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Shovel Knight updated (09/15/18), PAC-MAN re-updated (09/01/18) (Read 40111 times)

Started by RoySquadRocks, October 10, 2016, 09:16:21 pm
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Shovel Knight updated (09/15/18), PAC-MAN re-updated (09/01/18)
#1  October 10, 2016, 09:16:21 pm
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Last Edit: September 16, 2018, 03:38:58 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
Re: PAC-MAN, Cool Spot, Wild Woody, and Headdy Updated! (11/12/2016)
#21  November 15, 2016, 03:22:32 am
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Spot feedback:
Can be called just Spot or 7UP Spot. Cool Spot isn't his real name.
Cool Shot can be done infinitely if timed correctly.
Hey.
Re: PAC-MAN, Cool Spot, Wild Woody, and Headdy Updated! (11/12/2016)
#22  November 15, 2016, 05:38:27 am
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Spot feedback:
Can be called just Spot or 7UP Spot. Cool Spot isn't his real name.
Cool Shot can be done infinitely if timed correctly.
-But I really LOVE that name. I think it's fine the way it is. Why would I need to change it?
-I'll fix that tomorrow.
Last Edit: November 15, 2016, 02:24:57 pm by RoySquadRocks
Re: PAC-MAN, Cool Spot, Wild Woody, and Headdy Updated! (11/12/2016)
#23  November 15, 2016, 11:54:47 am
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Good point about the name.
Hey.
Re: Cool Spot updated! (11/15/2016) PAC-MAN, Wild Woody, and Headdy (11/12/2016)
#24  November 15, 2016, 02:19:56 pm
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Cool Spot updated! Thank you, RMaster007 for the feedback!
Quote
V2.32 - 11/15/2016
--------------
-Fixed infinite for Cool Shot special
-Updated AI (Stronger AI only)
-Updated the normal attacks
Re: Madotsuki, Kid Dracula, PAC-MAN, and Cool Spot updated! (11/16/2016)
#25  November 16, 2016, 11:49:33 pm
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Madotsuki, Kid Dracula, PAC-MAN, and Cool Spot updated!

Madotsuki:
Quote
V3.35 - 11/16/2016
--------------
-Updated the normal attacks for the cmd files
-Added the Combo Condition state to the cmd file for Madotsuki and Madotsuki/Madotsuki_Moderate.def files
-Updated the Standing Medium Punch
-Fixed infinite for Standing Medium Kick
-Madotsuki can now be thrown out while doing a Dodge Roll
-Recovery Roll's velocity is now 40% faster

Kid Dracula:
Quote
V1.10 - 11/16/2016
--------------
-Added the Combo Condition state to the cmd file for KidDracula and KidDracula/KidDracula_Moderate.def files
-Added the Shoop da Whoop and Thomas The Dank Engine channel for the TV matchover
-Added a boss defeated theme when Kid Dracula kicks off any vampire for the Vampire intro
-Kid Dracula can now be thrown out while doing a Dodge Roll
-Fixed a bug from a Vampire Soccer hyper where Kid Dracula's friends disappear for a short time while walking away after cheering

PAC-MAN:
Quote
V2.82 - 11/16/2016
--------------
-Added the Combo Condition state to the cmd file for Pac-Man and Pac-Man/Pac-Man_Moderate.def files
-PAC-MAN can now be thrown out while doing a Dodge Roll
-Recovery Roll's velocity is now 40% faster

Cool Spot:
Quote
V2.34 - 11/16/2016
--------------
-7up Health Recovery helper will now be destroyed when a player gets knocked out
Re: Kid Dracula updated (11/17/2016) Madotsuki, PAC-MAN, Cool Spot (11/16/2016)
#26  November 17, 2016, 01:51:07 pm
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Kid Dracula updated again.
EDIT: Link is now fixed. :)
Quote
V1.12 - 11/17/2016
--------------
-Random Helpers can now be summoned again instantly right after Kid Dracula's friends are gone from the Vampire Soccer Hyper
-Updated the Vampire Soccer hyper with updates of Kid Dracula's Friends helper states
Last Edit: November 17, 2016, 02:03:46 pm by RoySquadRocks
Re: Madotsuki, Kid Dracula, PAC-MAN, and Cool Spot updated! (11/16/2016)
#27  November 17, 2016, 02:00:09 pm
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The download link for Kid Dracula seems to be dead on your site

