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Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)

 December 04, 2021, 03:08:36 PM View in topic context
 Posted by AlexSin  in Q, Angel, Haohmaru, and Rugal updated (05/12/2021) (Started by KarmaCharmeleon November 30, 2021, 05:43:21 PM
 Board: Your Releases, 1.0+

Feedback:

- Missing required animation 100.

- Not a fan of easy cancellable crouching light kicks. Not sure if it's intended.
You can cancel the c.lk before it even connects.

- Back standing heavy punch makes the enemy fall: in source it doesn't, so I think it shouldn't in this version.

- Probably intentional, the Dashing Head Attack makes the enemy fall down while it doesn't in the source.

- I think a screenbound state controller in the "falling from above" intro (state 192) should be put there so that when the round starts the camera doesn't move and "get fixed".

- There are many expressions truncated to integer in the "falling from above" intro (state 192) in the debug messages.

- Custom combo:
on p2's side, pressing forward + punch will make him do the dash punch. Remember: just forward + punch, meaning there is no need to press back to do the back,forward motion and then press punch.
I know the custom combo removes the charge aspect of certain attacks and specials, but in this case it completely removes the back portion.
On p2's side.

On p1's side it works correctly.

- Custom combo:
to deal a lot of damage during the custom combo, you can just press back+standing medium punch. It deals a lot more damage than any other combo. Just wanted to mention it.

- If Deadly Double Combination's first attack gets parried, the move stops there. In the source Q continues to attack.

- Speaking of it and its MAX version, there are expressions truncated to integer there too.
In the MAX version, if it gets guarded normally there's debug flood (probably because Q stops there for a while). This debug flood mentions the change to invalid action 3150 (state 3150).

- Even the Capture & Deadly Blow (HCB, any kick) has expressions truncated to integer.

Basically it's all the posadds you added in the moves which are multiplied by the const(size.x scale). Adding ceil or floor should fix that.

- Crouching heavy punch shouldn't be defendable from the idle position, you need to guard low.

- The second attack of the EX Dashing Leg Attack should be guardable from the idle position instead of low.

- You can't go to the taunt from the back standing heavy kick.
- But you can do a Dashing Leg Attack / Dashing Straight from back standing heavy punch. :S
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 December 03, 2021, 07:58:48 PM View in topic context
 Posted by AlexSin  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 PM
 Board: Graphics

Actually this is a sort of adaptation of aof style so i thought it could be consired a sort of cps2/3 graphic style.


It doesn't fit here.
CPS3 games are:
- Street Fighter III (all versions)
- Jojo's Venture/ Jojo's Bizarre Adventure
- Red Earth / Warzard

other games are not CPS3 style.

If you try to make your sprite/s look like something that could come from those games, they fit here.
If you don't, they shouldn't be posted here.
    

Re: Discord Chatroom

 October 23, 2021, 08:48:12 PM View in topic context
 Posted by AlexSin  in Discord Chatroom (Started by Iced June 05, 2017, 07:51:20 PM
 Board: All That's Left

If you click links from bots or compromised accounts that promise free nitro, then you lose access to your account.
    

Re: Variabel Geo (CVS arrange)

 October 16, 2021, 12:50:23 PM View in topic context
 Posted by AlexSin  in Variabel Geo (CVS arrange) (Started by enzopenna October 12, 2021, 10:45:43 PM
 Board: Sprite Projects

Shade the sprites considering the light source from above. CvS has it from straight above, so the abs shouldn't get light.
    

Re: Dragon Gals

 October 13, 2021, 06:09:22 PM View in topic context
 Posted by AlexSin  in Dragon Gals (Started by Tabris666 October 12, 2021, 06:58:09 PM
 Board: Hyper DBZ

For example i wouldn't have problems if balthazar decided to use spanish audio since he is native spanish speaker but going out of the way just to please patreons is ridiculous when he could use something neutral.

Balthazar isn't Spanish. :mlol: He's from the Netherlands.

In the past there were two soundpacks.
In the past.
The reason it's not the case anymore is for these points:
- the game will be less heavy;
- the team wants to have different voice actors to fit the dialogue the team wants: they won't be restricted by the games' only voice clips, but they have more freedom in making new dialogues.

You're telling people to stop complaining but you're the first complaining.
The team does what the team wants. They didn't make 18 because they felt pressured.

Spoiler, click to toggle visibilty
... what the hell is this?

Balthazar thinking in an obsolete way (girls are for queers)???

Also, news flash, the team isn't only Balthazar. As you know, a team is composed of more than one person.
    

Re: How to convert drawings in mugen sprites

 October 11, 2021, 07:23:25 PM View in topic context
 Posted by AlexSin  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 PM
 Board: M.U.G.E.N Development Help

If you resize stuff to be smaller, of course you'll lose details. It's the same exact thing we told you the other time when talking about resizing sprites, it can be applied to scanned drawings too.
You can draw the most beautiful and ultra detailed face, but if you make it smaller it will become a mess.

