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Dawn de Era

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Messages by Dawn de Era

    

Re: Dawn's Moveset Idea Megathread (Suggestions Appreciated!)

 October 05, 2024, 07:05:42 am View in topic context
 Posted by Dawn de Era  in Dawn's Moveset Idea Megathread (Suggestions Appreciated!) (Started by Dawn de Era September 06, 2019, 05:21:04 pm
 Board: Idea Engineering

Friend helped me brainstorm a ton for Popee the Performer. He now has a full moveset outline that I will refine as I see fit.
Also added some stuff to Noel's moveset. He's surprisingly not had many incidents where he himself has committed violence, unlike Liam. I'll make it work, though. Hopefully.
    

Re: The spriters bounty thread. (more details in thread)

 September 09, 2024, 05:40:58 pm View in topic context
 Posted by Dawn de Era  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

Character: Patricia Wagon
Commissioning: Most normals, most gethits, and guarding sprites

I was originally gonna go for posting in the Spritesheet Expansion Thread, but looking at just how much I actually need, I figured it would be really dickish to try to get this much for free. I have just about everything else required for a character, including almost every required, every special, and every hyper. All I need to really get the project going is most of the normals, most gethits, and guarding sprites. I can use an existing animation from standing hard kick, and might be able to stretch the current spritesheet for standing low gethits and possibly the first frames of standing high gethits and falling.

Style: Mighty Switch Force!

References: Standing animation


Price: I would love to go for $20 per animation, but I am absolutely prepared to pay more.

Time Frame: n/a, but regular updates would be appreciated.

BOUNTY STATUS: Unclaimed
Spriter: n/a
Status: Open

Bumping. : )
    

Re: Dawn's Moveset Idea Megathread (Suggestions Appreciated!)

 April 11, 2024, 06:59:57 am View in topic context
 Posted by Dawn de Era  in Dawn's Moveset Idea Megathread (Suggestions Appreciated!) (Started by Dawn de Era September 06, 2019, 05:21:04 pm
 Board: Idea Engineering

Added a little move to Linus based on that video he did where he fought Dennis.
Removed a little tidbit from Brady's Footcrack, because I probably wouldn't give a move like that infinite priority anymore.

Honestly, my brain has been shot for so long, and I'm kinda dissatisfied with the utility aspect of most of my movesets. I feel like all the ideas that I've been having have been focusing too hard on being faithful to the people or characters without taking into account how the moveset is gonna work in practice, so it really feels like I'm just dooming everyone into being a zoner. Very easy pitfall to get into, and I need help digging out of it. I'm fine with some of them being zoners, the ones that make sense to be ones (i.e. Patty Wagon, Dr. Octagonapus) but I don't think everyone should be a zoner.
    

Need help reading code of Clickteam Fusion fighting game!

 February 12, 2024, 10:03:02 pm View in topic context
 Posted by Dawn de Era  in Need help reading code of Clickteam Fusion fighting game! (Started by Dawn de Era February 12, 2024, 10:03:02 pm
 Board: Off-Topic Help

I have access to a decompiled project file for Santa Fighter, and I'm currently working on a port of the Santa character to MUGEN. However, the biggest roadblock I have is that I can't figure out the IPS at all. If anyone has the knowledge on how to read and dissect the Clickteam Fusion project's code, please do let me know!
    

Re: KarmaCharmeleon's WIP thread: Akira

 January 13, 2024, 09:18:43 am View in topic context
 Posted by Dawn de Era  in KarmaCharmeleon's WIP thread: What is next? (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Patricia Wagon

    

Re: Voice A.I Characters Patch Sound Files Released

 January 02, 2024, 08:54:33 am View in topic context
 Posted by Dawn de Era  in Voice A.I Characters Patch Sound Files Released (Started by JolarValenflower December 24, 2023, 01:26:24 pm
 Board: Resource Releases

Voice to voice can buy upgrade
Plus $7 month - Up to 4 minutes of audio
Pro $15 month - Up to 5 minutes of audio & Upload private models
Elite $25 month - Unlimited audio, Upload private models & Share private models

Paying for open source AI tools? Ewww... You can run RVC locally for free, y'know...
    