Re: Kid Dracula updated (11/17/2016) Madotsuki, PAC-MAN, Cool Spot (11/16/2016)
#28  November 17, 2016, 02:03:19 pm
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The link is now fixed, bud. :)
Re: Kid Dracula updated (11/17/2016) Madotsuki, PAC-MAN, Cool Spot (11/16/2016)
#29  November 18, 2016, 08:04:08 am
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Cool updates. Did you ever get around to fixing the glitch that when the beam gets hit, the character firing the beam also gets hit?
Re: Kid Dracula updated (11/17/2016) Madotsuki, PAC-MAN, Cool Spot (11/16/2016)
#30  November 18, 2016, 03:49:16 pm
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Cool updates. Did you ever get around to fixing the glitch that when the beam gets hit, the character firing the beam also gets hit?
Are you talking about Porygon-Z, Opa-Opa, or someone else?
Re: Madotsuki updated (11/22/2016)
#31  November 23, 2016, 05:06:01 am
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Madotsuki updated. Just a small bug fix for her.
Quote
V3.36 - 11/22/2016
--------------
-Fixed looping bug for the Tripping animation
Re: Kid Dracula updated (12/03/2016)
#32  December 04, 2016, 01:01:32 am
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Kid Dracula updated.
Quote
V1.14 - 12/03/2016
--------------
-Increased animation time a little bit for all normal medium and strong attacks
-Fixed infinite for the Standing Medium Punch
Re: Kid Dracula updated (12/03/2016)
#33  December 08, 2016, 02:35:16 am
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Cool updates. Did you ever get around to fixing the glitch that when the beam gets hit, the character firing the beam also gets hit?
Are you talking about Porygon-Z, Opa-Opa, or someone else?

Sorry it took me a while to get back to this. It happens with pretty much anybody you've made with a beam hyper, be it Opa-Opa, Wild Woody, or basically anybody else. It really limits them during projectile wars ;-;
Re: Kid Dracula updated (12/03/2016)
#34  December 08, 2016, 02:57:15 am
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So should I remove the blue CLSN from the beam?
Re: Kid Dracula updated (12/03/2016)
#35  December 08, 2016, 05:01:32 am
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Re: Kid Dracula updated (12/03/2016)
#36  December 08, 2016, 11:49:44 am
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Or add a separate Blue CLSN for the beam and the coding should be is that so when it gets hit, the move/hyper ends.
Hey.
Re: Kid Dracula updated (12/03/2016)
#37  December 08, 2016, 07:57:37 pm
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Feedback accepted, but for now, I gotta need to focus on Shovel Knight.
Re: PAC-MAN, Retro Suika, and Shovel Knight updated (08/16/2017)
#38  August 16, 2017, 01:59:40 pm
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Bump. PAC-MAN, Retro Suika, and Shovel Knight updated!

PAC-MAN:
Quote
8/16/2017
--------------
-Updated readme as well as added the Parry, Crouching Parry, and Air Parry ability
-Reduced liedown.time to 25
-Updated AI to make him more aggresive for Pac-Man.def
-Added parries to the cmd file for Pac-Man_Easy.def
-Updated the commands for the Dodge Roll ability. It can now be activated by pressing F, a+b to dodge forward or B, a+b to dodge backwards
-Updated the Parry, Crouching Parry, and Air Parry ability
-Added four new Namco Roulette taunt icons: Marvel Land, Tank Force, Wagyan Land, and Klonoa
-Normal attack tweaks for better comboing as well as adjusted the poweradds and hittimes
-Adjusted the damage and poweradd from some of the specials
-Updated the Blinky, Inky, Pinky & Clyde special as well as added voices for these specials
-Updated the Bonus Fruit special as well as adjusted the damages and velocities for some of the projectiles.
 Orange's damage increased by 10%, Melon's damage increased by 10%, Galaxian's damage reduced by 13%, and Bell's damage increased by 25%
-Updated the air.velocity and yaccel for the Pac-Jump special
-Updated the ground.velocity and air.velocity for the Pac-Dot Trail 2 and Pac-Dot Trail 3 special
-Added voice for Single Galaxian Posse special
-Updated the Super Pac-Man hyper and added WinKO to the Ghost Eyes helper. It will now flying up and away after the opponent got chomped
-Updated the Mappy hyper. It will no longer be a full screen hyper

Retro Suika:
Quote
8/16/2017
--------------
-Added 12 new pals: Vaporwave, Monty, Plok, Miku, Haruhi, Chiaki Nanami, Tohru Kobayashi, Kanna Kamui, Chino Kafuu, Auun Komano, Ulala, and Kizuna AI
-Fixed debug flood "Warning: Expression Truncated to Integer" for the Palette Selector
-Updated readme as well as added the Parry, Crouching Parry, and Air Parry ability
-Reduced liedown.time to 25
-Some slight changes of the def files for the select.def. It will now be RetroSuika, RetroSuika/RetroSuika_Moderate.def, and RetroSuika/RetroSuika_Easy.def
-RetroSuika_Moderate.def and RetroSuika_Easy.def's mugenversions are now 1.0
-Updated AI to make her more aggresive for RetroSuika.def
-Added the Combo Condition state to the cmd file for RetroSuika and RetroSuika_Moderate.def files
-A.I Options now moved to the moveset readme
-Fixed the power up sound from Statedef -3 to prevent such loud noise after the round starts when in Turns or Survival mode
-Resized the combo announcer explod and moved to the edge screen and updated the animation as well
-Added special victory quotes against herself, and updated her regular victory quotes as well
-Added a special intro against... Suika?!
-Updated the commands for the Dodge Twirl ability. It can now be activated by pressing F, a+b to dodge forward or B, a+b to dodge backwards
-Retro Suika can now be thrown out while doing a Dodge Twirl
-Updated the Parry, Crouching Parry, and Air Parry ability
-Updated her standing strong kick. It will no longer be a soft knockdown
-Normal attack tweaks for better comboing as well as adjusted the poweradds and hittimes
-Resized the Projectile selector explod for the Pew Pew, Lost and Found Junk(o), Boom Goes The..., and Hadouken special and moved them right above her head
-Updated the commands for the Space Invader helper. It can now be activated by pressing F, B, and the attack button to aid her during the battle
-Added facep2 = 1 to her Space Invader helper. It can now face the nearest opponent when it starts shooting behind him/her
-Removed the Squashed sprites and animation

