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Amanojaku

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Messages by Amanojaku

    

Re: Looking for ways to make a character not repeat palettes

 June 19, 2022, 05:51:44 PM View in topic context
 Posted by Amanojaku  in Looking for ways to make a character not repeat palettes (Started by iara June 18, 2022, 07:50:09 PM
 Board: M.U.G.E.N Development Help

Mugen 1.1 beta tester here. This is actually a known bug that was reported to (and acknowledged by) Elecbyte back in the day. Alas, it wasn't fixed before they vanished into the ether again.

There is a workaround, though. I'm guessing you're using the same button to select all 8 characters. The fix is to use two different buttons to select characters 7 and 8. So for example, if you use button "a" to select characters 1-6, then use button "b" to pick character 7 and button "c" to select character 8. Note that if you use the same different button ("b" for example) to pick 7 and 8, then 8 will once again default to palette 1.

Hope this helps.
    

Re: Problem with tile

 June 09, 2022, 06:25:30 PM View in topic context
 Posted by Amanojaku  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 PM
 Board: M.U.G.E.N Configuration Help

I believe the effect you're wanting can be accomplished with the "window" parameter, which specifies which area of the screen an element can appear in.

Quote
window = x1(screen left), y1(screen top), x2 (screen right), y2 (screen bottom)

The part in bold is the one which will do the trick. The x1,y1 coordinates start at the top-right (0,0), while the x2,y2 is the bottom left. What numbers these will be is determined by what the native resolution (localcoord) of your stage is. So for example, if your stage is LR 320x240, then the default would be:

Quote
window = 0, 0, 320, 240

Since you want don't want the animation to appear below a certain point on the screen, then subtract how far up the screen you want the smoke to start appearing from the y2 value. So for example, if the point is 40 pixels above the bottom of the screen, then it would be (240 - 40)--

Quote
window = 0, 0, 320, 200

--and the animation won't be drawn outside those points. You'll need to adjust the numbers based on what your localcoord and where you want the start point to be, but it should do the trick. Note that if you're using Mugen 1.1, then you might want to opt for the updated "maskwindow" parameter, which uses coordinates based on the CENTER, rather than the far right (consult the "bgs" file in the "docs" folder for more info).

Hope this helps!
    

Re: Gouken

 January 04, 2013, 05:07:16 PM View in topic context
 Posted by Amanojaku  in Gouken- Updated 01/26/2013  (Started by Infinite Daze January 02, 2013, 12:51:16 AM
 Board: Your Releases, 1.0+

There you go, making me rejigger my roster yet again :P A few small things that jumped out at me:

 - His KO sound most often comes from the opposite side of the screen Gouken is on (and occasionally from both sides at once). I see that a helper is playing the KO sound, so make sure the helper is spawned from the same location as the character.

 - The AIR file included with the Japanese SND wasn't updated at the same time as the one included with character proper (not sure if anything was changed/updated in the standard one).

Overall a very fine release and another great addition to my roster.
    

Re: Sagat

 December 18, 2012, 02:53:17 PM View in topic context
 Posted by Amanojaku  in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 AM
 Board: Your Releases, older Mugen

    

Re: Sagat

 December 18, 2012, 02:09:34 PM View in topic context
 Posted by Amanojaku  in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 AM
 Board: Your Releases, older Mugen

Ah, Sagat. I used to main as him back in the day (and by back in the day I mean when Hyper Fighting was brand new in the arcades...god I feel old :skull:). Another great release from you, as usual.

Special Note:
I already know about Tiger Storm not connecting fully of some chars. I've done the best I could with it on my coding skill alone.

Looking at the coding, pretty much the way to fix this is to keep the enemy in a custom state when he knocks them into the air rather than allowing them to go to their own hitstates. Every character has different fall velocities, hence why some get hit fully, some only partially, and some get whiffed completely. With a custom state you can manually control the enemy's velocities and ensure everyone falls at the same speed (and will be in the same position when Sagat unleashes the final blast).
    

