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Fausto Mugen

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Messages by Fausto Mugen

    

Re: Character of the Month: July 2020 Voting

 September 11, 2020, 10:08:28 PM View in topic context
 Posted by Fausto Mugen  in Character of the Month: July 2020 Voting (Started by 【MFG】gui0007 August 27, 2020, 03:54:45 PM
 Board: Contributions of the Month

Wow, what a surprise  :o . Thank you very much to all!
    

Re: Portal (MUGEN 1.1) - Full game idea

 September 11, 2020, 06:27:30 PM View in topic context
 Posted by Fausto Mugen  in Portal (MUGEN 1.1) - Full game idea (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

There are two conditions that need to be met for the round to officially end:
  • The KO'ed player needs to be in state 5150 (either in their own states or a custom state for the character that serves as the stage mechanics).
  • The character that serves as the stage mechanics needs to be put back in state 0 with control enabled.

The round should then end as normal.

Thank you very much! I was able to solve the problem with that information.

Oh? so its fullgame now, this should get interesting, I wonder how the companion cube and turrets are gonna work. (If you do plan to add em.)

I plan to add them, although I am not a good spriter. I'll try to make the game look decent xD.

Interesting. I'd love to see where all this is going.
Buena suerte.

¡Muchas gracias!
    

Re: Portal (MUGEN 1.0) - Full game idea

 September 09, 2020, 02:23:37 PM View in topic context
 Posted by Fausto Mugen  in Portal (MUGEN 1.1) - Full game idea (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

Due to technical limitations in Mugen 1.0, this project will become a full game for Mugen 1.1.

There is still a lot of work to do, but here I leave a preview of the first level and the game mechanics.



Off topic: The strange long pause after the "K.O" is a bug. I still haven't discovered the cause.
    

Re: Portal (MUGEN 1.0) - Bonus game idea

 August 28, 2020, 05:02:40 PM View in topic context
 Posted by Fausto Mugen  in Portal (MUGEN 1.1) - Full game idea (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

    

Re: Portal (MUGEN 1.0) - Bonus game idea

 August 28, 2020, 03:41:19 PM View in topic context
 Posted by Fausto Mugen  in Portal (MUGEN 1.1) - Full game idea (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

I haven't really decided yet, I just wanted to see if it was possible to do it in mugen.
I would like to add the portal gun, something like this video:



And maybe do some simple levels, with classic deadly obstacles like acid floor and turrets; and with buttons and cubes as well.
    

Portal (MUGEN 1.1) - Full game idea

 August 28, 2020, 03:16:37 PM View in topic context
 Posted by Fausto Mugen  in Portal (MUGEN 1.1) - Full game idea (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

An idea for a bonus game, inspired by the great saga of games "Portal".

Credits to Bane84 for his codes.

    

Re: Vega (Claw/Balrog)

 August 26, 2020, 05:23:12 AM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+


I'm afraid there is nothing I can do about it.
The hitboxes for that move are taken from the game. The position of the sprites should be precise, because they are the Insanius sprites with their corresponding axis.
Looking at the emulator data, it seems that the game "cheats", moving the hitboxes of the first frames of that movement lower.

I'm not going to go through all the animations in the game to see which hitboxes are "moved", sorry. I leave that task to other authors more experienced than me who want to edit the char. I consider that I have finished with Vega.

I understand that the title of the post when mentioning "CvS2" can lead to confusion, suggesting that it is a precise adaptation, I will change it.

Thanks for the feedback, I hope I wasn't rude, and I'm sorry I couldn't help.
    

What creations have you seen that use MUGEN and go beyond fighting games?

 August 18, 2020, 05:18:59 PM View in topic context
 Posted by Fausto Mugen  in What creations have you seen that use MUGEN and go beyond fighting games? (Started by Fausto Mugen August 18, 2020, 05:18:59 PM
 Board: M.U.G.E.N Discussion

For example:

Dino Crisis by armin_iuf



XTSM by Bane84



    

Re: Vega (Claw/Balrog) from CvS2

 August 12, 2020, 04:22:41 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+

Update 2020/08/12

Minor fixes:

- Added jump sound effect and dust effect on Sky-High Claw, Flying Barcelona moves and Climb Cage moves.
- Updated palette 25, thanks to PRØJECT.13.
- Rolling Izuna Drop: added horizontal velocity to the final throw and various fixes.
- Added CtrlSet on dash fowards and dash backwards.
- Some minor fixes.

