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Messages by 64-bit-chu

    

Re: Ascend Heaven 1.1 Mugen SP 1280x720 Beta HD

 November 17, 2015, 02:30:51 pm View in topic context
avatar  Posted by 64-bit-chu  in Ascend Heaven 1.1 Mugen SP 1280x720 Beta HD (Started by Veolf October 13, 2015, 03:48:53 am
 Board: Your Releases, 1.0+

I'm definitely a bit late, but... this is just absolutely beautiful. Loaded up a bunch of stages with it already, now just to use those templates you included for the portraits; then, it shall be perfect. I probably won't need any more screenpacks for a while- thanks a million. ;P
    

Re: Pokemon ArcheType (Full Game)

 October 01, 2014, 12:36:41 am View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

Oh, so it's YOU working on that game. :D I've heard of that- it actually looks really interesting. Your sprites are nice, btw. ;P
Yep! My buddy Ryon is too, but not at this time. It was an idea that came to him and I kind of brought it to life with him. Thanks! I can't take credit for them though. A great spriter named JoshR on DeviantArt made them. I actually will be spriting some extra motions if need be. Maybe even some custom Pokemon.


Might want to look out when using things from dA; a lot of users their see that their work is being used (because they're looking for that) and start thinking "GRAAAGGHHH! GRAGHHUGHHUHHGHHUGHH! WHY? WHY AREN'T WE KILLING YET? WHY ARE WE OUT HERE WHEN WE COULD BE IN THE THICK OF SLAUGHTER DMCA TAKEDOWNS? OUR ENEMIES HIDE IN METAL BAWKSES!..." Well unless you ask them, but most will give you the classic "no" for a response. :U Oh, and they banned me.

Twice.

On the same account.
    

Re: Pokemon ArcheType (Full Game)

 October 01, 2014, 12:01:56 am View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

I'd try to make at least one character first before trying any grand ideas.

I had the exact same ideas as you, but i fucked up- it takes a really long time to make one thing and by then you end up learning so much more that you're ashamed of your previous releases as soon as you get to work on the next guy




(I was going to call it Samurott Shodown)

Well, the plan isn't to release it all at once- first I'll be making the screenpack for it, and release that as an alpha/beta. Then, I'll make a few Espurr to get a hang of character quality and pick the best one- then come back to Espurr while I'm working on another character to tweak it; and repeat the cycle. My main problem is making sprites- I can draw complex things on paper, but can't animate to save my life. XD THEN I'll start finishing the characters, release them, then release everything together once I'm satisfied with the quality of everything. I understand this could take a while- You do bring up a very good point about satisfaction.

Hold on there 64-bit-chu... That response was to me. I know Laharl well and he was just joking around. He said that because I'm making a Pokemon full game that has no story. That's why he said what he did, to mess with me. You said that games without stories are not full, which kind of offended me, so I replied to you, but he was just joking. That's where the comment came from.

Well... sorry about that then. It's not my goal to offend people- So it was just Laharl being Laharl? Again, sorry If I don't know this stuff; I'm rather new here. >.< It's just that after my experiences of humiliation on other sites I'm usually "on guard." And I didn't mean what I said that way, I just meant that I was aiming for a game I could add a story to because a lot of other Pokemon fighting games don't have them; I thought it would be a neat touch. I worded what I said WAY wrong in the OP. Perhaps I should edit it?

But anyways, now you've got me interested- what kind of Pokemon fighting game are you working on? ;P

No worries. It's all good, man. :D. I just wanted to clear the air of that. It's perfectly fine the way you reacted. You couldn't have known without being here for a while and knowing both me and him. It's understandable. Yeah, the original was kind of mean-spirited because it feels like all the work and effort put in to a game (even though it has no story) is deemed as inadequate or pointless due to the lack of a story. It's okay though. Your idea is good and you should follow through with it. Start small and work your way up. Usually, not a lot of people show interest until there's something to show like a video preview or demo of some kind.

Spoiler, click to toggle visibilty

Oh, so it's YOU working on that game. :D I've heard of that- it actually looks really interesting. Your sprites are nice, btw. ;P

    

Re: Pokemon ArcheType (Full Game)

 September 30, 2014, 11:45:14 pm View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

Hold on there 64-bit-chu... That response was to me. I know Laharl well and he was just joking around. He said that because I'm making a Pokemon full game that has no story. That's why he said what he did, to mess with me. You said that games without stories are not full, which kind of offended me, so I replied to you, but he was just joking. That's where the comment came from.

Well... sorry about that then. It's not my goal to offend people- So it was just Laharl being Laharl? Again, sorry If I don't know this stuff; I'm rather new here. >.< It's just that after my experiences of humiliation on other sites I'm usually "on guard." And I didn't mean what I said that way, I just meant that I was aiming for a game I could add a story to because a lot of other Pokemon fighting games don't have them; I thought it would be a neat touch. I worded what I said WAY wrong in the OP. Perhaps I should edit it?

