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Messages by shulbocka

    

Re: CS Patch for Capcom Vs The World Jin Kazama

 February 17, 2020, 08:59:58 AM View in topic context
avatar  Posted by shulbocka  in CS Patch for Capcom Vs The World Jin Kazama (Started by QuickFeet February 12, 2020, 09:53:55 PM
 Board: Edits & Addons 1.0+

Cuz they're brother and sister.

Well that makes sense then. Now it's not funny at all, thanks. Just joking.

Thanks to both of you too for the patch and palettes by the way. I meant to say that in my first post, but got sidetracked by your names.
    

Re: CS Patch for Capcom Vs The World Jin Kazama

 February 17, 2020, 08:11:21 AM View in topic context
avatar  Posted by shulbocka  in CS Patch for Capcom Vs The World Jin Kazama (Started by QuickFeet February 12, 2020, 09:53:55 PM
 Board: Edits & Addons 1.0+

That's hilarious that the CS patch was released by "QuickFeet", and the palettes were released by "QuickFist" lol. Just had to point that out, cause if that wasn't intentional, that makes it even funnier to me.
    

Re: Swamp2019

 February 13, 2020, 10:43:17 PM View in topic context
avatar  Posted by shulbocka  in Swamp2019 (Started by Charles_2011 February 13, 2020, 10:18:46 PM
 Board: Your Releases, 1.0+

This is a really cool stage man, I'm definitely downloading this. The whole swamp and mountains in the background look great, and I really like the ninjas looking over the ridge at the fighters. I personally don't like the other characters being in the background, but I always think that looks cheesy when stages do that, not just this particular stage, so take that with a grain of salt. That's just me. Again, great job with this one, and thank you for sharing more of your work.
    

Re: [River City Girls in MvC2 Style] Kunio Released! (01/04/2020)

 January 05, 2020, 06:46:45 AM View in topic context
avatar  Posted by shulbocka  in [River City Girls in MvC2 Style] Kunio Released! (01/04/2020) (Started by 【MFG】gui0007 December 07, 2019, 10:42:53 PM
 Board: Your Releases, 1.0+

I'm not gonna lie, I was anti RCG ever since I heard about it, but your mugen versions are really fun and almost make me want to support the actual game. My only gripe about them is that they have air-dashes, but that is purely an opinion with no effect whatsoever on the quality or fun of the character. I just think it's lame when a character that has no flying ability or tech to help them fly, can somehow do air dashes. It's too over the top for my tastes, but different strokes for different folks. For me, other than that, I really do enjoy the hell out of these characters. 
    

Re: Improve graphic quality of Portraits

 December 20, 2019, 03:10:20 AM View in topic context
avatar  Posted by shulbocka  in Improve graphic quality of Portraits (Started by andreijas96 December 20, 2019, 02:05:42 AM
 Board: M.U.G.E.N Development Help

Hello!

In the character selection screen. Both in the small portrait and the big portrait to the left. Especially on the small portrait,
every picture looks blurry & pixelated. I use VSelect tool when i add portraits to my mugen game, using Fighter Factory 3 first ofcourse. It is my own pictures i got online, originally with good quality.

I have seen a lot of people with very good looking portraits/avatars. They look "high quality" but my end up pixelated and blurry and
it looks really ugly.

Also, do you have any tips to make MUGEN look as smooth and good looking as possible?

Thanks in advance! =)

It really just depends on the image how well it will look when it is decreased in size. That, and make sure you are holding the shift key on your keyboard while you are resizing an image in order to keep it's correct proportions. Not doing so will almost always result in the image looking blurry and distorted once it's small, especially 25x25 lifebar portrait small. You can also mess with the Sharpening filters to help improve clarity afterwards (if using Photoshop) as well. I prefer the Smart Sharpen filter myself.
    

Re: Mugen Fighting Heroes Portrait Thread?

 December 17, 2019, 01:55:59 AM View in topic context
avatar  Posted by shulbocka  in Mugen Fighting Heroes Portrait Thread? (Started by RagingRowen December 16, 2019, 11:01:59 PM
 Board: Edits & Addons 1.0+

Good timing man. I found out about this screenpack and lifebars I think yesterday, and started making my own ports for it today. I'll share all of them after I have a decent amount of them. Glad someone got the thread started already though, and thanks for sharing your ports.
    