Shovel Knight:
Quote
8/16/2017
--------------
-Updated readme as well as added the Parry, Crouching Parry, and Air Parry ability
-Updated AI to make him more aggresive for ShovelKnight.def
-Updated the WinKO helper by replacing roundno = 2 to matchover of the AssertSpecial SCTRL to prevent the music playing on the final round
-Added the Parry, Crouching Parry, and Air Parry ability
-Removed knockdown from Flare Wand's projectile as well as reduced the slidetime by 5% and hittime by 4%
-Fixed bug from the Rockin' Relic special where the Alchemy Coin gets thrown by using a medium punch
-Updated the Rockin' Relic special and added the Phase Locket relic, but it will cost 500 power
-A small command change for the Rockin' Relic special. Throwing Anchor can now be activated by pressing X instead of C
-Fixed bug where he uses his idle animation instead of his death animation after he got frozen when knocked out
-Updated Statedef 5050 from his common1.cns where he falls almost under the ground when knocked out
Re: PAC-MAN, Retro Suika, and Shovel Knight updated (08/16/2017)
#39  August 16, 2017, 02:46:40 pm
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Thanks for the updates and happy birthday!!
Re: PAC-MAN, Retro Suika, and Shovel Knight updated (08/16/2017)
#40  August 16, 2017, 05:32:11 pm
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Happy birthday RoySquadRocks!!  ;)
Ohhh, 3 of my favorite creations got some updates? How nice.

Some quick feedback...

 - Retro Suikas Momijistein 3D counter hyper is not working...
 - Shovel Knights Drop Spark misses p2 when up close
Spoiler, click to toggle visibilty

Suggestion...
Since Shovel Knight is a guest/EX char in Blaster Master Zero I would love to see the tank vehicle as another hyper or (if there are enough) ,aybe as part of another intro.
Spoiler, click to toggle visibilty
Re: PAC-MAN, Retro Suika, and Shovel Knight re-updated (08/16/2017)
#41  August 16, 2017, 10:17:37 pm
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Since Shovel Knight is a guest/EX char in Blaster Master Zero I would love to see the tank vehicle as another hyper or (if there are enough) ,aybe as part of another intro.
I'll add that for Shovel Knight in the future. :) In a meantime, all three characters have been re-updated! Thanks for the feedback, Staubhold!

PAC-MAN:
Quote
8/16/2017 (1)
--------------
-PAC-MAN can now be thrown out while doing a Dodge Roll

Retro Suika:
Quote
8/16/2017 (1)
--------------
-Retro Suika can now be thrown out while doing a Dodge Twirl
-Fixed the counter problem for the Momijistein 3D hyper

Shovel Knight:
Quote
8/16/2017 (1)
--------------
-Shovel Knight can now be thrown out while doing a Dodge ability
-Repositioned an X pos to 20 for the Drop Spark helper where it misses p2 when up close
Last Edit: August 16, 2017, 10:29:38 pm by RoySquadRocks
Re: Retro Suika re-updated (08/17/2017), PAC-MAN and Shovel Knight (08/16/2017)
#42  August 18, 2017, 05:15:55 am
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Retro Suika re-updated.
Quote
8/17/2017
--------------
-Fixed the Bomb Selector explod for the Boom Goes The... air special
Re: Retro Suika re-updated (08/17/2017), PAC-MAN and Shovel Knight (08/16/2017)
#43  August 18, 2017, 11:49:44 am
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Excellent job as usual.

I have an idea for the Toe Jam chars, what about making them the possibility of using the gifts special powers like in the original game?

Also can`t wait for Keen! :D
Re: Retro Suika re-updated (08/17/2017), PAC-MAN and Shovel Knight (08/16/2017)
#44  August 18, 2017, 12:07:44 pm
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I think for Shovel Knight, you should change the commands for Fishing Rod and Jump Slash from c+z to y+z.
Hey.
Re: Retro Suika re-updated (08/17/2017), PAC-MAN and Shovel Knight (08/16/2017)
#45  August 18, 2017, 07:42:09 pm
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I think this is fine for me.
Re: Madotsuki, Retro Suika, and Shovel Knight updated (12/24/2017)
#46  December 24, 2017, 05:41:43 pm
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Madotsuki, Retro Suika, and Shovel Knight updated.