The only thing you need to do to have relatively less time spent on the sprite is to make the sprite simpler. Less details at a bigger scale, so when resized you'll lose less details.
No shading (or as little as possible), just lineart.
The lineart must be as clean as possible.

This is what I would do then:
- resize that, retrace it on another layer then work on it.
- Set a palette index, the number of colours you want to use for the sprite. If you're trying to make a CvS sprite, use 15 colours in total, not counting the BG colour.
With that restriction you'll learn to understand what colours to use.

Also use the right references!!

Look at how Capcom drew the characters in the old days:



The lines are clean, there's no shading, they're also very simple, no pencil lines.
    

Re: build my MUGEN roster

 October 02, 2021, 03:49:53 PM View in topic context
 Posted by AlexSin  in build my MUGEN roster (Started by Umezono October 02, 2021, 10:01:17 AM
 Board: M.U.G.E.N Discussion

    

Re: DC vs MARVEL 8 bit

 September 24, 2021, 07:50:50 PM View in topic context
 Posted by AlexSin  in DC vs MARVEL 8 bit (Started by isela May 16, 2021, 07:09:29 AM
 Board: Projects

What are you trying to do?
Is it a Mugen full game? Do you have any gameplay to show? I only see images, gifs and videos of gifs, but no mugen progress.

I don't understand. :???:
    

Re: The Next Big Thing in Bloodsports - Zico Silva

 September 16, 2021, 07:39:27 PM View in topic context
 Posted by AlexSin  in The Next Big Thing in Bloodsports - Zico Silva (Started by Sean Altly January 25, 2021, 04:17:38 AM
 Board: Last Bout: Styles Will Clash

He could change the colours when he swaps sides, on his gloves and shorts, like Gill in SF3.
    

Re: Best original characters?

 September 05, 2021, 12:07:48 PM View in topic context
 Posted by AlexSin  in Best original characters? (Started by D. HoChoy August 28, 2021, 10:34:37 PM
 Board: M.U.G.E.N Discussion

    

Re: Anyone here being banned from BLACKLISTED WEBSITE for no reason at all?

 September 02, 2021, 09:57:28 PM View in topic context
 Posted by AlexSin  in Anyone here being banned from Mugenarchive for no reason at all? (Started by Flowrellik June 12, 2016, 08:03:52 PM
 Board: M.U.G.E.N Discussion

I hoped not, but I got that spam PM too.
Only for saying "It's a containment thread". :omg:
    

Re: Anyone here being banned from BLACKLISTED WEBSITE for no reason at all?

 August 31, 2021, 07:10:51 PM View in topic context
 Posted by AlexSin  in Anyone here being banned from Mugenarchive for no reason at all? (Started by Flowrellik June 12, 2016, 08:03:52 PM
 Board: M.U.G.E.N Discussion

It's a containment thread.
    

Re: [Theme Thread] CVS Sprite thread

 August 25, 2021, 01:07:28 PM View in topic context
 Posted by AlexSin  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

If you have to keep a 15+BG colour limit, then some colours must be reused or not added.
Your sprite is already exceeding that limit, you have 18+1 colours.



Just to cut some colours, you could use the same colours of the skin for the hair.
Also the pants should look more like Yun (example you have in the comparison).
The sclera (white of the eye) could use the lightest skin colour.
The eyebrows could use the darkest colour of the hair.
    

Re: Taki (Soul Calibur) POTS style edit Beta 0.5

 August 22, 2021, 11:50:33 AM View in topic context
 Posted by AlexSin  in Taki (Soul Calibur) POTS style edit Version 1.0 (Started by Diek Stiekem August 21, 2021, 06:35:42 PM
 Board: Your Releases, 1.0+

I left some feedback on your Ogre character release topic.








Some feedback for Taki:

Jumping heavy kick changes animelem when it hits, making it look wrong. You should remove that changeanim.

No small portrait.

Turning animation isn't using the frames correctly.

Crouching heavy kick is too slow.

MAX mode, max power. Keep spamming QCF, 2 punches. You'll be able to damage the enemy for almost 500 points of life.

Crouching medium punch has one frame without CLSNs.
Many CLSNs are wonky, just look at standing light punch: they move too much.

QCB,kick: debug message: PLAYER TAKI IN STATE 2400: CHANGED TO INVALID ACTION 2400
why did you put anim = 2000 in the statedef and then this changeanim?
Code:
[State 2400, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 0, 2400, ifElse(var(10) = 1, 2400, 2400))
do you know what this means?
This is for a 3-in-1 move: if weak it changes anim into the first, if medium it changes into the second, if strong into the third.
But you put 2400 in all of them.
At this point, you can remove this and just set the anim in the statedef.
This seems redundant.

Don't blindly copy and paste codes. Understand what they mean.

