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Re: Need some coders

 July 21, 2008, 07:51:31 pm View in topic context
avatar  Posted by 1time  in Need some coders (Started by qed murkr July 21, 2008, 03:41:14 am
 Board: Development Resources

If you'll look at some of the other "Help me make a game" threads, you will see that they are usually not received very well. A few of the reasons are that a lot of thread makers are "Idea Men". They want everyone else to do the legwork. The spriting, coding, etc...Another reason, is that complete games are difficult to uh...complete, and very few ever have been. Some people don't want to pour their time into someone else's project only to never have it get done.

If all you need are coders, then show some of your sprites to kinda spark interest. There has got to be some Naruto fans around. There are definitely a bunch of chibi and naruto chars for mugen already, so somebody must like 'em. Some people may be willing to help, they are just waiting to see if you are in earnest and able to contribute yourself.

Good luck. :)
    

Re: 71113 Updates and Fixes

 July 07, 2008, 10:36:49 pm View in topic context
avatar  Posted by 1time  in 71113 Updates and Fixes (Started by sander July 05, 2008, 10:08:52 pm
 Board: Projects

Welcome back. Your Iori is still the only one I play. How old is your kid now?
    

Question and possible request...

 June 29, 2008, 01:06:33 am View in topic context
avatar  Posted by 1time  in Question and possible request... (Started by 1time June 29, 2008, 01:06:33 am
 Board: Development Resources

Does NGBC use less sprites per animation then the Samurai Shodown series? I'm making Genjuro, and since I haven't seen one out there, I'm using NGBC sprites for him. Testing him, however, I noticed that his stand and jumping animations from the pack I have seem to be a good bit less detailed then other versions I've seen.

The request is for SS 3 or 4 sprites of Genjuro. I could just use KGenjuro's sprites, but I don't like to do that. Thanks in advance.

Also, what emulator do most of you use to run NGBC on?
    

Re: Reu's Evil Homer, share or not to share ?

 April 28, 2008, 07:18:16 pm View in topic context
avatar  Posted by 1time  in Reu's Evil Homer, share or not to share ? (Started by Warner April 28, 2008, 09:31:53 am
 Board: Hall of Fame

He's also the nicest person on the internet I've ever seen. To me, he deserves the respect of having his creations remain as they are. (Which is pretty damn good.)
But but but
His creations will remain as they are!

You know what I mean. This is a self imposed way of remembering the guy that along with Splode made me want to make chars for mugen. Just to reiterate, this is my personal view and the reason I voted the way I did. People have all kinds of opinions, and mine isn't always right. (Usually, but not always.  ;D) It's just what I choose to do.
    

Re: Reu's Evil Homer, share or not to share ?

 April 28, 2008, 07:09:54 pm View in topic context
avatar  Posted by 1time  in Reu's Evil Homer, share or not to share ? (Started by Warner April 28, 2008, 09:31:53 am
 Board: Hall of Fame

To me, it's a matter of respect. In the MUGEN community, you can really do whatever the hell you want with whatever you find. You essentially have to police yourself. I have copied and pasted coding, mainly to learn how stuff works, and which code works best. To me, spriting is much harder then coding, and Warner has great skill at spriting, and has put a lot of work into this version of Homer. That being said, if there is one person whose creations should be off limits, it is Reu. He's one of the most multi-talented individuals I have ever run into. He's also the nicest person on the internet I've ever seen. To me, he deserves the respect of having his creations remain as they are. (Which is pretty damn good.) I would like to play Evil Homer, but I'd rather respect the memory of someone who is gone, and who gave a lot to the community. Warner can do what he wants, it won't mean two shits to the real world, and he isn't evil. He just has a different view on this matter then I do. In the end, the only standards in the MUGEN community are the ones you set for yourself.
    

Re: DBZ Characters in Mugen [Part Two]

 April 07, 2008, 10:47:20 pm View in topic context
avatar  Posted by 1time  in DBZ Characters in Mugen [Part Two] (Started by Triple T September 29, 2007, 01:27:52 am
 Board: M.U.G.E.N Discussion

I think Rare akuma shows off pretty darn well that a Dragonball styled capcom character would be possible easily.

Ha! That's exactly what Rare Akuma did for me, after I stopped laughing. It's a way to work on something that someone else hasn't done yet.
    

Re: Problem with gamma charge.

 March 17, 2008, 08:08:54 pm View in topic context
avatar  Posted by 1time  in Problem with gamma charge. (Started by bigdave629 March 14, 2008, 02:03:02 am
 Board: M.U.G.E.N Development Help

I am so far from even being a novice, that it isn't funny. However, I know how frustrating little things like this can be when you're starting out.

