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ELECTR0

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Messages by ELECTR0

    

Re: Punisher World Warzone (Alpha 1_N)

 March 29, 2023, 12:01:47 pm View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha 1_O) (Started by ELECTR0 May 29, 2016, 06:28:39 pm
 Board: Projects

Captain Commando is being added and is playable. Going to try and add most of his moves from MVC2, but I also want to give him a few unique moves to keep things fresh. Thanks to O Ilusionista, who let me use his Captain Commando sprite edits.



The Eternal Champions stage fatalities are sick! fantastic work as usual ELECTRO!

I'm glad your enjoying the game. ;D
    

Kingpin of Crime (Alpha_1)

 March 19, 2023, 07:09:34 pm View in topic context
 Posted by ELECTR0  in Kingpin of Crime (Alpha_1) (Started by ELECTR0 March 19, 2023, 07:09:34 pm
 Board: Your Releases, 1.0+

    

Punisher World Warzone (Alpha_N)

 March 17, 2023, 03:30:29 pm View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha_N) (Started by ELECTR0 March 17, 2023, 03:30:29 pm
 Board: Your Releases, 1.0+

Major features in this update are :

Team partners no longer use Power to summon. They still use 1000 Power for Hyper Team-Up attacks.
Added Kingpin to the game.
Sodom is now a playable character.
Jigsaw is now a playable character.
Added Castle Office stage.
Added Dino Forest stage.
Added Belgrave Square Labs stage.

All characters have been updated to resolve problems and some even have new moves. Sorry I didn't write down all of these tweaks. Enjoy!!

Link : https://electroslair.blogspot.com/

    

Re: MUGEN Video thread

 March 15, 2023, 05:52:18 pm View in topic context
 Posted by ELECTR0  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Punisher VS Kingpin

    

Re: Punisher World Warzone (Alpha 1_N)

 March 11, 2023, 05:10:55 pm View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha 1_O) (Started by ELECTR0 May 29, 2016, 06:28:39 pm
 Board: Projects

Added a dinosaur stage finisher & a vapor chamber stage finisher to the game. I've also gone back over the older stage finishers and tweaked them to play/trigger better. I've also added a few new stages to the game, so every character on the roster should now have a proper stage when playing through the Arcade mode. I've also made Jigsaw & Sodom playable characters. My plan is to release the update next Friday 3/17/2023.



    

Re: Punisher World Warzone (Alpha 1_N)

 February 28, 2023, 08:29:15 am View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha 1_O) (Started by ELECTR0 May 29, 2016, 06:28:39 pm
 Board: Projects

Last preview of Kingpin before release. I've added a stage finisher trap to Kingpin. It activates if you do a standing or crouching melee attack for the final hit of the match. This trap only works if your on one of Kingpin's 3 stages. Planning on releasing the game update in mid March. I've also decided to release a normal Mugen version of Kingpin like I did with Punisher and Haggar for those who don't want to play this game, but still would like to use Kingpin.

    

Re: Punisher World Warzone (Alpha 1_N)

 February 20, 2023, 05:32:55 am View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha 1_O) (Started by ELECTR0 May 29, 2016, 06:28:39 pm
 Board: Projects

Another preview of Kingpin. He now has 2 new hypers. The first one is a team hyper where Kingpin calls in a super villain to attack. For now the villain is Crossbones, but more will be added in the future. The second hyper is an air grab and then Kingpin slams the opponent onto the ground then stabs them with the sharp end of his cane. I've also added a new throw special where Kingpin charges the opponent and then tosses them against the wall. I forgot to mention in my last post that Kingpin will be playable.

    

Re: Punisher World Warzone (Alpha 1_M)

 February 15, 2023, 08:16:03 am View in topic context
 Posted by ELECTR0  in Punisher World Warzone (Alpha 1_O) (Started by ELECTR0 May 29, 2016, 06:28:39 pm
 Board: Projects

The game is getting another overhaul. I'm removing the power cost to use your team-up partner. Probably going to nerf Damage or the Get Power of the team partner to compensate. The Kingpin of Crime is also being added to the game and will be in the next update. Here is a very early preview of Kingpin. Things I want to add to him is a hyper that randomly hires super villains to jump on the battlefield and attack.

    

Classic VS (Ikemen Go version)

 November 03, 2022, 01:50:19 pm View in topic context
 Posted by ELECTR0  in Classic VS (Ikemen Go version) (Started by ELECTR0 November 03, 2022, 01:50:19 pm
 Board: IKEMEN Releases

Here is the Ikemen Go version of my game Classic VS. I'm using the Orochi Kyo tag system, but with some slight changes. The biggest change is that you can also call your team members buy pushing the same punch and kick buttons together instead of using the tag buttons. Example below :

Tag button 1 = Light Punch + Light Kick

Tag button 2 = Medium Punch + Medium Kick

Knock out = Strong Punch + Strong Kick

Note = You can still use the tag buttons if you want to. I just wanted to provide another option to call team members.

I removed some modes in the game because I have not made lifebars for those yet. Those modes will come in a later update. Ikemen features a command list, but I have not taken advantage of this feature yet and am still using my old method of hitting the Start Button to bring up a move list. The game runs at 1280,720 and I'm pretty sure this can not be changed without messing up the game. Also attempting to add characters to this game is a bad idea because they will probably not be compatible. Likewise taking characters out of this game and trying to place them anywhere else will also not work. Enjoy!!

