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AlexSin

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Messages by AlexSin

    

Re: Weird AIR

 March 28, 2024, 10:01:49 pm View in topic context
 Posted by AlexSin  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

65536-6359=59177

that's the number you're trying to find.

Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.
    

Re: I would like some help on how to get unbanned from SpriteClub

 March 20, 2024, 11:07:47 pm View in topic context
 Posted by AlexSin  in I would like some help on how to get unbanned from SpriteClub (Started by gohkenytp March 20, 2024, 04:29:00 pm
 Board: Off-Topic Help

What good does it do to you to get there anyway? It's not like the end of the world.

The actual reason why I got banned from SpriteClub is because I harassed Arxos and the moderators of SpriteClub over a cheap character named "Shadow Alia", and then I got banned!

They don't want you there. End of story.
How to get better? Don't pester people into doing things you want. You can request once, twice is already too much. Then drop it.
    

Re: Sprite i draw and edit

 March 15, 2024, 10:09:14 pm View in topic context
 Posted by AlexSin  in Sprite i draw and edit (Started by alongcaca May 02, 2023, 05:55:09 am
 Board: Graphics

If you intended these to be useful, sadly they're not. They're weirdly resized, this is probably a problem of the image hosting you're using.

Same thing with the Ken spritesheet.
    

Re: Re: [Theme Thread] CVS Sprite thread

 March 13, 2024, 08:10:01 pm View in topic context
 Posted by AlexSin  in Demongorne's sprites (Started by demongorne July 20, 2022, 06:57:49 pm
 Board: Graphics

I do know, i just trying some ring different, i Need to semplify sprites as much as can to create sff files.

Demongorne, non ci siamo capiti a quanto pare. O provi a fare sprite stile CvS o posti nel tuo topic (che ho fatto apposta per casi come questo). Te l'ho già detto ancora un'altra volta. Adesso muoverò i tuoi post (e quelli degli altri)

Demongorne, it seems you didn't understand what I told you in the past. Either you try to sprite in CvS style, or you post these 'not-CvS' sprites in your topic (that I made exactly for this reason). I told you this, remember? Now I'll move your posts, together with the others'.

Done, merged everyone's posts in the correct topic.
    

Re: KarmaCharmeleon's WIP thread: Akira

 March 10, 2024, 12:26:01 pm View in topic context
 Posted by AlexSin  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

    

Re: [Playtest Build] Unfinished Character!

 March 03, 2024, 05:47:50 pm View in topic context
 Posted by AlexSin  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Why is there talk for a frame data page if the character is unfinished? I think the focus should be on more important things, like how to fix infinites and stuff...
speaking of, after you used Burst (which doesn't make the enemy fall down), if you get cornered and get hit by a x,x (wait a bit) x,x etc. combo you can be defeated by an infinite.
Also yes, damage output is too high. And velocities are inconsistent, walking speed is too high and the jumps are too slow.
    

Re: The MUGEN Docs Master Thread

 February 26, 2024, 07:36:44 pm View in topic context
 Posted by AlexSin  in The MUGEN Docs Master Thread (Started by JustNoPoint September 08, 2015, 05:51:36 pm
 Board: MUGEN Class

    

Re: My sprites, edits and animations

 February 26, 2024, 07:24:24 pm View in topic context
 Posted by AlexSin  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

Spoiler, click to toggle visibilty

For the last point you answered, I felt like that "moving around" the animations was to make fun of what I said. It didn't feel like a mock up of what it could look in game. All of that movement for the body to remain relatively the same looked a bit odd.
That's why I didn't want to participate in pointless banter.

Like DeathScythe said, I interpreted "porting" as "translating" the same run animation (with some adaptations) to the other style, but still a run animation.
I get that marching/strolling can be a run animation, I'm not saying the run has to be a run, it can also be a dash animation or like MotorRoach said a roll animation. I don't particularly care. But since Guillotine said he was porting it to look like an SvC animation, I expected it to look more or less the same, with the hops.

I couldn't find a good gif like the one you posted, but you can clearly see he can run.
He never said (before) that he was inspired by it, but he said he was porting it... I'm just repeating myself. He said it in his last post, it's all good.

The "walking faster" I meant was the way the character was walking (the word "marching" was eluding me, so I just said "walking faster"), I meant how he moved the legs and landed his feet with each step.

As for "easy" fix, there's no easy fix, I don't think the anim needs fixing since it does its job, but some things I would point out would be that the legs should do longer strides (so the leg moves behind him) and/or the feet should look like they leave the ground. Right now he's marching / moving slightly laterally.

But in my opinion I wouldn't consider moving up and down the animation (the shake you added) a fix, since you can see the feet leave the ground. Sure, maybe if you look above the belt the body looks alright, but below that it doesn't feel natural.

I hope this clears what I meant.