Madotsuki:
Quote
-Updated readme
-Reduced liedown.time to 25
-Updated AI to make her more aggresive for Madotsuki.def
-Updated the running sprites and animation
-Added new intro, and updated the previous ones
-Dodge Roll renamed to Dodge Twirl
-Updated the commands for the Dodge Twirl ability. It can now be activated by pressing F, a+b to dodge forward or B, a+b to dodge backwards
-Madotsuki can now be thrown out while doing a Dodge Twirl ability
-Replaced a Witch special into a Bicycle special (Ground Only). The air version of the Witch special will still remain
-Normal attack tweaks for better comboing as well as adjusted the poweradds and hittimes
-Added the power up sounds from Statedef -3
-Assists can now only be used one at a time
-Fixed debug flood "Warning: Player Madotsuki (56) in State 7001: Changed To Invalid Action 7000"

Retro Suika:
Quote
-Updated AI
-Replaced the previous Garfield palette to a new one
-Updated one of her special victory quotes against herself
-Removed three ZX spectrum music for the ZX Spectrum palette. One will still remain
-Updated a SuWACKo special. It will no longer be a soft knockdown

Shovel Knight:
Quote
-Updated the sprites and animations for the Toad Gear palette, as well as the Battletoads helpers
-Added a new win pose
-Added more victory quotes, including special ones against various characters
-Increased Toad Gear Strong Punch's X Velocity by 13%
-Increased Toad Gear Strong Kick's X Velocity by 15%
-Adjusted the VelSet of the Kratos helper for the Special Guest Bonanza Hyper to make him properly connect his attacks with all hits when the opponent is far
-Fixed debug flood "Warning: Player Shovel Knight (56) in State 1100: Has No Helper 1505"
-Fixed debug flood "Warning: Player Shovel Knight (56/57) in State 0: Has No Helper 1505"
-Fixed debug "Warning: Player Shovel Knight (56) in State 6900: Changed To Invalid State 6900"
Last Edit: December 24, 2017, 10:12:36 pm by RoySquadRocks
Re: Madotsuki, Retro Suika, and Shovel Knight updated (12/24/2017)
#47  December 24, 2017, 09:13:47 pm
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Uhh... Thanks for the updates. Will test & give feedback.
Re: Madotsuki re-updated. Retro Suika, and Shovel Knight updated (12/24/2017)
#48  December 24, 2017, 10:13:12 pm
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Madotsuki re-updated.
Quote
12/24/2017
--------------
-Updated readme again. This time, added the Witch special (Air only)
-The Stoplight special will no longer be an EX move. Instead, it will have an invisible helper that prevents from spamming the same move again
-Increased Stoplight's stun time by 50%
-Reduced Spotlight's damage by 20%
Re: Madotsuki re-updated. Retro Suika, and Shovel Knight updated (12/24/2017)
#49  December 25, 2017, 06:25:17 am
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Re: Madotsuki re-updated. Retro Suika, and Shovel Knight updated (12/24/2017)
#50  December 25, 2017, 07:19:11 am
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NICE!!! :D
Re: Madotsuki re-updated. Retro Suika, and Shovel Knight updated (12/24/2017)
#51  December 25, 2017, 09:29:16 pm
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Some quick feedback...

Retro Suika
 - typo in the readme... throws are done with either F+y or F+z when up close, not F+y+z
 - Space Invader Call 2... If Space Invader goes "under the ground" his shadow goes upward into the sky
Spoiler, click to toggle visibilty

 - Sakuya Wannabe... if p2 get´s ko while in the time stop, it should instantly give the ko, not at the end of the time stop... and it should give the "super finish" text

Madotsuki
 - same as Retro Suika throw typo in the readme... done with F+y or F+z, not F+y+b
 - dunno if deliberately... no landing sound after Witch special

Shovel Knight
 - is it by design that the new Battletoads win animation plays even when p2 is not ko´ed with the Battletoads Special Guest Bonanza hyper? Had Armor of Chaos and a simple/normal ko with Battletoads win animation appearance.
Re: Madotsuki, Retro Suika, and Shovel Knight updated (12/25/2017)
#52  December 25, 2017, 11:56:04 pm
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Madotsuki, Retro Suika, and Shovel Knight updated again.

