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LaQuak

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Messages by LaQuak

    

Re: Stick Fighters v0.1 Demo Release

 February 01, 2008, 11:04:57 pm View in topic context
 Posted by LaQuak  in Stick Fighters v0.1 Demo Release (Started by StickofDoom February 01, 2008, 04:35:33 am
 Board: Projects

<- Likes
    

Re: God Akuma

 February 01, 2008, 12:31:06 am View in topic context
 Posted by LaQuak  in God Akuma (Started by -_Shadow_- August 30, 2007, 08:51:21 am
 Board: Projects

Idea is nice...Some new moves are cool also...as well as palletes...lvl 3 super from evil ryu is kinda of meh in my opinion. Death = open source, I don't know. Even though it was authorized feels like a copy and paste. Just one mans personal prefrence. The character still cool to have on a roster nonetheless.
    

Re: Year of the Dragon [Mugen character WIP]

 February 01, 2008, 12:25:18 am View in topic context
 Posted by LaQuak  in Year of the Dragon [Mugen character WIP] (Started by 03268851 January 28, 2008, 08:43:25 pm
 Board: Projects

Doubt it
    

Re: Palettes for warusaki's/H's/JZ's chars with Color FX

 January 31, 2008, 08:39:00 am View in topic context
 Posted by LaQuak  in Palettes for warusaki's/H's/JZ's chars with Color FX  (Started by CaReLesS January 15, 2008, 05:21:48 am
 Board: Edits & Add-ons

Edit-

I though they where sprites hehe its so late here. But shet anyway you work looks great. Like I said. Big ups for that purple colors you have.

Again sorry :D
    

Re: Sf the movie Gouki & Lenny Brown wips..

 January 27, 2008, 10:42:51 pm View in topic context
 Posted by LaQuak  in Sf the movie Gouki & Lenny Brown wips.. (Started by Jessy January 27, 2008, 09:01:49 pm
 Board: Projects

Oh man.. There is a youtube why SF the movie sucks with a hilarious commentator. And come on. Ryu's Fireball and Kens Dragon punch that never levitates. Even Lui Kang has sometype of fireeffect when he hit shang tsung of the ledge to the spikes.

Nonetheless there is a stage in the game bisons lair you can see akuma walking in the back of it. This is just a rant.

On topic. Keep it going should be a cool release. Are you planning to emulate the game or make it slightly custom?
    

Re: first WIP Altair from "Assassins Creed"

 January 26, 2008, 09:19:23 am View in topic context
 Posted by LaQuak  in first WIP Altair from "Assassins Creed" (Started by 1st True Rican January 25, 2008, 11:47:05 pm
 Board: Projects

to bad the actual game blew shet.

For the idea. I hope you make it a nice creation. He is a swift assasin..cept when he let that girl go..Bitch move..I even remember getting her in the corner and I said out lout this bitchs about to die and after a dialouge he let her go.
    

Re: Carnival Night Zone

 January 13, 2008, 07:03:42 pm View in topic context
 Posted by LaQuak  in Carnival Night Zone (Started by Mr. I January 13, 2008, 02:28:20 am
 Board: Your Releases, older Mugen

*nods* Awesome stage man. You know like I said in that Hydrocity Act 2 Zone. We all have like perfect sonic save states in class so this just makes it better because we can play mugen to Sonic background which is Always a 2 thumbs up. Yeah barrels are stupid. But music is great how it starts up. Perhaps a Ice Cap zone is next? You know it has a hot beat :D
    

Re: Sean_Ex (ethan lives spec_ops edit)

 January 13, 2008, 08:49:15 am View in topic context
 Posted by LaQuak  in Sean_Ex (ethan lives spec_ops edit) (Started by juggernautburn January 04, 2008, 11:47:55 am
 Board: Edits & Add-ons

Everyone is entitled to their personal prefrence when it comes to...pretty much everything. We have our characters that are just perfect clones of their original game and ofcourse characters that are custom. This is a custom character. Good job on sean. Although I agree with Sean being like Dan as far as training and moves ect. if followed by the story line. But if anybody really wants to and does role play in a way this can be Sean at his pull potential persay. I like the video and how he can beat higher tear characters. I think the edit is really nice minus the fireball spam to too many rolls is kinda meh. As I am a fan of chains those chains are really cool and cool pause effects add that dramatic touch to the special.

