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Re: MOTARO by OMEGAPSYCHO "The boss maker" & Shao Kahn & Kintaro update

 April 24, 2009, 09:00:31 pm View in topic context
 Posted by cornchip  in MOTARO by OMEGAPSYCHO "The boss maker" & Shao Kahn & Kintaro update (Started by OMEGAPSYCHO April 21, 2009, 07:28:06 am
 Board: Your Releases, older Mugen

I think I've found a bug with Motaro...
When you're playing as Motaro, some characters refuse to die when they reach zero health.

This happened three times in a row against Vyn's CvsxRock and CvsxTerry characters.

Also the note on Shao Khan now overspamming fireballs and arrows, and generally preventing any hope of you seeing a fatality in round 2. More taunts and less attacks in the AI, maybe? He's pretty tough either way.
    

Re: SHAO KAHN from "Mortal Kombat" & KINTARO update by OMEGAPSYCHO "The Boss Maker"

 April 12, 2009, 05:56:17 am View in topic context

Really nice work.

Only thing I've noticed that hasn't already been mentioned is that during Simultaneous Play with Kintaro, then Shao Kahn, we don't get an introduction for Shao Kahn.
So you defeat Kintaro, its body is lying on the ground; but Shao Kahn doesn't stand up, challenge, and jump down in round 2 of Simul play?
    

Re: CVS2 SX Edition [UPDATE]

 November 24, 2008, 07:04:08 pm View in topic context
 Posted by cornchip  in CVS2 SX Edition [UPDATE] (Started by [SX] November 17, 2008, 12:02:01 am
 Board: Your Releases, older Mugen

Some bugs in this release:

1.) Training mode large portraits don't work properly, both portraits appear on top of each other on P1's side of the screen in the select screen.

2.) Similar problem in any Team mode: selecting multiple characters results in large portraits overlapping on top of each other.

Other than that, very nice. Only other problem is that we're now dependent on you to quickly update your screenpack should warusaki3 decide to create a new, non-cvs2 character and give them cvs grooves, as editing sprites in this screenpack is not noob friendly =)
    

Re: SF4 Inspired Lifebars [Updated]

 November 13, 2008, 07:32:08 am View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects

Quote
Uche_of_MFG:It might help if you were to do the following:
Change the fonts on the name indicators to match the ones in the screenshot show the actual Street Fighter IV lifebar.
If it is not done, change the round indicators to match the ones the Street Fighter IV lifebar uses.
Posted on: Yesterday at 10:09:04 am Posted by: cornchip

Round indicators? You mean the victory points at the top of the screen right? Yeah, that's something else I can do.
I'm not a fan of the SF font used for the character names, it's way too sporadic and doesn't work well for names on top of each other.

Quote
gswang aka Gmasta: damn thats hot i see that everyone said that it was to big how about you make
circley thing makes it power up when its at level3 instead of having those big numbers there cuz that make them original not a like   

I'm guessing you're asking that I replace the number font I used in the power bars with sprites of the revenge circle slowly filling up?
I considered that, the problem is that it limits the number of power levels the characters can have.

i.e. Suppose you've got a character with 3 levels of power (eg most PotS characters). If I've set the circle to have the maximum 9 levels of power, then the circle's only going to be 1/3 full when Ryu's at max power...

Also help with sounds would be great  ;D
    

Re: SF4 Inspired Lifebars [Updated]

 November 12, 2008, 05:09:04 pm View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects

Bump for update, see initial post.
    

Re: Rugal (updated)

 October 24, 2008, 08:44:06 am View in topic context
 Posted by cornchip  in Rugal (Updated 09/11/2008) (Started by vyn October 08, 2008, 05:54:54 pm
 Board: Your Releases, older Mugen

Quote
Quote from: [V]yn on Yesterday at 01:25:15 pm
vanilla hadoukens?? whats that??

Normal hadouken (no fire/shinkuu).

No fire. No charge. No shinkuu. No metsu.

One regular Hadouken from Ryu by Pots will destroy a charged Kaiser wave.
    