---------------------------------------------------------------------------------------------

This is POTS style not CvS2

Couldn't have said it better. I wasn't planning on doing an accurate conversion, it was just easier for me to copy values from the original game than to create them from scratch. I was never able to perform some moves in the original game (for example Rolling Izuna Drop or Flying Barcelona Special), so probably some animations, speeds or hitboxes are not entirely accurate.

-There's no super jump sound effect when the opponent is caught by Rolling Izuna Drop.
-There's no heavy kick swing sound on is crouching heavy kick and Splendid Claw (The sliding effect can be heard, but no swing sound itself).
-The custom combo effect when performed in the air is misaligned.

I think that's how it was in the original game, even the position of the effect in the air custom combo. I think it would be excessive to add more sounds.

Thank you all for your support.
    

Re: Vega (Claw/Balrog) from CvS2

 July 31, 2020, 02:00:50 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+

Update 2020/07/31

- Updated velocities.
- Fixed some bugs.

Thanks to KarmaCharmeleon for his help.

    

Re: King of Fighters All-Stars (Mobile)

 July 22, 2020, 03:59:11 AM View in topic context
 Posted by Fausto Mugen  in King of Fighters All-Stars (Mobile) (Started by lui October 21, 2019, 11:25:49 AM
 Board: Gaming

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Re: Vega (Claw/Balrog) from CvS2

 July 21, 2020, 10:11:42 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+

In some cases, to make the animation time the same as in the source game, I increased the acceleration a bit.
In the case of the Flying Barcelona jump, I also did not understand how the game calculated the velocity. But I noticed that it took a maximum of 16 ticks to get from one end of the stage to the other, and that the velocity was generally not less than 1.5.

In the case of the super Flying Barcelona Special, I was never able to run it on the emulator, so I sometimes copied the code of the specials, and sometimes kept the code from the rei's Vega .

Thank you very much for the update, I'll take a look at it.
    

Re: Vega (Claw/Balrog) from CvS2

 July 21, 2020, 03:04:17 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+

Thank you all very much for your words of support, I am very happy that you liked this Vega.

Regarding feedback, I don't want to be rude when saying this, I hope you'll excuse me:

I just wanted to have a Vega in my Street Fighter mugen compilation. I wasn't completely satisfied with the existing Vegas, so I thought "why not?"

I am satisfied with this char, so I would like to just fix the bugs and move on to other projects. I'm lazy and it's been a two years project xD.
If anyone wants to edit this char to improve it, I give my permission and my best wishes.

There is just one thing I found. When you try to use Splendid Claw using LP+LK, he does the roll instead (this is because the dodge and roll are above Splendid Claw in the CMD), in this case I'd put Splendid Claw above them.

I will check it.

Who provided the finished AI? I know you asked if someone could do it.

2. The EX Scarlet Terror doesn't feel much different from the normal version, an easy suggestion would be making it do a 3 hits as opposed to 2.
3. Splendid Claw feels kinda cheap when you have to block low. Unless that was a source thing (Don't feel like checking SF4 at the moment).
4. May I suggest adding the ~DB, $D, F, UF shortcut for his ~DB, DF, DB, UF Supers? Jmorphman's Guile does that and his Chun-Li used to before he added the Explodsive Buffering.
5. There was one point when I Air Parried when I was testing that AI and his Claw and Mask (The latter I'm not sure about because it was brief) were very misaligned, couldn't replicate it though.

I did the AI, adapting it from Jmorphman's chars and other authors. It is not perfect, but I think it is decent.

2. From what I've tested, that's the way it is in USFIV, it only does more damage than the strong version.

3. So it is in the original game. I don't think it's cheap, it gives time to be on guard or jump. It is difficult for me to hit the AI of some chars with that movement xD

4. I can add it, but I couldn't test it. I am very bad with charge moves, for that reason I use "CommandEasy.cmd".

5. Occasionally there may be "1 tick" bugs. Without more details it is difficult to replicate it.

Just passing by to say that this Vega mostly uses accurate velocities to CvS, however, these are actually normal velocities instead of turbo veloticies, which makes the character feel slow. Fausto, default CvS2 is played on 3 star turbo which means everything is speed up to *1.25. You need to manually speed up velocities in MUGEN. This means that frame data is divided by /1.25 and velocities are multiplied *1.25. Also, since frames are cut *1.25, acceleration is actually *1.25*1.25.