Keep up the work.
    

Re: Hydrocity Zone Act 2

 January 12, 2008, 05:14:54 am View in topic context
 Posted by LaQuak  in Hydrocity Zone Act 2 (Started by Mr. I January 07, 2008, 03:09:21 pm
 Board: Your Releases, older Mugen

Good job man. Very cool stage. Sonic the Hedghog rules. I have have a perfect Sonic 3 and Knuckles saved state with all chaos emeralds and master emeralds for Hyper Sonic for Genesis Emulator  :sugoi:
    

Re: SVC Genjuro By: LaQuak

 January 05, 2008, 07:24:48 pm View in topic context
 Posted by LaQuak  in SVC Genjuro By: LaQuak (Started by LaQuak January 03, 2008, 01:24:21 am
 Board: Your Releases, older Mugen

Thanks for feedback man. I appretiate it. Yeah I agree with everything you said it was really hard to make smooth animations with a spritesheet of roughly 200 sprites but I wanted to give it a shot nonetheless for my 1st try, Later I found out that sprite sheets arent always a good way to go. I am learning and trying really hard and I plan on continue working on him so I can better learn character creation overall.

Again thanks  :sugoi:
    

Re: SVC Genjuro By: LaQuak

 January 04, 2008, 11:42:16 am View in topic context
 Posted by LaQuak  in SVC Genjuro By: LaQuak (Started by LaQuak January 03, 2008, 01:24:21 am
 Board: Your Releases, older Mugen

    

Re: SVC Genjuro By: LaQuak

 January 03, 2008, 01:23:43 pm View in topic context
 Posted by LaQuak  in SVC Genjuro By: LaQuak (Started by LaQuak January 03, 2008, 01:24:21 am
 Board: Your Releases, older Mugen


You have just ruined my favorite character from samurai showdown.


A suggestion. Stop being a troll and provide constructive critism.

Well, hes not wrong. That character does need improvments. I used a sprite sheet of about 200 sprites in total so I knew it wasnt going to be as crisp. Later I learned that sprite sheets aren't great heh. But I didn't know any better because I am still a virgin to making characters. Overtime, I plan to continue working on him to get better and I get help when I ask on forums so it's not that bad. Apart from the obvious that I know that needs fixing what else can I do to make him better? I know hes big and slower then more petite cvs like characters so he lacks combos that god akuma can achieve for instance. But he can still combo here and there. The whole afterimage I wanted to try it out hah. *shrugs* .  :P
    

Re: SVC Genjuro By: LaQuak

 January 03, 2008, 01:55:35 am View in topic context
 Posted by LaQuak  in SVC Genjuro By: LaQuak (Started by LaQuak January 03, 2008, 01:24:21 am
 Board: Your Releases, older Mugen

^ he still need work. Specialy on his commands. Right now they are simple. But that because not only am I noob but I never played SVC all like that and I am used to Street Fighter.
    

SVC Genjuro By: LaQuak

 January 03, 2008, 01:24:21 am View in topic context
 Posted by LaQuak  in SVC Genjuro By: LaQuak (Started by LaQuak January 03, 2008, 01:24:21 am
 Board: Your Releases, older Mugen

Whats up. I'm LaQuak. Basicaly this character is my very 1st attempt at making character. I am new to everything about creation. Although very stressful at times, this is alot of fun and I enjoyed making this. I hope to learn as much as I can about character creation and coding and hopefuly make more characters for my own and your pleasure. Hopefuly this ain't a Epic failure.

