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外音リザ

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Messages by 外音リザ

    

Re: The return of the comeback + updates?!

 July 18, 2016, 07:13:06 AM View in topic context
 Posted by 外音リザ  in The return of the comeback + updates?! (Started by 外音リザ July 10, 2016, 02:33:27 PM
 Board: Projects

Ok, next up is pallete sheets for every roster. This aims to establish color separation properly and make custom colors possible.

Also in the line is color separation for Sakura, and editing new liedown animations for her. Raiya will need this too.

Whip needs her collapse animation to be added and made just like in XI.

Orochi needs new animation for crouch MP and crouch MK. I already have ideas for these.

Last week I already implemented new animations for his walking animations from 98UM.

Now I'm trying to go through Walt's messages and find the new animations he gave me for his 2nd Standing HP attack and replace it with his corrected versions.

Mizuchi has augmented frames for his Rugal-like command tomahawk kick and I'm adding them.

That's all for now lest I become overwhelmed.
    

Re: 3d rendered MUGEN characters, tips for keeping as little colorloss as possible?

 July 10, 2016, 07:52:11 PM View in topic context
 Posted by 外音リザ  in 3d rendered MUGEN characters, tips for keeping as little colorloss as possible? (Started by JudaiZX November 02, 2015, 03:59:36 PM
 Board: Development

If you're going to render it from 3d and do massive rotoscoping (or trying to avoid it), know the following:

1. Typical 2d fighting game sprites run at a resolution of 320x240 (Capcom, SNK pre-XII) or 640x480 (GG, BB, KOF XII to XIII)
2. Unless it's rendered well, stay within 16-24 colors. Anything above that might require post-processing.
3. Be wary of edges and make sure when you export it, transparency especially in the edges is crisp and sharp. If the colors bleed, you're doing it wrong.
4. Post-processing is unavoidable and sometimes necessary to retouch. Make sure that when you render it, it goes out right the first time.
5. Remember the export specs and model resolution you're using because consistency is a known issue for 3d-rendered sprites.
6. Framerates. Stick to one. Not too smooth but not too rough. Think of GG Xrd.
    

Throws don't work in corners - Bug or new coding needed?

 July 10, 2016, 05:57:57 PM View in topic context
 Posted by 外音リザ  in  Throws don't work in corners - Bug or new coding needed? (Started by 外音リザ July 10, 2016, 05:57:57 PM
 Board: M.U.G.E.N Development Help

While auditing Orochi in MUGEN 1.0, I found out his throws don't work when in the extreme corner. Strangely, other characters of mine like Shadow DIO can throw characters in the corner. Already changed character version and they don't work either.

I already moved the throw triggers around and even placed it at the top of statedef -1. No dice.

I'm not too keen on copying codes unless this is the only way out, so, anyone who encountered this? Preferrably KOF-centric solutions please.
    

Re: The return of the comeback + updates?!

 July 10, 2016, 03:33:08 PM View in topic context
 Posted by 外音リザ  in The return of the comeback + updates?! (Started by 外音リザ July 10, 2016, 02:33:27 PM
 Board: Projects

Thanks. As for Shadow DIO, he's being redone too as I have his every CPS-3 sprites now. The big chore in him is that I have to retime him, and I heard somewhere there's a CLSN viewer in the dev version of the CPS-3 dump. Certain customizations will stay, but will be revised so that it will look native CPS-3. ;)

I also want to explore the fact that I need to make him work in both MUGEN 1.0 and pre-MUGEN 1.0. 1.0 has widescreen and if there's anything I hate, it's screen real estate wasted by borders.

I recall a long time ago SDIO getting COTM before. Man, I need to redo him for him to be worthy of such an award again. XD

PS. Even though I was a Vocaloid Producer for years, I still kept my MUGEN WIPs in a Trello board.
    

The return of the comeback + updates?!