Madotsuki:
Quote
12/25/2017
--------------
-Updated readme with fixed typo for the Medamaude Throw
-Fixed the Air Strong Punch to properly connect her attacks to a hyper move
-Added landing sound after the Witch special
-Poniko & Uboa can now be done with D, DB, B, D, DB, B, c

Retro Suika:
Quote
12/25/2017
--------------
-Updated readme with fixed typo for the Throw
-Fixed the Air Strong Punch to properly connect her attacks to a hyper move
-Removed shadow for the Space Invader Call 2
-The time stop from the Sakuya Wannabe hyper can now be resumed instantly with a KO
-Added Super Finish after the Sakuya Wannabe hyper

Shovel Knight:
Quote
12/25/2017
--------------
-Updated win state decider. The Armor of Chaos will not have a Battletoads win pose, but the normal palettes, including Toad Gear will still have that win pose
-The Battletoads win pose will also be activated after the Special Guest Bonanza: Battletoads' Super Finish
Re: Madotsuki updated (01/01/2018), Retro Suika, and Shovel Knight (12/25/2017)
#53  January 01, 2018, 05:25:43 pm
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Madotsuki updated, and it's the first update of 2018!
Quote
01/01/2018
--------------
-Updated readme
-Fixed infinite for the Bicycle special
-Updated a Nazu special. It will no longer be a soft knockdown
Re: Shovel Knight updated (01/07/2018), Madotsuki (01/01/2018)
#54  January 07, 2018, 10:29:37 pm
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Shovel Knight updated. Just some small fixes for him.
Quote
01/07/2018
--------------
-Fixed some errors from the Win State Decider, including the one where the Armor of Chaos palette still uses the Battletoads win pose
Edit: Link has been fixed.
Last Edit: January 07, 2018, 10:50:44 pm by RoySquadRocks
Re: Madotsuki, and Retro Suika updated (01/10/2018), Shovel Knight (01/07/2018)
#55  January 10, 2018, 08:23:11 pm
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Madotsuki, and Retro Suika updated.

Madotsuki:
Quote
01/10/2018
--------------
-Fixed infinite from comboing standing light attacks to medium attacks
-Updated some of her normal attack animations
-Updated the Standing Medium Punch

Retro Suika:
Quote
01/10/2018
--------------
-Added GarfieldfanMUGEN as a Palette Contributor in the readme
-Updated the Garfield palette (Pal #23)
Re: Shovel Knight updated (01/27/2018), Madotsuki, and Retro Suika (01/10/2018)
#56  January 28, 2018, 03:06:03 am
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Shovel Knight updated.
Quote
01/27/2018
--------------
-Fixed bug from the Dodge ability where he got hit during the Phase Locket invisibility
-Added the SCTRLs (Trans and PlayerPush), no guard AssertSpecial, and updated PalFX for the Phase Locket invisibility from the Rockin' Relic special
Re: Shovel Knight re-updated (02/02/2018)
#57  February 03, 2018, 03:24:22 am
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Shovel Knight updated once again. Just some small tweaks for him.
Quote
02/02/2018
--------------
-Fixed bugs from the PalFX SCTRLs where the Phase Locket invisibility's color turned back to normal after using one of his EX moves
Last Edit: February 03, 2018, 03:27:31 am by RoySquadRocks
Re: The Noid, Kid Dracula, and Commander Keen updated (02/07/2018)
#58  February 08, 2018, 05:49:09 am
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The Noid, Kid Dracula, and Commander Keen updated.

The Noid:
Quote
02/07/2018
--------------
-Updated sounds
-Updated all the normal attack animations
-Adjusted the poweradds for all normals and specials
-Fixed infinite from comboing Standing Light Punch into Crouching Medium Kick when timed perfectly

Kid Dracula:
Quote
02/07/2018
--------------
-KidDracula_Moderate and KidDracula_Easy defs are now 1.0
-Updated sounds
-Updated all the normal attack animations
-Adjusted the poweradds for all normals and specials
-Fixed infinite from comboing Standing Light Attacks into Standing Medium Attacks when timed perfectly
-Fixed infinite from comboing Standing Light Punch into Spin Kick when timed perfectly
-Updated the Spin Kick, Fireball, Bat, and Ice Ball specials
-Updated the Homing Projectile helper where the projectiles can't disappear when the opponent is on liedown
-Updated the Bat special. It will no longer be a soft knockdown
-Fixed debug flood "Warning: Fireball Base (66) in State 3504: Parent in Retargeted Trigger Has Been Destroyed"

Commander Keen:
Quote
02/07/2018
--------------
-Updated sounds
-Fixed bug from the AI Constant where he can't connect his attacks to some characters after running
-Updated all the normal attack animations
-Updated the Standing Strong Punches and Kicks, and Crouching Strong Kick
-Reduced all the hittimes for all normal attacks by 3%
-Adjusted some Y air.velocities for his normal attacks
-Fixed infinite from comboing Standing Light Punch into Standing Strong Punch when timed well
Last Edit: February 08, 2018, 01:51:36 pm by RoySquadRocks
Re: Commander Keen re-updated (02/10/2018) The Noid, Kid Dracula (02/07/2018)
#59  February 11, 2018, 01:01:39 am
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Commander Keen updated again.
Quote
02/10/2018
--------------
-Reupdated all the Normal Attack animations and states for performance fixtures
-Readjusted the hittimes for all normal attacks to 2%
-Increased damage to 35% for the Crazy Pogo Stick hyper
-Updated Yorp's animation and state for the Vorticon Mothership hyper
-Reduced damage by 20% for the Damage Dampener
Re: Commander Keen re-updated (02/10/2018) The Noid, Kid Dracula (02/07/2018)
#60  February 12, 2018, 10:44:35 am
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Good job. Looks like you are on it again. Thanks for the updates.
Re: Shantae, PAC-MAN, Retro Suika, and Shovel Knight updated (08/17/2018)
#61  August 18, 2018, 05:27:53 am
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Shantae, PAC-MAN, Shovel Knight, and Retro Suika updated!