Re: Nanatsu Released! (1.0 12/27/23)

 January 02, 2024, 01:49:13 am View in topic context
 Posted by Dawn de Era  in Nanatsu Released! (1.1 UPDATED 1/1/24) (Started by Dawn de Era December 27, 2023, 07:34:04 am
 Board: Your Releases, 1.0+

Updated to 1.1!

Download: https://www.mediafire.com/file/wejkaa3phdefpp9/Nanatsu_v1.1.zip/file

Changelog: Added new super, Eye For An Eye
Fixed hurtboxes
Changed st.MP animation to better suit hitbox
Reduced startup of Forager's Flight
Made specials cancellable from non-air normals
Added cr.MP <-> cr.MK chaining
Modified ladybug trajectories
Reduced invuln for Fruit Baskets
Worms now spawn on ground version of Nature's Army
    

Re: Nanatsu Released! (1.0 12/27/23)

 December 28, 2023, 06:08:32 am View in topic context
 Posted by Dawn de Era  in Nanatsu Released! (1.1 UPDATED 1/1/24) (Started by Dawn de Era December 27, 2023, 07:34:04 am
 Board: Your Releases, 1.0+

These chars are pretty amusing. Here's what I found so far:

- Dammit, I always forget that. Will get to it.
- I don't intend to give it a limit, since I've used the same system for characters with ridiculous amounts of palettes.
- Will check it out Fixed.
- Fixing Fixed.
- I'll think about removing it. I think it's always kinda been there since when I nabbed the basic structure of it, and I dunno, I've always been one to encourage shenanigans. Understood what you meant better. I'll try to fix it, but I'll need to add it to the stuff to change universally. I'm pretty sure it's a universal thing.
- At the time, I didn't find standing/crouching normal special cancels worth it since it was nigh on impossible to chain any of them from any normal anyway. That might change though. You should be able to chain jumping normals into Forager's Flight or A Splash of Honey.
- I think my thought process with that was to give standing chains a bit more, I dunno, worth? since crouching chains lead to either a sweep where you can do OTG things or an aerial rave, whereas standing doesn't really do much interesting in some of my characters. I'll dwell on this more. I suppose it is kind of odd. I'll add medium canceling to crouching normals, but again, universal thing.
- Uh, whoops. Which state? I'll check it out. Got rid of 650, can't find 850 anywhere.
- Meh, I prefer proximity myself.
- Hmm, will do.
- Is it because only medium goes fullscreen? I'll mess with it, I forgot what my thought process was for that. I think the speed and the spawn positions might make it fine.
- I thought they did? Oh, sooner. Fixed.
- Rogue has similar shenanigans. I find it fun, but if it's an issue, I'll do something about it.
- I forgot what my thought process was behind the startup. Maybe I was too worried about the distance. Will probably reduce it. For now, it's a decent aerial combo extender. It might be fine, honestly. It's not meant to have much purpose in neutral, it's more of a combo extender. I'll reduce the startup anyway.
- Not sure exactly what you mean, but I designed the honey splash moves around faithfulness to the original.
- I think my thought process was that since it's a multi-hit, hitting her out of the move would actually benefit her greatly in quite a few situations, probably netting her a full aerial rave. I'll dwell on it. Nope, I'm stupid, I didn't do it like that at all. Fixing.
- I can't seem to replicate that in stock MUGEN 1.0. Works fine on my end. I conferred with other people, and that should be the case, actually. In CvS2, that seems to be true of similar move inputs.
- Not sure how to replicate this one either. Think I figured that one out.
- For the input? I'll increase it. I did it.
- Meh, I've been really creatively bankrupt recently. Not much I can do. I'll try some AfterImage stuff to make it feel more distinct.
- Maybe for just the ground version.
- Again, creatively bankrupt. I've thought about that, trust me. No idea how I'd do it. I think I might have an idea, actually.
- Will adjust. Adjusted.