Link : https://electroslair.blogspot.com/

    

Re: Classic VS : Dee Jay

 October 31, 2022, 03:44:52 pm View in topic context
 Posted by ELECTR0  in Classic VS : E. Honda (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

The Ikemen conversion is going really well and should be ready very soon. While I was working on this I redid the look of the lifebars for the game. I feel these are visually easier to read than the old ones. These lifebars will also be coming to the Mugen version.



Edit :

Final preview of the Ikemen Go version. The game will be released on 11/7/2022. In this preview I'm showing of the Orochi Kyo Tag system made by OrochiCr. It's very similar to the way Marvel Vs Capcom 2 tag system works and is exactly what the game needed.

    

Re: Classic VS : Dee Jay

 October 27, 2022, 05:56:21 am View in topic context
 Posted by ELECTR0  in Classic VS : E. Honda (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.
    

Re: Stages: Great China Wall & Oriental Harbour w/ alts

 October 24, 2022, 10:50:26 pm View in topic context
 Posted by ELECTR0  in Stages: Great China Wall & Oriental Harbour w/ alts (Started by Rabano October 24, 2022, 09:31:44 pm
 Board: Your Releases, 1.0+

Very cool stages.
    

Re: Classic VS (Alpha_4)

 October 19, 2022, 11:46:26 pm View in topic context
 Posted by ELECTR0  in Classic VS (Alpha_4) (Started by ELECTR0 October 19, 2022, 03:27:15 pm
 Board: Your Releases, 1.0+

Thank you for the update. Is the Ultimate Superman included here an updated one from your last release of him?

The DLC version of Superman has been updated a little bit. Mostly to fix bugs and make him compatible with the game.
    

Classic VS (Alpha_4)

 October 19, 2022, 03:27:15 pm View in topic context
 Posted by ELECTR0  in Classic VS (Alpha_4) (Started by ELECTR0 October 19, 2022, 03:27:15 pm
 Board: Your Releases, 1.0+

Classic VS game has been updated with Dee Jay as the new playable character. I've also decided to add DLC into the game. The DLC characters don't aesthetically fit into the game, but are there for fun if you choose to add them. The first DLC is Ultimate Superman. Below is a list of what's new in the update. Enjoy!!

Update notes :

Added = Ultimate Dee Jay.
DLC = Ultimate Superman.
Stage added = Jamacia made by Dark Saviour.
J. Carn = Fixed Death Match interactive hitbox.
J. Carn = Fixed melee launcher AI code.
Ryu = Fixed death animation when dead from stage interaction.
Ken = Guard AI updated.
Screenpack updated.

Link : https://electroslair.blogspot.com/

    

Ultimate Dee Jay (Alpha_1)

 October 17, 2022, 09:52:21 am View in topic context
 Posted by ELECTR0  in Ultimate Dee Jay (Alpha_1) (Started by ELECTR0 October 17, 2022, 09:52:21 am
 Board: Your Releases, 1.0+

    

Re: Classic VS : Dee Jay

 October 12, 2022, 04:33:43 am View in topic context
 Posted by ELECTR0  in Classic VS : E. Honda (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

Final preview of Dee Jay. He should be ready for release before the end of the month. In this video I'm showing off my ideas for Dee Jay's ariel combat as well as a new throw that has good combo potential. The new ariel hyper is called Hammer Time and will rapid punch and send the opponent into the ground a few times before punching them away. For specials I just gave him an ariel Jackknife Maximum, but preformed differently since it's hard to do charge down moves when your jumping. Finally I wanted to give him a new throw and so I went with his throw from SF4.

    

Re: Classic VS : Dee Jay

 October 06, 2022, 12:51:11 am View in topic context
 Posted by ELECTR0  in Classic VS : E. Honda (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

Decided it would be a good idea to add a music themed hyper attack. The concept is, do a throw, then after you catch the throw you can choose between playing the steel drums, maracas or break dance. So far all I've coded was the steel drum option. When you choose the steel drum option each button press plays a different note. There is a timer that ticks down and you can play as many notes as fast as you want before the time runs out. The other hyper attacks are in the video as well since you couldn't get a good look at them in the last video.

    

Re: Classic VS : Dee Jay

 October 04, 2022, 03:34:48 am View in topic context
 Posted by ELECTR0  in Classic VS : E. Honda (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

The next character coming to the game is Dee Jay. I've had some request for him through the years and now it's time to bring him to life. This preview is very early & some of the animations/FX are place holders. So far Dee Jay has 2 hypers which are based on SF4 moves, but more hypers/specials are planned.

    

Re: AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022)

 September 21, 2022, 09:48:36 pm View in topic context
 Posted by ELECTR0  in AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022) (Started by SirGuille September 01, 2022, 02:23:52 am
 Board: Your Releases, 1.0+

Very awesome. I used to roll with your Super Street Fighter chars back in the day.
    

Re: Classic VS (Alpha_2)

 September 18, 2022, 03:22:20 am View in topic context
 Posted by ELECTR0  in Classic VS (Alpha_2) (Started by ELECTR0 August 19, 2022, 09:19:12 am
 Board: Your Releases, 1.0+