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Messages by DW

    

Re: MUGEN Video thread

 February 01, 2024, 03:13:11 am View in topic context
 Posted by DW  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Garden Sand Land Stage 1.1 & 1.0

 January 18, 2024, 05:45:28 pm View in topic context
 Posted by DW  in Garden Sand Land Stage 1.1 & 1.0 (Started by MatreroG January 18, 2024, 02:25:36 pm
 Board: Your Releases, 1.0+

Another creative and beautiful stage. I expect nothing less. Thanks for sharing.
    

Re: Ingrid Big Update (01/16/24)

 January 18, 2024, 05:37:32 pm View in topic context
 Posted by DW  in Ingrid Big Update (01/16/24) (Started by DeathScythe December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

Congrats on the update. I haven't tried her since back when you asked, so I'll redownload her soon and get back with you. I doubt there's much of note to address as you had done everything already.
    

Re: Jubei Yamada in CVS Style

 January 14, 2024, 05:40:40 pm View in topic context
 Posted by DW  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

I'm not familiar with this character, but you're getting better and better the more you work. Great work, I look forward to seeing more projects from you.
    

Re: Video Thread

 January 14, 2024, 05:33:56 pm View in topic context
 Posted by DW  in Video Thread (Started by Valodim December 23, 2006, 04:12:41 pm
 Board: Entertainment



This game is going to be great. A playthrough of me playing through the demo's story on PS5. Will put up a PS4 version of it soon to compare. Those Full Burst attacks are hype!





PS4 Pro version.
    

Re: Nishimura-styled CvS portraits w/ Stable Diffusion!

 December 11, 2023, 02:53:24 pm View in topic context
 Posted by DW  in Nishimura-styled CvS portraits w/ Stable Diffusion! (Started by Dawn de Era July 17, 2023, 06:59:23 am
 Board: Graphics

Those are quite impressive. The more you tinker, the better the result. They could pass the initial sight when paired with official work. I may look more into this myself to get chars that weren't in CvS.
    

Re: MUGEN Video thread

 December 10, 2023, 10:54:08 pm View in topic context
 Posted by DW  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: New Faces for CVS POTS in 2024 - What are your requests?

 November 23, 2023, 04:58:01 pm View in topic context
 Posted by DW  in New Faces for CVS POTS in 2024 - What are your requests? (Started by Inactive user November 22, 2023, 03:36:56 am
 Board: Idea Engineering

To be blunt: This shit takes too long now lol.

We see a "downtick" in creation now, is what I assume to be, real life. I myself work 85% of the time. When I have time off, it's really hard to spend what little time I have on MUGEN. I miss the days when I had more free time. My motivation had been killed for a bit back when I lost my files. Though now, it's just a lack of time. Several have mentioned this as well, adapting characters to play in this way isn't easy. Especially those who don't come from a Cap/SNK background. There's a lot of consideration to take into account if you truly want something good. Still, in most cases, it still just doesn't work out. There're so many factors now that it's just so hard to get it with limited time. I get wanting to request that fave character you wish were in your roster.

Though DS is right: Making it yourself or commissioning it are your best options. Trial by error, don't be discouraged. You learn by doing. It may seem impossible for you, but no one starts out good really. This all happened over time as creators progress and learn more. I honestly feel now is the most streamline a process can get for making something this way. A lot of the groundwork has been done by various creators to where you can get the basis of the gameplay system and all running w/o much hassle. It's the nuances of the characters in question that you would want to create that fall mostly on you as the creator to iron out.

I have no qualms with requests. Though maybe this discussion can also turn into inspiration for the budding creator spreading their wings and giving it a go. You will stumble along the way, but as long as you're receptive to the mistakes you make, and learn from them, you'll be fine. You'll have people come at you with vitriol, though you'll also have people encourage you to be better. As long as you have that drive to be better, and recognition to see that what you've done always has room for improvement, you can make those dream characters you want.
    

Re: looking for a char that uses TargetAddLife to decrease damage as a poison effect

 October 28, 2023, 11:52:41 pm View in topic context
 Posted by DW  in looking for a char that uses TargetAddLife to decrease damage as a poison effect (Started by DosKillerFighterTrue October 28, 2023, 07:19:04 am
 Board: Requests

The only thing that comes to mind off hand would be someone like Ruby Heart? Whereas instead of draining power from the target, you could just reconfigure it to drain life instead? Ruby has the ghosts that hit p2 and stay attached to them, while constantly draining meter/power from them until it goes away. I'm sure you'd have to have p2 custom stated to have control over their life in such a way. My initial thought is to have the helper become invisible, you hit p2 with it, and the helper would drain as stated. I suppose you could also add like...a proximity code to it as well? So that it will drain life from p2, when within a specific distance of p1.

This is all hypothetical, but I feel like in essence, if could work. Maybe? Lol, I know effects like these are hard to replicate in Mugen. I think Win has some extra hax you could do, that may be able to achieve this effect as well. Though 1.0 and above fixed a lot of the hax Win had, so it won't translate well in higher versions.

EDIT:

I overlooked that you wanted something like how Reptile does the whole poison gas within range thing in MKX.... I don't think that's possible? At least, not like it works in said game. Once again, I think an invisible helper around the player could sort of simulate this? It still has to hit p2, in order to drain their health/have control over their health. Perhaps you could have the helper bind to p1, be invisible, and control the range with clsns. The hitpause could be just 1?(I'm not sure if 0 is a valid value for hitpauses) While p2 is in that range, they would be in a faux custom state, and you could drain life from them. Essentially, Ruby's ghost concept, bound to the character instead of being sent out. I know you don't want it to "hit" p2, but as I said, it has to in order for Mugen to allow you as p1 to custom state p2, which then allows you to drain life from them. The low hitpause is to simulate them "not" being hit. Though technically, they do still get hit.
    

