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mr_bourrepalestick

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Messages by mr_bourrepalestick

    

A complete mugen pack found on itch.io

 October 06, 2018, 05:10:46 PM View in topic context
 Posted by mr_bourrepalestick  in A complete mugen pack found on itch.io (Started by mr_bourrepalestick October 06, 2018, 05:10:46 PM
 Board: M.U.G.E.N Discussion

https://legendaryxp.itch.io/anime-world-tournament-hd

I didn't know where to post this info.
I Don't know who is the guy publishing this mugen pack on itch.io.
I didn't report it there, but what I'm sure is that there is a bunch of assets (characters / screenpack etc) which are used and I doubt the "authors" (many are here on MFG) know about it.
    

Re: BATTO girl - Hibiki x Yumeji

 February 24, 2018, 11:53:38 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Today, I've tried exploring an alternative stance : character's back facing the opponent.
So in the sketches below, the Batto girl is supposed to be at pl.1 position.


    

Re: BATTO girl - Hibiki x Yumeji

 February 24, 2018, 08:27:22 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

i like but yumeji is a mistertous gender you say is a girl becuase you want? well...have fun with your work man :D

Like ExL said, it's more about a character inspired from Yumeji's battoJutsu style (actually Ukyo's if one wants to be honest). And I'd like that future character to be a girl :°)
I knew Yumeji had some kind of mistery and stuff, but didn't know it was about the gender ... Could you tell more about it ?

Hey EXL !!! Glad to see you again after my few months break ! Your compliments and encouraging words mean a lot man ! I'll keep on doing my best. You know ;°)    Cool to have you aboard !

These were drawn on a tablet right? I'd be immensely impressed if done with a mouse because I can't draw anything with a mouse for the life of me.
;D  Neither do I ! neither do I ! Do you draw stuff on a tablet too ?
btw, the tablet I'm using (and it's been since 2012 !) is an old model : Bamboo CTH670S by Wacom . They don't make that one anymore. It's absolutely not a high/pro quality stuff. But it's smooth and sensitive enough to have fun with it as you can see :°)
    

Re: BATTO girl - Hibiki x Yumeji

 February 11, 2018, 10:23:05 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Thank you ! Glad you like it :)
    

Re: BATTO girl - Hibiki x Yumeji

 February 11, 2018, 07:59:13 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Today, some foot poses exploration


    

Re: BATTO girl - Hibiki x Yumeji

 February 04, 2018, 05:37:07 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Those first sketches help me to better consider all the assets I'll need to get my animations in the next steps.
I've made some more on a paper when exploring attack movement, but i'll need to take pictures or scan them. Maybe another time.

Anyway, here are some more sketches I've made. In a future step, they'll be on specific and separate layers which I'll be using in an animation software. AfterEffect or SynfigStudio, I don't know yet (I'm just starting on both)... Anyone has an advice on one of those 2 ? Rigging tips or smthg ?

Character's front pose :


Exploring right hand poses :
    

Re: BATTO girl - Hibiki x Yumeji

 February 04, 2018, 05:26:12 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Some sketches to test walk animation



Spoiler: walking sprite sketches (click to see content)

And crouching position


    

BATTO girl - Hibiki x Yumeji

 February 04, 2018, 05:19:52 PM View in topic context
 Posted by mr_bourrepalestick  in BATTO girl - Hibiki x Yumeji (Started by mr_bourrepalestick February 04, 2018, 05:19:52 PM
 Board: Sprite Projects

Hi everyone !
Lately, I've decided to do my own spriting work. Which involves sketching and drawing and other cool activities.

The subject : a girl character with a sword (sorry: a Katana), which fights with the Batto style.
My main inspirations are Hibiki from The Last Blade series and Yumeji (and Ukyo) from the Samurai Spirit series.

The goal #1 : have all the required sprites for the character, in a high resolution (at least 720p for Mugen 1.1).
goal #2 : all the normals & custom
goal #3 : effects & smears








    

Re: Another Blade : about the project

 February 04, 2018, 04:57:01 PM View in topic context
 Posted by mr_bourrepalestick  in Another Blade : about the project (Started by mr_bourrepalestick May 07, 2017, 12:07:09 PM
 Board: Another Blade

Long time no see ... but I'm still around !

