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Mom's Achievements

Post Whore

Post Whore (10/11)

  1. Last Raven Hand Weapon Tier Chart 2.0
  2. You can't have 4 AC4 intros that's cheating. AC3 opening is my favorite, followed by AC2.
  3. Soundtracks from favorite to least favorite: Bloodborne >>>Dark Souls > Demon's Souls >> Dark Souls 3 >> Dark Souls 2 Top 10 favorite Tracks: 1: One Who Craves Souls (Demon's Souls) 2: Darkbeast (Bloodborne) 3: Cleric Beast (Bloodborne) 4: Amygdala (Bloodborne) 5: Bell Gargoyles (Dark Souls) 6: Dark Souls 3 (Dark Souls 3) 7: Ornstein & Smough (Dark Souls) 8: Tower Knight (Demon's Souls) 9: The First Hunter (Bloodborne) 10: Slave Knight Gael (Dark Souls 3)
  4. Yeah when I saw this thing on the replays I felt it was weird to have vulture2/g91/ananda on a mw with such an efficient frame and no energy weapons to speak of. Gull/Lotus/Ananda is a much better fit. You can also try Vulture2/Lotus/Hazel (a favorite combo of mine) for something that's a bit more agile but won't have as longer ground dash potential. Vulture2/Lotus/Hazel will have the same top boost speed as Gull/Lotus/Ananda, and it's cool enough that Hazel won't hurt the bot. For reference, when my Aguirre bot (which has said combo) got hit with an LX to the face, I never even overheated.
  5. Mom


    SOLOMON http://i.imgur.com/Khk5iG0.jpg
  6. When's your next available session, CF?
  7. We probably won't be able to do it today then. Probably have to wait until your next days off, cause I usually work evenings.
  8. Stop by in chat (we use discord now, but link on top of site still directs you there.) To coordinate when you're available. I'll be working in the evening though, so I'll only be available morning, early afternoon, or more towards midnight.
  9. I use a custom god-mode deinterlacer for my last raven footage, and it takes the 30fps interlaced content my cpature card takes from the ps2, and turns it into 60fps progressive scan footage for youtube. That means footage will look smooth as if in-game now compared to previously.
  10. Cool! I wanna collaborate with bustertbm on youtube and get like a small fantasy tournament going if we're both within arms' reach of skill level. I assume we'll both be equally as rusty so it should work out.
  11. Sounds like we live relatively close.
  12. I got my xlink kai downloaded and re-registered to the site. I have both xlink kai engine and ui and ran them with windows 8/7 compatibility. Right now it's 8 but if that doesn't work I'll try 7. To do that right click the program icons, go to properties, then compatibility. Can't wait to see if it works or not later. I'll try to get Niji to possibly help out too. Of course same things apply as previously I think: windows firewall off, router dmz'd, ethernet cords connecting your computer and ps2 to your router.
  13. It's definitely less of a distraction than the first. First one grabs your attention prior to the characters in the foreground. Second one fights for attention with the characters. I think to go even further, you could play with the depth of field of the rocks in the background by adding atmospheric perspective. Objects in the extreme foreground need to be darker and potentially make them majority shadow with only highlights showing so they can be less of a distraction and won't be on the same visual plane as the characters. The characters could use drop shadows underneath them to ground them into the environment, as well as some more highlight and shadowing work/more contrast to make them stand out a bit more: Before: http://i.imgur.com/EWfx9dW.jpg After: http://i.imgur.com/uU5fMm0.png As someone who's spent a lot of hours dealing with tilesets for environments, I can give you a few tippers to make it so they don't have the hard edges around them, for completely smooth transitions. The tile you used for the ground texture is this 155x155px square I'm assuming: http://i.imgur.com/0YKNwX5.png When repeated in a grid of 5x5, you get these harsh transitions that clearly show the boundary of each tile: http://i.imgur.com/7dp9TRc.png The quick and dirty way of solving this is by taking your original tile, repeating it in a grid of 2x2, and then taking a selection of the same 155x155px, and putting the selection in the middle of the grid, as seen here: http://i.imgur.com/TebUwGd.png Now you can smooth out those harsh boundaries with brushwork etc. The textures you're using here look like you've used photoshop's liquify and smudge filters, so I'll do the same, and here is what I get: http://i.imgur.com/l5EIHhh.png Now if we take that new tile, and grid it out to 5x5, we g et something smooth like this without harsh boundaries: http://i.imgur.com/f6wost5.png That is only the first step to making good tilesets though. Even though we got the harsh edges taken care of, there are still very clear features within the texture that are easily seen as a grid, in the picture below I've circled the prominent feature I see: http://i.imgur.com/yG9iYrq.png To alleviate this, you need to play around with the pattern on your original 155x155px tile so that the prominent features are not gridded, rather diagonal to each other. As humans, we are programmed to see grids easier than we do things that are triangular: http://i.imgur.com/EGSMGgl.png There are more resources about this online, and the video game that does the best job at this triangulation of textures is Secret of Mana 2, which is perhaps the pinnacle of pixel and tileses. It's definitely the game you'll want to study if you want to have really good tilesets.
  14. I'll get u ur pics sometime this week so you can verify.
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