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Re: The Final Frontier: Bayonetta.

 April 20, 2021, 09:39:54 PM View in topic context
avatar  Posted by Ogre.  in The Final Frontier: Bayonetta. (Started by Ogre. April 17, 2021, 10:23:31 PM
 Board: M.U.G.E.N Discussion

Me?

You've obviously no idea as to who I am :)

I've spent the last 15 years updating the 165 top mainstream characters for DC, Shounen, Marvel, and ArcSys Vs. Battles Wiki to 1.0.
I have the only acceptable Broly by command list that's ever been edited Under Boyzboyz;
I don't want to rip her sprites from DOA lmao -- let's say I do that. Hm? Let's say I do that. I'll put this into perspective for you real fast:

1. I make rip for her sprites based upon Ayane moveset via streetmodders.
2. I (quite literally somehow)
also manage to make gun helpers, and an acceptable helper sprite package.

Updating the painstates for both X-3 DarkPhoenix and Kefla to 1.1 took me 4 days.
This a 3-D Character I'm in consideration of rendering. The sprite per anim ration
is now somewhere between 15-1. I work 2 careers on top of this.
After Martial Arts, Music, and Employment, the time I could take toward the project independently
would cost me the next 36 months.

After this process be completed for 1.0 in hypothesis, there would still be a plague of gripes over how
her character does not match its lore to its entirety, even if the design and power listings, hell, even down through
the commands, match tier; A gripe I'll be damned if I hold alone.

I've come to this forum in ask of; Ahem, help lol
    

Re: Your dream MUGEN characters!

 April 19, 2021, 11:02:30 PM View in topic context
avatar  Posted by Ogre.  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 AM
 Board: M.U.G.E.N Discussion

I already made my dream characters in MVC2 Style. :)
I would like a good version of Chun Li with her SFV outfit.

Oooh, ooh, that's a good one! I've only ever seen a SFV edit in CVS2 Style sprite.
Do you have a 2d-3d preference? :)
    

The Final Frontier: Bayonetta.

 April 17, 2021, 10:23:31 PM View in topic context
avatar  Posted by Ogre.  in The Final Frontier: Bayonetta. (Started by Ogre. April 17, 2021, 10:23:31 PM
 Board: M.U.G.E.N Discussion

She'd be very easy to template some MVC Character like IronMan
IF BUT WE HAD SPRITES!
It saddens me to note I've found not a single rip,
as the process is either time-consuming or impossible. :(
Are there any artists working her sprites I don't know about?
    

Re: An MVC & MUGEN fan wanting to help support a MUGEN Project.

 April 17, 2021, 10:18:09 PM View in topic context
avatar  Posted by Ogre.  in An MVC & MUGEN fan wanting to help support a MUGEN Project. (Started by SNEAKYTING January 09, 2021, 06:41:17 AM
 Board: M.U.G.E.N Discussion

Sounds like I could use your help :)

I've started 14-year work on an engine that supports 4v4, and it houses 140 characters,

25 of which have different transformations, so about 160; I'd say, 3 of which are OC's
(AOBA, RARE, The Spirit of DragonClaw).

It is my preservation for the M.U.G.E.N. World, all characters scaled as hard as possible to Vs. Battles Tiering.

If you'd like to expand on the engine's rows and columns, you're more than welcome:
we can use this forum to discuss ideas with sprite editors for projects and OC's.

My link is here:
https://youtu.be/e5_ipmFgSAw
    

Re: Your dream MUGEN characters!

 April 17, 2021, 10:06:51 PM View in topic context
avatar  Posted by Ogre.  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 AM
 Board: M.U.G.E.N Discussion

Is not much, but I have an update of Hal's Hazama for 1.0 :)
MVC Graphics, Tier 1-B scalable Vs. Battles comparison;
HDOOTS does not OSOK: Triple-Six Restriction release creates crazy character situations.
Character flies from screen in standard falling anim after death to prevent altercation with BlazBlue helper:
https://www.mediafire.com/file/pwc4qxrra5arha1/Atrocious_Hazama.rar/file
    

Re: Your dream MUGEN characters!