 July 10, 2016, 02:33:27 PM View in topic context
 Posted by 外音リザ  in The return of the comeback + updates?! (Started by 外音リザ July 10, 2016, 02:33:27 PM
 Board: Projects

After being spirited away by Vocaloid many years ago, and biting into system upgrades, suddenly, that spark to simply return to MUGEN came. By this time, I have a more powerful unit, better tools, and sadly, I now have a life.

But enough of that.

I'm well aware some of my stuff got adapted by others, so I think I'd like to keep tabs with that. Not to make them accountable, but to integrate them into mine.

The first thing I need to hear is what needs to be done in my existing characters that has aged for so long. I'm looking at my Last Blade rosters like Setsuna and Kagami, and I'm now well aware how broken they were by today's standards.

I've managed to run old SPRMAKER and SNDMAKER on modern 64bit systems thanks to this tool I found: http://homepage3.nifty.com/takeda-toshiya/msdos/index.html

Using SPRMAKE2 is a bit tough task for me, as I'd like to finalize my sprites first before migrating to SFF version 2. Raiya is the unfortunate victim of this forced migration, and now that her game is emulated, I'd like to really redo her with the same treatment.

Other projects like Sakura, Karin and that SFA-styled Iori is still there.

Among other changes, releases are now hard-scheduled and might be housed in git repositories.

Yup, this is how I am now after getting a dayjob.



(Yes I know 98UM has a better animation frame, but I am going to get the 98UM version as a sort of "evolutionary progression." Most of Orochi's animation from 97 were totally redone in 98UM)



If any of my ventures in the real world told me anything, it's not to take on all at once. I'll be back with more progress.
    

Re: titiln contest voting

 September 13, 2010, 09:44:25 PM View in topic context
 Posted by 外音リザ  in titiln contest voting (Started by Titiln September 12, 2010, 06:26:40 AM
 Board: Graphics

Some arts are okay, other feels like a headdesk moment.

Crafts like Rolento's will always get more brownies. Not because it would be awesome to see it finalized, but because the more you spend time on stuff, the more refined it comes out.

tl;dr : Rolento.
    

Re: Something terrible has happened to Reu...

 November 25, 2007, 07:09:48 PM View in topic context
 Posted by 外音リザ  in Something terrible has happened to Reu... (Started by VinnyJ November 25, 2007, 03:04:52 PM
 Board: M.U.G.E.N Discussion

This is really sad news. The fact this is real makes it really suck more.

May this tell us that amidst the MUGEN stuff we revolve ourselves in, creators share a portion of their lives for all of us. We only truly realize that at their passing like with Reu.
    

Re: Raiya's Story Mode

 November 13, 2007, 04:20:27 PM View in topic context
 Posted by 外音リザ  in Raiya's Story Mode (Started by DizzySoldier November 09, 2007, 11:40:00 AM
 Board: Projects

Sarcasm isn't a good way to get someone's good side, you know?
I'll be waiting.

oherman@gmail.com <-- send your proposal there. The character/sprite isn't mine of course, but the coding is.
    

Re: Raiya's Story Mode

 November 12, 2007, 04:15:46 PM View in topic context
 Posted by 外音リザ  in Raiya's Story Mode (Started by DizzySoldier November 09, 2007, 11:40:00 AM
 Board: Projects

If he's dealing with my stuff, he has to deal it my way.
    

Re: Raiya's Story Mode

 November 12, 2007, 03:00:22 PM View in topic context
 Posted by 外音リザ  in Raiya's Story Mode (Started by DizzySoldier November 09, 2007, 11:40:00 AM
 Board: Projects

Until I get an official proposal for this at the email, and my consent, its unrecognized and unauthorized.
    

Re: KOF XII, KOF: MI Regulation A and SS: Sen for Taito TypeX2 Arcade board

 January 16, 2007, 06:48:33 PM View in topic context
 Posted by 外音リザ  in SNK news thread. (Started by Mgbenz September 14, 2006, 01:22:14 PM
 Board: Gaming

Not really. This isn't the MVS age where memory space and cost is a big problem.

