Just for a quick update from last time, I'm working on fleshing out the basic stuff plus some of the specials taken from MMX games as well as juggling updating some older work and outside commitments. Speaking of updates though, that does remind me to upload the current Morrigan build, which now makes use of Mugen 1.0's Victory Screen features. (Fairly certain it still works fine in WM+ though.)
Ughwtf: If you mean throwing in stuff like the victory quotes and picture, then yes. Otherwise, she's fully set up to work for 1.0 as it stands, although you may need to comment out palette 11 for the EX mode at the moment.
Drex: I recall asking JZ to inquire about that same possibility in the past, but Li_Kun never actually responded to the question. As far as I can tell, he probably is only going to go with the fellow who made Hinata in the past.
c001357: Recovery will be looked at and addressed for those two cases. I'm pretty sure I know why the dash issue comes up, and it should be a quick fix up. The p2 states for the air throw and Vector Drain end around the opponent hitting the ground, so it might be necessary to extend this with another state or so. As for your screenshot, I can't be sure just what I'm looking at here. The point system is off kilter probably due to the EnvShake in action, and I have yet to be able to replicate that error in state 810.
[edit] Uploaded a quick fix to repair some issues in the counter movement code.
Morrigan has gotten some more tweaks to fix a few odds and ends, and now has Mugen 1.0 victory screen compliance. She should still be able to work in both 1.0 and earlier versions of Mugen. Please check the readme to see what else has changed.
She along with the majority of my online works can be found on my http://irwt.smeenet.org. Comments and feedback are appreciated as always.
MirageAtoli: I cleared it up in the first post for the most part. As for a traditional portfolio, I'm actually in the process of re-documenting some of my work for that purpose. That online portfolio will be occupying a separate web space, of course.
But what if I like the comically lazy turn sprites, or do not wish to redo that part, as the only just thing to be done is to redo her entire sprite set because it is as old as sin?
Yes, it would probably apply for all of Geese's specific effects. To have switches for every single one individually would actually be pretty silly in actual practice, trust me.
I'm going to take an educated guess and say that there will be a labeled VarSet sctrl that handles this, and that would be needed would be to change the value of the variable to turn it on and off.
Fancy stuff there. I still think you need more inexplicable expanding demon or penguin aura though. (Before anyone asks, this is an inside joke.)
Cyan Paul: You do know that transparency can be turned on and off, right? It was mentioned very early on in the topic. smoke072: It's still called Raising Storm. Perhaps the faq you read somewhere mixed up the name by accident.
Tuggieman: Are the paypal problems you are experiencing related to the donate page, or account problems? As far as I know the page is working, as I can confirm that it has been used successfully from a test done on the first day. If this is the case though, I need to check over the code to see if anything's changed by accident.
Just to quickly mention a few things, my website has been gradually getting updated with some extra content that might interest some people. The section I've been working on most as of late is "Sprite Discussion," where I talk about a range of different aspects when it comes to sprite creation, and have recently started more in depth studies on certain prevalent commercial sprite styles. The King of Fighters series is the first one currently online, with others to come as they researched some more.
Another thing that I may as well mention here is that in terms of coding stuff, I've slowly been updating Morrigan to improve accuracy and fix up some nagging bugs that were around from the last release that was quite some time back. I'm not sure when it will be exactly, but this update will go online within November for certain.
Since the first PSX titles, he's become the short range fighter of the X series. He's basically advertised towards advanced players in X4 and X5, with his Z-Buster being downplayed in its usefulness. Rather funny when you think about it, as during X5's boss fight that same nerfed Z-Buster is apparently working just fine. Zero makes up for his lack of distance attacks by being very mobile and capable of tearing apart anything once he closes into the opponent with chaining attacks that often can hit multiple times, making the damage add up in a hurry.
Don't be too surprised though if I add a bit of extra optional stuff that would make it possible to configure him to resemble his pre-MMX4 self to some extent.
I'm using bits and pieces from X4-6 in addition to what's known about his T.v.C. appearance so far. That means certain mainstays such as his Z-Buster and various Z-Sabre slices are a given so far, along with certain repeating attacks such as an anti-air uppercut, ground punch based special/super move, and special moves tied around his ability to dash around on ground and in air. His upcoming game appearance shows that he can in fact kick people, but his bread and butter remains his weapons. I can't say much about the later ps2 titles, as I haven't had the chance to play X7 or X8.
Orochi Gill: Nope, it's all being made from scratch. There are no bits and pieces from MvC Megaman or X4 cutscene sprites here.
Vyn: I've already cleared up that first post; that's what I get for writing the thing up when I was tired. It also answers your questions but I'll cover them here too: Zero's being worked out right now, and while I would greatly appreciate any help with funding, I'm not going to hold the character hostage unless a certain amount of cash comes in. I'll be posting progress here when milestones are met and he'll see a release for certain. As for the arms and legs, I'll take a look at it, but most Megaman designs, Zero included, are notorious for having stick arms and legs.
Iced pretty much covered what I wanted to say there. Also, I'll do one better and try to re-establish a small dedicated website before today is over. I'll add it into this post and the original one as soon as it's up and running.
[Edit] Okay, the website is up now. Please visit http://irwt.smeenet.org/ for the donation link, as well as links for my earlier works.
ArellonX: I am guessing you mean the one worked over from Alpha Extreme? It seems a bit stiff from the last time I tried it, but it's playable. I just have a strong belief that I could create a genuinely interesting version of the character myself, and that I could cover some things that were not addressed in the character you are talking. As for working on something a bit more original, I'm fully open to that idea in the future.
Loona: I think you may have misinterpreted something. To clarify, any donations are specifically meant to help fund later art projects, not the character itself. I am not asking for money to create Zero, as that is a dicey proposition and definitely does not fall under fan art. I just think that if you ask for some assistance like this, you should give something of value back in return. Some digital art in exchange for helping fund my more physical artwork just seems like a fair trade.