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PAC-MAN and Vectorman updated (07/09/2020) (Read 157253 times)

Started by RoySquadRocks, October 10, 2016, 09:16:21 pm
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PAC-MAN and Vectorman updated (07/09/2020)
#1  October 10, 2016, 09:16:21 pm
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Last Edit: July 10, 2020, 05:04:19 am by RoySquadRocks
Re: Madotsuki and Krumm UPDATED! (10/10/2016)
#2  October 11, 2016, 01:16:51 am
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Madotsuki and Krumm have been updated again.

Madotsuki:
Quote
V3.13 - 10/10/2016
--------------
-Reduced damage for the Flute and Umbrella & Demon hyper
-Removed Second Round Only for the Poniko & Uboa fatal move from the moveset readme

Krumm:
Quote
V2.51 - 10/10/2016
--------------
-Fixed a Take My Pits hyper where they can do damage to the opponent without hitting him/her if the opponent is knocked down
Re: Madotsuki and Krumm UPDATED! (10/10/2016)
#3  October 12, 2016, 01:09:29 am
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YES! :D
Re: Madotsuki and Krumm UPDATED! (10/10/2016)
#4  October 12, 2016, 02:34:30 am
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Thanks for the video, bud! I love it! :D
Re: Madotsuki and Krumm UPDATED! (10/10/2016)
#5  October 12, 2016, 02:38:10 am
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Re: Madotsuki re-updated (10/11/2016), Krumm (10/10/2016)
#6  October 12, 2016, 03:37:20 am
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Madotsuki has been updated again. Thanks, Weiss_Circal for the feedback.
Quote
V3.18 - 10/11/2016
--------------
-Increased a startup time for the Yuki-onna special
-Reduced the amount of snowflakes for the Yuki-onna special
-The snowflake's velocity is now slower
-Increased a startup time for the Stoplight special
-Rescaled the red and blue CLSNS a bit smaller for the Stoplight special
Re: Madotsuki re-updated (10/11/2016), Krumm (10/10/2016)
#7  October 12, 2016, 03:50:56 am
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A small bug fix for Madotsuki's update once again. Thank you, RMaster007 for the feedback.
Quote
V3.19 - 10/11/2016
--------------
-Fixed velset for the Backwards Dodge Roll
Re: Madotsuki re-updated (10/11/2016), Krumm (10/10/2016)
#8  October 12, 2016, 03:26:58 pm
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Thank you very much for the updates.

Really like that you added the update log.

Short feedback on Madotsuki. Tested in MUGEN 1.0.

 - she falls "under" the ground on every knockdown
Spoiler, click to toggle visibilty
Re: Madotsuki re-updated (10/12/2016), Krumm (10/10/2016)
#9  October 12, 2016, 07:46:55 pm
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Madotsuki has been updated once again! Thank you, Weiss_Circal, jenngra505, and Staubhold for the feedback!
Quote
V3.24 - 10/12/2016
--------------
-Reversed back to the decreased startup time and the clsn rescale for the Stoplight special
-The Stoplight special is now an EX-move special. The power will cost 500
-The lightening helper will now surround the player for the Umbrella & Demon Hyper
-Reduced guard damage to 0 for the Umbrella & Demon Hyper
-Fixed a 5160 anim where she falls "under" the ground on every knockdown
Re: Madotsuki re-updated (10/12/2016), Krumm (10/10/2016)
#10  October 13, 2016, 01:43:34 am
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Madotsuki has been updated once again! Thank you once again for the feedback, Weiss_Circal and jenngra505!
Quote
V3.27 - 10/12/2016
--------------
-Removed HA,NP,SP,HP from HitOvveride for the Cat special so that it can now be weak to projectiles and hypers
-Changed the hit attribute from N to H from the Hitdef for the Umbrella & Demon hyper
-The lightning helper will now come right next to the player for the Umbrella & Demon hyper
Re: Madotsuki re-updated (10/12/2016), Krumm (10/10/2016)
#11  October 14, 2016, 09:55:05 pm
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Some short feedback on Krumm.

 - manhole cover intro needs a fitting sound effect
 - IMO jumping sound after a air special should be removed
 - Monster Roar hyper red CLSN are a bit exaggerated
 - will you add abilities like Dodge Roll, Recovery Roll & Super Jump like your newer chars have?
 - can we expect Ickis & Oblina some day?
Re: Madotsuki re-updated (10/12/2016), Krumm (10/10/2016)
#12  October 14, 2016, 11:32:57 pm
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Some short feedback on Krumm.

