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Messages by Memo

    

Re: Iron Man (Coding has begun)

 October 19, 2018, 06:47:28 am View in topic context
 Posted by Memo  in Marvel & DC Projects Thread (Current W.I.P: Iron Man) (Started by RΣDDBRIПK September 06, 2018, 07:16:33 pm
 Board: Projects

 
I need an idea of what sprites to use for iron mans forward and backward rolls. Can any one give me any ideas?

Check if someone would make some in that one sprites topic
I get animations from. Damn it I forgot the name of that topic.


This one?
http://mugenguild.com/forum/topics/test-run-spritesheet-expansion-thread-addendum-request-thread-152752.0.html

Yup that's the one, I'm pretty sure you
 can get a roll animation from there its
just a couple frames.
    

Re: Iron Man (Coding has begun)

 October 19, 2018, 05:21:46 am View in topic context
 Posted by Memo  in Marvel & DC Projects Thread (Current W.I.P: Iron Man) (Started by RΣDDBRIПK September 06, 2018, 07:16:33 pm
 Board: Projects

I need an idea of what sprites to use for iron mans forward and backward rolls. Can any one give me any ideas?

Check if someone would make some in that one sprites topic
I get animations from. Damn it I forgot the name of that topic.

    

Re: Nightwing

 October 17, 2018, 06:53:16 pm View in topic context
 Posted by Memo  in Nightwing (Started by Umezono October 17, 2018, 02:52:46 pm
 Board: Projects

I'm not aware of not 1 accurate alpha char at all lol
alpha 3 does have a interesting counter mechanic
I can get in depth on later tho
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 15, 2018, 07:56:24 am View in topic context
 Posted by Memo  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Its good to see you back doing your thing, Sean on sprites and Kaze on code
is a good team up too.

Are there any mechanics you guys cut out of this release that are full game only?

Btw I'm diggin the combo system maybe later I'll post a vid.
    

Re: Ryu SFV inspired wip

 October 11, 2018, 11:21:16 pm View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

Its true you can get hit out of the V-reversal and I had it setup to
use meter from the power bar.

My point is that V Reversal is just a "fancy" Alpha Counter. Really a worst version of an Alpha Counter.

He still has a FWD and back roll, he lost the dodge and its attacks
for the focus attack but he might lose those as well since the focus
attack can be a powerful tool if you know how to use it.  It has 1
hit of armor and you can easily dash cancel out of it, I use it like
a parry on projectiles and dash to close the gap. It it hits and you
dash into your enemy you get a shit ton of +adv to follow up a
combo with whatever you want.

I wouldn't recommend it. Since Parry is apart of the system, using Focus to parry projectiles isn't very smart. :P Unless you took out Parry. While Focus cancels are nice, I don't really see that replacing Roll. It can replace Dodge though. The system also has Small Jump/Long Small Jump. Focus parrying projectiles in a SF4 setting is legit, though not with the current system you're working with. You'd be better off just Parrying it, rolling pass it, or Small Jump over it for a nice jump in punish.

I dropped the cc groove stuff already, the plan is to make a mode
similar to his v mode in sf5 and buff his attacks a bit, or ill check out
your ideas they do sound interesting and simpler to do lol

Well ,the easiest would be the Meter Power mechanic. I could write up the code for you real quick if you want for that. The Desperation mechanic would be 2nd easiest. You'd just have to account for the low life trigger and possibly balancing the free allowance of EX moves. Though that's a bit questionable... Maybe EX moves shouldn't be free like Lv1 supers during Desperation.

The Rage mechanic would take about as much effort as implementing a V skill mode. Though none of them all particularity hard to implement. Just others will take more code to implement it properly.

Let me brainstorm this for a couple days so I can
make my mind up on the system, your ideas do
sound interesting so ill be hitting you back soon
for some feedback.

well since I scrapped my denjin  ryu,might as well just throw this here,hades made it long time ago


Yo that's dope I'll use it in his lvl 1 thanks dude.

prtty cool looking indeed. Are u gonna give it your own touch or as pots did it with the fade in and out?.

ill probably use pots code to keep it similar to the one I already have finished up.
    

Re: Ryu SFV inspired wip

 October 11, 2018, 10:52:02 am View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

Looking forward to  Ryu dude. I enjoyed the CVTW one a lot.

