YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
ShinySpiritSeer is Offline
Contact ShinySpiritSeer:

ShinySpiritSeer

User

Messages by ShinySpiritSeer

    

Re: SNES Street Fighter 2 World Warrior Sprites

 September 13, 2020, 06:12:11 AM View in topic context
 Posted by ShinySpiritSeer  in SNES Street Fighter 2 World Warrior Sprites (Started by ShinySpiritSeer September 13, 2020, 04:36:21 AM
 Board: Development Resources

Not a fullgame persay, but I like to be rather accurate with my recreations, like for instance some sprite fidelity, some animations using completely different sprites ect.
For example the crouch turn animation:


     Posted: September 13, 2020, 08:48:43 AM
Figured out that in SNES World Warrior I can just swap Ryu and Ken's heads and it looks exact so that's at least one easy one, the rest I'm ripping manually, thank you though!
    

Re: SNES Street Fighter 2 World Warrior Sprites

 September 13, 2020, 04:46:47 AM View in topic context
 Posted by ShinySpiritSeer  in SNES Street Fighter 2 World Warrior Sprites (Started by ShinySpiritSeer September 13, 2020, 04:36:21 AM
 Board: Development Resources

This would be okay if it was SNES, not Arcade. I need specifically the SNES ones as I'm trying to recreate the SNES versions
    

SNES Street Fighter 2 World Warrior Sprites

 September 13, 2020, 04:36:21 AM View in topic context
 Posted by ShinySpiritSeer  in SNES Street Fighter 2 World Warrior Sprites (Started by ShinySpiritSeer September 13, 2020, 04:36:21 AM
 Board: Development Resources

Everywhere I look all I find is either Turbo or Super SNES sprites: how am I to recreate the World Warrior cast if I can't find these? I know I can rip them, but I'm curious if anyone else has so I don't do all the painful ripping only for them to exist elsewhere
    

Re: Odd Mugenversion Error

 July 27, 2019, 01:10:04 AM View in topic context
 Posted by ShinySpiritSeer  in Odd Mugenversion Error (Started by ShinySpiritSeer July 27, 2019, 12:08:45 AM
 Board: M.U.G.E.N Development Help

Error still happens, FF3 or not and with or without the " , "
    

Re: Odd Mugenversion Error

 July 27, 2019, 12:37:08 AM View in topic context
 Posted by ShinySpiritSeer  in Odd Mugenversion Error (Started by ShinySpiritSeer July 27, 2019, 12:08:45 AM
 Board: M.U.G.E.N Development Help

Hmmm...that IS odd...I'm using 1.1 so that might be the issue? I dunno what it could be that's making mine break specifically...
    

Odd Mugenversion Error

 July 27, 2019, 12:08:45 AM View in topic context
 Posted by ShinySpiritSeer  in Odd Mugenversion Error (Started by ShinySpiritSeer July 27, 2019, 12:08:45 AM
 Board: M.U.G.E.N Development Help

So I'm trying to make an AI for a character because, well, default AI is bad and i ran into this error:

Error detected.

Error in ai.cns:1880
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ff3_0/ff3_0.def
Error loading p1

Clipboard tail:
Gameflow 9
Gameflow 10
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...OK
Stage loaded OK
Setting game resolution 640x360...OK
  Allocating helpers...OK
Match RNG seed: 1803919904
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/ff3_0/ff3_0.def...
  Loading info...Info: cammy loading in pre-1.0 compatible mode
OK
  Loading cmd command set AI-cammy.cmd...OK
  Loading cns cammy.cns...OK
  Loading cns aihelper2.cns...OK
  Loading cns ai.cns...Character ff3_0.def failed to load

So when I go and check that line for the error it's...strange because I don't see anything that could possibly be an error:
[State -1, ] ;<- This is line 1880
type = ChangeState
value = 375
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-50,73]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 30*var(59)
triggerall = p2bodydist x = [0,54]
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
ignorehitpause = 0

Any help/suggestions?
    

Re: SSF2X Ryu by G.D.T. AI Patch/Port

 May 18, 2017, 12:30:33 AM View in topic context
 Posted by ShinySpiritSeer  in SSF2X Ryu by G.D.T. AI Patch/Port (Started by ShinySpiritSeer May 16, 2017, 02:28:00 AM
 Board: Your Releases, older Mugen

Updated again: Evil Ryu mode was unusable by the player
    

Re: SSF2X Ryu by G.D.T. AI Patch/Port

 May 18, 2017, 12:14:35 AM View in topic context
 Posted by ShinySpiritSeer  in SSF2X Ryu by G.D.T. AI Patch/Port (Started by ShinySpiritSeer May 16, 2017, 02:28:00 AM
 Board: Your Releases, older Mugen

Download link updated: a file was missing
    

SSF2X Ryu by G.D.T. AI Patch/Port

 May 16, 2017, 02:28:00 AM View in topic context
 Posted by ShinySpiritSeer  in SSF2X Ryu by G.D.T. AI Patch/Port (Started by ShinySpiritSeer May 16, 2017, 02:28:00 AM
 Board: Your Releases, older Mugen

It's been a long while, a lot of file losses and such, but i'm back on my feet working on some MUGEN.

Changes:
AI added
AI difficulty can be set by the player in the Options.txt
...That's literally it when it comes to changes.

Port:
Now, you might be wondering: Port? from the source game (SSF2X)?
No, not really.
This is a Port of G.D.T.'s SSF2X Gouki's AI...with minor tweaks to make it function properly (IE Removing the Call for Zanku Hadoken)
As such the AI will now properly use almost every move at it's disposal...aside from Air MP which i'll fix later on.
The AI can theoretically be set higher than 4 (Hardest), but how the AI acts is not tested

Download:
https://1drv.ms/u/s!AtuDSSBt77F8gy2tPGonLW4wLm_-
 
Just drag and drop the unzipped files into your ssf2x_ryu folder, replace the files with the new files!