 - manhole cover intro needs a fitting sound effect
 - IMO jumping sound after a air special should be removed
 - Monster Roar hyper red CLSN are a bit exaggerated
 - will you add abilities like Dodge Roll, Recovery Roll & Super Jump like your newer chars have?
 - can we expect Ickis & Oblina some day?

-I'll try to find a manhole cover sound effect for this.
-I'll remove that alongside Madotsuki.
-Fixed and added a blue CLSN.
-Not this time. Sorry. :(
-They will be planned in the future some day.
Last Edit: October 14, 2016, 11:49:08 pm by RoySquadRocks
Re: Madotsuki and Krumm re-updated (10/15/2016)
#13  October 16, 2016, 03:30:50 am
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Madotsuki and Krumm have been updated once again. With few balance and bug fixtures.

Madotsuki:
Quote
V3.29 - 10/15/2016
--------------
-Jumping sound removed after the air special
-Ghost special is now blockable

Krumm:
Quote
V2.54 - 10/15/2016
--------------
-Added a manhole cover sound effect for the intro
-Jumping sound removed after the air special
-Fixed a CLSN size and added a blue CLSN for the Monster Roar Hyper
Last Edit: October 16, 2016, 03:36:17 am by RoySquadRocks
Re: The Noid, PAC-MAN, Opa-Opa, and Dynamite Headdy Updated! (10/30/2016)
#14  October 30, 2016, 10:10:07 pm
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The Noid, PAC-MAN, Opa-Opa, and Dynamite Headdy have been UPDATED!

The Noid:
Quote
V1.16 - 10/30/2016
--------------
-Added the update log
-Updated the moveset readme
-Some slight changes of the def files for the select.def. It will now be TheNoid, TheNoid/TheNoid_Moderate.def, and TheNoid/TheNoid_Easy.def
-A.I Options now moved to the moveset readme
-Removed the Squashed sprites and animation
-Added the special intro against Kid Dracula

PAC-MAN:
Quote
V2.78 - 10/30/2016
--------------
-Some slight changes of the def files for the select.def. It will now be Pac-Man, Pac-Man/Pac-Man_Moderate.def, and Pac-Man/Pac-Man_Easy.def
-Updated the normal attacks again from the CNS state and the CMD file
-Removed the shadow from the circle explod for the first intro
-Updated the Galaxian Posse projectiles
-Removed the Squashed sprites and animation
-Added the Pac-Man compatibility sprites and animation for Jailbot's Arcade Hyper


Opa-Opa:
Quote
V1.63 - 10/30/2016
--------------
-Added the update log
-Updated the moveset readme
-Some slight changes of the def files for the select.def. It will now be Opa-Opa, Opa-Opa/Opa-Opa_Moderate.def, and Opa-Opa/Opa-Opa_Easy.def
-A.I Options now moved to the moveset readme
-Removed the Squashed sprites and animation
-Added the Pac-Man compatibility sprites and animation for Jailbot's Arcade Hyper


Dynamite Headdy:
Quote
V1.63 - 10/30/2016
--------------
-Added the update log
-Updated the moveset readme
-Some slight changes of the def files for the select.def. It will now be Opa-Opa, Opa-Opa/Opa-Opa_Moderate.def, and Opa-Opa/Opa-Opa_Easy.def
-A.I Options now moved to the moveset readme
-Removed the Squashed sprites and animation
-Added the Pac-Man compatibility sprites and animation for Jailbot's Arcade Hyper

Last Edit: November 05, 2016, 03:46:14 am by RoySquadRocks
Re: The Noid, PAC-MAN, Opa-Opa, and Dynamite Headdy Updated! (10/30/2016)
#15  October 30, 2016, 11:33:02 pm
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Thanks for the updates. Nice touch with the Galaxian Posse projectiles.

Dunno why, but I would like to see a Noid head running around in the Pac-Man maze.  :yaoming:
Re: The Noid, PAC-MAN, Opa-Opa, and Dynamite Headdy Updated! (10/30/2016)
#16  October 31, 2016, 01:11:36 am
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Nice man, glad to see the custom pacbot compatible anims  :purerox:

Re: The Noid, PAC-MAN, Opa-Opa, and Dynamite Headdy Updated! (10/30/2016)
#17  October 31, 2016, 01:50:10 am
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Re: PAC-MAN, Cool Spot, and Wild Woody Updated! (11/12/2016)
#18  November 12, 2016, 10:56:13 pm
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PAC-MAN, Cool Spot, and Wild Woody updated! There's been some version number mistakes for Wild Woody, so I decided to decrease it.

