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DavidGee

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Messages by DavidGee

    

Re: SFFv2 Format Information

 September 29, 2009, 11:27:38 PM View in topic context
 Posted by DavidGee  in SFFv2 Format Information (Started by O Ilusionista September 29, 2009, 01:25:26 AM
 Board: Development

OK so the "raw data" is some SDL class then? Anyone read the images yet? And I wonder if SDL also deals with the compression.
    

Re: SFFv2 Format Information

 September 29, 2009, 12:27:56 PM View in topic context
 Posted by DavidGee  in SFFv2 Format Information (Started by O Ilusionista September 29, 2009, 01:25:26 AM
 Board: Development

    

Re: Is the new Mugen really worth anything?

 September 25, 2009, 11:49:25 PM View in topic context
 Posted by DavidGee  in Is the new Mugen really worth anything? (Started by Shamrock September 25, 2009, 09:08:42 PM
 Board: M.U.G.E.N Discussion

Uh hello? Are you familiar with the word "resolution"? See if you can tell the difference between these:

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

Wait am I being trolled by a moderator? ???
    

Re: Release Icons for M.U.G.E.N 1.0

 September 25, 2009, 11:35:52 PM View in topic context
 Posted by DavidGee  in Release Icons for M.U.G.E.N 1.0 (Started by Cenobite 53 September 25, 2009, 11:15:04 PM
 Board: Feedback

You can have icons labeled "1.0" for the topic starter to use, but without making separate filters. So the character button would filter to character and character 1.0. And the "hi-res" filters should be similarly unified, I say.
    

Re: Front page news

 September 25, 2009, 11:27:37 PM View in topic context
 Posted by DavidGee  in Front page news (Started by fartybrando September 25, 2009, 11:06:10 AM
 Board: Feedback

Now it just needs to link to elecbyte.com.
    

Re: The Fall of Guild?

 September 24, 2009, 09:04:17 AM View in topic context
 Posted by DavidGee  in The Fall of Guild? (Started by ArellonX September 23, 2009, 06:59:04 AM
 Board: M.U.G.E.N Discussion

No I need to get this thread real good:

Spoiler, click to toggle visibilty

Alright that should do it.
    

Re: New mugen - toolz that we will need.

 September 23, 2009, 12:28:34 AM View in topic context
 Posted by DavidGee  in New mugen - toolz that we will need. (Started by Bastard Mami September 22, 2009, 11:26:37 PM
 Board: Development

You would still have to make an SFF2PCX SFF2PNG or whatever to be able to modify an existing SFF v2 file. We don't have this.
    

Re: New mugen - toolz that we will need.

 September 23, 2009, 12:14:03 AM View in topic context
 Posted by DavidGee  in New mugen - toolz that we will need. (Started by Bastard Mami September 22, 2009, 11:26:37 PM
 Board: Development

I don't see SFF v2 file format info anywhere. Elecbyte needs to give us that, like now. Or did I miss it?
    

Re: Elecbyte is back? New version of M.U.G.E.N. released...

 September 22, 2009, 11:20:16 AM View in topic context
 Posted by DavidGee  in Download MUGEN--- LATEST RELEASE 1.1 official release 8/6/13 (Started by Garuda September 22, 2009, 09:16:00 AM
 Board: Your Releases, 1.0+

So I guess SFIV made 2D fashionable again?

Quote
When Skynet declares war on mankind, it may be animated sprites that come to exterminate us.
LOL.
    

Re: Helpful Mugen Tips, Tools, and Tutorials

 March 29, 2009, 01:58:58 AM View in topic context
 Posted by DavidGee  in Helpful Mugen Tips, Tools, and Tutorials (Started by Messatsu July 16, 2006, 05:06:15 PM
 Board: Tips, Tricks, Tutorials

.
.
.
EDIT: Thanks for making the fixes. I forgot though that the new MCM link I suggested is no good because Messatsu refuses to fix his page (links to mugenguild.net instead of .com). The file, like many others, is hosted at Random Select though.
    

Re: Transformations in Mugen, DBZ style

 March 28, 2009, 02:56:33 PM View in topic context
 Posted by DavidGee  in Transformations in Mugen, DBZ style (Started by The Railgunner December 01, 2008, 11:52:47 AM
 Board: Code Library

Well you wouldn't need to duplicate states; only animations. And the only modification you'd need to make to them is prepending the sprite numbers with 10, 20, 30... And then you put a variable in the value of changeanim2, so not much work would be involved in making any given character compliant.

And I don't see a reason to support more than 5 forms. Shang Tsung isn't something I think is worth mimicking in Mugen. But I am thinking of characters that drop weapons or armor (Vega), characters with multiple costumes (KOF), and characters that power up and change their appearance (DBZ). Apart from something like Shang Tsung, is there a character that would need more than 5 forms? Deciding on a specific number would be nice.
    

Re: a question about stages and its "optimization"

 March 28, 2009, 12:20:45 PM View in topic context
 Posted by DavidGee  in a question about stages and its "optimization" (Started by interloko March 28, 2009, 02:56:18 AM
 Board: M.U.G.E.N Development Help

Without testing I'm going to say that no, tiling a background image does not impact performance.
    

