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Messages by Nestor

    

Re: Cammy color separation and SFV moves

 May 24, 2022, 10:29:22 pm View in topic context
 Posted by Nestor  in Cammy color separation and SFV moves updated 04/08/2022 (Started by DrPotem May 24, 2022, 07:08:37 pm
 Board: Resource Releases

Amazing work Potemkill, thank you so much!
    

Re: [Theme Thread] CVS Sprite thread

 March 29, 2022, 01:35:19 am View in topic context
 Posted by Nestor  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

A little bit off-topic, but seeing the discussion about the colors, I remember a guide Eternaga/!E/ETG did a couple years ago with a lot of colors that could be useful:

    

Re: King of Fighters XV sounds

 March 02, 2022, 03:51:39 pm View in topic context
 Posted by Nestor  in King of Fighters XV sound and image rips(Update: Winquotes) (Started by miner600 February 28, 2022, 06:16:46 pm
 Board: Resource Releases

Thank you miner, great work!
    

Re: Shuma-Gorath and legacy releases [Versus Series Style]

 February 28, 2022, 04:00:12 pm View in topic context
 Posted by Nestor  in Shuma-Gorath and legacy releases [Versus Series Style] (Started by Nestor February 21, 2022, 04:19:04 am
 Board: Your Releases, 1.0+

    

Re: Shuma-Gorath and legacy releases [Versus Series Style]

 February 23, 2022, 04:42:01 am View in topic context
 Posted by Nestor  in Shuma-Gorath and legacy releases [Versus Series Style] (Started by Nestor February 21, 2022, 04:19:04 am
 Board: Your Releases, 1.0+

Thank you PotS! A lot of great feedback, thank you so much. I took some liberties with it so I could do a version more akin to his UMvC3 style hehe (that's mostly the reason of the attack mapping switch), hopefully it's still fun to play :).

Download updated with feedback applied:

  - Fix: Portraits adjusted according to localcoord 384,240
  - Fix: Double landing sound in state 52
  - Fix: Throw attempt CLSN's reworked
  - Fix: Recovery roll end CLSN's reworked
  - Fix: Alpha Counter CLSN's reworked
  - Fix: s.MP can't be cancelled to c.MP
  - Fix: c.MK can't be cancelled to c.MP
  - Fix: Superpause FX aligned to Shuma's eye
  - Fix: aMK, aHP and air Strange Gaze FX removed when not in their respective states
  - Fix: air normal attacks hitsparks realigned
  - Fix: enemy can be relaunched only once after an Aerial Rave
  - Fix: diagonal hit anim
  - Super Jump height increased slightly
  - Dash and back dash speed increased
  - Air dash and air back dash: regain control from frame 7 to frame 2
  - Air dash: frames reduced from 37 to 24
  - Air back dash: frames reduced from 37 to 24
  - Air dash and air back dash speed increased
  - Friction added in normal standing attacks after dash
  - s.HP Hitpause increased
  - Normal air attacks can only be done once during a normal jump
  - Recovery command expanded to more button combinations (a+x, b+y, c+z)
  - sLP and sLK hittime reduced
  - Aerial Rave: aMP and aMK yaccel adjusted to create easier combos
  - Dizzy system disabled
  - Winner screen system disabled
  - Files optimization applied
    

Re: Shuma-Gorath and legacy releases [Versus Series Style]

 February 21, 2022, 06:42:40 pm View in topic context
 Posted by Nestor  in Shuma-Gorath and legacy releases [Versus Series Style] (Started by Nestor February 21, 2022, 04:19:04 am
 Board: Your Releases, 1.0+

Hey Akito, yes, the project is still going but I want to release a couple of individual characters first, as I haven't released content in a long time, and sometimes is hard to see if you've been doing progress, at least in my case, when you can't see anything released.
    

Shuma-Gorath and legacy releases [Versus Series Style]

 February 21, 2022, 04:19:04 am View in topic context
 Posted by Nestor  in Shuma-Gorath and legacy releases [Versus Series Style] (Started by Nestor February 21, 2022, 04:19:04 am
 Board: Your Releases, 1.0+

Shuma-Gorath





Download: http://www.infinitymugenteam.com/nestor/chars/shuma_vs.zip

I apologize if you found some bugs in the Simul mode, as I did a fast fix to remove the Tag System; hopefully that won't happen the next time.