Edit: Through more testing I've found a problem: Normal Mode Ryu Will still attempt a follow-up Shoryu after a cross-up Tatsu
    

Re: shikijou by Tarou

 March 23, 2016, 05:53:17 PM View in topic context
 Posted by ShinySpiritSeer  in shikijou by Tarou (Started by ShinySpiritSeer March 23, 2016, 05:30:54 PM
 Board: Requests

Thanks! seems like the owner of the original site might have lost their domain or something, but yeah, thanks!
    

shikijou by Tarou

 March 23, 2016, 05:30:54 PM View in topic context
 Posted by ShinySpiritSeer  in shikijou by Tarou (Started by ShinySpiritSeer March 23, 2016, 05:30:54 PM
 Board: Requests

I've checked every link I can find and all of them seem to be down. Anyone have a working link or the character itself?
    

Re: ShinySpiritSeer's WIP Thread

 July 11, 2015, 03:31:06 AM View in topic context
 Posted by ShinySpiritSeer  in ShinySpiritSeer's WIP Thread (Started by ShinySpiritSeer October 09, 2014, 01:03:57 AM
 Board: Projects

I'm surprised I never saw this until now.

The weird jumping/hopping thing Lopunny has is annoying for both the player and the opponent; the opponent has trouble moving while Lopunny bounces on them, while Lopunny can't stop bouncing if a forward hop was used, unless they attack.
actually there is 1 frame you can cancel into a normal jump...but which one, I can't remember...
    

Re: ShinySpiritSeer's WIP Thread

 July 02, 2015, 03:28:13 AM View in topic context
 Posted by ShinySpiritSeer  in ShinySpiritSeer's WIP Thread (Started by ShinySpiritSeer October 09, 2014, 01:03:57 AM
 Board: Projects

Lopunny has been updated! SFF now has color indexed sprites!
One special plus the Ex version is added!
palettes 1-6 made but I'll take some if you want to make some!
    

Re: ShinySpiritSeer's WIP Thread

 May 05, 2015, 03:10:39 AM View in topic context
 Posted by ShinySpiritSeer  in ShinySpiritSeer's WIP Thread (Started by ShinySpiritSeer October 09, 2014, 01:03:57 AM
 Board: Projects

Lopunny will be updated soon thanks to color indexing with FF3. expect specials to be done as well as tweaking of animations and comboability of some moves.
and when this update comes out I'll accept Palettes for her/him.
Rak will be updated as well, but not as soon so until the next update, he's in the dl list
and I have an edit I'll be putting here shortly too
    

Re: Color indexing

 May 05, 2015, 12:58:29 AM View in topic context
 Posted by ShinySpiritSeer  in Color indexing (Started by ShinySpiritSeer May 01, 2015, 08:38:23 PM
 Board: M.U.G.E.N Development Help

Always make sure you never copy over your original images.
If you're doing it for a character, import the sprites using Fighter Factory 3 and force the palette. It wont do a super controlled process that photoshop will do. But unless you really KNOW how to do it in photoshop, you'll get the same results.

What you'll want to do is open up FF3, and import a sprite into a new project. FF3 already has the new character active so just open the sprite. It wont have an index. So it's fine.
Then open the other 376 sprites and force it to use the palette FF3 just made for your first image. Otherwise FF3 may make 377 different palettes.

Alright. seems simple enough.

i believe so. I used to do it with irfanview back in the day
Uhhh...where would I get that? the websites I find for it seem to be malicious to Chrome

     Posted: May 05, 2015, 03:07:08 AM
Thanks to you guys I figured it out. Now Lopunny should be a lot easier to make and future creations should also be easier. thanks!
    

Re: Color indexing

 May 02, 2015, 02:23:23 AM View in topic context
 Posted by ShinySpiritSeer  in Color indexing (Started by ShinySpiritSeer May 01, 2015, 08:38:23 PM
 Board: M.U.G.E.N Development Help

    

Color indexing

 May 01, 2015, 08:38:23 PM View in topic context
 Posted by ShinySpiritSeer  in Color indexing (Started by ShinySpiritSeer May 01, 2015, 08:38:23 PM
 Board: M.U.G.E.N Development Help

I'm unsure how to color index, and even if I do figure out I have 377 images to index! is there an easy way to do that?
    

Re: ShinySpiritSeer's WIP Thread

 April 30, 2015, 11:18:59 PM View in topic context
 Posted by ShinySpiritSeer  in ShinySpiritSeer's WIP Thread (Started by ShinySpiritSeer October 09, 2014, 01:03:57 AM
 Board: Projects

DL is up! Check the downloads section on the first post!
    

Re: ShinySpiritSeer's WIP Thread

 April 30, 2015, 10:57:02 PM View in topic context
 Posted by ShinySpiritSeer  in ShinySpiritSeer's WIP Thread (Started by ShinySpiritSeer October 09, 2014, 01:03:57 AM
 Board: Projects

UPDATE! Raknorok has been updated and a DL link will be posted shortly! check the first post!
    

Winpose problems (Hitdef in winpose isn't working)

 March 11, 2015, 01:31:28 AM View in topic context
 Posted by ShinySpiritSeer  in Winpose problems (Hitdef in winpose isn't working) (Started by ShinySpiritSeer March 11, 2015, 01:31:28 AM
 Board: M.U.G.E.N Development Help

So, I'm trying to make a winpose change anim when the hitdef comes into contact with a partner, but even with the hitbox and such in the right animation, the hitdef set, the movetype set ect. they walk straight past without hitting at all
Here's the coding for it:
Spoiler, click to toggle visibilty