This means that something like the walk.fwd constant changes like this:

4.125 -> 4.125*1.25 = 5.15625

and jump.neu velocity changes like this:

-12.125 -> -12.125*1.25 = -15.15625

and ofc since we have to change yAccel

0.65625 -> 0.65625*1.25*1.25 = 1.025390625

Changing these two values make the WORLD of a difference as you can see here:

https://streamable.com/2hxy4p

This Vega is super solid and I congratulate you for that so if you find any of this confusing or you don't have the time to fix this I'm more than open to help you out going over the character and making the proper adjustments necessary to match CvS2 play. If you don't want anything to do with me and you want to do things by yourself, just remember: is not just multiplying everything up to *1.25, acceleration (repeated VelAdds essentially) goes *1.25*1.25 and the framecount NEEDS to be divided /1.25 on startup-active-recovery too.

Another thing this character could benefit a lot from is a buffering system. I've never implemented a buffering system but I would be willing to try :]

Thank you very much for that information! I wish I had known that before, that explains a lot of things. If it is not much work for you, I accept the offer of help. I am not comfortable touching the velocities, I would prefer someone more experienced than me to do it.

I'm not the biggest Vega fan, but I'd like to commend you on a job well done. Reading your profile text, I very much respect that. Rolling up your sleeves and putting in work. Especially with a not beginner friendly char like Vega. Where you had to deal with all the no claw/no mask/mask/claw various variants. Not to mention adding in the gate climbing shenanigans.

I just want to note: When looking over your showcase vid, you seem to be using the old Max Mode depletion I used to use, where it drains half the bar/time per EX move. I've since raised the efficiency to 1/3 instead of 1/2. It's an easy enough tweak. Just go to all the Max Mode drain coding, and change the -500 value to -335.

Code:
[State ####, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335 ;<--- This value here

The profile text is inspired by a phrase from the movie "Tomorrowland", but I like to take it as inspiration for the mugen and other things.

Thank you very much for your words DivineWolf. I used your Akuma, Poison and Kung Fu Man as some of the references in this char.

Regarding MAX Mode, I will review it.
    

Re: Vega (Claw/Balrog) from CvS2 (Memo POTS Template)

 July 20, 2020, 07:28:47 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 PM
 Board: Projects

[Google Translate]

Vega is finished.

[Update 2020/07/20]

- Added Crouch Guard Crush.
- Rearranged palettes. The selection portrait is now displayed with the default palette.
- Fixes for some animations (timings, frames, etc.), based in CvS2.
- Changed some velocities, based in CvS2.
- Reduced velocity for the first attack of Splendid Claw.
- Added compatibility with Chizuru by Vans.
- Changed win portrait (sprite 9000,2).
- Added AI.
- Various fixes.
- Updated "Readme.txt" file
- Color separation progress: 1406 sprites done from 1474 (95,39% done). Sff done.

Download spritepack in first post.

Download Vega here: https://mugenguild.com/forum/topics/vega-clawbalrog-cvs2-190592.new.html#new
    

Vega (Claw/Balrog)

 July 20, 2020, 07:24:49 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) (Started by Fausto Mugen July 20, 2020, 07:24:49 PM
 Board: Your Releases, 1.0+

[Google Translate]

"Handsome fighters never lose battles."

My first char released  :)

I hope this Vega serves as a base for more experienced creators than me. Enjoy!

Demo video (outdated velocities)



Update 2020/07/31



Disclaimers:
- Due to MUGEN limitations, Vega's claw and mask may disappear during custom states. There is a tutorial for this in the char folder.
- Due to the way it's programmed, Vega may not look good during custom states that use rotations or resizing in conjunction with standard animations.
- To detect "beautiful" or "ugly" chars, Vega uses the optional Messatsu animations. Depending on the author of the char, this can lead to curious cases.