Re: MVCI Venom

 December 14, 2019, 06:20:42 AM View in topic context
avatar  Posted by shulbocka  in MVCI Venom 2.0 (Updated) (Started by JJkoolaid December 13, 2019, 06:57:34 AM
 Board: Your Releases, 1.0+

Great Venom character, nicely done. If this is your first character too, that's pretty dang impressive. I'm not a huge fan of MvCI, but I am of this version of Venom for sure. Maybe it's because this is actually a 6 button character, which I prefer, over a 3 button setup. MvC2's 4 button is not bad, but 3 makes it feel like an advanced action/beat'em up as opposed to an actual fighting game. Anyways, hope to see more from you in the future, and if you're last sentence in the OP was a hint at a "request poll", my vote goes to Ghostrider for sure, and if you do actually do him, Dark Rider's sprites would be my preference of sprites. Wucash's are really good too, but DR's are my favorite.
    

Re: konoha

 December 08, 2019, 02:34:47 AM View in topic context
avatar  Posted by shulbocka  in konoha (Started by cldz December 06, 2019, 10:37:49 AM
 Board: Your Releases, 1.0+

if you help me with the sprites,i'll see what i can do

if you already edited all the sprites you wanted to swap
you can give it to me
and the stuff you want to add also

incase you wanted to edit it your self
i dont mind

No, I haven't edited any sprites yet myself. I just did the edits in Photoshop using the image you posted. I suppose I could check it out though and see what I can do. If you're willing to make the changes, I don't mind helping out with them. I could only help with the recolor, and making some sprites though. I don't know how to add animations or add the sprites to the stage itself.
    

Re: konoha

 December 07, 2019, 03:47:25 AM View in topic context
avatar  Posted by shulbocka  in konoha (Started by cldz December 06, 2019, 10:37:49 AM
 Board: Your Releases, 1.0+

This stage looks cool and I will definitely be keeping it.

minor feedback:
(1.0 version)
- The wooden fence sprite is upside down. The top of a wooden fence can be staggered heights on the top, but should always be perfectly straight all the way across on the bottom. The sprite allows this, it just needs to be flipped. It's not a big deal, but I couldn't stop glancing at it when I was playing that version. Other than that, great stage for me to spill Naruto enemy blood.

(1.1 version)
- It could help add some more visual appeal if you added some random grass or plants or something along the bridge edges, and maybe some subtle grass blades in some of the cracks of the floor boards. Maybe an occasional bird or two flying in the background and/or some floating leaves would be cool too.

- Both versions could maybe use some contrast and minor saturation adjustments too imo

Here's a quick visual example (color is still not perfect, but it's only for reference)
- top image has flipped fence, bottom has recolor and some subtle grass made from tree sprite in stage.
Spoiler, click to toggle visibilty
    

Re: All Famicom Fighters characters updated (11-28-2019)

 November 30, 2019, 10:31:35 AM View in topic context
avatar  Posted by shulbocka  in All Famicom Fighters characters updated (11-28-2019) (Started by KingPepe2010 May 04, 2019, 08:17:21 PM
 Board: Your Releases, 1.0+

Thanks for all the updates man, this was a nice surprise to see today. I'm glad to see the fullgame got updated this month as well. I've been a fan of the game for a while, and prefer to play it as the fullgame version. I still can't bust the combos like you do in the demo videos, but knowing they're possible keeps me hooked. Anyways, thanks again.
    

Re: Poison Ivy

 November 30, 2019, 10:21:21 AM View in topic context
avatar  Posted by shulbocka  in Poison Ivy (Started by Mr. Giang November 28, 2019, 01:54:51 PM
 Board: Your Releases, 1.0+

I think the minion was also in Zvitor's original character. I don't remember the tree move though... I think that's Giang's twist... as well as the new sparks. Haven't played Z's version in a min to decipher all the changes aside from gameplay obviously..... oh yeah I didn't see a new variation of the nightshade move from the original. I liked that 1 but he did his thing on this
I haven't used Z's Ivy myself either, at least not since the initial release, but I'm sure you're right that the minion is something Zvitor did since this is an edit, which I failed to remember before making that last post.
    