Last few months have been quite rough (new job, new flat etc.) and I've had too little spare time. But I've been preparing some new stuff, and there will be new stuff incoming ! Not sure how long it will take, but I believe it's gonna be worth it.

In the first place, I really wanted to make original characters. But as sprite work seemed too huge for me, I've started with sprites from existing characters and experimenting stuff with Mugen engine and learning FighterFactory tricks.
Lately, a friend of mine explained me some animation process he uses in his everyday work (he uses AfterEffect from the Adobe collection). He took some time to see what Mugen process is about, so we've figured out a potential process which would help me in spriting work. I'm still not sure if I'll be using AfterEffect or Synfig Studio (a free animation software) , but it did encourage me in drawing my own characters.

In addition to that, as Mugen 1.1 handles higher resolutions, and as VirtuallTek is about to release a new version of FighterFactory, I've already started sketching some assets for future spriting and animation process.

I will go in details of all that stuff in the near future. But as it's mostly WIP now, I'll post that stuff in the Project section first.
(edit :  >>>here<<< is the WIP topic)
    

Re: I'm new, need some tips with Sprites

 February 04, 2018, 09:58:49 AM View in topic context
 Posted by mr_bourrepalestick  in I'm new, need some tips with Sprites (Started by Uziel February 04, 2018, 01:24:48 AM
 Board: M.U.G.E.N Development Help

Hi and welcome aboard !
You can use KFM's sprites as a basis for your sprite canvas.

Fyi : Mugen 1.0 default screen resolution is 640x480.
On that basis, KFM's sprites are exactly in the range you've mentionned.
So go for it and show us your work in the Project section ;)
    

Re: Fighter Factory 3.0.1 Final

 January 29, 2018, 08:24:55 PM View in topic context
 Posted by mr_bourrepalestick  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

First version is ready!
I will debug it a little more, but expect a release in the next days (time to finish some things, upload the new site and start the campaign on Patreon)!

Thanks!

yeeepeeee !!!!!!!!!!

thank YOU !
    

Re: Fighter Factory 3.0.1 Final

 January 20, 2018, 05:52:54 PM View in topic context
 Posted by mr_bourrepalestick  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+


Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!

Thank you for your answers ! :°) 
And cool to hear about macOS ! If i'm not mistaken, that means it could also run under Linux systems without going through WINE (as macOS has a Linux core) ? That'd be really cool !

Thanks once more and keep it up VirtualTek !
Cheers
    

Re: Fighter Factory 3.0.1 Final

 January 16, 2018, 10:40:00 PM View in topic context
 Posted by mr_bourrepalestick  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

Another thing that came in my mind, if you want to jump to some state or statedef, isn't faster to click on the tree (left panel)?
Drag and drop on organizer will be possible :D. I'm checking it right now.

Thanks!

Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
    

Re: Blocking behaviour

 January 07, 2018, 09:59:21 PM View in topic context
 Posted by mr_bourrepalestick  in Blocking behaviour (Started by O Ilusionista January 07, 2018, 07:17:04 PM
 Board: M.U.G.E.N Development Help

Very confusing stuff ...
I don't know much how helper's guard behaves, but I'm very curious about your issue.

Are you saying that the "Downed" parameter in the hitdef flag triggers immediately state 5000 ?
Have you tried with an attack with hitflag = MD ?  (or AD, or FD)
Is your helper considered to by "Layed" (in statedef TYPE) or something ? I mean, if the D hitflag triggers something, I'd lean towards something in the way of TYPE=L  ...
    

Re: is guard.dist parameter in hitdef broken?

 January 05, 2018, 11:40:49 PM View in topic context
 Posted by mr_bourrepalestick  in is guard.dist parameter in hitdef broken? (Started by Memo January 05, 2018, 08:58:09 PM
 Board: M.U.G.E.N Development Help

Whenever P1 throws out an attack, P2 will get into his guard state when he's holding back while in a specific range.
This is often called "proximity guard", and the range of this mechanic may vary in different games.