Spoiler, click to toggle visibilty

Download: https://www.dropbox.com/s/vhom9nmtjrxpsxy/Vega%20POTS.rar?dl=0
    

Re: Vega (Claw/Balrog) from CvS2 (Memo POTS Template)

 June 23, 2020, 02:21:08 AM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 PM
 Board: Projects

Today I have finished the color separation for the Vega .sff file. Once I'm done with some fixes, I'll release it, probably in July.

In the meantime, would anyone be interested in doing an AI for this char?
    

Re: [SPANISH ONLY] Español solamente V2

 May 28, 2020, 05:28:50 PM View in topic context
 Posted by Fausto Mugen  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

¿Vale la pena pasarse a Ikemen en vez del Mugen, o está muy verde todavía?
    

Re: Vega (Claw/Balrog) from CvS2 (Memo POTS Template)

 May 28, 2020, 02:43:36 AM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 PM
 Board: Projects

Ok, got to test it and I have a couple more splices of feedback:

1. The Rose FX for Red Impact could be bigger, around the size of the Rose in SvC Chaos.
2. Splendid Claw's Slide should be a little slower.
3. I'd suggest a Slide sound like PotS' or Froz's Bison/Vega for C.HK and Splendid Claw.
4. His (Air) Cresent Line and could do with a Slam sound like that of most PotS chars (Jmorphman's Guile is a fair example).

1. I will review it, although I don't think I will change it much (I don't like the SvC rose). Anyway, I added it just to give it an aesthetic touch, in CvS2 the attack is much simpler.

2. The idea was that Vega would get from one end of the screen to the other in 15 ticks, but I will review it.

3. I will review it.

4. I am already using the "slam sound" of Jmorphman's Guile in the Izuna Drop moves. I don't like the sound for throws, I think it sounds very strong. If someone wants to suggest some "middle sound" (which sounds lower than Izuna's but louder than the throws), maybe I could change it.

i fail on a try to make a sfv
anyway seems cool on some parts


Nice palette! But ... is that green color on the mask intentional?
    

Re: Vega (Claw/Balrog) from CvS2 (Memo POTS Template)

 May 20, 2020, 06:51:33 PM View in topic context
 Posted by Fausto Mugen  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 PM
 Board: Projects

[Google Translate]
Vega is almost finished. Only missing: a couple of optional animations (Crouch and Air Guard Crush), AI and a some more fixes.

The supermoves "Flying Barcelona Special" and "Rolling Izuna Drop" will stay as they are now, based on the rei version, since I am not able to perform them in the pcsx2 emulator.

[Update 2020/05/20]

- Added Splendid Claw.
- Added Stardust Drop and Air Crescent Line.
- Added Guard Crush and Throw Escape (stand versions).
- Piece of Mercury and Cosmic Heel done.
- Roll Forwads done.
- New hitboxes based in CvS2 and SFA3.
- Fixes for a lot animations (timings, frames, etc.), based in CvS2 and SFA3.
- Changed some velocities and damage values, based in CvS2.
- Changes in EX Sky-High Claw, based in USFIV.
- Deleted "lock camera" helpers and replaced by ScreenBound, for Flyng Barcelona moves, Sky-High Claw, Bloody High Claw and Splendid Claw (this moves could be look a bit weird in zoom stages, but works).
- Back Slash and Short Back Slash now requires press three buttons (see "Readme.txt" file).
- Fixed charge commands.
- Fixed align of power charge particles and some hitsparks.
- Added "rose petals" to Red Impact, Bloody High Claw and Splendid Claw (taken from Ruby Rose by OHMSBY).
- Replaced some sounds by others of better quality.
- Added AI for basic attacks (based in Jmorphman chars).
- Various fixes.
- Updated "Readme.txt" file.
- Color separation progress: 1385 sprites done from 1474 (93,96% done).

Download spritepack and char for testing in the first post.
    

Re: King of Fighters All-Stars (Mobile)

 May 16, 2020, 04:24:04 PM View in topic context
 Posted by Fausto Mugen  in King of Fighters All-Stars (Mobile) (Started by lui October 21, 2019, 11:25:49 AM
 Board: Gaming

My code for the event is 1lyQv8i8

Spoiler, click to toggle visibilty