Shantae:
Quote
08/17/2018
--------------
-Added a new def file. Shantae_Win.def for WinMUGEN users only
-New icon and portrait
-Added Update Log
-AI Options moved to a readme
-Updated readme, with reorganized commands for specials and hypers
-Some slight changes of the def files for the select.def. It will now be Shantae, Shantae/Shantae_Moderate.def, and Shantae/Shantae_Easy.def, and Shantae_Win.def
-Updated AI
-Reduced liedown.time to 25
-Added 2 new idle sprites and animations according to the HP she has
-Updated voice clips and sounds, and added new ones
-Updated the Lose state
-Added voice clips to all of the win poses
-Added more victory quotes, including special ones against various characters
-Replaced the second intro with a new one
-Updated Taunt, and added three new taunt states
-Added new abilities: Dodge Forward and backward
-Updated the Power Charge ability
-Updated all the normal attack states, animations, sprites for Standing Medium Kick, Crouching Medium Punch, and Crouching Strong Kick, and cmd SCTRLs for
 better comboing, and adjusted the poweradds and hittimes
-Added two new air-only specials: Cannon, and Scimitar Thrust. Cannon activated by pressing D, a, and Scimitar Thrust, D, x
-Replaced Spikeball with a new special: Storm Puff. It can now be activated by pressing D, DF, F, b
-Spitfire renamed to Spitfire Thrower. It can now be activated by pressing D, DF, F, c
-Replaced Vase Throw with Monkey Bullet. It can now be activated by pressing D, DF, F, x
-Replaced Vase Throw 2 with a new special, Flintlock Pistol.
-Replaced EX Vase Throw with Pike Ball. It will not be an EX move anymore
-Updated the Rottytops assist
-Added two new assists: Bolo, and Sky
-Tinkerbat can no longer be summoned and has been replaced by Sky
-Risky Boots can now be activated by pressing D, DB, B, c/z
-Reduced damage by 235% for the Risky Boots assist and it will no longer be a hyper move
-Added two new level 1 hypers: Pirate Flare, and Scimitar
-Inceased damage by 8% for the Mermaid hyper
-Reduced damage by 3% for the Hair Whippin' Combo hyper
-Updated the Elephant Transformation hyper, and reduced damage by 15% for the said hyper
-She's Got Moves is now a level 3 hyper. It can now be activated by pressing D, DB, B, D, DB, B, x+y+z/c

PAC-MAN:
Quote
08/17/2018
--------------
-Added a new def file. Pac-Man_Win.def for WinMUGEN users only
-New icon
-Moved an Update Log to a readme
-Updated readme
-Updated AI
-Updated sounds
-Added eight new Namco Roulette taunt icons: Ordyne, The Return of Ishtar, Genpei Toma Den, Marchen Maze, Tinkle Ball, Pitt, Burning Force, and Phelios
-Fixed infinite from comboing Standing Light Punch when timed perfectly
-Blinky, Inky, Pinky and Clyde can now be used as normal attacks now. Blinky can be activated by Standing Strong Punch, Inky can be activated by Crouching Stong Punch,
 and Pinky and Clyde can be activated by Crouching Stong Kick
-Updated sprites, animations, and states for Standing Strong Punch, Crouching Strong Punch, Crouching Medium Kick, and Crouching Strong Kick
-Increased damage by 35% on the third hit for the Pac-Dash special
-Bonus Fruit can now be activated by pressing D, DF, F, a/b/c
-Pac-Dot Trail renamed to Power Pellet. It can now be activated by pressing D, DF, F, x/y/z
-Updated the ground.velocity and air.velocity for the Power Pellet 2 and Power Pellet 3 special
-Updated the air verion of Power Pellet 2 and Power Pellet 3 specials. He will now go downwards
-Pac-Jump can now be activated by pressing D, DB, B, a/b/c
-Fire Hydrant can now be activated by pressing D, DB, B, x/y/z
-Fixed debug flood "Warning: Player Fire Hydrant (67) in State 1703 (Line 1427): No Parent for BindToParent"
-Single Galaxian Posse can now be activated by pressing F, B, a/b/c/x/y/z

Shovel Knight:
Quote
08/17/2018
--------------
-Added a new def file. ShovelKnight_Win.def for WinMUGEN users only
-Moved an update log to a readme
-Updated readme
-Updated sounds
-Updated the victory quotes, and added new ones based on Blade Strangers
-Updated the Azure Striker Gunvolt Hyper. Gunvolt will now summon the Luxcalibur attack