 April 17, 2021, 07:14:40 AM View in topic context
avatar  Posted by Ogre.  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 AM
 Board: M.U.G.E.N Discussion

I'm not sure if I can be of much interest here due to my disinterest in POTS characters. :P

But I suppose, I really want a good MVC version of X-23 for this engine. I just love when people come together to take 3D characters and sprite them out for 2D use in MUGEN. It's always amazed me how godly some of them can look and I really want to see X-23 given the justice she deserves.

I've got nothing technical really... I suppose I just want fun characters. :P

Hmm... I suppose I'd really love a version of Dan Hibiki that's competent yet retaining his joke-like nature. Something to at least make him viable but in a non-serious way. For example... give his fireballs good range but make them bounce like Mario fireballs. XP

Forgive me if I'm doing this wrong haha.

I have a model available for 1.0 :) :
https://www.mediafire.com/file/3n9ps0gvxi9vo78/Atrocious_X-23.rar/file

    

Re: Your dream MUGEN characters!

 April 15, 2021, 06:18:50 AM View in topic context
avatar  Posted by Ogre.  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 AM
 Board: M.U.G.E.N Discussion

Bayonetta. Bayonetta.
    

Re: What makes you take characters OUT of your MUGEN?

 April 15, 2021, 06:10:50 AM View in topic context
avatar  Posted by Ogre.  in What makes you take characters OUT of your MUGEN? (Started by GrimeDoc April 13, 2021, 02:08:53 AM
 Board: M.U.G.E.N Discussion

A.I. to me is fine, since I've learned to make it; It's great to watch a good fight when you don't want to play,
and having a Var(59) can help give fix to characters who get stuck in certain states.
What I can't stand is when a character created by a company down through lore,
up through sprite is suddenly given an OSOK pallete bc I pressed Start+Z.
All characters should be meant to be very strong, but illegal palette 12's
have been the bane of my existence. I've had to nerf so many characters to fit tiering by Vs. battles wiki lol
the only Alpha.exe available is by Mugen Archive. It was too small, and the final two palettes made him invincible:
Balancing his files was quite the doozy :) I've worked on the Atrocious Footsies project for 14 years because
of things like this
    

New DLC! Random World Campaign Footage - Atrocious Footsies Season 4

 April 15, 2021, 02:28:24 AM View in topic context
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: Individual Character BGM by PlaySnd

 April 14, 2021, 08:58:39 AM View in topic context
avatar  Posted by Ogre.  in Individual Character BGM by PlaySnd (Started by Ogre. April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

This is the basis for a stage with no bgm lol
there are other topics in this forum that discuss stopsnd for music playing in the background :)
    

Re: Individual Character BGM by PlaySnd

 April 14, 2021, 08:56:35 AM View in topic context
avatar  Posted by Ogre.  in Individual Character BGM by PlaySnd (Started by Ogre. April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

Make sure your music is in .wav format, and make sure the number assigned in fighter factory is one that
other sounds are not using.

I am using Anim = 8502 in .AIR for this character.
This character has no animation for 8502, so this works for this character.

the right-click edit notepad patch for .air file in your character's file looks like this :) :

[Begin Action 8502]
-1,0, 0,0, 10
LoopStart
-1,0, 0,0, 10

As you can see, there is loopstart in an invisible helper that triggers at start of round for your music to start playing,
and loop until the end of round and when your character is K.O.
    

Individual Character BGM by PlaySnd

 April 14, 2021, 08:47:26 AM View in topic context
avatar  Posted by Ogre.  in Individual Character BGM by PlaySnd (Started by Ogre. April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

Here's how it works:
Basic Elecbyte states that
1. All Intro, Win, and Lose states occur in States 170-199
2. State 5900 is for intro to a new round before
the announcer says "Fight".
3. These States occur in what as known to MUGEN code
as " RoundState = 1 " for intro, and = 4 for Win/Loss after K.O.,
respectively.

With that said, Roundstate = 2 is for the fight itself,
After fight, Before K.O., where Statedef ) starts.