But anyways, now you've got me interested- what kind of Pokemon fighting game are you working on? ;P
    

Re: Pokemon ArcheType (Full Game)

 September 30, 2014, 09:15:40 pm View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

You're kidding right?

Something tells me you're too young to be here.

I am indeed old enough to be here. Unless you know about what I've had to deal with in my past experiences on the Interwebs, I'd not just assume that I'm goofing around. :B I don't want things that happened elsewhere to happen here too, and no, I don't want to talk about it.

(Note to everyone else: can we please get back on topic?)
    

Re: Ecole's Takedown on japanese mugen creators.

 September 30, 2014, 09:07:11 pm View in topic context
avatar  Posted by 64-bit-chu  in Ecole's Takedown on japanese mugen creators. (Started by Flowrellik September 30, 2014, 06:02:40 pm
 Board: M.U.G.E.N Discussion

...and this, ladies and gentlemen, is why 9/10 people could care less about copyright. Because nowadays it's just a massive, overpowered system of criminalizing beginning artists, censoring opposing viewpoints, eliminating interpretation, and just outright shutting people up. Even the first government-instituted copyright law (in England, the Statute of Anne) was just used as a tool to censor books the British Crown disagreed with.

It's quite disgusting.
    

Re: Pokemon ArcheType (Full Game)

 September 30, 2014, 08:48:58 pm View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

all the pokemon got drunk and started Kung-fu Fighting The fucking end. There's your story now its a full game.

I've reported you to the moderators for being incredibly rude and sarcastic to me. Please leave this thread and don't be rude to me again, or you'll probably be reported again. While I now understand that story modes are rather limited in MUGEN, I'm not going to tolerate extreme disrespect just because you in particular don't like the idea- don't ruin it for the people who do.
    

Re: Pokemon ArcheType (Full Game)

 September 30, 2014, 12:14:03 pm View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

    

Pokemon ArcheType (Full Game)

 September 30, 2014, 02:36:32 am View in topic context
avatar  Posted by 64-bit-chu  in Pokemon ArcheType (Full Game) (Started by 64-bit-chu September 30, 2014, 02:36:32 am
 Board: Idea Engineering

I was thinking of making a full Pokemon fighting game using the current MUGEN 1.1 beta- only the beta because it has some features I need. :B

While I know there are various other Pokemon projects using MUGEN, I don't believe many of them have storylines, so this one will have one- just to be a little different. ^^ The general gist of Pokemon ArcheType is as follows: On a distant island inhabited only by Pokemon, one Pokemon must stop Espurr, who is stealing the hopes and dreams of the rest of the island's inhabitants in an attempt to watch their society collapse. Of course, there will be different Pokemon who embark on different paths to stop Espurr. ;P

Unfortunately, all I currently have done is a general idea of what it will be like and this lifebar concept (which is the frame and fill put together in this image)... ^^;



The big black ink scribble is where the character's name goes, and yes- the whole thing was made from scratch. Anyways, I hope to see some interest in this to-be project, and hopefully some people who'd like to work on it with me. ;3
    

Re: Why hello there :U

 September 28, 2014, 05:33:27 pm View in topic context
avatar  Posted by 64-bit-chu  in Why hello there :U (Started by 64-bit-chu September 27, 2014, 01:10:08 am
 Board: Introductions and Guides

    

Re: Why hello there :U

 September 27, 2014, 05:03:06 pm View in topic context
avatar  Posted by 64-bit-chu  in Why hello there :U (Started by 64-bit-chu September 27, 2014, 01:10:08 am
 Board: Introductions and Guides

Welcome to MFG!

I think your first creation should be a serious effort, even if the result isn't amazing. That way, you can make an awesome joke character later :P

Thanks for the advice, I'll definitely keep it in mind.
    

Why hello there :U

 September 27, 2014, 01:10:08 am View in topic context
avatar  Posted by 64-bit-chu  in Why hello there :U (Started by 64-bit-chu September 27, 2014, 01:10:08 am
 Board: Introductions and Guides

I am 64-bit-chu, but you may call me Sixtyfour (or just the number 64) if you'd like.

I'm not new to using MUGEN, however I am very new to creating content for it. My friends (both online and IRL) consider me a decent artist, but I disagree. XP So, hopefully I'll be able to make sprites that don't exist that at least someone will like.

I am absolutely obsessed with Pokemon, which will probably be the main subject of my MUGEN creations when I learn how to make them.

I came here to learn from and give back to the MUGEN community, as it's something that's brought me joy, excitement, inspiration, and some good laughs. My creations will all be free to edit and share as long as proper credit is given, as doing so would be a good way to give back to the community in my opinion- after all, without the people in it, there would be nothing for MUGEN really, other than Kung-Fu Man.