Re: Rugal (updated)

 October 23, 2008, 06:09:27 pm View in topic context
 Posted by cornchip  in Rugal (Updated 09/11/2008) (Started by vyn October 08, 2008, 05:54:54 pm
 Board: Your Releases, older Mugen

Hooray for update!
+Feels much smoother to play as
+Destruction Omega is *much* better
+Nice small portrait
-Charged Kaiser wave doesn't eat up vanilla hadoukens? C'mon, that's half a powerbar!
-No more Cnl Sanders pallette   :'(
-No update to readme?
-Also, you've left .pcx of the hitsparks in the zip file available for download?

Lol @ the palettes having 1 row for Rugal and THE REST for sparkles. I can hear the purists screaming already  :P

I'm just hoping he's not too powerful now... your previous characters had a bit too much priority and comboability, and tended to kick the crap out of my entire cvs roster as a result. Well not tended to, did.
    

Re: Rugal

 October 13, 2008, 05:11:05 pm View in topic context
 Posted by cornchip  in Rugal (Updated 09/11/2008) (Started by vyn October 08, 2008, 05:54:54 pm
 Board: Your Releases, older Mugen

Few things:

1 Bug I've found: Rugal losing the round doesn't always result in the round ending

Power add seems very slow. I've *got* to charge him up, otherwise it's rare you get past level 2 in a 3 round fight.

Suggestion for Dead End Screamer: Could you add in the ability to start it from the ground, as per the vid? Punishment for Hadoken spammers!

Destruction Omega: love it to pieces, but damn it's hard to land. Maybe a frame of invincibility/super armour, or the ability to pick up people who are lying down?

Also, between Genocide Heaven and Destruction Omega, 3 of his supers end in Genocide Cutters. Maybe you could mix things up a bit, and have one of the Destruction Omegas end in a Dark Smash, given that Rugal's already in the air?

Other than that, he's one of my favourite releases so far. Keep it up, your fx are truly  o_O worthy.
    

Re: Editing NK Lifebars by ごろむ into SF4 inspired Lifebars

 October 13, 2008, 11:08:47 am View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects

I agree, the powerbar is too large. I'm thinking of ways to tackle this.

First (and easiest option) is just to re-scale it in the fight.def. I'm unsure of what effect this would have on the fidelity of the sprites, I'll play around with it.
Second involves re-drawing the sprite at a smaller level - this would prove very difficult, and would result in extreme loss of fidelity for the black 'fire' effect around the outside of the ultrabar.

@Cybaster: the black space on the left of the powerbars is where the 'ex' symbol would normally sit. This is me trying to keep it "authentic" to the original SF bars (I literally ripped them from Titiln's image). Nothing's fixed at this point though.
    

Re: Editing NK Lifebars by ごろむ into SF4 inspired Lifebars

 October 12, 2008, 08:30:00 pm View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects



Started work on the Powerbars. I opted for 3 of the blue EX bars instead of 4 as per the screenies, as most mugen characters I like to use typically have power = 3000.

Counter font is a placeholder until I figure out how I'm going to display numbers, and what I'm going to do with the ultra bar. I might not even display numbers in the end, just let the 3 blue bars speak for themselves.

Next step is animating the blue pulse in the power bars, and possibly sticking the glowing "ex" font into the ends.
    

Re: Spriteswap+edit NK's Lifebar's into SF4 inspired Lifebars

 October 10, 2008, 07:15:51 pm View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects

Began attempting to mimic the lifebars, using Titiln's pic from above. First pic updated. Reasonably happy with the results of tonight's work.
Will request for this topic to be relocated into Projects when I feel there's sufficient progress to warrant future release, as I don't want to be one of those asstards who clog up the Projects board with things that *never get released.*

Can someone point me in the direction of a good tutorial on transparencies in mugen?
    

Re: CVS lifebare portraits HELP

 October 10, 2008, 03:54:05 pm View in topic context
 Posted by cornchip  in CVS lifebare portraits HELP (Started by CaReLesS October 10, 2008, 10:09:15 am
 Board: M.U.G.E.N Configuration Help

 o_O So it is.
Sure that's just a layering issue, I'll have a poke and see what I can remedy.

Response updated, see above.
    

Re: CVS lifebare portraits HELP

 October 10, 2008, 11:51:16 am View in topic context
 Posted by cornchip  in CVS lifebare portraits HELP (Started by CaReLesS October 10, 2008, 10:09:15 am
 Board: M.U.G.E.N Configuration Help


My take on 'perfect' versions of Raisu's lifebars.

