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Re: Lavia/Luan from Red Earth/Warzard

 July 05, 2009, 11:34:51 am View in topic context
avatar  Posted by Doggiedoo  in Lavia/Luan from Red Earth/Warzard 1.00a (Started by Doggiedoo July 05, 2009, 09:58:54 am
 Board: Your Releases, older Mugen

Yeah, most AI's fall for her super, since there's no way they'd know to either superjump or jump backwards while blocking. :P Beating her generally involves going under or over her projectiles and poking outside range of her uppercut.
    

Re: Lavia/Luan from Red Earth/Warzard

 July 05, 2009, 11:09:22 am View in topic context
avatar  Posted by Doggiedoo  in Lavia/Luan from Red Earth/Warzard 1.00a (Started by Doggiedoo July 05, 2009, 09:58:54 am
 Board: Your Releases, older Mugen

Hmm, link works for me... refresh and try again? If not, I'll up to Sendspace in a bit.
    

Lavia/Luan from Red Earth/Warzard 1.00a

 July 05, 2009, 09:58:54 am View in topic context
avatar  Posted by Doggiedoo  in Lavia/Luan from Red Earth/Warzard 1.00a (Started by Doggiedoo July 05, 2009, 09:58:54 am
 Board: Your Releases, older Mugen



.:Download:.

Changelog:

Quote
-1.00a:
   -Corrected command list.
   -Made Tenshiouzahou command higher priority.

-1.00:
   -Initial release.

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

TO-DO LIST:
-Bug fixes/tweaks

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

CREDITS:
-Capcom for Warzard
-Kong for most of the sprites
-[E] for mame builds for ripping sprites
-Winane for XOR AI activation method

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

Feedback welcome. She was given the ability to do many of her specials while jumping in custom mode; this may have been too much of a buff, and I'd like to hear opinions if this needs changing.

You might want to fight her using a character with super/double jumps, or some other way of getting past her spam into striking range.



Note that other characters have been patched as of June 11, so you may want to grab that if you haven't already done so.

Enjoy! :)
    

Re: Kongou from Warzard/Red Earth 1.00b

 April 13, 2009, 04:12:27 pm View in topic context
avatar  Posted by Doggiedoo  in Kongou from Warzard/Red Earth 1.00b (Started by Doggiedoo April 12, 2009, 01:08:50 pm
 Board: Your Releases, older Mugen

Ohsky:
I "work" for the university, I guess. Except I'm paying them instead of the other way round, apart from tutoring. :P

It's just a 4th year research project selected by a senior lecturer, and I may not know what my findings are used for (if anything) or who the stakeholders are. And again, students are not always expected to solve these problems; we can get good marks by justifying why the project failed. Apparently, the lecturer's idea is to start off with massive goals, then impose more and more constraints as difficulties arise. At worst, we're hoping for a system that makes use of some recent methods in concert.

Wasn't my first choice for a research topic (others were much more reasonable), but apparently the lecturer has no other students to do this with, and wants this done to suppliment one of his own software projects.

EDIT: BTW, I exaggerated some aspects of the project out of spite; just a bit peeved they put a docterate-level project in the hands of a fresh graduate, and didn't tell me I wasn't actually required to complete it. >_<
EDIT2: ...but it IS kinda fun, so far. :D


Djoulz:
Yeah, I was hoping to add a custom hyper, but all my ideas either copied YoungKirei's Kongou, or needed quite a bit of spritework. Mebbe a hyper grab or something could be added later.
    

Re: Kongou from Warzard/Red Earth 1.00b

 April 13, 2009, 12:47:34 pm View in topic context
avatar  Posted by Doggiedoo  in Kongou from Warzard/Red Earth 1.00b (Started by Doggiedoo April 12, 2009, 01:08:50 pm
 Board: Your Releases, older Mugen

Minor update with suggested features + bugfix for knockback building up from super/hyper armor. Patch in the first post.

My research project is based in computer vision. The current task is to design an image matching/stitching system that is near 100% accurate, can handle images from multiple cameras and video streams, is able to update a large database of identified scenes/panoramas in real time, is able to handle noisy images (e.g. overtly blurred images or ones that don't match any scenes in the surveillance area) and can operate under extremely difficult conditions (e.g. correctly seperating images from two corridors where the corridors look near identical). It should also recognise any errors it has made and correct them over time. Existing methods that achieve any of the above do so either at the expense of accuracy, computational efficiency, or general applicability.

