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Messages by ultraman

    

Re: Firestorm Beta released by jhfer

 September 05, 2009, 01:06:08 am View in topic context
avatar  Posted by ultraman  in Firestorm Beta released by jhfer (Started by volzzilla August 29, 2009, 03:29:02 am
 Board: Found Releases

no launcher still sorry. all that was done in this update was adjust the cmd file for the moves, and added a png file for the move list.

lideroptimus, the guy that made AI patches for Alucard's Batman and the Punisher, plans to make an AI patch for him soon.

also, the transmutation move you spoke of in your comments has one effect only, protection from projectiles. incoming projectiles will get transformed into something else.

and he's not just a fire based character. he's able to rearrange atomic structures. he just so happens to do such with fire often. for more info on the char in general:
http://www.comicvine.com/firestorm/29-2353/
http://en.wikipedia.org/wiki/Firestorm_%28Ronald_Raymond%29


Ah, i see. We'll i take it the update will take care of things like the launcher anyways. And i guess that move makes more sense now.... i would have guessed it if it did damage to the opponent when they touched it (since every other character i can think of using such a move also uses it to deal damage) but yeah... the guy made the char how he wanted and thats cool.... just needs a little work in general i think. i'll be sure to stay tuned  :sugoi:
    

Re: Firestorm Beta released by jhfer

 September 04, 2009, 11:02:20 am View in topic context
avatar  Posted by ultraman  in Firestorm Beta released by jhfer (Started by volzzilla August 29, 2009, 03:29:02 am
 Board: Found Releases

thank the lord.... it was almost impossible to perform his moves before (i wonder if he has a launcher now too....)
    

Re: Demon Sagat

 September 02, 2009, 09:01:35 pm View in topic context
avatar  Posted by ultraman  in Demon Sagat (Started by greetlock September 02, 2009, 03:38:14 pm
 Board: Edits & Add-ons

this actually wouldnt be too bad if not for a few things:

fix the standing animation.... the other sagats would look better jumping out of the character with some kind of teleport effect or somthing (like the dhalsims character)...... having shit load of sagats flashing about with the fire effect looks silly as you're opponent cant see what hes hitting..... it also looks like the image is cloning itself.... and is just...... silly (also reminds people of a cheap edit and will turn them off immediately)

it only has a few moves that i could see.... could use some more

tapping hp and hk for fireballs is never good

some damages are too high

i did like the super where sagats rain down on the enemy though, that looks cool

keep working on it and it could be good i guess  ::)

    

Re: Firestorm Beta released by jhfer

 August 29, 2009, 12:40:30 pm View in topic context
avatar  Posted by ultraman  in Firestorm Beta released by jhfer (Started by volzzilla August 29, 2009, 03:29:02 am
 Board: Found Releases

has a lot to be desired....

standing animation looks jerky and awkward

sprites in general look unpolished and ugly imo

i cant work out why someone with a fire affinity would shoot blue beams..... speaking of which, all ground versions have misaligned spark placement (sparks appear at enemy's feet)

I couldnt work out how to do any of the hypers.... tried opening the command file. why is it a firefox document instead of a word document? since even the button icons are mini-pictures i couldnt get a thing to display (bad link or maybe something on my end).... in any case i still didnt discover any moves. Word docs dont have a temporary lifespan so put it in plain english. Cant imagine what the hell the commands could be anyways, i tried every variation of move from capcom and snk and got nothing

what does the atom icon move thing do? (qcf+k) i performed it directly next to the enemy and it didnt do anything

Big portrait isnt 120x140

Some sound effects are either too loud or annoying and go on for too long.

Has no launcher, which is pretty much implied by having a super jump.....

I know this is a beta so i cant complain much, im expecting a lot more of the final version though. Good luck
    

Re: Waves

 August 27, 2009, 01:47:29 am View in topic context
avatar  Posted by ultraman  in Waves (Started by GT August 25, 2009, 08:01:17 pm
 Board: Your Releases, older Mugen

Looks like a sexy spin on the usual spiderman stage, i like  :sugoi:
    

Re: Gothem Rooftops

 August 27, 2009, 01:43:26 am View in topic context
avatar  Posted by ultraman  in Gotham Rooftops (Started by DanOwnsAll112 August 24, 2009, 11:42:48 pm
 Board: Your Releases, older Mugen

u do know its 'GothAm' right?
    