If you would like to work with me, please just ask! In case anyone's wondering, my first goal is to create a joke character to get the hang of the overall process of making a character- I plan to make Espurr from Pokemon. XP
    

Re: [Character] Espurr (Pokemon)

 January 25, 2014, 04:40:55 am View in topic context
avatar  Posted by 64-bit-chu  in [Character] Espurr (Pokemon) (Started by 64-bit-chu January 25, 2014, 02:21:54 am
 Board: Projects

    

Re: [Character] Espurr (Pokemon)

 January 25, 2014, 04:18:16 am View in topic context
avatar  Posted by 64-bit-chu  in [Character] Espurr (Pokemon) (Started by 64-bit-chu January 25, 2014, 02:21:54 am
 Board: Projects

I like the sprite in the screenshot. I'n excited to see more of them!

Thanks, I'll be making more. And since you wanted to see more, here's the portrait for the selection screen:
    

Re: [Character] Espurr (Pokemon)

 January 25, 2014, 03:23:10 am View in topic context
avatar  Posted by 64-bit-chu  in [Character] Espurr (Pokemon) (Started by 64-bit-chu January 25, 2014, 02:21:54 am
 Board: Projects

    

[Character] Espurr (Pokemon)

 January 25, 2014, 02:21:54 am View in topic context
avatar  Posted by 64-bit-chu  in [Character] Espurr (Pokemon) (Started by 64-bit-chu January 25, 2014, 02:21:54 am
 Board: Projects

Hiya everyone, I thought I'd start my first character project right here on MUGEN Guild, cause you all seem pretty helpful. ;P

So, I'm bringing you Espurr- the Internet's favorite creepy-eyed cat Pokemon! :U The char will be open source, as I believe in community power. ;)

The whole thing will be pretty cheap, as this is only my first character. ^^; And considering no usable Espurr sprites exist, it's also my first time spriting- which explains why the sprites are fairly bad (but not TOO bad). :P

This is mainly a joke character as I want to get some experience coding characters for MUGEN- once I get that experience, a balanced Espurr will be in the works.

Currently/mostly implemented:
-Standing animation
-Walking animation
-Hazama-like ring encircling Espurr (It's in Japanese and says Nyasper, which is just Espurr's Japanese name. :U)
-Some sound effects
-EnvShake on walking/landing from a jump

Probably to come:
-Absurd flashy effects, possibly better sprites, health regeneration, revival, and moves so irrelevant and overpowered they're humorous (throwing swords, Shoop Da Whoop sliding on the screen and firing a lazer, etc) . XD


Probably NOT to come (unless heavily requested):
-Hitboxes :P That is, the CLSNs that tell it where to get hit. XD

Some current issues:
-MUGEN 1.1-only due to interpolation in the AIR file to get the ring to spin smoothly; I will work on fixing this

Current Screenshot:


If you'd like to work on Espurr with me, give me a PM and I'll give you the details. ^^

EDIT 1: It seems there's some confusion about "No Hitboxes-" I just mean it won't be able to be hit unless you all want me to make it hittable. It can still attack other players, just other players can't attack it.

EDIT 2, 1/25/14: Got Honedges to spin at the top of the screen, need to work on launching them

EDIT 3: Honedges fall after 75 ticks of spinning and can be summoned individually
    

Re: How do I rotate a Helper in place attached to char? (Like Hazama's green ring)

 January 24, 2014, 02:52:27 am View in topic context
avatar  Posted by 64-bit-chu  in How do I rotate a Helper in place attached to char? (Like Hazama's green ring) (Started by 64-bit-chu January 21, 2014, 07:52:50 pm
 Board: Development

Depends what kind of rotation you want.
Do you want Angle rotation? If so, use AngleDraw, and AngleAdd.

If it's particle Rotation, you could use Float Variables to determine the position. I think one of my MegaMan characters has a charged mega buster with particle rotations. Just need to rotate which way the variables are added/subtracted and just position the particles/helper being rotated using the variables being changed.

Ok, that should help. It's a lot better than the method I got working yesterday (interpolation)- which requires MUGEN 1.1 :P I might just edit the rotation code from Hazama because it was released as open source.
    

How do I rotate a Helper in place attached to char? (Like Hazama's green ring)

 January 21, 2014, 07:52:50 pm View in topic context
avatar  Posted by 64-bit-chu  in How do I rotate a Helper in place attached to char? (Like Hazama's green ring) (Started by 64-bit-chu January 21, 2014, 07:52:50 pm
 Board: Development

Hey everyone, new here.

I'm working on a gag Espurr (from Pokemon) as a joke (in other words, it's going to be pretty cheap- be warned). It is also my first project to get some experience coding a character. One of my ideas is Espurr has 2 rings surrounding it- one rotating one way and another slightly larger one rotating another. Kind of like devilpp's Unlimited Hazama but with 2 rings. I've got a single ring to spin in place, but it draws over what was there when I move Espurr around. I'm guessing I probably have to do something with BindToRoot. Also, I'd like to know how to make Espurr pulsate (like Chuck Norris does). Obviously this is not meant to be at all accurate. :U