The problem here was due to the size of Raisu's teammate portrait box.
waru's full sized face portraits for Raisu's lifebar are 81*59.
You're trying to fit them into an area that's 42*33, ie not a friendly size for waru's portraits.

I reverse engineered a face portrait box for Raisu's lifebars based on that 'perfect' screen shot from waru's old site.
You'll need these:
http://www.sendspace.com/file/g097fz
http://www.sendspace.com/file/ml5ibm

Add them into Raisu's fight.sff as images 11,2 (for the yellow box) and 11,3 (for the grey box). Add them at co-ords (0,-3), with a separate palette compared to the rest of the screenpack). Re-name the old 11,2 and 11,3 images to another number, or delete them entirely from the fight.sff file.

I've given a copy of my fight.def code below, it's got the appropriate portrait/box/background positioning, offsetting and scaling to get you what you see in the picture above.
All you should need to do then is copy this code over to Raisu's fight.def

Edit: Now with fixed sprite 11,11: http://www.sendspace.com/file/79pna5
Layering issue discussed below fixed.
Spoiler, click to toggle visibilty
    

SF4 Inspired Lifebars [Updated]

 October 09, 2008, 06:40:35 pm View in topic context
 Posted by cornchip  in SF4 Inspired Lifebars [Updated] (Started by cornchip October 09, 2008, 06:40:35 pm
 Board: Projects

'Inspired' because some aspects of the SF4 lifebars (eg low health flashing K.O. icon, ultra meter) may not be practical/within my capabilities.
Project is based on how amazingly close the NK lifebars by ごろむ are to the SF4 bars.
Help, advice and input welcome, especially high detail screenshots.

Current Progress


An example of the SF4 bars:


Things that need work:

1.) Round Animation

2.) K.O. Animation

3.) Lifebars
Red/black splash under the face sprite.
Drop character name font down somewhat.
Touch up "K.O." above timer
Background transparent fill, general spit and polish.

4.) Timer
Timer Font
Red transparent shadow in timer box

5.) Combo font
Edit in phrase "Hit Combo"

5.) Powerbars
Would be nice to have sequential flame animations on the word "Level"
Background transparent fill

6.) Sounds

7.) Simul lifebar - split existing lifebar into two pieces

8.) Turns lifebar - decide on implementation method
    

Re: M.U.G.E.N Screenshots

 October 08, 2008, 08:25:32 pm View in topic context
 Posted by cornchip  in M.U.G.E.N Screenshots (Started by RDZreborn2k5 August 27, 2007, 04:47:53 am
 Board: M.U.G.E.N Discussion



 :D
Happiest hour of my mugen life - defeating waru's newly patched Nightmare with H's Cody.
Nightmare is an appropriate name for that blitzkrieging psychopath.
    

Re: Geese released

 June 26, 2008, 06:22:14 pm View in topic context
 Posted by cornchip  in Geese released (Started by PotS June 20, 2008, 11:37:11 pm
 Board: Your Releases, older Mugen

Ok, so I agree with all the positives mentioned already. This is a very sparkly Geese that's been released :).
Rather than reiterate what's already been said, I'd like to draw your attention to a few points that I feel may be limiting. These may have been intentional design features though, so bare with me:

1.) Geese feels sluggish & stiff.
This is compared to your other creations, PoTS. He doesn't seem to be able to move as nimbly around the screen as your Vega (or indeed, any of your other creations), and back dashing in particular feels ineffective. It just feels difficult moving him in close to an opponent without painting a big target on his forehead.

2.) I would argue Max Rashoumon does too much damage
It can be combo'ed into from a wide variety of situations, has instantaneous start up, is unblockable and deals almost as much damage (426) as Raging Dead End (449)  o_O. Raging Dead End, in comparison, requires 3 levels of super, cannot be comboed into, and the opponent must attack you *after* a large screen splash of Geese announcing his super move :gonk:. I would argue that the either the damage needs to be reduced for Max Rashoumon, or it needs to be a level 3 super for fairness sake.

3.) Vanilla Jaeiken suffers from long start up and punishing recovery times
The start up animation feels like it takes forever to pass, and if Jaeiken gets blocked the recovery puts Geese in a world of hurt. Contrast this with Ex-Jaeiken. Ex-Jaeiken is *devastating* :shocked2:: it comes out extremely fast, start up frames are negligible, does a heap of damage, and even if it's blocked it knocks the opponent far enough away to prevent retaliation. Maybe a re-balancing is required on either side here? Since this is Geese's only advancing move barring Raikou Mawashi Geri, I think it's a huge part of his playstyle.