Re: How fast can you type?

 March 28, 2009, 12:12:37 PM View in topic context
 Posted by DavidGee  in How fast can you type? (Started by ~*Ishida-Uryuu*~ March 28, 2009, 11:49:37 AM
 Board: All That's Left

77 "correct words," but this is not a wpm test.
    

Re: Stupid Java Coding Problem

 March 28, 2009, 09:28:45 AM View in topic context
 Posted by DavidGee  in Stupid Java Coding Problem (Started by ~*Ishida-Uryuu*~ March 28, 2009, 08:38:57 AM
 Board: Off-Topic Help

If you're really supposed to use "ColorPanel," then my guess is that you're supposed to be learning inheritance and code ColorPanel yourself as a subclass of Panel. This should be correct:

class ColorPanel extends Panel
{
     ColorPanel(Color color)
     {
          setBackground(color);
     }
}
    

Re: Stupid Java Coding Problem

 March 28, 2009, 09:04:26 AM View in topic context
 Posted by DavidGee  in Stupid Java Coding Problem (Started by ~*Ishida-Uryuu*~ March 28, 2009, 08:38:57 AM
 Board: Off-Topic Help

Well there is no accessible class named ColorPanel. I think you want to replace

Code:
ColorPanel panel = new ColorPanel(backColor);

with

Code:
Panel panel = new Panel();
panel.setBackground(backColor);

Either that, or import the package where the ColorPanel class is defined.
    

Re: Transformations in Mugen, DBZ style

 March 28, 2009, 12:04:07 AM View in topic context
 Posted by DavidGee  in Transformations in Mugen, DBZ style (Started by The Railgunner December 01, 2008, 11:52:47 AM
 Board: Code Library

I downloaded GM's SF3 characters, and they just use authorname="GM" and name="Gill" as triggers, so there's no standard detection method there. And Gill's form simply depends on the direction he's facing. The only thing that indicates the character's current form is the facing trigger.

So far, I know of no implemented method that can be standardized to use in any character. It's a rather simple matter though. All you need is a variable that says "I have multiple forms" and another variable that says "I am in this form right now." It could be reduced to 1 variable if you use something else (like action numbers) to indicate that multiple forms exist.
    

Re: Transformations in Mugen, DBZ style

 March 27, 2009, 09:57:25 PM View in topic context
 Posted by DavidGee  in Transformations in Mugen, DBZ style (Started by The Railgunner December 01, 2008, 11:52:47 AM
 Board: Code Library

From what I can tell, characters with transformations are common. But, there doesn't seem to be an unofficial transformation standard. Although there are characters that transform, there are not characters that support these transformations in custom states (namely, throws), besides probably the particular transformation character itself and perhaps other characters by the same author. Please correct me if I'm wrong.

So what we do have so far is the indices that characters should use for required sprites and animations of their alternate forms. Simply increase the index by 10,000 for each form.

  • Form 0 - indices 0 to 9,999
  • Form 1 - indices 10,000 to 19,999
  • Form 2 - indices 20,000 to 29,999
  • Form 3 - indices 30,000 to 39,999
  • (and so on if there are more forms...)

Assuming all transformation characters follow this numbering scheme, there is only one thing that prevents us from making our character use the correct sprites when throwing a transformed character. We can't tell what form the character is in!

We need a way to determine (A) that the opponent has multiple forms, and (B) what form they are currently in.

What I want to know is... has anybody done this? Is there a reliable method that has been used by multiple authors? Is there a single author who has released multiple transformation characters using a reliable method? If a good method already exists, is already implemented in more than 1 existing characters, then it should be taken and made an unofficial standard. Otherwise, a new standard should be documented and implemented in a new character, and then (hopefully) adopted in future character releases.
    

Juli & Juni by Yaten

 March 26, 2009, 01:49:30 AM View in topic context
 Posted by DavidGee  in Juli & Juni by Yaten (Started by DavidGee March 26, 2009, 01:49:30 AM
 Board: Requests

Can't find the character featured in this video. Email is in my profile.
    

Re: correcting the position of the image in the select screen

 March 24, 2009, 05:55:22 AM View in topic context
 Posted by DavidGee  in correcting the position of the image in the select screen (Started by kevinmaccioly March 23, 2009, 01:05:21 AM
 Board: M.U.G.E.N Configuration Help

Open the sff file in Fighter Factory and fix the images. Image 9000,0 should be 25x25 pixels with an axis of 0,0. Image 9000,1 should be 120x140 pixels with an axis of 0,0.
    

Re: OH MY GOD I HAVE A STALKER ON DEVIANT!

 March 24, 2009, 04:36:34 AM View in topic context
 Posted by DavidGee  in OH MY GOD I HAVE A STALKER ON DEVIANT! (Started by â€ KillerMondless† March 24, 2009, 01:20:56 AM
 Board: All That's Left

The people in "those" forums are waaaaaaaaay worse and more savage than anything you would even know...

Lol forum savages. BTW what kind of fuckhead posts deviantart support questions on a Mugen forum?