All the special moves behave the same (same velocities, same animation), yet they deal different damage depending on the button press.
Why would anyone choose to use the light or medium versions? There's more advantage to use the strongest ones, always.

MAX mode,  QCB,2 kicks: this EX move will remove the MAX mode immediately.

The Shoryuken special move doesn't even hit against herself standing.
It's too slow.
Luckily the EX version works and only because you extended the red CLSN. Don't think that that resolves everything, timing for the animations is more important.

Same thing for the Shoryuken version: light, medium and heavy version move and animate the same but they deal different damage so everyone would choose the heavy version.

Palettes?
You have a lot of them in the Colors folder but you don't even use them.

All the Supers give back a bit of power.



Tested on Mugen 1.0.


Ah, here are two portraits (they're the same, but one is bigger than the other):
(this is what you need)


(they're not indexed)

and just now I realized I cleaned the portrait from a resized, blurred version. :omg: Thanks a lot!
This would be the correct picture: https://www.spriters-resource.com/fullview/559/
    

Re: Ancient Ogre POTS style edit Version 1.2

 August 21, 2021, 02:03:44 PM View in topic context
 Posted by AlexSin  in Ancient Ogre POTS style edit Version 1.3.3 (Started by Diek Stiekem July 13, 2021, 02:54:12 PM
 Board: Your Releases, 1.0+

The "dodge -> punch counter" makes him stuck in a repeating animation (state 221 doesn't exist).

Missing required sprite 5070,20.

Crouching heavy punch looks very slow.

QCF, two punches: this is very slow too. Not sure if it's intentional.

Standing light punch -> standing medium punch -> standing medium kick : Ogre gets stuck (state 241 doesn't exist).

QCF, kick or two kicks: the projectiles should be coded as helpers if you want to use the hitsparks. Also there's the PalFX problem with the EX version making the effect all yellow too.

The throws have bad binding: the enemy doesn't look grabbed from the head in the 2 punches throw, use sprites from the group 5060 or 5061 or 5062 (you'll understand which one to use once you get to them ;) ). Try making the grab animation against KFM so you know which frames to use and where to put them.
The 2 kicks throw has wrong sprpriority during the attacks, in the first frames it looks okay but then the sprites go "under" the enemy's sprites.

Both throws don't add to the hitcount (you forgot to add HitAdd to both the throws).


Even if a little, he gets power from the QCFx2, punch super (but he uses kicks?). Same for the LVL 2 super.

Same thing for the QCFx2, kick super and its LVL 2 version.

QCFx2, punch or 2 punches: all the hitsparks are in just one place even though the kick are low, medium and high. (sparkxy)

Also the afterimage is a bit distracting.


QCB, punch uses the default guardsound.
QCB, 2 punches uses the default guardsound.

Both are not overheads like I would expect them to be (overhead means they can't be guarded from crouching opponents, but can be guarded by standing or airborne opponents).


QCBx2, 2 punches super uses the default guardsound.
Also I hear hitsounds but the hitcount stays at 0 (no combo): like before, use HitAdd.
No hitsparks either (not sure if intentional).
The Super BG is very pixelated.
Some scene transitions could be improved:
 - the red afterimage is unnecessary after the tornado attack;
 - the Super BG disappears and reappears while changing the animations;
 - the enemy reappears magically after you see nobody there.


Nobody breathes like that (idle stance).
    

Re: [Theme Thread] CVS Sprite thread

 August 14, 2021, 12:42:54 PM View in topic context
 Posted by AlexSin  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Hello mates, it's been a while I didn't put sprites here, so these are some new attempts of Dampir sff -







Imgur Imgur Imgur Imgur Imgur

now imagine uploading a picture

Imgur
this must become your mantra (until it stops working, but it won't be any time soon)




    

Re: CvS Mario Sprites WIP

 August 06, 2021, 06:46:46 PM View in topic context
 Posted by AlexSin  in CvS Mario Sprites WIP (Started by JoMillion August 06, 2021, 05:57:09 AM
 Board: Sprite Projects

Those sprites remind me a lot of Cvsnb's Mario sprites he made a long time ago. :muh2:
    

Re: Phantom_S by Dager released 7/30/2021

 July 31, 2021, 10:32:14 AM View in topic context
 Posted by AlexSin  in Phantom_S by Dager released 7/30/2021 (Started by Kazagami July 30, 2021, 01:27:35 PM
 Board: Found Releases

Yes, he's an original character. Dager is really good at making them!
This character is a charge character, meaning you'll have to charge a direction, then opposite direction and a button to perform some of his specials.

Pretty cool design!
    

Re: bot report 2016 - skynet's invasion has begun

 July 17, 2021, 02:26:20 PM View in topic context
 Posted by AlexSin  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 PM
 Board: Feedback

    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 05, 2021, 09:00:22 PM View in topic context
 Posted by AlexSin  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

It looks like a still picture taken from one of KoFXIV stages.