Do you have Red clsn's on all animations that should be able to connect with an opponent? (I believe this is what Cyanide was saying.)

It sounds weird, but who are you testing your char against? If it's another char you're making, or even this char, make sure he has the appropriate clsn's.

I found out the hard way to always test my char in debug. You can catch a lot of crazy and simple mistakes that way. (Like maybe you set your clsn's up on animation 1001 or something.)
    

Re: Flipping sprites...

 March 17, 2008, 07:49:15 pm View in topic context
avatar  Posted by 1time  in Flipping sprites... (Started by 1time March 17, 2008, 06:43:08 pm
 Board: M.U.G.E.N Development Help

Use xscale=-1 in the constants.
Flipping the actual sprites is more recommendable, though, you can always extract the whole sff and mirror the sprites via some script (Paint Shop Pro, Photoshop) but then you'd have to realign them.

I may end up just flipping each one then. I'd rather do that then realign. My eyes cross when I have to realign. Thanks for the suggestions.

Why would his starting anim be facing left if you flipped the sprite ?

Also, there is a parameter in the AIR file, to add to the sprites, which can flip them in game. You should check it out.
Also, what POTS said... I didn't know about that.

I'm not sure why. I've gotten everything facing to the right. I'll go back and check, maybe I have 0, 0 as some default starts in FF animations. I'm using the "flip animations" button in FF. I didn't want use a photoshop type program, 'cause I suspected like POTS said that I would have to realign. I guess I was looking for a "magic button". ;D

Again, thanks for the help.

I'm working on SF3 Gouki, and two of the sprite sets I've downloaded are left facing, and Kong's set has some weird color scheme, and I can't seem to make a good palette with it.
    

Flipping sprites...

 March 17, 2008, 06:43:08 pm View in topic context
avatar  Posted by 1time  in Flipping sprites... (Started by 1time March 17, 2008, 06:43:08 pm
 Board: M.U.G.E.N Development Help

Hello. Me again. I'm having what is probably a simple problem for you guys with sprite knowledge. All the sprites I'm using are facing left. Is there a simple way to make them all face right? I can flip them one at a time in FFactory, but his starting anim is still facing left untill he goes into whatever state I put him in, including standing anim. Thanks for any help.
    

Re: Who makes good characters from Marvel vs Capcom series

 March 04, 2008, 07:57:44 pm View in topic context
avatar  Posted by 1time  in Who makes good characters from Marvel vs Capcom series (Started by MPD Psycho March 04, 2008, 05:10:11 pm
 Board: M.U.G.E.N Discussion

    

Re: SONUVA!!!!!

 February 28, 2008, 03:57:41 am View in topic context
avatar  Posted by 1time  in SONUVA!!!!! (Started by 1time February 27, 2008, 11:46:58 pm
 Board: M.U.G.E.N Discussion

Quote
You got to have multiple changestates
No. You can use a variable to count the number of hits performed/to perform, then loop the animation (all the knee strikes have the same animation, right ?) and move out to the last hit when the limit is reached. You don't really need a variable for the simpler version if you just count how many ticks have elapsed since you've entered the state, but using a variable lets you include the "bash button to increase # of hits" method.
Of course, if there's info you can't find while looking up the docs starting from what I've said, you can just ask for help in the appropriate section.

I'm not ready for the button mashing yet. I will get there one day, however. My main problem is getting player 2 to change from his "held by his head" animation to his "knee to the head" animation when he gets kneed to the head. My problem is I usually miss something simple that keeps the whole damn thing from working, and it takes forever for me to see it. I keep trying to get more complicated while missing the little stuff. I'm gonna recode it from scratch either tonight or in the am, and if I still don't have it, I'm gonna ask for help. I spend waaayyyy too much time in the help section. I just need to concentrate a little more. Thanks for the variable advice. I'm gonna read up a little on 'em when I get this working and tweak it.
    

Re: SONUVA!!!!!

 February 28, 2008, 01:02:41 am View in topic context
avatar  Posted by 1time  in SONUVA!!!!! (Started by 1time February 27, 2008, 11:46:58 pm
 Board: M.U.G.E.N Discussion

Remember, I'm new to coding. You got to have multiple changestates, getting the other player in the right position for each hit...It's a long drawn out code. I should have started with an easy throw. ;D I've read tutorials, and I'm looking at Sepp's for hints, but whew!!! Right now the other player just wiggles until the throw is over. I, however, have not yet begun to fight!!!!
    