EDIT: I'll break out the fixes soon, as well as the same changes to universal stuff for Rogue and Hisomi.
    

Re: Hisomi from Kyanta 2 Released! (1.2 UPDATED 3/19/22)

 December 27, 2023, 07:50:18 am View in topic context
 Posted by Dawn de Era  in Hisomi from Kyanta 2 Released! (1.2 UPDATED 3/19/22) (Started by Dawn de Era July 12, 2021, 05:57:08 am
 Board: Your Releases, 1.0+

(Part of an all characters update that is being slowly developed)

Updated to 2.0!

Download: https://www.mediafire.com/file/x6h48wc9ruqqf22/Hisomi_v2.0.zip/file

Changelog: Removed AI config, now scaling is determined by AILevel
Added OTG limiter
Reworked AI logic
Reworked some hitboxes
Added "DOUBLE" to Kyanta Anouncer
Minor bug fixes and quality of life improvements
    

Re: Rogue from Kyanta 2 Released! (1.5 UPDATED 3/19/22)+Kyanta 2 Training (1.0)

 December 27, 2023, 07:37:49 am View in topic context
 Posted by Dawn de Era  in Rogue from Kyanta 2 Released! (1.5 UPDATED 3/19/22)+Kyanta 2 Training (1.0) (Started by Dawn de Era December 20, 2020, 12:22:59 pm
 Board: Your Releases, 1.0+

(Part of an all characters update that is being slowly developed)

Updated to 2.0!

Download: https://www.mediafire.com/file/5p2gfmfqenw30fm/Rogue_v2.0.zip/file

Changelog: Removed AI config, now scaling is determined by AILevel
Added OTG limiter
Reworked AI logic
Reworked some hitboxes
Added "DOUBLE" to Kyanta Anouncer
Minor bug fixes and quality of life improvements
    

Nanatsu Released! (1.1 UPDATED 1/1/24)

 December 27, 2023, 07:34:04 am View in topic context
 Posted by Dawn de Era  in Nanatsu Released! (1.1 UPDATED 1/1/24) (Started by Dawn de Era December 27, 2023, 07:34:04 am
 Board: Your Releases, 1.0+

Man, this took WAY too long to push out, but here she finally is! I was gonna release her alongside a universal update for ALL of my characters, but it's proving to be a much bigger undertaking than I anticipated. For now, I only have Rogue and Hisomi complete.

Nanatsu whips out her honeypot to drown her opponents in nature's finest!



Download: https://www.mediafire.com/file/wejkaa3phdefpp9/Nanatsu_v1.1.zip/file

Older versions (if you care): https://www.mediafire.com/folder/og3dhzwaq7o5v/Nanatsu

If any bugs or problems crop up, let me know, and I'll attempt to fix them to my abilities. Thank you!

CURRENT VERSION: 1.1

Versions:
Spoiler, click to toggle visibilty
    

Re: Dawn's Humble Workshop [12/18/2023 UPDATES]

 December 25, 2023, 11:39:22 am View in topic context
 Posted by Dawn de Era  in Dawn's Humble Workshop [12/18/2023 UPDATES] (Started by Dawn de Era May 17, 2021, 09:27:18 pm
 Board: Projects

Gonna try my absolute damnedest to get Nanatsu out for Christmas. Can't make any promises, but if I don't make it to Christmas, it'll probably still happen the day after. I'll be releasing her alongside the characters that are equipped with the universal update (which are currently Rogue and Hisomi, my other Kyanta 2 characters! How funny is that?)

Thanks for stickin' with me, or... not doing that at all because I gave you no reason to. Sorry, got caught up in other things, especially college, but that's PASSED AWAY now (at least 'til next semester) so I got some more time on my grubby hands!
Hope to see more faces and make more creations...ses. I go do thing now!
    