I gotta get back to that, I had 5 chars playable when I
took a break and most of them are complete for now.

Thanks dude, Ryu is almost done but ive been tweaking
stuff everywhere to get him feeling right.  He definitely
feels faster(more CvS) than the last beta version I put up
that was mostly based on SFV frame data. 

    

Re: Ryu SFV inspired wip

 October 11, 2018, 01:19:59 am View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

    

Re: Ryu SFV inspired wip

 October 10, 2018, 07:08:17 pm View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

Isn't a V-Reversal just an Alpha Counter that's dependent on a separate gauge from the power meter? Also, from what I've seen in various matches, it doesn't look as good, cause a char can actually get hit out of the reversal. Also, why SFV Ryu? From what I've seen and heard, it's one of his worst incarnations in any FG he's appeared in. I know his new animations and gimmicks maybe appealing somewhat, though overall.... I suppose it doesn't matter too much, as you can work around any short-comings he has in SFV, tailoring him to how you see fit.

As far as the Focus Attack goes... I suppose that's cool. So, are you saying he'll still have the Roll mechanic? While replacing Dodge with Focus? Or by "Dodge" are you referring to both evasive maneuvers(Roll & Dodge)? IMO, if you really want to set things apart, you'll drop CC(A-Groove core) for a different "core" groove mechanic. I of course implemented Max Mode from N-Groove, though that's because it's my fave core mechanic from CvS. I can give a few suggestions, along with how I would implement said mechanics(if needed), because I've already brainstormed on this for years:

S-Groove's "Desperation" Mechanic: When char's life drops to approximately 30%(25%-35%) of max, all Lv1 supers become free. Lv3 super(s) are locked until the health requirement is reached. Since this style has EX moves, I suppose they can become free as well? It will require various testing regimes to balance it, though it could definitely work.

K-Groove's "Rage" Mechanic: Now this one would be interesting. Off hand, it won't work as is, meshing with mechanics like Power Charge and all... Though what I thought of doing was to make it a blend between Rage and SFIV's "Revenge" mechanic. So you have a separate "Rage" gauge, along with your normal power gauge. You can still perform EX moves/Lv1-Max supers with your normal power gauge. While mechanics such as Power Charge can still be kept. Once your char takes a certain amount of damage, the Rage activates, giving said char a huge boost in attack and defense. This Rage state will deplete over time of course. Now, you can go one of 2 ways for the Lv3 supers: I want to note that this is a mechanic I more so envisioned Infinite taking advantage of, as he likes to give his chars 2 Lv3s. You could just make the Lv3 supers locked, like traditional K-Groove Rage. Or have a Lv3 they can perform w/o being in Rage, and another that can only be performed while in Rage.

C-Groove's "Meter Power" Mechanic: Easiest of them all. Your char just gains more attack, based on how much meter they have. Like, at least 1000 power though less than 2000 power would be a 5% ATK increase. 2000 >= & less than 3000 will give 10%. Finally, 3000/PowerMax will give 15%... Or perhaps make it 20%. That way, it will really have a baring on do you want to spend the meter? Or keep it for that nice ATK boost.

A/N Groove you already know. P Groove is trash so nobody cares.  Of course you can always implement something else you may feel could work. Or just leave the core as is. Just throwing some ideas your way.

Its true you can get hit out of the V-reversal and I had it setup to
use meter from the power bar. This Ryu isn't bad, he has alot of
stuff he can do its just the nerfs he got that make him kinda bad lol.

He still has a FWD and back roll, he lost the dodge and its attacks
for the focus attack but he might lose those as well since the focus
attack can be a powerful tool if you know how to use it.  It has 1
hit of armor and you can easily dash cancel out of it, I use it like
a parry on projectiles and dash to close the gap. It it hits and you
dash into your enemy you get a shit ton of +adv to follow up a
combo with whatever you want.

