I'm impressed. I see someone has been studying. The mansion looks stunning. Nice zoom and delta. And the factory is solid work. Particularly the pillar and the pipe. Nailed it.
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..
This is also with the "counterTag" and it is up to you whether to put bars. or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings!
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
It was mainly OHMSBY style characters and I just downloaded the latest update of your tag code but didn't test it out yet.
Gracias Basara, y si, la verdad esta difícil recuperar los chars que hice, porque necesito solo el link de esos chars, pero en el sitio web para ver la internet del pasado no tiene las páginas web donde están los links de los chars que hice.
Y si, como diseñador y desarrollador de videojuegos podría hacer los chars desde cero, el único pero es que esos char de MUGEN que hice les dediqué bastante tiempo, y estaban muy bien hechos en algo igual, pero si, podría hacerlos de nuevo.
You'd definitely notice a +50 defence increase. (decreasing incoming damage by 2/3)
fall.defence_up only gets applied when a character reaches state 5100 (landing onto the ground from a knockdown) or when a character is tripped. And each successive time it happens again, until the character recovers.
For damage dampening reference, you could look at this post
Extraordinary work on an extraordinary character both design and gameplay-vise. I can see why you were willing to put all that hard work into him. There seem to be a small issue with his colors as shades on his costume are darker on some frames and brighter on others. This is only noticable for light palettes.
Yes, those are unfinished frames. I'm redrawing those.
Update: Fixed palette colors on victory animations and 421S/421H. The final frames have been redrawn.
Re: (Request) Heavy Homer Voicepack For Warner's Homer Simpson
Update: I asked Fleskhjerta (guy who made it) and apparently he no longer has the .snd file anymore i did find another site with it but the .snd file was never archived
Currently gonna try to talk to stargazer1331 to see if he can send me a download link for the heavy snd
My first uploaded video playing with the second version of Omega Tiger Woods by Most Mysterious "OTW 2007 Comeback Edition" The char had a few tweaks like his jumping X attack, those little sparks of light, they are more combo frendly but the damage they produce has been reduced like other attacks like "Heads from hell" attack, look the thumbnail for further reference... It's overall a nerfed OTW with reference to its original version, it is therefore weaker and there is more of a struggle to win playing with this version.
There were times when I watched in disbelief as the CPU dodged my attacks like when Glacius dodged my bus and then Natasha did the same by jumping over it. Dang it! In the end I couldn't recognize what attack Beavis connected on me to finally defeat me.