SONUVA!!!!!

 February 27, 2008, 11:46:58 pm View in topic context
avatar  Posted by 1time  in SONUVA!!!!! (Started by 1time February 27, 2008, 11:46:58 pm
 Board: M.U.G.E.N Discussion

Coding Sagat's multiple knee hit throw is a freaking nightmare!!!!!




























That's all.
    

Re: Combo Tutorial...

 February 25, 2008, 10:27:54 pm View in topic context
avatar  Posted by 1time  in Combo Tutorial... (Started by 1time February 25, 2008, 09:56:51 pm
 Board: M.U.G.E.N Development Help

Uh...yeah...I would've thought of that. ;D

Thanks again! Btw, thanks for your char tutorials overall. You have a good clear way of explaining stuff so that people can remember and understand.
    

Combo Tutorial...

 February 25, 2008, 09:56:51 pm View in topic context
avatar  Posted by 1time  in Combo Tutorial... (Started by 1time February 25, 2008, 09:56:51 pm
 Board: M.U.G.E.N Development Help

Hello! I can't seem to find Cyanide's combo tutorial. (Or anyone's combo tutorial, for that matter.)  I've searched the board and looked through the tips/tutorials sections. Can anyone point me in the right direction?
Thanks in advance!
    

Re: Sprite converting issues...

 February 20, 2008, 04:59:48 am View in topic context
avatar  Posted by 1time  in Sprite converting issues... (Started by 1time February 19, 2008, 08:24:19 pm
 Board: M.U.G.E.N Development Help

That's what I do, but it still needs adjustments. I'm telling ya, when your loading up perfectly aligned sprites into FF they just fall right into place. No adjustments at all. I wish I knew Dreamslayer's secret!
    

Re: Sprite converting issues...

 February 20, 2008, 02:37:28 am View in topic context
avatar  Posted by 1time  in Sprite converting issues... (Started by 1time February 19, 2008, 08:24:19 pm
 Board: M.U.G.E.N Development Help

Thanks, but no good. Same thing happened with MCM. I'm screwing my sprites up with Gimp somehow. Do you guys just align your  sprites by hand? If not, which program do you use?

i personally do align them by hand

Damn! That's what I did with my cvs2 Joe, but currently I'm also doing cvs2 Sagat ripped by Dreamslayer. His sprites are perfect, and adding them is effortless! It takes a fraction of the time to do your Sff and Air in FFactory when the sprites are aligned already. Thanks for the replies. I guess I'm just gonna have to uncross my eyes, dive into the Mountain Dew, and align Kagetsura!
    

Re: Sprite converting issues...

 February 20, 2008, 01:24:08 am View in topic context
avatar  Posted by 1time  in Sprite converting issues... (Started by 1time February 19, 2008, 08:24:19 pm
 Board: M.U.G.E.N Development Help

Thanks, but no good. Same thing happened with MCM. I'm screwing my sprites up with Gimp somehow. Do you guys just align your  sprites by hand? If not, which program do you use?
    

Sprite converting issues...

 February 19, 2008, 08:24:19 pm View in topic context
avatar  Posted by 1time  in Sprite converting issues... (Started by 1time February 19, 2008, 08:24:19 pm
 Board: M.U.G.E.N Development Help

Hello. I'm cutting some Kagetsura sprites from a sprite sheet. I've got that part down. They are correct after that step. Next, I'm trying to align them with Gimp as per this tutorial.

http://www.veoh.com/videos/v944394TDfZbjNx

Now, however, when I load my sprites up in FFactory, they have this thick black and/or fuzzy line at the bottom. Everything is in pcx. I'm trying to avoid having to align each and every freaking sprite by hand. Anyone have any idea what Gimp is doing to add this line to my sprites? Thanks for any help.
    

Re: Characters you'd make if you could be bothered

 February 14, 2008, 06:52:04 pm View in topic context
avatar  Posted by 1time  in Characters you'd make if you could be bothered (Started by Gunther McNoodle August 27, 2007, 09:27:23 pm
 Board: M.U.G.E.N Discussion

I would love to either finish Mugen Mage's Wan Fu (He's missing the pillar throw and no weapon sprites.), or make my own. Alas, I'm learning coding now, and can't freaking get the hang of ripping sprites. I tried XGargoyle's tutorial, but Kawaks isn't working like it's supposed to. I can't select vs, and the debug "char" doesn't show up! Anyway, I'm sure I'll get it one day.