As always, your comments and suggestions are very appreciated, thank you!

===========================

And also, my old releases re-uploaded:

Viewtiful Joe



Download: www.infinitymugenteam.com/nestor/chars/legacy/ViewtifulJoe_CFAS.zip

Leo



Download: www.infinitymugenteam.com/nestor/chars/legacy/Leo_CFAS.zip

Ryu



Download: www.infinitymugenteam.com/nestor/chars/legacy/Ryu_CFAS.zip
    

Re: KoF XV

 January 27, 2022, 04:27:17 pm View in topic context
 Posted by Nestor  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 pm
 Board: Fighting Games

I wanted to order it through Amazon too, I even tried to register at Gamestop but they only send within US only :( ended up preordering the regular edition.
    

Re: KoF XV

 December 10, 2021, 02:07:18 am View in topic context
 Posted by Nestor  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 pm
 Board: Fighting Games

I can't believe they brought him back, but I'm really happy to see him and the whole roster, this is shaping to be a great KOF for me :).
    

Re: [Capcom/Marvel] Nestor WIP's - 2021 Edition

 May 09, 2021, 10:50:18 pm View in topic context
 Posted by Nestor  in [Capcom/Marvel] Nestor WIP's - 2021 Edition (Started by Nestor May 02, 2021, 08:15:51 pm
 Board: Projects

Thank you both Retro Respecter and gui, thank you so much for your welcome, guys  ;D!

Shuma's Video Preview 1
    

Re: [Capcom/Marvel] Nestor WIP's - 2021 Edition

 May 03, 2021, 03:35:44 pm View in topic context
 Posted by Nestor  in [Capcom/Marvel] Nestor WIP's - 2021 Edition (Started by Nestor May 02, 2021, 08:15:51 pm
 Board: Projects

Thank you so much Shin, it's great to be back ;D!

===
Right now, I'm working on Shuma's Devitalization; a lot of explods in the MvsSF for this move, but everything's going right on track so far. Expect a video soon!
    

Re: [Capcom/Marvel] Nestor WIP's - 2021 Edition

 May 03, 2021, 01:50:47 am View in topic context
 Posted by Nestor  in [Capcom/Marvel] Nestor WIP's - 2021 Edition (Started by Nestor May 02, 2021, 08:15:51 pm
 Board: Projects

Thank you so much Akira ;D!
    

Re: [Capcom/Marvel] Nestor WIP's - 2021 Edition

 May 02, 2021, 08:56:11 pm View in topic context
 Posted by Nestor  in [Capcom/Marvel] Nestor WIP's - 2021 Edition (Started by Nestor May 02, 2021, 08:15:51 pm
 Board: Projects

Thanks FeLo ;D!!!

Right now the roster is heavily changed (reduced) in order to get the "Main" game complete. I think the franchise with the most characters is Street Fighter, which includes only 4. This in order to get a proper full game completed, and after that, go back with small expansions of the roster, like Beximus has been doing with CU.

As for Batsu, since Daeron was working on his sprites all those years ago, I wanted to create a version inspired by TvsC. There are just a handful of sprites that must be done (like the launcher for example), as I'm using all the work done already by Daeron, so he should be done in a relative short time, plus the new sprites will help me to polish my skills after all this time hehe.

Thank you so much buddy, it's great to see you around here still kicking it with all your work ;D!
    

[Capcom/Marvel] Nestor WIP's - 2021 Edition

 May 02, 2021, 08:15:51 pm View in topic context
 Posted by Nestor  in [Capcom/Marvel] Nestor WIP's - 2021 Edition (Started by Nestor May 02, 2021, 08:15:51 pm
 Board: Projects

Hey everyone! It's been a LONG time since I've worked with MUGEN, and a lot of things have happened in my life since then (both good and bad); however, I've been trying to improve my time distribution to have a bit more free time to work on my hobbies and I've been doing better lately.