I dropped the cc groove stuff already, the plan is to make a mode
similar to his v mode in sf5 and buff his attacks a bit, or ill check out
your ideas they do sound interesting and simpler to do lol
    

Re: M.U.G.E.N Screenshots V3

 October 05, 2018, 04:00:08 pm View in topic context
 Posted by Memo  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion









so i've been designing my own GFX as of late. these are for normals. going for a super exaggerated look


I'm late at but those lol nice, they actually look like sparks lol
    

Re: Screenpack Hitsparks

 September 29, 2018, 11:54:26 pm View in topic context
 Posted by Memo  in Screenpack Hitsparks (Started by Azul Crescent September 29, 2018, 08:08:48 pm
 Board: Requests

I haven't seen those be released in years to be honest, I think people stopped
messin with those because you cant make them behave the exact
as how the hitsparks do coded inside the char.

IDK I could be wrong
    

Re: Welcome to the MFG Public Library

 September 28, 2018, 04:43:15 pm View in topic context
 Posted by Memo  in Welcome to the MFG Public Library (Started by JustNoPoint September 28, 2018, 04:21:39 pm
 Board: Feedback

This is a nice idea!
    

Re: Ryu SFV inspired wip

 September 28, 2018, 01:10:49 am View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

been working on this guy for a while on the low, and ive been
experimenting with new super move animations.

he is still pots style but will have my own twist to the formula
like focus attack instead of dodge and some other stuff.


its always cool to see a guy making their own style. Good to see this character is still in the works.

Yup got tired of the same old formula lol, I'm also experimenting with
Having a v-reversal instead of zero counter.
    

Re: Any reason a character won't dash?

 September 27, 2018, 05:42:53 am View in topic context
 Posted by Memo  in Any reason a character won't dash? (Started by Plum September 27, 2018, 02:57:06 am
 Board: M.U.G.E.N Development Help

Damn that's 2 help topics sloved in a row for me today.
No problem dude.
    

Re: Any reason a character won't dash?

 September 27, 2018, 05:07:31 am View in topic context
 Posted by Memo  in Any reason a character won't dash? (Started by Plum September 27, 2018, 02:57:06 am
 Board: M.U.G.E.N Development Help

You might have to change the order of the commands,
put the dash cmd above the basic hits in the cmd file if
Its not already
    

Re: Any reason a character won't dash?

 September 27, 2018, 03:27:21 am View in topic context
 Posted by Memo  in Any reason a character won't dash? (Started by Plum September 27, 2018, 02:57:06 am
 Board: M.U.G.E.N Development Help

Does the char have the anim? Is the correct anim number
refrenced In the states?
    

Re: Ryu SFV inspired wip

 September 26, 2018, 11:08:01 pm View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

I was afraid you abandoned this project - good to see you're back to it.

I never did ive just been on the low doing changes and
tweaking a couple things.

Now he has mix frame data with cvs2 and sf5.
    

Re: Ryu SFV inspired wip

 September 26, 2018, 07:45:43 pm View in topic context
 Posted by Memo  in Ryu SFV inspired wip  (Started by Memo February 06, 2018, 12:14:39 pm
 Board: Projects

been working on this guy for a while on the low, and ive been
experimenting with new super move animations.

he is still pots style but will have my own twist to the formula
like focus attack instead of dodge and some other stuff.


    

Re: Fastfall code similar to Smash bros. series

 September 26, 2018, 05:25:06 am View in topic context
 Posted by Memo  in Fastfall code similar to Smash bros. series (Started by MOFT September 26, 2018, 04:12:37 am
 Board: M.U.G.E.N Development Help

go into the chars "in air" state 50 and put a velset
To trigger on command =  hold down, adjust the y
velocity however you want.

Or a changestate to trigger on the command, in the new state
create your animation and set the velocity on it.
    

Re: RedDream 1.2.6 the Dreamcast Emulator W.I.P

 September 06, 2018, 06:10:50 pm View in topic context
 Posted by Memo  in RedDream 1.2.6 the Dreamcast Emulator W.I.P (Started by OldGamer August 28, 2018, 12:48:55 am
 Board: Gaming

Dreamcast cost about $55 and runs CDR's.....
    

Re: alternate sff for kensou by "JFCT555" and "ReixSeiryu"

 September 01, 2018, 06:38:29 pm View in topic context
 Posted by Memo  in alternate sff for kensou by "JFCT555" and "ReixSeiryu" (Started by dampir September 01, 2018, 04:01:13 pm
 Board: Edits & Addons 1.0+

He looks like he has virtua fighter legs in some
pics his left leg looks square like polygons,
and he still has snk body proportion size