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Shadow J-DeUcE

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Messages by Shadow J-DeUcE

    

Re: Orochi Akuma V.2

 October 07, 2007, 08:45:29 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

Neo-Kamek, you are a god!!! Thank you some much
    

Re: Show Ryu & Ken's Palette Release Thread (Accepting Requests)

 October 07, 2007, 08:00:28 pm View in topic context
 Posted by Shadow J-DeUcE  in Cartoonfanatic's Palette Release Thread (Accepting Requests) (Started by Cartoonfanatic September 29, 2007, 12:14:46 pm
 Board: Edits & Add-ons

Hey Thanx again for the pals for my character
    

Re: Orochi Akuma V.2

 October 07, 2007, 07:31:40 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen


Problem #4: If you fix the above 3 problems, the AI will activate, but it won't function properly. There is no ctrl flag check for any of the AI triggers. This results in the AI switching between states rapidly, causing O. Akuma to spaz out and ignore most hits.

Also: lol infinite



how do I go about fixing these two?
    

Re: Orochi Akuma V.2

 October 07, 2007, 07:05:53 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

Ok so every one wants more moves. Original moves. Any Ideas.
    

Re: Orochi Akuma V.2

 October 07, 2007, 07:01:17 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

    

Re: Orochi Akuma V.2

 October 07, 2007, 01:57:12 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

    

Re: Orochi Akuma V.2

 October 07, 2007, 12:29:32 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

I Just Did It Again For Example ( Forgive Me If I Don't Know The Name Of These Moves)

This Is Me Starting A Simple Combo With No Energy


Right After I Try That Air Haduken Super


Then On The Ground I Do A Low Kick Stiil No enegry


Then I Do The Round House Super Thing With No Energy Required


It Seems That You Can Cancle Any Combo Out With A Super Except For That Level 3 Super



Dang it. I thought I fixed that!!! Well this should fix it. Go into the CMD file and change this:
triggerall = power > 1000 to triggerall = power >= 1000

your gonna have to do this to all the states in the CMD named Hyper
    

Re: Orochi Akuma V.2

 October 06, 2007, 05:55:44 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

WHAT HAPPENED TO THE A.I. HE FIGHTS LIKE A WIMP COMPARED TO ANOTHER OROCHI AKUMA I HAVE AND HE FIGHTS LIKE A WIMP. HE ALSO NEED MORE OROCHI-LIKE MOVES AND MORE UNIQUE MOVES NOT JUST AMPED-UP VERSIONS OF CAPCOMS ORIGINAL'S. DO U REMEMBER WHEN EVIL KEN THEN EVIL RYU POPPED ON THE BLOCK WITH THE GREAT *ORIGINAL MOVES* THAT WAS CHARACTER DESIGNING AT IT'S GREATEST AND THEY WENT EVEN  BEYOND THAT SINCE THEY WERE RELEASED. I DID'NT SEE THIS HERE JUST ANOTHER AKUMA WITH A DURACELL STUCK IN HIM. KEEP TRYING DUDE :-\

Here's the deal. When I started this character at the begin of this year, People where already say "OMG NOT ANOTHER FREAKING AKUMA." On top of that, People were also saying that akuma looks stupid doing SNK moves. i.e. Ogre. Does akuma REALLY need the giga press, dark barrier, and genocide cutter? sure it would be cool but still does he need it? I don't think so. 

Well - it would be nice to see it. Perhaps not ALL of them, but Giga Press and G. End would be a good complement. Still - you maybe don't wish to use SNK moves - instead you could find out some original moves.

BTW, about the Misogi technique - could you add a HUGE skull pillar appearing (like Vice's in her combo in CvS 2) after Akuma smashes the opponent to the ground? Or better yet... A custom G. End; Akuma holds up his opponent with both hands (can use a symmetric sprite of his Raging Storm combo) and harms them with Orochi power - similar to God Rugal.