4.) Kyoku Reppu Zan also suffers from a long start up
Pulling it off in front of an opponent is asking for a beatback. Maybe I'm too used to being able to Shinku Hadouken at point blank range without penalty :-\, but this is frustrating. This is nowhere near as bad as Jaeiken mentioned above, but it's frustrating enough to take notice.

    

Re: commands for cvs yoko?

 May 20, 2008, 06:38:43 pm View in topic context
 Posted by cornchip  in commands for cvs yoko? (Started by cornchip May 20, 2008, 12:17:29 pm
 Board: M.U.G.E.N Discussion

Excellent, thanks for the help.

Errata to Panzermanathod's points:
1.) During the Weak kick attack, it's F+P
2.) During the Medium kick attack, it's U+P
3.) During the strong attack, it can be either F+P or U+P, both result in different flashy somersaults.

Oh, and I wouldn't call her rifle necessarily electric:
    

commands for cvs yoko?

 May 20, 2008, 12:17:29 pm View in topic context
 Posted by cornchip  in commands for cvs yoko? (Started by cornchip May 20, 2008, 12:17:29 pm
 Board: M.U.G.E.N Discussion

Before I get blasted:

1.) Seen the informative JPEG that came with the download
2.) Looked at the cmd file

With that out of the way, I've got a couple of questions concerning moves for warusaki3's cvsyoko. Specifically her chain attacks.

~D, DF, F + kick and yoko runs towards the opponent. Groovy.
-> + kick and she'll kick the opponent. Righto.
-> + punch and she'll dodge. OK.

The AI keeps spamming the ~D, DF, F+kick "run" move and following it up with a move whereby yoko dodges and then pulls out her big fuck-off rifle mid jump before blasting you with it. I pulled it off *once* by fluke, and can't seem to find the command for it. I've tried the following commands both during the "run" move and during the kick at the end:
1.) QCF+punch
2.) DP+punch
3.) HCF+punch
4.) HCB+punch
5.) D,D+punch
6.) D, D+2x punch

None of them seem to work, and that makes me a saaaaad bear.
    

So Hi-Res Mode is good and all...

 December 31, 2007, 06:50:38 am View in topic context
 Posted by cornchip  in So Hi-Res Mode is good and all... (Started by cornchip December 31, 2007, 06:50:38 am
 Board: M.U.G.E.N Configuration Help

Something that's been bugging me for a long time.

On low res mugen, you can set DoubleRes = 2 and have all your low res characters and stages interpolated for a nice, smooth look.
Setting DoubleRes = 4 clears up HiRes lifebars, but the interpolation effect on your characters and stages is gone, leaving a rather harsh - appearing pixelated effect.

On Hi-Res Mugen (or any of the appropriate hacks), Mugen is locked to DoubleRes = 4. Which means that any characters or stages that are Low-Res will have the same harsh, pixelated appearance.

I've been following "MugenPlus" with some interest now, because it allows conditional selection of HiRes mode for certain stages.
What I'd love to find out is this: is it possible to have conditional resolution filtering, which gives you the ability to select between the DR modes for various characters and stages at the same time?

Say for example applying DoubleRes = 2 to cvsryu, and DoubleRes = 4 for a stage.

Is it even possible conceptually? What challenges would there be to implement it?
    

Re: Pixel Art Categories for EVE Battle

 October 31, 2007, 03:18:27 pm View in topic context
 Posted by cornchip  in Pixel Art Categories for EVE Battle (Started by cornchip October 30, 2007, 06:04:38 pm
 Board: Your Releases, older Mugen

Your first stop is to look at the Readme for DJ-VAN's EVE Battle here: http://www.mugen-infantry.net/forum/index.php?topic=45821.0
(There should have been a link in the downloaded file)

I use Fighter Factory myself, which you can get here: virtualltek.mgbr.net/

Open up the system.sff file that comes with EVE.

Swap out the existing category sprites (I believe they are sprites 600,1 through to 600,19) with the ones that I uploaded using the Change button in Fighter factory as you please.