Re: Character of the Month: November 2012 - Nominations (Recount, nominate again)

 December 07, 2012, 03:19:04 PM View in topic context

Wolfgang Krauser by Infinite - 2
Billy Kane by Infinite - 2
Andy Bogard by Ikaruga - 1
    

Re: Dhalsim, Aoko, and Arcueid - 12/02/12

 December 06, 2012, 10:04:42 AM View in topic context
 Posted by Amanojaku  in Dhalsim, Aoko, and Arcueid - 12/02/12 (Started by Rajaa Retired December 01, 2012, 04:16:43 PM
 Board: Your Releases, 1.0+

Your Dhalsim has always been my personal fave, however many times you've re-engineered him over the years :mmhmm:

BTW, found a minor bug:
 
- When you win, Dhalsim tries to go into invalid victory states (state 186, state 188, etc.).
    

Re: Character of the Month: Amount of Nominations - Discussion

 December 04, 2012, 06:20:24 PM View in topic context
 Posted by Amanojaku  in Character of the Month: Amount of Nominations - Discussion (Started by TRUEMicah December 03, 2012, 10:56:19 AM
 Board: Feedback

I haven't read through the entire topic and won't have time until the end of the day, but to be more representative, I think we should only allow 3 characters to be nominated per user.

Actually, thinking about it, this may be an even better solution than simply lifting the limit. There's already a limit to the number of characters we can choose when the actual voting takes place, so a nomination limit, say 3-5 chars per user, would make sense and would seem to address most of the gripes I've read.

Rajaa would get to keep his 20 character limit.

Everyone would get a chance to participate since no 3 members would get to monopolize the available nomination slots.

I think it would also greatly address the whole issue of how many nominations a single author could have. In order for all of Ikaruga's characters to become candidates, for example, would require differing nominations from at least nine to twelve different members, which, while possible, would be highly unlikely.

Also it means that you'll have to actually pick and choose which characters you'd REALLY like to see nominated, rather than simply copy/pasting a laundry list of everything under the sun.

Regardless, if some kind of a limit is to remain in place, whether characters or authors, then there HAS to be a limit on nominations as well. Otherwise the crux of the problem (the limited nominations decided by only a handful of people, the majority of the forum not getting a chance to participate) would remain.
    

Re: Character of the Month: Amount of Nominations - Discussion

 December 03, 2012, 05:21:28 PM View in topic context
 Posted by Amanojaku  in Character of the Month: Amount of Nominations - Discussion (Started by TRUEMicah December 03, 2012, 10:56:19 AM
 Board: Feedback

Oh wow. So I wake up to discover not only did COTM nominations start late last night, but apparently ended as well. Looking at the list I can see most of the ones I would've nominated are already candidates (though I would've added a nomination for Infinite's Billy Kane...), but for all intents and purposes the majority of the forum never even got a chance to participate since it all occured when many are asleep (U.S. time anyway).   

Two Characters a person? Nominations within nominations? Extended poll?

I think the solution is rather more simple than that: Get rid of the 20 character limit. Or if there must be one, have it so the limit doesn't kick in unless there are less than 20 candidates after a certain amount of time (say, a week). This will eliminate the problem of "block voting" taking up limited slots as well as give time for everyone to participate, because as it is the majority of this months nominees were decided by only 3 people.

    

Re: Wolgang Krauser

 November 11, 2012, 03:46:11 AM View in topic context
 Posted by Amanojaku  in Wolgang Krauser (Started by Infinite Daze November 10, 2012, 03:11:52 AM
 Board: Your Releases, 1.0+

Looks like another character I'll be adding. A few minor things:

 - His winquotes vs. M. Bison/Vega are the same as the quotes vs. Geese, which is a bit odd as he calls him "Geese".

 - Speaking of winquotes, there are a number of typos in several of them...though since this is an SNK character I suppose that's strangely appropriate  :P

I'm gonna have to start making some more room in my roster as November is already shaping up to be a great month for character releases.
    