Retro Suika:
Quote
08/17/2018
--------------
-Added a new def file. RetroSuika_Win.def for WinMUGEN users only
-Moved an Update Log to a readme
-Updated readme
-Updated sounds
-Fixed bug for the Air Strong Punch where the opponent can't run or double jump after the knockdown
Last Edit: August 23, 2018, 02:57:02 am by RoySquadRocks
Re: Shantae, PAC-MAN, Retro Suika, and Shovel Knight updated (08/17/2018)
#62  August 18, 2018, 01:40:51 pm
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Thank you very much for the updates. Really nice stuff. Just did some quick testing.
Oh... and happy birthday.  :purerox:

On Shantae...

 - Typo in the readme for the "She's Got Moves" level 3 hyper.  Readme says D, DF, F, D, DF, F, x+y+z / D, DB, B, c, but it´s done with D, DB, B, D, DB, B, x+y+z or D, DF, F, D, DF, F, c.

 - readme is missing that you can hold the button on "Spitfire Thrower" special to get a flame thrower instead of a fire ball

 - same applies to the "Pike Ball" special to get a stronger version of the pike balls

 - IMO any version of "Pike Ball" should end if you do the "Scimitar" hyper.


Shovel Knight... I miss the cool theme in the Azure Striker Gunvolt Hyper.

Suggestion on Retro Suika. I think she needs a EX version of the "Boom Goes The..." & "Hadouken" special.
Last Edit: August 18, 2018, 02:15:57 pm by Staubhold
Re: Shantae re-updated (08/18/18), PAC-MAN, Retro Suika, Shovel Knight (08/17/18)
#63  August 18, 2018, 02:53:26 pm
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I'll think about adding an EX version of the  of the "Boom Goes The..." & "Hadouken" special for Suika in the future. :)

Shantae re-updated. Thanks for the feedback, pal.
Quote
08/18/2018
--------------
-Fixed typo in the readme for the "She's Got Moves" level 3 hyper
-Added more info for the Spitfire Thrower and Pike Ball special in the readme. The longer you hold, the greater damage
-Added a ChangeState for the Pike Ball helpers. It will now end if you do the Scimitar hyper
Re: Shantae re-updated (08/18/18), PAC-MAN, Retro Suika, Shovel Knight (08/17/18)
#64  August 18, 2018, 03:50:30 pm
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Pac-Man plays rather slowly. Can you update his normal attacks to be faster?
Hey.
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#65  August 18, 2018, 05:06:13 pm
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PAC-MAN re-updated. Thanks for the feedback, RMaster.
Quote
08/18/2018
--------------
-Updated his normal attacks for faster performance
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#66  August 18, 2018, 08:04:54 pm
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Good to see Shantae updated after a long while. However, the only major problem she has is that she can't lows while crouching for some odd reason. Other than that, great update!
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#67  August 18, 2018, 08:10:24 pm
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Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#68  August 18, 2018, 08:25:22 pm
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Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#69  August 18, 2018, 09:36:17 pm
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Shantae re-updated. Thanks again for the feedback, 21stFighter and Jenngra505.
Quote
08/18/2018 (1)
--------------
-Fixed a state from common1.cns where she can't block while crawling back during crouching mode
-Updated her normal attacks for faster performance
-Removed infinite for the Standing Punches
-Removed infinite for the Uncharged Fireball
-Reduced damage by 50% to airborne enemies for the Risky Boots helper
-Increased damage to 330% for the She's Got Moves hyper
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#70  August 18, 2018, 11:16:56 pm
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Your characters are great, but there's one problem. You see, when I'm playing as Shovel Knight this happened.

Error detected.

Controller not valid for mugenversion of character: victoryquote
Error parsing [State 180, Victory Quote]
Error in [Statedef 180]
Error in ShovelKnight.cns:139
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#71  August 18, 2018, 11:22:27 pm
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Could you please fix this?
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#72  August 19, 2018, 12:07:48 am
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I don´t get this error message on MUGEN 1.0.

What version of MUGEN are you using STANLEY69?
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#73  August 19, 2018, 01:19:05 am
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Mugen 1.1
Re: Shantae and PAC-MAN re-updated (08/18/18), Retro Suika, Shovel Knight (08/17/18)
#74  August 19, 2018, 02:14:20 am
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Ok... I get this error message on MUGEN 1.1 if I use the ShovelKnight_Moderate or ShovelKnight_Easy.def.
"Normal" ShovelKnight.def works perfect in MUGEN 1.1.
Re: Shantae, PAC-MAN and Shovel Knight re-updated (08/18/18), Retro Suika (08/17/18)
#75  August 19, 2018, 02:34:14 am
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Shantae, PAC-MAN, and Shovel Knight updated once again!