The misogi idea would be nice but I think I've over used the pillars. The G. end would be nice too
    

Re: Orochi Akuma V.2

 October 05, 2007, 06:14:18 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

    

Re: Orochi Akuma V.2

 October 05, 2007, 06:12:51 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

WHAT HAPPENED TO THE A.I. HE FIGHTS LIKE A WIMP COMPARED TO ANOTHER OROCHI AKUMA I HAVE AND HE FIGHTS LIKE A WIMP. HE ALSO NEED MORE OROCHI-LIKE MOVES AND MORE UNIQUE MOVES NOT JUST AMPED-UP VERSIONS OF CAPCOMS ORIGINAL'S. DO U REMEMBER WHEN EVIL KEN THEN EVIL RYU POPPED ON THE BLOCK WITH THE GREAT *ORIGINAL MOVES* THAT WAS CHARACTER DESIGNING AT IT'S GREATEST AND THEY WENT EVEN  BEYOND THAT SINCE THEY WERE RELEASED. I DID'NT SEE THIS HERE JUST ANOTHER AKUMA WITH A DURACELL STUCK IN HIM. KEEP TRYING DUDE :-\

Here's the deal. When I started this character at the begin of this year, People where already say "OMG NOT ANOTHER FREAKING AKUMA." On top of that, People were also saying that akuma looks stupid doing SNK moves. i.e. Ogre. Does akuma REALLY need the giga press, dark barrier, and genocide cutter? sure it would be cool but still does he need it? I don't think so. 
    

Re: Orochi Akuma V.2

 October 04, 2007, 09:57:20 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

I knew I did something wrong in there. Sorry for the mix up :S
    

Re: Orochi Akuma V.2

 October 04, 2007, 03:53:55 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

    

Re: Orochi Akuma V.2

 October 03, 2007, 07:21:38 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

The Bug Update has been uploaded. It on the front page. Enjoy
    

Re: Orochi Akuma V.2

 October 03, 2007, 06:15:42 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

well if there no more bugs to be reported, I'll just release a patch for the bugs that were found.
    

Re: HiRes Spriting

 October 03, 2007, 06:12:51 am View in topic context
 Posted by Shadow J-DeUcE  in HiRes Spriting (Started by Shadow J-DeUcE October 02, 2007, 07:16:05 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

Asking if flash is free is as asking if avi or bmp is free...
You animate your char making it a flash movie or something like that, then you use these animations to make your own sprites better, in pcx format.
Flash is the format/tool, not a program.

Also, because I couldn't resist :



OMG!!! LMMFAO!!!!! ;D ;D ;D

That said, you pretty much have to be quite good in the arts/graphics department to make good Hi-Res sprites.

Preferred programs are Photoshop, Flash and PSP.
Well that right my alley and I got Photoshop & Flash.

I feel stupid asking but what PSP  :-\
    

HiRes Spriting

 October 02, 2007, 07:16:05 am View in topic context
 Posted by Shadow J-DeUcE  in HiRes Spriting (Started by Shadow J-DeUcE October 02, 2007, 07:16:05 am
 Board: M.U.G.E.N Development Help

Is there a Tutorial on HiRes Sprite making?  :-\
    

Re: Orochi Akuma V.2

 October 01, 2007, 06:28:30 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

    

Re: Orochi Akuma V.2

 October 01, 2007, 05:12:11 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

wow nice job man
but the big portrait shud'nt have a shared pallet because lost his colors  :S

but is easy fix it ;D
i also made some extra pals for him

http://www.sendspace.com/file/kimtop
sorry for the bad english
enjoy

So I tried editing the big portrait.
i took that picture and disabled shared pallete, but the picture still looks the same. Is there more I have to do?

That something I have to change. I'm going to release a patch after I get all the feedback on the bugs
    

Re: Orochi Akuma V.2

 September 30, 2007, 12:04:37 am View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen

His Projectiles don't cancel other projectiles.
His Normal Projectiles have tails which can hit characters if dodged or if character jumped over O.Akuma.
http://i3.photobucket.com/albums/y55/j_dawg2o4/untitled.jpg
Seems to only happen with warusaki3's characters. I've tried against Ken by GM, Ryu and Shin Gouki by P.o.t.S and the projectiles cancel themselves.

Thanks for the bug. One question though, how did you get the collision boxes to show up.
My eyes could be wrong, but I don't see any CLSN2s in there. Without that the projectiles won't cancel.

I realized what the problem was. My projectiles are helpers and I deceased the size of them but keep the collision boxes.
    

Re: Orochi Akuma V.2

 September 29, 2007, 10:50:36 pm View in topic context
 Posted by Shadow J-DeUcE  in Orochi Akuma V.2 (Started by Shadow J-DeUcE September 28, 2007, 04:52:53 pm
 Board: Your Releases, older Mugen