Re: Li Xiangfei

 November 07, 2012, 10:17:30 AM View in topic context
 Posted by Amanojaku  in Li Xiangfei [Updated 11/7/12] (Started by Amanojaku November 05, 2012, 04:25:49 AM
 Board: Your Releases, 1.0+

A bit of concern....

- I can't jump while running with her. Is this intentional?

Crap, I fix one problem with the running and end up breaking something else.  No it's not intentional and has been updated (along with a few minor sound bugs I discovered.) Also modified the hitsounds to try and give them more (ahem) "punch".

Are those sprites straight from RB with no editing? I have to agree with FerchogtX that her sprites look very well refined, in a CVS definition. If RB is that comparable to CVS, I should check out some rips somewhere... You more then likely touched them up though.

I added hair color and eyes to all the RB sprites (so I could make some interesting palettes), but that's it.

There's also quite a few KOF exclusive sprites mixed in that I had to heavily modify to better match her RB ones (not always 100% successfully but, eh, I think they're close enough). Those were a major PITA, let me tell you.

And finally there are lots of custom/frankensprites, mostly on her winposes and intros, like the one against herself (oh, and the one with Mai... :mmhmm:). 
    

Re: Li Xiangfei

 November 05, 2012, 11:07:24 PM View in topic context
 Posted by Amanojaku  in Li Xiangfei [Updated 11/7/12] (Started by Amanojaku November 05, 2012, 04:25:49 AM
 Board: Your Releases, 1.0+

Overall, she plays fine, but the lack of being able to perform the special/super commands while running hurts her a little.

Odd, I know I could do that in earlier versions but something seems to have gotten lost along the way...

Character updated correcting the issues you listed (well, except the sounds :P).
    

Li Xiangfei [Updated 11/7/12]

 November 05, 2012, 04:25:49 AM View in topic context
 Posted by Amanojaku  in Li Xiangfei [Updated 11/7/12] (Started by Amanojaku November 05, 2012, 04:25:49 AM
 Board: Your Releases, 1.0+



Cute Kung Fu girl with an appetite for destruction (and dumplings).

As with Kasumi and Gen, this is my own personal spin on this character with her own moveset/playstyle, so reading the Movelist file is recommended. The character is set to Mugen 1.0 by default, but patches for winmugen and Mugen 1.1 are also included.

You can get her at: http://www.mediafire.com/folder/ee98115pqt4eq/Amanojaku's_Mugen_Creations
    

Re: B.Jenet

 November 05, 2012, 03:07:11 AM View in topic context
 Posted by Amanojaku  in B.Jenet Updated- 04/10/2014 (Started by Infinite Daze October 05, 2012, 07:50:31 PM
 Board: Your Releases, 1.0+

- The enemy still recovers from An Oi Mademoiselle way before she does. I recommend either increasing the amount of time the enemy spends in their custom hitstate or reducing the animation time on her recovery (or both).

 - Incidently, I discovered the same issue with Gulf Tomahawk (excluding EX version). The opponent recovers long before she does, making the move suicidal at best.

Unfortunately these two issues are still present after your update. For An Oi Mademoiselle I found increasing the amount of time the enemy spends in state 4061 by an extra 10 ticks fixes it, while with Gulf Tomahawk increasing the ground.slidetime and the ground.hittime to 25 resolves that problem.

One other issue I forgot about:

 - Her fullscreen FX (Super KO, etc.) display misaligned in widescreen mode. For her 1.0 version you should use the "GameHeight" parameter for the explods Y positon. Check out the coding on Jmorphman's characters if you need an example.
    

Re: B.Jenet

 November 04, 2012, 09:37:14 PM View in topic context
 Posted by Amanojaku  in B.Jenet Updated- 04/10/2014 (Started by Infinite Daze October 05, 2012, 07:50:31 PM
 Board: Your Releases, 1.0+

Some niggling issues still present:

 - When guarded, her standing HP (both of them) sucks the enemy towards you rather than pushes them away.

