign new main roster contracts, and then released one of them a week later. It makes no sense.

I honestly don't get in anymore.
    

Re: Mugen 1.1 Randomly Crashes (Can't load .sff)

 October 29, 2021, 07:20:23 pm View in topic context
 Posted by Sean Altly  in Mugen 1.1 Randomly Crashes (Can't load .sff) (Started by Sean Altly October 26, 2021, 08:58:25 pm
 Board: M.U.G.E.N Development Help

Had to search a bit for it but this appears to have worked, thanks!
    

Mugen 1.1 Randomly Crashes (Can't load .sff)

 October 26, 2021, 08:58:25 pm View in topic context
 Posted by Sean Altly  in Mugen 1.1 Randomly Crashes (Can't load .sff) (Started by Sean Altly October 26, 2021, 08:58:25 pm
 Board: M.U.G.E.N Development Help

Hey guys, I've been working on a full-game project for quite a while now and I've been running into a strange issue where the game seems to randomly crash after the VS screen. It isn't consistent at all, and the character that it says it can't load will load just fine using the same Mugen.exe in Fighter Factory, so I don't understand the issue. I've been trying to test the game in arcade mode and it always crashes after a few fights, no matter who the opponent is. It will also crash when I'm trying to use training mode. I've seen some people say this is a memory issue, but I can't find a direct solution.

Here is the error message I get:

Library error message: Error reading sprite start.sff
Cutscene error reading ./data/LastBout/start.def

Error detected.

Error loading storyboard: data/LastBout/start.def
Can't load Bryce.sff
Error loading chars/Bryce2/Bryce2.def
Error loading p1

Clipboard tail:
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Sasuke's Dojo loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 295753908
Reset persist vars team 0
Reset persist vars team 1
Player vidael purged from cache: 1
Freeing player RC vidael...CMD...CNS...SFF...AIR...SND...Misc...OK
Loading character chars/Bryce2/Bryce2.def...
  Loading info...OK
  Loading cmd command set Bryce.cmd...OK
  Loading cns Bryce.cns...OK
  Loading cmd state entry Bryce.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Bryce.sff...Character Bryce2.def failed to load
    

Re: I'm Looking for Beta Testers!

 October 07, 2021, 10:28:30 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

Alright cool, I'm glad people are interested! I'm very badly hung up on stages stuff right now, I may send out a beta with simple placeholder stages in it though.
    

Re: I'm Looking for Beta Testers!

 September 28, 2021, 03:50:46 am View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

If I included both, and one were worth a whole bar, and one was worth half a bar (out of two total bars), which would be worth more?
    

Re: I'm Looking for Beta Testers!

 September 23, 2021, 06:00:51 am View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

Do you all think a better use of a single stock of the defense bar would be an Alpha Counter/Guard Cancel Attack, or a Guard Cancel Dash/Roll?
    

I'm Looking for Beta Testers!

 September 22, 2021, 12:05:03 am View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

Hey guys, I recently finished implementing the offense and defense system into each character in the game (huge thanks to KarmaChameleon for coding the defense system for me and helping me implement it). I've been doing some self testing for bugs and issues, but I need some fresh eyes on what's done so far.

I need 5-10 beta testers who really understand Mugen in the code department, and fighting games in the balance department. I need feedback on not just bugs and fixes, but character movesets and balance. I also would like notes and feedback on the Offense/Defense system.

If you're interested respond here. If more than 5 to 10 people volunteer I will have to choose who gets it, please don't take it personally, just don't want it too widely distributed.

The version of the game I send will have all 10 characters, but only one or two stages since I'm still working on those.
    

Re: The Next Big Thing in Bloodsports - Zico Silva

 September 15, 2021, 10:41:42 pm View in topic context
 Posted by Sean Altly  in The Next Big Thing in Bloodsports - Zico Silva (Started by Sean Altly January 25, 2021, 04:17:38 am
 Board: Last Bout: Styles Will Clash

@RagingRowen

I do plan on adding a Super BG finish but I haven't decided on anything yet. For hitsparks, I may stick to the CvTW ones (the game is still using default stuff) because they're original and not from an existing game IIRC, been a long time since I first downloaded them.

@SkySplitters

Thanks man, I'm honestly considering adding one or two more characters as "DLC" after I get everything done. I still need to implement the Defense Bar system (thanks to KarmaChameleon for coding it for me), and I also need to go back and give everyone a cheap KO/crumple and dizzy anim, and also possibly a custom powerbomb state. Still need stages pretty badly as well, getting a consistent art-style for all of them has been difficult.