Re: Ancient Landscape Stage 1.1 & 1.0

 October 22, 2023, 05:58:02 pm View in topic context
 Posted by DW  in Ancient Landscape Stage 1.1 & 1.0 (Started by MatreroG October 20, 2023, 01:34:50 pm
 Board: Your Releases, 1.0+

This is very nice. You make great, aesthetically pleasing stages. Thank you for sharing.
    

Re: MUGEN Video thread

 October 22, 2023, 09:51:44 am View in topic context
 Posted by DW  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Tried to bring that 2nd round back with Balrog. Wasn't good meter usage on my part, since I was going to lose him(should have saved it for Geese). Though it was worth it lol.
    

Re: How to change get-up invincibility on a character?

 October 16, 2023, 07:53:20 am View in topic context
 Posted by DW  in How to change get-up invincibility on a character? (Started by primordialgunna October 16, 2023, 02:33:31 am
 Board: M.U.G.E.N Development Help

I believe states like that are in Mugen's Common1.cns. You could override it, by adding said state to the character's own cns file(s) and manipulate it that way. If you put common states in your chars' own files, they will take priority over Mugen's default commons for everyone(for that specific char). You could also change this in the Common1 state itself and that way, it'll apply for your Mugen build in general. At least, any build that reads from said Common1 file that is. It's up to you how you want to go about it. Though I suggest backing up the files just in case you do something wrong/break something and want to go back.
    

Re: [Theme Thread] CVS Sprite thread

 October 11, 2023, 03:11:17 pm View in topic context
 Posted by DW  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

    

Re: MUGEN Video thread

 October 02, 2023, 09:07:10 pm View in topic context
 Posted by DW  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Random animations for practice.

 October 02, 2023, 08:16:22 pm View in topic context
 Posted by DW  in Random animations for practice. (Started by Rabano October 29, 2022, 12:22:34 am
 Board: Graphics

You deserve to be proud of this one, it did turn out great. No head shrinkage and her torso is well shaped and proportionate to her lower body. Great job. I do want to note though: I think Roach mentioned this or at least hinted at the shading on her lower half. Namely the guards on her legs. Though it looks to me her entire lower half is affected by sort of flat shading/definition.

I'm not sure though I am sure someone will correct me on the term: Her lower half looks "Pillow Shaded"(?). Are the guards on her pants supposed to be metal? The shading sort of implies it, though once again, falls flat. I would suggest looking at the plates on CvS M.Bison's pants to get a feel for the shading with metal in this regard. I know you're focused on animations right now and I don't won't to deter you. It's just something I noticed and want to bring to your attention. It's something you could possibly focus on after finishing her animations.
    

Re: CvS Kim Kaphwan

 September 29, 2023, 06:01:41 pm View in topic context
 Posted by DW  in CvS Kim Kaphwan (Started by PlatinumGarbage September 17, 2023, 03:51:14 am
 Board: Projects

    

Re: Capcom vs SNK - W2D - W.I.P.

 September 28, 2023, 02:39:43 am View in topic context
 Posted by DW  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 am
 Board: Projects

Are you sure you want each player to get full life back after each turn? That actually gives the winning player a HUGE advantage. Especially if that player is on their "anchor"(usually last) character or if a fight came down to the last bit of health. The winning player would just get all their HP back with a full team, while the other player would be down a character. The way life is handled in Turns mode is like that for a reason. It (attempts to)balances the fights.
    

Re: Random animations for practice.

 September 27, 2023, 04:54:51 pm View in topic context
 Posted by DW  in Random animations for practice. (Started by Rabano October 29, 2022, 12:22:34 am
 Board: Graphics

The head shrinking is an issue in a lot of the jumping animations a page back as well. Though I only see the torso shrinkage in the above win pose. You are doing a very good job. I'm not too familiar with all the characters from Rival Schools/Project Justice, though it is nice to see more represation being realized from it.

Chuchoryu's work is hit or miss, though I do believe some of his later works need refinement but provide a solid enough base. As is evident by what you're doing now with Akira here. I remember his Juri being pretty solid as well. At any rate, good work.
    

Re: MUGEN Video thread

 September 18, 2023, 04:56:32 pm View in topic context
 Posted by DW  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion





I know I've been kinda "radio silent" lately, but I am working on stuff. I've never been known for my speed/efficiency when it comes to development. :P I'm nearing the end of my updates though. This vid showcases those updates. Like Poison's CS extension thanks to @sabockee: , adding the fishnet pattern on her legs. Also the new FX I had previously added when I first did the major update with Tiny Buffering and so on. There will be a Config file now that lets you choose between the FX. I have 7 characters left. Slowly but surely I'm getting there.
    

Re: CvsTheAbstract Artwork/Ai Art

 August 23, 2023, 07:34:25 pm View in topic context
 Posted by DW  in CvsTheAbstract Artwork/Ai Art (Started by C.v.s The Abstract August 23, 2023, 12:52:57 pm
 Board: Graphics

I agree that your line art looked better. I think this is fine for an alternate version/concept type deal. Though I'd side with Lui and Roach here that you shouldn't let the AI arts defer you from doing your own thing. I noticed with a lot of AI pics I've seen, it will make a lot of awkward errors like Roach mentioned above. Still, I personally like the Shinkiro-esque one. While not spot on, it does give a nice "what if" concept to see your character done by another artist. I like the mid-drift in that one more than your line art. Her abdomen looks more womanly and toned. Your line art feels more manly/body builder-ish and is a bit off putting imo.