Good news is I'm apparently not expected to succeed (given that the biggest experts in the field are trying and so far have failed to solve this problem), and any advances I do make will be considered quite impressive for a pre-Masters student. :P Not to mention that's the first stage of a research project that's due at the end of the year. :gonkgoi:
    

Re: Kongou from Warzard/Red Earth

 April 13, 2009, 02:49:49 am View in topic context
avatar  Posted by Doggiedoo  in Kongou from Warzard/Red Earth 1.00b (Started by Doggiedoo April 12, 2009, 01:08:50 pm
 Board: Your Releases, older Mugen

Might work on one of them on and off, but at this stage I'd prefer not to commit to a deadline. o_O  If so it will probably be Lavia; her aerial gameplay makes her more interesting than the other two IMO.

EDIT: Your sig is disturbingly mesmerising. D:
    

Re: Kongou from Warzard/Red Earth

 April 12, 2009, 07:18:42 pm View in topic context
avatar  Posted by Doggiedoo  in Kongou from Warzard/Red Earth 1.00b (Started by Doggiedoo April 12, 2009, 01:08:50 pm
 Board: Your Releases, older Mugen

Thanks for the feedback! Those jump/walk triggers'd be useful for the other bosses as well. Thought that people would keep them as AI opponents, so I got a bit lazy. ;P  I'll aim to update him sometime tomorrow, including any bugfixes. Other bosses may wait until their vels are adjusted in a group patch.
    

Kongou from Warzard/Red Earth 1.00b

 April 12, 2009, 01:08:50 pm View in topic context
avatar  Posted by Doggiedoo  in Kongou from Warzard/Red Earth 1.00b (Started by Doggiedoo April 12, 2009, 01:08:50 pm
 Board: Your Releases, older Mugen



Patch from 1.00 at SendSpace
Full download at SendSpace

VERSION HISTORY:

-1.00b:
   -Fixed super armour hitvel accumulation.
   -Added some envshake to jump landings.
   -Kongou can now walk and jump from "crouching".

-1.00:
   -Initial release.

TO-DO LIST:
-Bug fixes/tweaks

CREDITS:
-Capcom for Warzard
-Kong for most of the sprites
-[E] for mame builds for ripping sprites
-Winane for XOR AI activation method



Long overdue, but here he is. Kinda no-frills at the moment; gameplay from Warzard is implemented plus some custom mode embellishments and some basic AI, but no new moves yet. Overall, he's quite a basic character, but should be fine as a giant mook.

No plans for further characters until my uni research project is complete; when a lecturer says you'll lose a lot of sleep, believe it. X_X I will try to update Blade, Valdoll and Ravange's hit velocities after this semester though.

Comments & criticism welcome.

EDIT: fixed link :P
EDIT: fixed link again &gt;_&gt;
    

Re: Kongou by YoungKirei & Take.K hosted at ⑨'s page

 February 26, 2009, 02:29:24 am View in topic context
avatar  Posted by Doggiedoo  in Kongou by YoungKirei & Take.K updated 11/28/09 (Started by ☠Guardian Angel★☃ February 23, 2009, 03:14:20 pm
 Board: Found Releases

 o_O

Well, that's certainly some motivation! It'll still take a while, but he'll be ready eventually.

Topic derailment ftw! :sugoi:
    

Re: Kongou by YoungKirei & Take.K hosted at ⑨'s page

 February 25, 2009, 03:19:25 pm View in topic context
avatar  Posted by Doggiedoo  in Kongou by YoungKirei & Take.K updated 11/28/09 (Started by ☠Guardian Angel★☃ February 23, 2009, 03:14:20 pm
 Board: Found Releases

Make that 'if', at the rate things are going. :P I miss the days when free time was measured in hours. :(
    

Re: Red Dragon (D&D: SoM) 1.02

 January 30, 2009, 11:49:33 am View in topic context
avatar  Posted by Doggiedoo  in Red Dragon (D&D: SoM) 1.02 (Started by Doggiedoo January 15, 2009, 12:05:04 pm
 Board: Your Releases, older Mugen

Updated to 1.02, see first post for details.