So, here I will post updates about my current WIP's; I'll focus mostly on Capcom and a few Marvel characters :) (Capcom FAS of course is still in progress, but we'll get there eventually)

Batsu
Thanks to Li_Kun, I've been working on Batsu with a few new animations here and there (still using Daeron sprites for the whole character, just a few animations will be new). This version will have more stuff from Tatsunoko Vs. Capcom. Right now I'm doing the basic shading of the new sprites (I'm an average spriter and will be trying to get better with this).





Shuma-Gorath
I was thinking about coding a char that will help me to get back to MUGEN coding, and Shuma has been the key! Will be heavily inspired by its Ultimate Marvel Vs. Capcom 3 incarnation, and right now I'm working on coding its special moves.



Honestly I hope you all can see the first Capcom FAS build more sooner than later, but I don't want to rush everything. As I said, I hope we can get there sooner than later, and Batsu is of course one big step to that point.

Any comments and questions please let me know, thank you everyone!
    

Re: Help - Attack to pass through enemy

 April 29, 2021, 01:11:46 am View in topic context
 Posted by Nestor  in [Solved] Attack to pass through enemy (Started by Nestor April 29, 2021, 12:17:59 am
 Board: M.U.G.E.N Development Help

Hahaha, it works! Didn't think about it, thank you so much Nep Heart!
    

[Solved] Attack to pass through enemy

 April 29, 2021, 12:17:59 am View in topic context
 Posted by Nestor  in [Solved] Attack to pass through enemy (Started by Nestor April 29, 2021, 12:17:59 am
 Board: M.U.G.E.N Development Help

Hey everyone, I'm coding right now a Mystic Smash move, inspired by MvC3; in this version, Shuma-Gorath passes from one side to another, no matter the char's size (Nemesis, Sentinel...).

https://youtu.be/sc-kRjTpeSY (attack appears at 0:13)

I'm disabling PlayerPush so Shuma can pass to the other side, but it seems that it resets with every hit, so he can't pass to the other side at all and just keeps pushing the character. My AIR anim includes both a blue and red box; disabling either one creates the effect I'm looking for, however.

Code:
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 600, 2]
type = HitDef
trigger1=time%4=0
attr = A, SA
damage    = 28, 0
guardflag = HA
priority = 3
pausetime = 4,4
sparkno = S-1
sparkxy=var(43):=-20,var(44):=-60
hitsound   = S0,3
guardsound = S0,9
guard.sparkno = s7004
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = 0
air.type = High
air.velocity = 0,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))
air.hittime = 12
guard.hittime = 35



Thank you for your help :)
    

Re: RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games

 April 26, 2021, 05:15:44 pm View in topic context
 Posted by Nestor  in RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games (Started by RamzaNeko June 25, 2011, 03:42:37 am
 Board: Projects

Unfortunately no :( this was the general progress he did with the walk animations, with a complete sheet and cleaning the background as he needed it.
    

Re: RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games

 April 26, 2021, 03:49:51 pm View in topic context
 Posted by Nestor  in RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games (Started by RamzaNeko June 25, 2011, 03:42:37 am
 Board: Projects

Hey guys; IIRC, BlackOps started the sprites of his walking animation for CFAS; perhaps these could be useful as a start?

    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 26, 2021, 04:48:58 pm View in topic context
 Posted by Nestor  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 am
 Board: Your Releases, 1.0+

Amazing work! Looks like a great addition to our rosters, congratulations Gladiacloud, Roach, Kenshiro and Wizzy :)!

I would have preferred it to be released in early April along with Jubilee update, not today.

However, Beast is litteraly "the final work" on my sign, and with this release I announce to you that I am temporarily leaving the scene from the Mugen works.
Take a good rest Gladiacloud, you've done quite a lot of work in these past few years, you really deserve it!
    

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

 March 24, 2021, 04:00:06 pm View in topic context
 Posted by Nestor  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

Hey, just playing with localcoords for my versus-inspired MUGEN, what do you think (image post-scaled to half)?