What you should be worrying about is the time it'll take for them to finish it all.
    

Re: Using ADX instead of MP3 for your BGMs

 December 31, 2006, 08:38:56 PM View in topic context
 Posted by 外音リザ  in Using ADX instead of MP3 for your BGMs (Started by 外音リザ January 22, 2006, 05:33:48 PM
 Board: Tips, Tricks, Tutorials

For the record:

Creative Soundblaster is the best for ADX; it'll loop stuff and you can maintain maximum hardware acceleration. It also rarely/never glitches in playing ADXs. Too bad mine broke. :(
Realtek/Avance Soundcard is another brand that is good like Creative.
Crystal Media is not too good though. It's one of the soundcards that needs basic acceleration/none. And it still skips.
AD Cadenza is also among the worst. Lots of bad feedback in regards to MUGEN usage.
    

Re: Anim standard: Stagger

 December 21, 2006, 06:08:18 PM View in topic context
 Posted by 外音リザ  in Anim standard: Stagger (Started by Baby Bonnie Hood May 07, 2005, 06:06:55 AM
 Board: Tips, Tricks, Tutorials

Yeah, only a few notable characters uses the staggering animation. I intend to implement this standard for some stuff when I update.
    

Re: Using ADX instead of MP3 for your BGMs

 August 17, 2006, 02:48:59 PM View in topic context
 Posted by 外音リザ  in Using ADX instead of MP3 for your BGMs (Started by 外音リザ January 22, 2006, 05:33:48 PM
 Board: Tips, Tricks, Tutorials

try putting it in the end part and see if it comes up?
    

Re: Using ADX instead of MP3 for your BGMs

 August 15, 2006, 07:09:16 PM View in topic context
 Posted by 外音リザ  in Using ADX instead of MP3 for your BGMs (Started by 外音リザ January 22, 2006, 05:33:48 PM
 Board: Tips, Tricks, Tutorials

why are you using in_adx?

use in_cube. in_adx can't read ADX loops.
    

Re: [Sharing] Creator's Permissions

 August 13, 2006, 02:49:47 PM View in topic context
 Posted by 外音リザ  in Creator's Permissions (Started by Just No Point January 08, 2004, 06:34:32 PM
 Board: Resource Releases

If you want to catch him live, go over at #mugen in sorcerynet.
    

Re: Using ADX instead of MP3 for your BGMs

 July 24, 2006, 06:47:39 AM View in topic context
 Posted by 外音リザ  in Using ADX instead of MP3 for your BGMs (Started by 外音リザ January 22, 2006, 05:33:48 PM
 Board: Tips, Tricks, Tutorials

Oh yeah, so that you know, the ADX plugin has been updated. I'm not getting any nomusic slowdowns as far as I can see.

new URL: http://hcs64.com/
    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 July 16, 2006, 10:25:31 AM View in topic context
 Posted by 外音リザ  in Sprite Packs/sound packs ~ the websites (Started by Just No Point March 30, 2005, 08:34:52 PM
 Board: Resource Releases

Not very hard, that is, if you don't mind quality. My Japanese friend taught me how to do it in the PSX version.
    

Re: Negative Edge

 July 12, 2006, 08:12:14 PM View in topic context
 Posted by 外音リザ  in Negative Edge (Started by Messatsu June 01, 2006, 10:24:55 PM
 Board: Code Library

Hm. varsets and varadds should have ignorehitpauses then. And the CMDs should have ignorehitpauses as well.
    

Re: Module Music in WINMUGEN!!!111

 July 06, 2006, 01:53:13 AM View in topic context
 Posted by 外音リザ  in Module Music in WINMUGEN!!!111 (Started by Bronko September 18, 2005, 02:02:52 AM
 Board: Tips, Tricks, Tutorials

MODs are like midis. but with their instruments included inside their files.

You need to sequence their music note by note first.