And indeed, there are 2 ways to implement it in Mugen from what I know :
a common value which will be used by default for all attacks --> attack.dist in the constants
a value which can overwrite the default one --> guard.dist in the hitdefs

There is also the proj.attack.dist parameter in the constants.
You may find it "broken" as it prevents P2 from moving back, but that's part of how zoning characters force their opponents to be more aggressive and find their way in.

From what I've tested, just make sure your attack.dist is the lower possible (regarding your character), then use an appropriate value for guard.dist in your hitdefs when you need more range. Also if you use mugen's default projectiles, adapt the proj.attack.dist to your projectiles.
    

Re: Fighter Factory 3.0.1 Final

 December 30, 2017, 08:08:54 AM View in topic context
 Posted by mr_bourrepalestick  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!

YESSSS !!! I'm sooooo happy !!! :yuno:
I'm already hype about all the features you've mentionned even if I don't understand what most of them are about.


After long months of use, the only issue i could report is that sometimes, when launching the Mugen engine from FF, for a reason I can't tell, the program thinks there's already a Mugen window running. I get that message  "ooooops ! it seems there's already a mugen blablabla".
The only way around I found is to shutdown the program, delete 2 FF files : history.xml  and config.xml .
Then restart FF, and load a previously saved config file. Then I can continue.

Maybe some of the features you're working on already adress that issue.
    

Re: LIFEBAR FACE SPRITE PRIORITY

 December 15, 2017, 08:54:15 PM View in topic context
 Posted by mr_bourrepalestick  in LIFEBAR FACE SPRITE PRIORITY  (Started by germanvasquez December 08, 2017, 06:56:54 PM
 Board: M.U.G.E.N Development Help

I'm not sure about this one, but have you tried to define P3's and P4's lines  before P1 and P2 ?
    

Re: [1.1] Question on palettes and small portaits

 October 25, 2017, 12:05:23 PM View in topic context
 Posted by mr_bourrepalestick  in [1.1] Question on palettes and small portaits (Started by armyman12345 October 24, 2017, 08:24:50 PM
 Board: M.U.G.E.N Configuration Help

Try it this way :

Changes to make in your character's .def file and sprites

Small portrait SPRITE : index 9000 , group 0
Small portrait PALETTE, by default, it should be :  index 9000, group 0  <-- for what you want to do, it needs to be index 1, group 1  . Use the same palette as your character's default palette. "Force" the small portrait sprite into the palette (1,1)  (or whatever your default palette is).
Make sure you have a backup of your character before you try your changes !

Big portrait SPRITE :  index 9000, group 1
Big portrait PALETTE : index 9000, group 1
(nothing needs to be done)

Spoiler: additionnal portrait if you want (click to see content)

I hope it helps.
    

Re: Power bars and stuff...

 September 14, 2017, 01:38:42 PM View in topic context
 Posted by mr_bourrepalestick  in Power bars and stuff... (Started by Kuuhaku5147 September 12, 2017, 12:49:26 PM
 Board: M.U.G.E.N Development Help

Yes you can.
You'll need to use "poweradd = - (some figure)"  in your attack's statedef to consume meter.
You'll also need a [-2] state controller, with  " poweradd = X ",  which adds (X) amount of power every (Y) amount of time. You'll probably want to use a trigger based on game-time (and not state time).

Have a look at the "doc" folder in Mugen's files.
sctrl (state controllers) and triggers files should provide you many useful info.
There's also the Mugenclass section of the forum with many helpful info & tips.

Cheers :)
    

Re: Problem with system.def editing

 September 11, 2017, 09:18:33 AM View in topic context
 Posted by mr_bourrepalestick  in Problem with system.def editing (Started by -Ash- September 10, 2017, 08:21:53 AM
 Board: M.U.G.E.N Configuration Help

Select screen sprite must be indexed under 9000,1 with a 9000,1 palette number. Make sure the sprite is unique (change a single pixel if necessary) or it will be indexed back to its former palette number.
Same with versus screen. I use 9000,2 numbers for this one.