 - The enemy still recovers from An Oi Mademoiselle way before she does. I recommend either increasing the amount of time the enemy spends in their custom hitstate or reducing the animation time on her recovery (or both).

 - Incidently, I discovered the same issue with Gulf Tomahawk (excluding EX version). The opponent recovers long before she does, making the move suicidal at best.
    

Re: Character of the Month: October 2012 - Nominations

 November 01, 2012, 04:34:24 PM View in topic context
 Posted by Amanojaku  in Character of the Month: October 2012 - Nominations (Started by Rajaa Retired November 01, 2012, 02:31:09 PM
 Board: Contributions of the Month

Urien by Froz - 2
B. Jenet by Infinite - 1
    

Arcade Gamer Fubuki

 October 25, 2012, 02:55:36 PM View in topic context
 Posted by Amanojaku  in Arcade Gamer Fubuki (Started by Amanojaku October 25, 2012, 02:55:36 PM
 Board: Edits & Addons 1.0+



An edit of Fubuki Sakuragasaki by Nyan☆Kiryu I've been tinkering around with for years. Decided to fix her up and release her for anyone who might enjoy her as much as I have.
 
Changes include:
 
- 6 button configuration
- 2 new specials
- 2 new supers
- EX specials
- Powercharge
- AI
- Patches for winmugen, 1.0 and 1.1
- Bunch of other stuff I know I'm forgetting...

Note: The character is set to Mugen 1.0 by default.

You can get her at:http://www.mediafire.com/folder/ee98115pqt4eq/Amanojaku's_Mugen_Creations
    

Re: B.Jenet

 October 07, 2012, 03:36:20 PM View in topic context
 Posted by Amanojaku  in B.Jenet Updated- 04/10/2014 (Started by Infinite Daze October 05, 2012, 07:50:31 PM
 Board: Your Releases, 1.0+

A few minor issues I noticed:

 - The enemy recovers from An Oi Mademoiselle before she does, leaving her open to counterattack even if the move fully connects.

 - When she gets cheap K.O.'d, she falls on her stomach with her head towards the opponent. However, when she goes into her Liedown state, she instantly "flips" to laying on her back with her head away from the enemy.

A great and fun release overall though. I don't add new characters to my roster very often but this one is going in.
    

Re: Deep Jungle

 October 02, 2012, 04:11:18 PM View in topic context
 Posted by Amanojaku  in Deep Jungle (Started by JeanBureau October 02, 2012, 07:49:19 AM
 Board: Your Releases, older Mugen

As nice as it looks, I think you went overboard on the light rays. There's really no reason for it to utilize 200 sprites. IMHO you can get it looking just as good with less than a third as many frames of animation.

Other than that this is an excellent stage on par with you best.
    

Re: Mugen 1.1, alpha 4

 September 04, 2012, 06:49:01 AM View in topic context
 Posted by Amanojaku  in Mugen 1.1, alpha 4 (Started by Seravy September 02, 2012, 07:02:42 PM
 Board: M.U.G.E.N Discussion

My question is about the zoom feature - does stuff like the super backgrounds still break in this release?  I've seen YouTube videos where the super background/super portrait only cover a small section of the screen instead of being full screen due to the zoom feature.

It depends on how they're coded.

Any helper that's created will remain at a scale relative to the player, so any effects that use a helper sprite will be shrunken when zoomed out. 

If an effect is created as an explod then it's size appearance will depend on the position type. If it's postype is either p1 or p2, then the effect will be zoomed out along with the player. If the position is something screen related (left, back, etc.), then it will be displayed fullscreen whatever the zoomout.

The effects on characters by POTS/Jmorphman/DivineWolf/etc. for example all display correctly because their fullscreen FX use explods with screen positions, while effects that should scale with the characters (i.e. hitsparks) use helpers and explods with p1 postypes.