No final uber-breath yet; haven't yet been able find a way to make it threatening against characters with air-combos while still reasonable to characters without. Nonetheless, the new Undead Summoning and upgraded Scorching Spheres have upped his challenge level a fair bit. I've also tried replacing his laugh track rather than remove the winpose entirely, to see if it can still work out.

Enjoy! :)
    

Re: Synn 1.02c from D&D: SoM (+ other characters patched)

 January 20, 2009, 06:28:07 am View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

Looks like an incompatibility with their take on the KoF juggle system. From what I can observe, once any airborne opponent is hit with a non-juggling attack, they cannot be hit again until they've landed even if they recover and/or counterattack in mid-air. This is a problem with Synn/Red Dragon, because they never go into a Standing state unless they've been staggered. In Simul mode, Van's characters' partner is able to hit Synn/Red even after Van's characters cannot (unless the partner is also using that juggle system).

A workaround for this would be for Synn/Red to always be considered Standing (even when their heads are high off the ground), but this will confuse other characters into attempting ground-based throws even when it's clearly impossible. The other option would be for the KoF juggle system to be updated, making exceptions for characters that can regain control/parry/counterattack after being hit out of the air (which, IIRC, doesn't happen in KoF).

I'll look for other options on my end, but it's prolly best not to pit these characters against each other for the time being.


tl;dr version: gameplay mechanics not compatible, use other characters against Synn. Problem may not be completely fixable on my end without side effects.
    

Re: Synn 1.02c from D&D: SoM (+ other characters patched)

 January 20, 2009, 02:25:33 am View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

Is the invincibility permanent, and does it happen only after certain attacks?  She does gain brief invincibility after certain types of hits (mostly projectiles) due to some stuff under the hood, but it should last no more than a split second. It also triggers in training mode once for each time her life refills, as a side-effect. Haven't been able to replicate the bug so far on my end, but I'm using an old version of his Iori until Trinity Mugen is back up.
    

Re: Red Dragon (D&D: SoM)

 January 18, 2009, 12:51:11 am View in topic context
avatar  Posted by Doggiedoo  in Red Dragon (D&D: SoM) 1.02 (Started by Doggiedoo January 15, 2009, 12:05:04 pm
 Board: Your Releases, older Mugen

Thanks for the feedback and all the suggestions.  :D

If the fire sphere was extended that way, do you think it'd be a bit much for him to summon the skeletons in round 2 as well? Or maybe he could randomly choose one summon to use at any given moment, with a bias towards switching back and forth.

Speaking of the skellies, there was a side effect of them screwing up the player's facing whenever the player is caught between them and/or Red, making it difficult to block or attack the desired target. Current fix is to have them not affect the player's facing, and to only attack when the player is looking at them. A bit artificial, but can be thought of as mook chivalry. ;P
    

Red Dragon (D&D: SoM) 1.02

 January 15, 2009, 12:05:04 pm View in topic context
avatar  Posted by Doggiedoo  in Red Dragon (D&D: SoM) 1.02 (Started by Doggiedoo January 15, 2009, 12:05:04 pm
 Board: Your Releases, older Mugen

Download link at SendSpace



Version History:

Quote
-1.02:
   -Undead Summoning added, further options in the
    config.txt file.
   -Scorching Spheres now fires multiple volleys before
    disappearing. Number of volleys is configurable.
   -Guard damage on Bombardment increased.
   -Optional text intro/outro, see config.txt for
    details.
   -Changed victory laugh sample.
   -Added Flamewing (Tower of Doom) palette, and
    rearranged the others.
   -Cleaned out some unused sprites and sounds.



The other dragon boss from Dungeons and Dragons: Shadow over Mystara, with some moves loosely adapted from Flamestrike of Tower of Doom. Plays similarly to Synn, but is not without his own style. Needs to be fought on the stage provided in the archive.
    