Shantae:
Quote
08/18/2018 (2)
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-Removed infinite from Standing Light Attacks while walking
-Removed infinite from Crouching Light Attacks while crawling
-Air attacks can now be gaurded by airborne opponents
-Added blue CLSNs for the Squashed Animation
-Reduced damage by 130% for the She's Got Moves helper
-Increased damage to 5% per hit for the Arabian Twirl special
-Increased damage to 20% for the Storm Puff special
-Increased damage to 20% for the Cannon Helper
-Increased damage to 35% for the Cannon Explosion Helper
-Increased damage to 50% for the Cannonball's Final Blow
-Increased damage to 25% for the Fireball helper
-Increased damage to 5% for the other Fireball helpers
-Increased damage to 3% per hit for the Flamethrower helper. It will now be a knockdown
-Added the Cool Down state for the Flamethrower special
-Increased damage to 25% for the Monkey Bullet special
-Increased damage to 20% for the Flintlock Pistol special
-Increased damage to 20% for the Scimitar Thrust special
-Increased damage to 5% per hit for the Pike Ball helper
-Increased damage to 3% per hit for the Super Pike Ball helper
-Removed Infinite from comboing X, A, Y, B, C, Fireball, X, A, Y, B, C, Storm Puff
-Updated the Mermaid Transformaion hyper and reduced damage by 6% per bubble projecile

PAC-MAN:
Quote
08/18/2018 (1)
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-Updated a first victory quote
-Removed infinite from Standing Light Attacks while walking
-Increased damage to 15% per hit and 20% for knockdown for the Pac-Dash special
-Increased damage to 40% for the first Rev Roll
-Increased damage to 20% for the second Rev Roll
-Increased various damages for the Bonus Fruit special
 -50% for Cherry
 -40% for Strawberry
 -30% for Orange
 -40% for Apple
 -30% for Melon
 -3% and 18% for knockdown for Galaxian
 -25% for Bell
 -20% for Key

Shovel Knight:

Quote
08/18/2018
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-ShovelKnight.cns now changed to ShovelKnight_Win.cns for ShovelKnight_Moderate.def, and ShovelKnight_Easy.def
Re: PAC-MAN re-updated (08/19/18) Shantae and Shovel Knight re-updated (08/18/18)
#76  August 20, 2018, 03:47:11 am
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PAC-MAN re-updated, with minor adjustments of the Single Galaxian Posse special.
Quote
08/19/2018
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-All of the Single Galaxian Posse ships will now face the nearest opponent when it starts to shoot behind him/her
-Adjusted various damages for the Single Galaxian Posse special
 -Increased to 40% for Galaxian
 -Increased to 20% for Galaga
 -Increased to 40% for Bosconian
 -Reduced by 5% per bullet for Xevious
 -Reduced by 75% for Gaplus
Re: PAC-MAN re-updated (08/19/18) Shantae and Shovel Knight re-updated (08/18/18)
#77  August 20, 2018, 04:53:41 am
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Just noticed that there was a misalignment of the yellow Bonus Fruit effect when turning against the opponent. Link has been updated to remove that problem.
Re: Shantae and PAC-MAN re-updated (08/22/18) Shovel Knight re-updated (08/18/18)
#78  August 23, 2018, 02:40:25 am
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Shantae, and PAC-MAN re-updated.

Shantae:
Quote
08/22/2018
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-Fixed animation bug for the Air Medium Kick
-Pike Ball will not be summoned when the Scimitar hyper is still present
-Fixed bug from the Bolo helper state where the Rottytops hit animation is shown after Bolo got hit

PAC-MAN:
Quote
08/22/2018
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-Fixed bug from the Galaxian Posse hyper where the ship explosion animation is shown instead of the projectile spark animation
Last Edit: August 23, 2018, 02:54:41 am by RoySquadRocks
Re: PAC-MAN re-updated (08/26/18), Shantae re-updated (08/22/18)
#79  August 27, 2018, 04:49:48 am
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Just a small bug fix for PAC-MAN... again. -_-
Quote
08/26/2018
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-Fixed bug from the Fire Hydrant special where the Fire Hydrant should hit directly to the player after it got hit
Re: PAC-MAN re-updated (09/01/18)
#80  September 02, 2018, 03:46:01 am
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Yet another bug fixes (and a small tweak) for PAC-MAN once again.
Quote
09/01/2018
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-Removed debug flood "Warning: Player Pac-Man (56) in State 7001: Changed to Invalid Action 7000"
-Removed debug error "Warning: Player Key (75) in State 1481: Changed to Invalid Action 1485"
-Reduced healing time by 100% for the Special Flag hyper
Re: Shovel Knight updated (09/15/18), PAC-MAN re-updated (09/01/18)
#81  September 16, 2018, 03:39:31 am
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Shovel Knight updated.
Quote
09/15/2018
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-Updated readme with updated credits, and added Rare's Killer Instinct
-Fixed typo from victory quote #13
-Fixed infinite from Standing Light Kick when timed perfectly while walking towards the opponent