PAC-MAN:
Quote
V2.79 - 11/12/2016
--------------
-Fixed infinite for standing strong punch

Cool Spot:
Quote
V2.26 - 11/12/2016
--------------
-Some slight changes of the def files for the select.def. It will now be CoolSpot, CoolSpot/CoolSpot_Moderate.def, and CoolSpot/CoolSpot_Easy.def
-A.I Options now moved to the moveset readme
-Updated moveset readme
-Head.pos and Mid.pos fixed
-fall.defence_up reduced to 0
-Updated the normal attacks from the CNS state and the CMD file
-Updated the Jump Land anim
-Added the Jump Land sound
-Fixed the infinites for air A, B, C, and Y attacks
-Increased startup time for all normal attacks
-Increased startup time for all specials
-Spot roll is now 20% slower
-Health Recovery command, "D, DF, F, z" now changed to "a+x" from the CMD file
-Updated the Hyper BG
-Updated the Spot Coins hyper
-Added the Blue CLSNs for the Get up from LieDown anim

Wild Woody:
Quote
V2.37 - 11/12/2016
--------------
-Head.pos and Mid.pos fixed
-fall.defence_up reduced to 0
-Updated moveset readme
-Some slight changes of the def files for the select.def. It will now be WildWoody, WildWoody/WildWoody_Moderate.def, and WildWoody/WildWoody_Easy.def
-Updated the normal attacks from the CNS state and the CMD file
-Updated the Jump Land anim
-Added the Jump Land sound
-Throw 1 command, "y+z" now changed to "a+b" from the CMD file
-Throw 2 command, "b+c" now changed to "x+y" from the CMD file
-Increased startup and end time for the Sorceror's Ap-PEN-tice special
-Increased startup time for the Get The Point?! special
-Removed shadow from the ground after jumping for the Get The Point?! special
-Increased startup time for the Paper Plane Crash special
-The Fist Of The Damned special can now be done in air
-All sketch specials and hypers are now hittable. Wild Woody can now be hit while drawing a helper
-Random Sketches Hyper is now a level 2 hyper
-Updated The Wild Woody Express hyper
-Updated the Gotta Jet Hyper
-Replaced affectteam = b to e for the Bumblefoot hyper. It can now affect only the enemy team
-Sketchin' Number Muncher is now hittable
-Number Muncher helper can now be defeated
-Increased startup time for a Number Muncher helper when he's close to the opponent
-Added the Blue CLSNs for the Get up from LieDown anim
Last Edit: November 13, 2016, 02:24:23 am by RoySquadRocks
Re: PAC-MAN, Cool Spot, and Wild Woody Updated! (11/12/2016)
#19  November 13, 2016, 03:26:40 am
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Thanks for the update.

Quick feedback...

Cool Spot
 - typos in the readme... Surf's Up is D, DF, F, y & Spot Smash is D, DF, F, z... D, DF, F, x is Spot Roll again
 - Throw is done by either holding F + y OR z, not y+z

Wild Woody
 - like in Cool Spot, throws can be done with only one button (either a or b for Throw 1 and x or y for Throw 2)
 - Update log says "Health Recovery command, "D, DF, F, z" now changed to "a+x" from the CMD file", there is no Health Recovery for Wild Woody
Re: PAC-MAN, Cool Spot, and Wild Woody, and Headdy Updated! (11/12/2016)
#20  November 13, 2016, 04:19:47 am
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Updated Cool Spot, Wild Woody, and Dynamite Headdy again. Thanks, Staubhold for a quick feedback!

Cool Spot:
Quote
V2.29
--------------
-Added the BGPalFX helper for Spot Coins and Wicked Cool Shots hyper. It can now be canceled when a player got hit
-Fixed typos in the readme for the Spot Roll, Surf's Up and Spot Smash specials
-Fixed command in the readme for the Throw state

Wild Woody:
Quote
V2.39
--------------
-Fixed command in the readme for the Throw state
-Removed Cool Spot's "Health Recovery command, "D, DF, F, z" now changed to "a+x" from the CMD file" from Wild Woody's Update Log

Dynamite Headdy:
Quote
V1.63 - 11/12/2016
--------------
-Added the BGPalFX helper for all hypers. It can now be canceled when a player got hit
-Added the Combo Condition state to the cmd file for Headdy and Headdy/Headdy_Moderate.def files