Re: SHADOW AGENT by MGMURROW 8/21/09

 August 22, 2009, 04:08:18 pm View in topic context
avatar  Posted by ultraman  in SHADOW AGENT by MGMURROW 8/21/09 (Started by MGMURROW August 22, 2009, 07:04:30 am
 Board: Your Releases, older Mugen

i cant find the link.... everything i follow just takes me round in a circle....
    

Re: Club Syndicate V3.2 Screenpack Released !

 August 12, 2009, 12:11:07 am View in topic context
avatar  Posted by ultraman  in Club Syndicate V3.2 Screenpack Released ! (Started by NGeo August 11, 2009, 12:30:42 am
 Board: Edits & Add-ons

you the man  :sugoi:
    

Re: Club Syndicate V3.2 Screenpack Released !

 August 11, 2009, 03:22:09 pm View in topic context
avatar  Posted by ultraman  in Club Syndicate V3.2 Screenpack Released ! (Started by NGeo August 11, 2009, 12:30:42 am
 Board: Edits & Add-ons

I've tried this screenpack and it looks good, especially the select screen. My only complaint is that on the vs screen, the portraits look ugly and pixely.... it's even obvious from your previews.
    

Re: Sheng Long SF2 upg sprites and new paletes

 July 21, 2009, 01:22:57 pm View in topic context
avatar  Posted by ultraman  in Sheng Long SF2 upg sprites and new paletes (Started by Blagoy July 20, 2009, 12:55:42 pm
 Board: Edits & Add-ons

It's Ok. Could be better. His Sprites have got bad quality (did you maximise them from his original size?) and his supers could be better.
6/10.

Your right, his sprites look stupid this size and his qcbx2 and k move can miss hits because of his size... don't know why you'd want to increase the size, to return to default go into the .cns file and reduce x and y size to 1. No point commenting on his supers because they havent changed from the original. the editor here seems merely to have added a red line on his face and in his hair..... new palettes are ok i guess.... nothing really exciting here though
    

Re: Mr. Han from Enter the Dragon

 July 11, 2009, 02:28:01 pm View in topic context
avatar  Posted by ultraman  in Mr. Han from Enter the Dragon (Started by Count Monte July 11, 2009, 08:26:29 am
 Board: Edits & Add-ons

Not bad but would have been cooler with a change of clothes (or at least colour) and removing those glasses. I hope you're gonna continue working on him because it has potential.
    

Re: Wolf Sonic Updated

 July 11, 2009, 02:24:27 pm View in topic context
avatar  Posted by ultraman  in Wolf Sonic Updated (Started by Randomish July 09, 2009, 11:35:31 pm
 Board: Edits & Add-ons

1) EDITS AND ADDONS since this is clearly not 'your release(es)'
2) Why!?!
3) So after the 2 second intro this is just Jon Talbain... and a mediocre version of him at best
4) The vid told me all i need to know.... fail
    

Re: Screenpack by Ares Ax

 July 09, 2009, 11:40:40 am View in topic context
avatar  Posted by ultraman  in Screenpack by Ares Ax (Started by Juaniquillo February 03, 2009, 04:44:43 pm
 Board: Your Releases, older Mugen

Yes, you can edit it yourself. If you dont have the knowledge to do that..... NO
    

Re: MvC Kyo

 July 07, 2009, 12:43:52 pm View in topic context
avatar  Posted by ultraman  in MvC Kyo (Started by joerock July 07, 2009, 06:48:13 am
 Board: Edits & Add-ons

For some reason chaining from air to ground seems ridiculously difficult- after performing a launcher, despite your best efforts, kyo will rarely jump and meet an opponent in the air to continue his combo..... i tried this next to other mvc chars and even your own other conversions, and this was only a problem with this one.

On closer examination..... why do all of your conversions allow for air dashing? to the best of my knowledge this is not a regular mvc feature- it actually looks kinda dragonball  :S

All in all i do like these conversions, maybe just a lil tweaking is needed though
    

Re: Screenpack by Ares Ax

 May 24, 2009, 12:56:41 am View in topic context
avatar  Posted by ultraman  in Screenpack by Ares Ax (Started by Juaniquillo February 03, 2009, 04:44:43 pm
 Board: Your Releases, older Mugen

um.... if you dont want the bottom line of boxes, open the system.sff in fighter factory and render the bottom line the same colour as the transparent background. easy.
    