Re: Poison Ivy

 November 29, 2019, 04:10:39 AM View in topic context
avatar  Posted by shulbocka  in Poison Ivy (Started by Mr. Giang November 28, 2019, 01:54:51 PM
 Board: Your Releases, 1.0+

Dude, she looks fricken awesome and mean as hell. I love the minion assist sprites you used too, they fit really well. Still gotta test her out, but judging from the video, I think I'm going to really like this release to say the least. Thanks yet again.
    

Re: 1.1 Double Res portrait pack vol.2 *now in 120x140 scale*

 August 31, 2019, 09:37:37 AM View in topic context
avatar  Posted by shulbocka  in 1.1 Double Res portrait pack vol.2 *now in 120x140 scale* (Started by Eric The Nihilist August 28, 2019, 04:09:38 AM
 Board: Edits & Addons 1.0+

Heck yeah man, thank you very much! Doing this may defeat the purpose of releasing a "Hi-Res" pack, but it allows us all to still use the portraits without having to touch the system.def, as you stated. To be honest too, compared to 99% of the portraits most characters have or get released with, these are still massively higher in resolution quality, especially being non-indexed. I really just like the portraits themselves, and the sizes and frames you created them more than I like the fact that they were double resolution. That's just an added bonus for when I want to go that route. Anyways, thank you again.

also, that is a cool frickin Ronald McDonald port. Most definitely using that, along with most of your other ones.
    

Re: 1.1 Double Res portrait pack vol.2

 August 29, 2019, 02:31:09 AM View in topic context
avatar  Posted by shulbocka  in 1.1 Double Res portrait pack vol.2 *now in 120x140 scale* (Started by Eric The Nihilist August 28, 2019, 04:09:38 AM
 Board: Edits & Addons 1.0+

The respect is mutual. Also, I definitely wouldn't mind seeing what you come up with for the normal scale realm. Like I said, I really like the double res ones that you made, but I can't use both yours and my own together which is lame. It would be so much better if Mugen allowed us to set the portrait scale the character instead of having to do it through the screenpack and affecting everyone. I wouldn't go back to Winmugen though, but that's just my opinion. I was one of the last people it seemed like to finally switch over to 1.0/1.1, and after doing it I can't think of any reason why I'd want to go back.
    

Re: Joker

 August 29, 2019, 02:18:23 AM View in topic context
avatar  Posted by shulbocka  in Joker (Update 8/31/2019) (Started by Mr. Giang August 27, 2019, 01:47:41 PM
 Board: Your Releases, 1.0+

@Mr. Giang
Sound good to everything you said, it all made good sense. I don't need him to have 2 launchers either, I just liked his upwards card slash animation that he had that was his original launcher, and thought it would be cool if he still had a use for it. He's totally fine without it though, and the boxing glove is pretty dang versatile like you said. Anyways, I trust your judgement, and I'm happy with him whether you change him or not. Thanks again.
    

Re: 1.1 Double Res portrait pack vol.2

 August 28, 2019, 05:04:39 AM View in topic context
avatar  Posted by shulbocka  in 1.1 Double Res portrait pack vol.2 *now in 120x140 scale* (Started by Eric The Nihilist August 28, 2019, 04:09:38 AM
 Board: Edits & Addons 1.0+

This is a fantastic portrait set man, great work. I'm seriously impressed to say the least. I think you're the only other person to make as many portraits as I have, or at least close to it, and you're extremely good at it. I usually stick to the default size myself, but only to have them more universal and avoid the extra steps needed to use anything different as you stated. Seeing a set in this resolution though really makes me want reconsider how I do things in the future. Thanks for sharing all these, and again, outstanding work. It wouldn't be such a chore to use all of them if Fighter Factory allowed you to batch convert character .sff files.

Edit:
Do you also have these portraits in standard size as well? Just curious.
    