-SVC Genjuro

-=Features=-

-All the Basics techniques, Special techniques and Supreme techniques.
-DarkGifts. Special techniques for Survival and Buffing Abilities.
-Blood Effects.
-PowerCharge.
-Healing technique.
-Shadowlike Movement.
-AI







You can get him here.
http://www.sendspace.com/file/ik7ddj

Enjoy
    

Re: A new engine FEO (Fighting Engine Online) like Mugen with multiplayer network.

 December 29, 2007, 07:53:54 pm View in topic context
 Posted by LaQuak  in A new engine FEO (Fighting Engine Online) like Mugen with multiplayer network. (Started by becoolnike December 29, 2007, 10:05:41 am
 Board: Your Releases, older Mugen

I like it. Keep up the work man.
    

Re: Gota make him come down on this one.

 December 16, 2007, 06:06:07 am View in topic context
 Posted by LaQuak  in Gota make him come down on this one. (Started by LaQuak December 16, 2007, 03:04:56 am
 Board: M.U.G.E.N Development Help

I see. That I didnt know. And yes I wasn't thinking at all on that move. 1st few animations can be at ground level and the final rising one would have some velocity with it. But I've fixed that issue..and also learned something new with your reply so again. Heaps of thanks. I appretiate it.
    

Gota make him come down on this one.

 December 16, 2007, 03:04:56 am View in topic context
 Posted by LaQuak  in Gota make him come down on this one. (Started by LaQuak December 16, 2007, 03:04:56 am
 Board: M.U.G.E.N Development Help

Whats up. So i've been playing with changestates and its been going really smooth. This is where I draw the line though.
Im doing a move similar to shoryureppa and/or messatsu go hadou if you will. Basicaly a rising animation move split into 4 parts and it will act like a super move in the end.

Heres what I got so far.

[StateDef 3010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3010
sprpriority = 2

[State 3010, VelSet]
type = VelSet
trigger1 = Anim = 3010
x = 1.3
y = -1.8

[State 3010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011
ctrl = 0
;---------------------------------------------------------------------------
[StateDef 3011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3011
sprpriority = 2

[State 3011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3012
ctrl = 0
;---------------------------------------------------------------------------
[StateDef 3012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3010
sprpriority = 2

[State 3012, VelSet]
type = VelSet
trigger1 = Anim = 3010
x = 1.3
y = -1.8

[State 3012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3013
ctrl = 0
;---------------------------------------------------------------------------
[StateDef 3013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3011
sprpriority = 2

[State 3013, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 0

He wont drop down from 3011 to begin 3012 from the ground. What did I miss.
    

Re: Special Move rough draft.

 December 12, 2007, 11:55:11 pm View in topic context
 Posted by LaQuak  in Special Move rough draft. (Started by LaQuak December 11, 2007, 07:51:49 am
 Board: M.U.G.E.N Development Help

I will try i had some luck yestrday so ill probly get it working tonight. Thanks and sorry i know im a bothersome dude its just somethings like this take time to process *shrugs*

Friends ? :)
    

Re: Special Move rough draft.

 December 12, 2007, 05:21:34 am View in topic context
 Posted by LaQuak  in Special Move rough draft. (Started by LaQuak December 11, 2007, 07:51:49 am
 Board: M.U.G.E.N Development Help

So in the code it self. Add in a jump state at the end correct?
    

Re: Special Move rough draft.

 December 12, 2007, 04:34:25 am View in topic context
 Posted by LaQuak  in Special Move rough draft. (Started by LaQuak December 11, 2007, 07:51:49 am
 Board: M.U.G.E.N Development Help

State 50, ctrl = 0 for the end of it. 50 is your jump state, as you haven't set a sysvar velocity or what have you via state 40, it'll just drop.

Ctrl = 0 will prevent air moves at this point, don't forget it.

Im sorry to trouble you, but you think you can explain that a bit better ;/