Re: Synn 1.02 from D&D: SoM (+ other characters patched)

 January 10, 2009, 04:15:09 pm View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

Developers note: when a helper's movetype = A, it processes before the root player in a given tick, not after. Whoops. :P

Bug is caused by hitting her with a super attack in the middle of her claw swipe. Fixing asap.

EDIT: Update released:

Quote
-1.02b:
   -Fixed arms freezing if Synn is hit with a super
    attack during her claw swipe.
   -Simulacrum now returns automatically after breaths.
   -NOTE: There were also some minor sprite issues
    fixed, but these are not included in the patch
    since they're hardly noticeable. To get this fix,
    download the 1.02b full archive and replace her
    synn.sff file

Her .cmd still needs to be modified to remove the 2nd round simulacrum, for now; didn't feel it fair to overwrite everyone's config.txt for that setting alone, when there's another viable way to go about it.

For the curious, the sprite issue is that the upper part of one of her arm sprites is slightly miscoloured; it only became apparent when rebuilding the palette for the Red Dragon.
    

Re: Synn 1.02 from D&D: SoM (+ other characters patched)

 January 10, 2009, 01:16:39 am View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

<3 :sugoi: I was lucky to find some good niches is all, especially given how long Mugen's been around.


Red should be done in a week (hopefully sooner); there's been a few unexpected commitments lately (+ on and off work on Kongou, to break tedium), so I'm assuming there'll be further interruptions.

For now, the spirit can be disabled by changing [State AI, Simulacrum] to type = null in Synn.cmd removing the [State AI, Simulacrum] controller completely. :P Next version will have extra options to control it as described, to will be released beside Flamestrike if he stays on schedule.
    

Re: Synn 1.02 from D&D: SoM (+ other characters patched)

 January 09, 2009, 10:32:41 am View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

Synn updated to 1.02, see first post for changelog (it's quite large).

No Flamestrike yet (that's still WIP), but most of the suggested changes have been implemented in some way. An exception was locking the side breath to the corner of the screen; dodging it (for most characters) is a simple matter of following her breath, and it turned out there were some characters (such as Hauzer) that couldn't dodge it at all if not allowed to move off screen. Instead, the vacuum effect was adjusted (stronger at long range, weaker close) and falling rocks were added to both the side and full screen breaths.

Speaking of which, the rocks still have room for improvement; unless you have machine-like reflexes, it's too difficult to dodge them all on reaction. Their tick damage has been lowered in light of this, and it is still possible to escape unharmed, but attempts to make them more easily evadable (slowing them down, adding shadows) made them feel unnatural. May consider replacing them entirely with a different projectile type.
    

Re: Synn 1.00b from D&D: SoM (+ other characters Patched)

 January 04, 2009, 12:09:43 pm View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

Cool, thanks PotS! I'll try to make this (one of) my last posts until new content is released.

I'm probably going for the blockable rocks/breath combo, with a number of rocks that doesn't make it much more dangerous than the other breath types. Most of the rocks will be in the corners to discourage players going in and turtling immediately, but failing to block a hit outside the corners may make it impossible to reach them in time. So players can either A: stay in the corners blocking (highest chip damage but easiest option), B: stay in the middle blocking, and then head to the corners (lower chip damage, need some timing and speed), or C: dodge as many rocks as possible, attempting to block the undodgeable ones (lowest/zero chip damage, need significant skill and an agile character).

Plenty of ideas; time to get cracking. ;)
    

Re: Synn 1.00b from D&D: SoM (+ other characters Patched)

 January 04, 2009, 06:41:28 am View in topic context
avatar  Posted by Doggiedoo  in Synn 1.02c from D&D: SoM (+ other characters patched) (Started by Doggiedoo December 29, 2008, 11:55:06 am
 Board: Your Releases, older Mugen

One idea for the fullscreen breath/rockfall; combine them into one attack where Synn strikes the ceiling on the way up, then rocks fall until the fire is almost upon the player. Players could choose to play safe and simply block in the corner for significant chip damage, or try to dodge as many as possible, with the risk that an unblocked rock may (apart from dealing more damage) leave them in the path of Synn's breath. This'll keep the breath interesting while retaining eye-candy for players who still want once-a-round breath.

EDIT: Just to ask, is it ok to discuss such changes here, or should talk be moved to the Projects sub-forum?