If your character does not have a StateNo 0,
Please identify the Number for its helper,
like with Alpha.exe, or insert a template
Statedef 0; Then, place this code within it:


[State 0, Helper]
type = Helper
trigger1 = numhelper () = 0
name = ""
ID =
stateno =
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

"NumHelper", "ID", and "stateno" all need a number that your
character is not using in its CNS. That number needs
to go in the state below, and it needs to be pasted under the
changestate of your character's standing statedef.:


;---------------------------------------------------------------------------
; Music
[Statedef ]
type = S
physics = S
sprpriority = 0
velset = 0,0
ctrl = 1
Anim = 8502

[State 15, ±¬Å­BGM]
type = PlaySnd
trigger1 = AnimElem = 1
value = S,
volumescale = 200
channel =
loop = 1
lowpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = life = 0

;---------------------------------------------------------------------------

then you should place this in your character's -2's.:

[State -2, StopSnd]
type = StopSnd
trigger1 = Root,StateNo = 5150
channel = 13

That should stop the music when your character is desd :)
    

Re: BGM being played multiple times instead of once by PlaySnd

 April 14, 2021, 08:46:49 AM View in topic context
avatar  Posted by Ogre.  in BGM being played multiple times instead of once by PlaySnd (Started by Disconcorde July 30, 2019, 05:48:52 AM
 Board: M.U.G.E.N Development Help

I got this :) Here's how it works:
Basic Elecbyte states that
1. All Intro, Win, and Lose states occur in States 170-199
2. State 5900 is for intro to a new round before
the announcer says "Fight".
3. These States occur in what as known to MUGEN code
as " RoundState = 1 " for intro, and = 4 for Win/Loss after K.O.,
respectively.

With that said, Roundstate = 2 is for the fight itself,
After fight, Before K.O., where Statedef ) starts.

If your character does not have a StateNo 0,
Please identify the Number for its helper,
like with Alpha.exe, or insert a template
Statedef 0; Then, place this code within it:


[State 0, Helper]
type = Helper
trigger1 = numhelper () = 0
name = ""
ID =
stateno =
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

"NumHelper", "ID", and "stateno" all need a number that your
character is not using in its CNS. That number needs
to go in the state below, and it needs to be pasted under the
changestate of your character's standing statedef.:


;---------------------------------------------------------------------------
; Music
[Statedef ]
type = S
physics = S
sprpriority = 0
velset = 0,0
ctrl = 1
Anim = 8502

[State 15, ±¬Å­BGM]
type = PlaySnd
trigger1 = AnimElem = 1
value = S,
volumescale = 200
channel =
loop = 1
lowpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = life = 0

;---------------------------------------------------------------------------

then you should place this in your character's -2's.:

[State -2, StopSnd]
type = StopSnd
trigger1 = Root,StateNo = 5150
channel = 13

That should stop the music when your character is desd :)
    

Y'all not rocking with Broly's new Standing Animation❓❗

 April 14, 2021, 07:39:37 AM View in topic context
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: MUGEN Video thread

 March 18, 2021, 06:41:26 AM View in topic context
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Version Omega

 March 09, 2021, 04:33:14 AM View in topic context
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Atrocious Footsies

 February 26, 2021, 09:09:34 PM View in topic context
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: All help is appreciated; This one's a doozy.

 January 26, 2021, 02:38:05 AM View in topic context
avatar  Posted by Ogre.  in All help is appreciated; This one's a doozy. (Started by Ogre. January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

Read the docs Like Mr. Stark when I first started back in 19' :)
 Neither attack collides in 1v1 when AlphaIchi isusing palno 11; only in simul mode when another character hits ff_R,
but, it's not too big a deal with the lifeadds set for someone to win the match.
I've updated all characters to run on a 4v4 engine for 1.0, so it's not rly an issue;
I appreciate the affirmations, though
    

Re: All help is appreciated; This one's a doozy.

 January 24, 2021, 03:42:11 AM View in topic context
avatar  Posted by Ogre.  in All help is appreciated; This one's a doozy. (Started by Ogre. January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

 Ah, so gethitvar(damage)[interger, interger] simply indicates how much damage is done per hurt collision/attack  :)
    

Re: All help is appreciated; This one's a doozy.

 January 22, 2021, 01:11:18 AM View in topic context
avatar  Posted by Ogre.  in All help is appreciated; This one's a doozy. (Started by Ogre. January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

Is it plausible that from the above codes, I could find out how
gethitvar(damage) works by svsfvar or sysvar?