Re: Dawn's Humble Workshop [12/18/2023 UPDATES]

 December 18, 2023, 08:53:04 am View in topic context
 Posted by Dawn de Era  in Dawn's Humble Workshop [12/18/2023 UPDATES] (Started by Dawn de Era May 17, 2021, 09:27:18 pm
 Board: Projects

Guess I should stop by and say that Nanatsu is basically complete. I've been posting some beta releases to the MFG Discord to see if I got everything situated, and she may be ready for release.
I planned to release her alongside a universal character update, but I'm realizing that the task of updating my older characters to my current standards is going to be a bit more daunting than I imagined. (I need ideas for a new, non-RNG Daisy level 2, some more interesting Specials for Felix, and a level 3 for David!) I might just release the updated characters that ARE ready and Nanatsu alongside those.
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 December 11, 2023, 08:22:32 pm View in topic context
 Posted by Dawn de Era  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics

-Also, after checking older works again, seems like the AI was more CVS accurate in the previous tries.
These 2 VG artworks lost something from Kinu and added something very not Kinu-like.
But some of the older AI artworks are are very close to Kinu's style.

Probably a combination of hi-res fix and the actual character LoRAs to blame for that. Some character LoRAs have an unnecessary influence on the art style, probably due to how the person trained them.
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 December 11, 2023, 09:54:51 am View in topic context
 Posted by Dawn de Era  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics



I've been learning a lot more about Stable Diffusion while I've been gone. Elirin in particular is when I started using inpainting for fixing things, and I almost think she doesn't need any cleaning!
    

Re: Darkstarkers Anita W.I.P.

 December 07, 2023, 08:57:20 pm View in topic context
 Posted by Dawn de Era  in Darkstarkers Anita W.I.P. (Started by spidergoku December 06, 2023, 07:08:49 pm
 Board: Projects

    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 October 02, 2023, 01:53:27 pm View in topic context
 Posted by Dawn de Era  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics



Vanessa (Five Nights at Freddy's: Security Breach), WIP cleaning

I have a feeling she should be a grappler.
    

Re: [Theme Thread] SNK/KOF Sprite thread

 September 15, 2023, 08:40:05 pm View in topic context
 Posted by Dawn de Era  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

My attempt at smoothing out iori's intro animation since the original was surprisingly choppy (seems like it only recieved clean ups in later kof titles)

Jeez, that is like, Mark of the Wolves level smooth! Brilliant!
    

Re: Skullgirls 2nd Encore Frame Dump Fighters is Coming

 September 09, 2023, 11:18:54 pm View in topic context
 Posted by Dawn de Era  in Skullgirls 2nd Encore Frame Dump Fighters Finally (Started by JolarValenflower September 09, 2023, 04:33:40 am
 Board: Resource Releases

These should probably be ripped with the most contrasting and separated palettes rather than the default ones. I don't know the inner workings of his method but if the palettes are ripped it should be possible.
Correct me if I'm wrong, but I'm pretty sure these are just taken from the Frame Dump folder of the Digital Art Compendium, not directly taken from the game in any fashion.
    

Re: CvsTheAbstract Artwork/Ai Art

 August 26, 2023, 07:31:46 am View in topic context
 Posted by Dawn de Era  in CvsTheAbstract Artwork/Ai Art (Started by C.v.s The Abstract August 23, 2023, 12:52:57 pm
 Board: Graphics

If this is the Shinkiro style LoRA on CivitAI, I wouldn't personally use it. It's way too loose in my opinion. I may try training one of my own in the future, but ehhhh.

Also, the first example is very obviously a basic Danbooru scrape model that honestly doesn't do your art style justice. I would suggest digging around for a better base model. Also, go much heavier on the manual touches, especially around the typical problem areas (hands, face, etc.) and try researching plugins that would improve the infills, detailing, and position recognition (controlnet + its different models, adetailer come to mind). Using AI doesn't have to be a "ruin everything" ordeal!