Ehi everyone, thanks for the feedback.
For what is worth it, I didn't really reference properly and started working on this just by memory/idea( a mistake most likely).
At some point I realized it came out quite different and wasn't so happy, but felt it the result could have worked just fine on a character that has some comedic elements like EQ so I pushed in that direction rather than probably abandoning everything.
I suppose this expression "wanted to port his running animation to SVC" was really applicable to my initial feeling so I should have worded it differently.
Glad you didn't delete everything.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 25, 2024, 05:04:49 pm View in topic context
 Posted by AlexSin  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

If those hitspark effects are helpers, change the sprpriority.
    

Re: My sprites, edits and animations

 February 25, 2024, 01:51:46 pm View in topic context
 Posted by AlexSin  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

... are we seeing the same thing?
Am I not allowed to say what I noticed?

Why are you moving the animations like that? I don't see how that is relevant to my point. Did you think "faster" meant moving animations left and right more quickly?

As SamSho got rollback a few months ago I have been playing Earthquake, so wanted to port his running animation to SVC,

[...] so wanted to port his running animation to SVC,[...]

my feedback was regarding this.
Did I say "delete all of the sprites immediately"? No.
Is the motion different? Yes.
Did I note some differences between the animation in the game and the one he made? Yes.

Running = jumping forward a bit with each step. (both feet should be in the air for a small period of time before landing)
Walking, or in this case marching = there's no period of time when both feet are in the air. One foot moves you forward, one foot leaves the ground, the one moving you forward goes back, the one that left the ground "lands" and it's in front of you, you move forward with it, the one in the back leaves the ground, etc. . There's always one foot on the ground when walking.

That is all. To be honest this looks like arguing for the sake of arguing. I don't want to partake in it.

I'll say though, those sprites look very accurate to the style. :thumbsup: Great work all around.
    

Re: My sprites, edits and animations

 February 24, 2024, 10:34:45 pm View in topic context
 Posted by AlexSin  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

Also he looks like he's walking faster. From what little I could see of his gameplay on youtube, in the game he runs (running is like jumping forward with each step and I could see it in the game) but in your animation he's walking.
    

Re: Custom Dee Jay Release

 February 24, 2024, 08:10:51 pm View in topic context
 Posted by AlexSin  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

(tested on 1.0)
- Projectiles have shadow.
- Projectile don't count as a hit (the helper gets destroyed too soon).
- Aura charge gives debug flood.
- You can hold back while running, so you can actually shoot a projectile even though it's an "hold back, forward + button" input. Actually, you can also just hold back and forward together and be able to shoot one. Or do the kick special/s. (intentional?)
- Far s.MK almost never comes out to hit the enemy.
    

Re: Contributor Suggestion Thread

 February 18, 2024, 09:32:53 pm View in topic context
 Posted by AlexSin  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

    

Re: bot report 2016 - skynet's invasion has begun

 February 15, 2024, 09:05:13 pm View in topic context
 Posted by AlexSin  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

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

 January 21, 2024, 01:50:44 pm View in topic context
 Posted by AlexSin  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

This topic is for sprites, not coding. Just to make sure you know.
    

Re: Art of Fury 2 : Ultimate Garou

 January 07, 2024, 06:51:11 pm View in topic context
 Posted by AlexSin  in Art of Fury 2 : Ultimate Garou (Started by CCIronmugen January 04, 2024, 09:53:43 pm
 Board: Art of Fury 2


Terry defeats Clara with a Power Dunk while she's defending. She remains stuck there.
    

Re: IKEMEN Screenshots

 January 06, 2024, 10:13:23 pm View in topic context
 Posted by AlexSin  in IKEMEN Screenshots (Started by Slayer. August 31, 2023, 07:22:24 pm
 Board: Ikemen General Discussion and Help

    

Re: IKEMEN Screenshots

 December 29, 2023, 08:14:26 pm View in topic context
 Posted by AlexSin  in IKEMEN Screenshots (Started by Slayer. August 31, 2023, 07:22:24 pm
 Board: Ikemen General Discussion and Help

    

Re: IKEMEN Screenshots

 December 29, 2023, 02:36:15 pm View in topic context
 Posted by AlexSin  in IKEMEN Screenshots (Started by Slayer. August 31, 2023, 07:22:24 pm
 Board: Ikemen General Discussion and Help


playing around with the CRT shader by airforce111 in the IKEMEN discord

(of course the original is less strong in colour aberration)
    

Re: Hi guys! long time no see! :D

 December 28, 2023, 12:19:11 pm View in topic context
 Posted by AlexSin  in Hi guys! long time no see! :D (Started by DooM December 17, 2023, 10:07:03 am
 Board: Introductions and Guides

Spoiler, click to toggle visibilty

...why? Just...why?

Also great job at editing your posts. Totally necessary.


Welcome back DooM, enjoy your stay here!
As for playing HDBZ on an Android, I don't think there's a reliable way to play it, as it's a Mugen game, for a PC. There may be softwares that can emulate it but not sure.
On a side note, after the last update, the game is going to transition to the IKEMEN engine, which also has its quirks, like online play. You might want to look out for it. ;)