Re: Super Ken fixed by me (ultraman)

 May 09, 2009, 04:00:59 am View in topic context
avatar  Posted by ultraman  in Super Ken fixed by me (ultraman) (Started by ultraman May 08, 2009, 06:28:54 pm
 Board: Edits & Add-ons

didnt know avatars could exceed 120x140

and nice shading there ultraman
also nice fx in pic nr 2

not

ummm if you knew anything about the character you'd know those effects were already there. slating me for it is pointless, since the original author made it this way. Also the fixed sprites are fixed in the exact style they were intended to be in..... not quite sure what point you're trying to make there. Each criticism you've made have been true for the original character.... if you did'nt like the original you wont like this so why bother with the sarcasm?
    

Re: Super Ken fixed by me (ultraman)

 May 08, 2009, 06:52:25 pm View in topic context
avatar  Posted by ultraman  in Super Ken fixed by me (ultraman) (Started by ultraman May 08, 2009, 06:28:54 pm
 Board: Edits & Add-ons

where's the problem then? 'basically' is the word you used. thats right.... it's not the exact same character.... so i'm failing to grasp your point.
    

Super Ken fixed by me (ultraman)

 May 08, 2009, 06:28:54 pm View in topic context
avatar  Posted by ultraman  in Super Ken fixed by me (ultraman) (Started by ultraman May 08, 2009, 06:28:54 pm
 Board: Edits & Add-ons

Since people seemed to like my last fix, i bring you another here.... original post from MFFA again,

[Preview]



New and old portraits



New super portrait



Some prites just looked plain shite so they were redone, by me by hand



Like this



another example of an old crappy sprite.... fixed to now look like....



......this!

[Download]

http://www.fileden.com/files/2008/7/27/2022416/SuperKen.rar

[Comment]

Damages used to be far too high. i tweaked them a bit to be fairer..... they're still a bit high but without tweaking individual moves, as good as could be expected. Also note i removed the whirlwind effect from super tatsumaki kick... it just looked stupid.  ;D Hopefully this will persuade a few move people to play with this char who dismissed him the first time because of some of his crappy aspects  :sugoi:
    

Re: Screenpack by Ares Ax

 May 08, 2009, 12:15:48 pm View in topic context
avatar  Posted by ultraman  in Screenpack by Ares Ax (Started by Juaniquillo February 03, 2009, 04:44:43 pm
 Board: Your Releases, older Mugen

are you using mugen plus??? that is the only platform this screenpack will work on. If not get it. if you are and you messed this up by yourself then i recommend redownloading and starting over
    

Re: Screenpack by Ares Ax

 May 08, 2009, 12:54:02 am View in topic context
avatar  Posted by ultraman  in Screenpack by Ares Ax (Started by Juaniquillo February 03, 2009, 04:44:43 pm
 Board: Your Releases, older Mugen

go in the system def and find this:

;Name
p1.name.offset =117,33;Position to put name
p1.name.font =4,0,-1;Set to -1 for no display
p2.name.offset =524,341
p2.name.font =4,0,1

under the heading character select definition. these offset values are what you want to change it to (they correspond to longitude and latitude: x and y axis). of course this is provding you've moved the p1 and p2 labels from the screenpack down in fighter factory, otherwise there will be overlap.

the first number of the font parts correspond to the fonts you have at the top of the system def here:

[Files]
spr =system.sff;Filename of sprite data
snd =system.snd;Filename of sound data
logo.storyboard =;Logo storyboard definition (optional)
intro.storyboard =;Intro storyboard definition (optional)
select =select.def;Character and stage selection list
fight = akatsuki-lifebar/fight.def
;broken98/fight.def
;fight.def;Fight definition filename
font1 =font/8x8.fnt
font2 =font/8x8.fnt
font3 =font/8x8.fnt
font4 =font/name.fnt

therefore as shown above im using font 4 (name.fnt)

as long as you have the font/ part at the beginning it will select fonts from your font folder, which you will obviously have to put fonts into. rip them from other lifebars, screenpacks etc and write the name into the above part. eg if you have a font called sf.fnt you want font(number) = font/sf.fnt

although i dont know why ive told u this, you know, being a 'douche' and all