Re: Joker

 August 28, 2019, 03:59:24 AM View in topic context
avatar  Posted by shulbocka  in Joker (Update 8/31/2019) (Started by Mr. Giang August 27, 2019, 01:47:41 PM
 Board: Your Releases, 1.0+

Great release Giang, and thank you very much! I was hoping that we'd get to see a Joker from you someday. I've come to truly appreciate your characters and edits, and really like the new feel you give each character. I like all of your characters, but I really appreciate when you make comic book characters such as this. Also, I gotta say, you create thee coolest fricken hyper background effects.

My only feedback (and suggestions) for Joker is:

- his pistol special attack does not hit any opponent that is shorter than the bullet trajectory line. That makes sense, but that renders it unreliable. Maybe with the version where he shoots 3 times, you could make the 2nd bullet shoot a little lower and possibly hit crouched or at least somewhat shorter enemies (Goku by Vyn for example). It would make sense because most people can't shoot in a perfectly straight line 3 times in row in quick succession.

- Also, is there any chance we could get his old school launcher back as the crouching HP attack? I definitely love his new Boxing Glove launcher, but it would be awesome to have 2 launcher attacks, but with different properties. Similar to how Mortal Kombat/Injustice has the wall bounce/meter burn launchers, and they also have their uppercut attacks or attacks that cause bounce aka launcher.

- With his Boxing Glove launcher/Wall Bounce, it would be nice if you could allow player control a few ticks sooner so that we could forward dash sooner and then jump up and catch the falling air opponent. You can still do it now, but it would be nice if it wasn't as time constrained as it currently is. I know you can catch them without jumping, but for the sake of options and mixing it up, it would be nice to be able jump and catch them as well.

- It would be pretty cool if he had a reload system, and had to reload after 6-12 shots. To make it interesting though, instead of doing it normal where you just have to push a button to reload, you could make it so that Joker has to land his grab attack, and after beating the opponent with his crowbar, he will automatically reload if his gun is empty. It would be cool, and it would look cool seeing him reload quickly while the opponent is on the ground recovering from having the shit beat out of him with a crowbar.

These are just my opinions and ideas from a gameplay perspective, not a technical/coding one. Anyways, thank you very much yet again. Also, I released a bunch of portraits recently, which includes some Joker portraits that I made in the hopes that you would make a Joker someday, and today you have. Just saying. ;D


Just for fun, my dream list of future Giang characters (and R@CE and Infinite):
Spoiler, click to toggle visibilty
    

Re: Vanny released KOF Wing 2019

 August 15, 2019, 11:03:46 PM View in topic context
avatar  Posted by shulbocka  in Vanny released KOF Wing 2019 (Started by Yagoshi300 August 06, 2019, 03:52:27 PM
 Board: Found Releases 1.0+

Is there a way to use the shell.exe (or anything other than demolishing it) to unlock all the characters for any version of the screenpack, and not have certain ones locked depending on which one you choose? It's not a major deal, but it would make things a lot nicer.
    

Re: Russia2019 Aurora

 August 13, 2019, 10:28:07 AM View in topic context
avatar  Posted by shulbocka  in Russia2019 Aurora (Started by Charles_2011 August 13, 2019, 07:37:20 AM
 Board: Your Releases, 1.0+

No problem, glad I could help.

Also, I'm not sure how to do it, but another suggestion I would make is to have the foreground sprites, such as: the bridge railing and the red barrels be semi-transparent when a character is standing behind them. It might be personal preference, but I think it always looks better when the characters are never hidden at all by a stage element, even if it is minor. Plus, it helps add more depth to the stage, as would some more shading/value.
    

Re: Russia2019 Aurora

 August 13, 2019, 09:01:06 AM View in topic context
avatar  Posted by shulbocka  in Russia2019 Aurora (Started by Charles_2011 August 13, 2019, 07:37:20 AM
 Board: Your Releases, 1.0+

Nice stage man, I like it a lot, as well as the other stages you've released. With this one though, I think it could look a lot better if you messed with the shading some on the sprites. Maybe make the top of the sky and the top of the fence/wall a lot darker, and have it gradient downwards. Maybe add some shading to the floor/bridge as well. I made a quick example in photoshop just to show what I mean. Other than that though, the stage design itself is really cool and nicely made. Thanks again.

Spoiler, click to toggle visibilty