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Daimonmau

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Messages by Daimonmau

    

Re: Bebum Ryo (Final version) (the day has come)

 March 30, 2009, 07:11:33 pm View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

Yeah, I know I could be more polited or something, but I prefer to be more direct sometimes. but... hum... maybe I should have said in other way that they were acting wrong, but is good to they, so maybe they realize.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 30, 2009, 06:58:30 pm View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

aarrrgh, I will have to explain AGAIN why I called that guys idiots:
they were not giving "feedback" or "criticism", they just decide to hate the char. instead of saying what they like and what would be cool to be improved they just were saying "your char is crap", and this is idiot since the char is NOT crap (I am not saying this because I did him, I am saying this because, by the LOGIC of what is a crap char, he is not, he is in fact really cool. he is just a unique, crazy version of some character. unless someone dosen't like edited chars there isn't a good reason to not at least have some fun with him, since it's free)
and, as was allready stated, they were idiots to be comparing this ryo with any other.

And it's allready clear, but I will say anyway: off course I like critics, I am no idiot (hahaha), just say things that you like, dislike and maybe some ideas of new moves, jokes, etc.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 30, 2009, 06:07:15 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

HAHAHAHAha, thanks yubatt.

and Rajaa, it's you Rajaaboy? cool that you liked the final version, since you helpedme solve some doubts while I was doing him. and I have to thanks to this response of yours, it serves well to show why I said that guys where (are?) idiots.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 05:54:26 pm View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

man, I give up... logic is going to hell.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 08:49:56 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

no Nio, he din't want that, he just decide to hate the char. and yes, I could have improved more some of the frames and the portrait, but this char is for fun, it's possible to notice that the creator of the char has let some frames on a more or less state and a funny but funcional portrait because of lazzynes, and that he has cared more for put some cool moves and a more or less cool AI (and with the intention of the char being a "boss")
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 08:42:32 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

aaff... men... I don't even want to aswer to this idiots... oh well: please go away, what you are saying IS NOT exactly "critique" or "feedback", the reason you are being idiots is because you are not following logic on your aswers.
things like "The char is crap ", "the sprites are really bad also some of thos sprites make the palette of the char more crappier and yes still the palette is horrible", "the hair in each sprite look terrible" and "655321 was posting feedback (you know was it is) so in fact this char = shift+delete" are idiotic comments. for some personal reason you decide to hate the char and begin to say this things.

now, please, don't start a fight here, since you hate the char just walk away.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 08:02:34 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

655321, sorry to inform you buddy, but you are a idiot.
since you allready "shift+delete" my char, please, just don't post anymore here, go read something else.
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 05:11:17 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

why 11 mb? it's his size, what you expect?
hum... no, the edits are more or less, not "pretty bad" (some frames are cool and some frames are more or less, since I have to edit some 500 frames). and no again to the "most animations seems choppy", just a few are not well done (the ones that don't matter to much).

and I din't get the "some pals are really bad to say the least, I know you are not aiming at any accuracy, but vels are inconsistent between each move", explain better.

well, and I normally download chars to fight against and to watch sometimes, so to me AI is really important, and he is kind of cheap, since he is some kind of evil ryo (so he some (or most) of the times makes to much damage, hahaha (the intention is to him be a boss))
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 03:06:57 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 01:57:39 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

DAM... i am fixing right now
    

Re: Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 12:55:56 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

Hahahaha
    

Bebum Ryo (Final version) (the day has come)

 March 29, 2009, 12:15:07 am View in topic context
 Posted by Daimonmau  in Bebum Ryo (Final version) (the day has come) (Started by Daimonmau March 29, 2009, 12:15:07 am
 Board: Your Releases, older Mugen

At last it's done, the final update on Bebum Ryo (but some of you may as well consider him the evil ryo). the "final" on the update means the char is complete, maybe I can add or fiz something on the future... beyond the "final", haha.
well, this time the presentation comes together with screnshots:

some fatalities:






And the Supreme H.S.K. Ken:











To those who don't recognize him (there is something differet about him...), it's... RYO (you know, the guy who is worldwide famous for his realy fast punchs in sequence that lots of players must have tried to imitate at least once I supose). But he is with some kind of problens right now... drink and bad company problems...

but about him and the update: ryo now is more smart, he finally beats evil ken (at least some 50% of the times I think), and watch the two fighting is really cool. evil ryu and almost everyone (the rest) looses, with the obvious exceptions of the hard bosses (like mb02, god orochi, rare akuma, that mega broly, etc.). now he has all six fatalitys, the usually moves but with some better things and stuff. he has a new supreme move, the supreme hao shokoken... aaaaand now he has six colors.

well, please some coments. the AI is cool now? the new move? some of the fatals?

Download: ok, new link on the 4shared: http://www.4shared.com/file/95537652/1c38cf8/bebumryo.html

EDIT:
One guy named OfficialMC2 posted a kind of cool video on youtube:

http://www.youtube.com/watch?v=zDoWUrq7aRo

It shows little moves and no fatalitys, but serves to quick show the char.
    

Re: problem with adding different colors

 January 24, 2009, 10:53:30 pm View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

AHAAAAAAAAAAAAAAAAAAAAAA
i just found out what it is cyanide. while i was here waiting for a aswer i decide to see what was about that f.a.q. that you put on the top of the forum, there was a part that said:

 "When adding sprites to the sff your first sprite should be image 0,0 and shared pallete should be on. Put all your character sprites after this. They should use the SAME pallete as your first image"

then i tough "what is this?" and take a look on some other char and see that their first char sprite was number 0,0, then i create a copy of my first char sprite (a sprite where the char appears, not his portrait or some fireball) and put "group 0 image 0" and now the palletes are working. coolll

and thanks man, hahaha
    

Re: problem with adding different colors

 January 24, 2009, 10:39:19 pm View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

well cyanide, the first narutorial dosen't giveme any ideas how to solve this problem, then i read the others narutorials and they to dosen't tellme how to add diferent colors. maybe i didn't get right the narutorial (i re-read him) so, please, explain better.
there isn't a way to i just clone my pallete, like a char with six equal colors and then i make modifications on the palettes?
    

Re: problem with adding different colors

 January 24, 2009, 05:40:58 pm View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

please explain a little better cyanide. i did this way: i made 5 copies from the original *.act, then rename they to *2.act, *3.act, etc. then put on the .def.
now you are saying to I aply on all sprites? how i do that? what is the correct way then to make different colors?
    

Re: problem with adding different colors

 January 24, 2009, 03:13:02 am View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

all the palettes are on the def file and i put the "shared pallete" on the sprites but no result, nothing work.

so, what i have to do?
    

Re: problem with adding different colors

 January 23, 2009, 02:47:58 pm View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

yes, all six
    

problem with adding different colors

 January 23, 2009, 02:00:53 pm View in topic context
 Posted by Daimonmau  in problem with adding different colors (Started by Daimonmau January 23, 2009, 02:00:53 pm
 Board: M.U.G.E.N Development Help

well, i am with a problem here: my char has only one pallete (and of course only one color), so I made 5 copies of the original pallete (so now he has six *.act). then i made changes on the second *.act (change the hair color of the char) but it dosen't work. I mean, now he has six palletes/colors (if well that only the second pallete has modifications), but it din't work, no matter if i try to apply the pallete on the fighter factory or if i go to the mugen and try select him with every one of the six butons.

what do i have to do to make other colors to him? in the other chars I just click on the "auto aply pallete" on the f.factory and click on the other palletes to see the other colors, but it dosen't work on my char.

obs.: I really tried to find something about this on google and here but couldn't find nothing
obs2.: what is the purpose of the "shared pallete" option?
    

Re: how to send p2 to a state on this condition?

 December 14, 2008, 04:51:30 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

i will try this then. i will post here again if some problem appears, but i presume that now i will get his thing done.
thanks men, hahaha
    

Re: how to send p2 to a state on this condition?

 December 14, 2008, 04:04:42 am View in topic context
 Posted by Daimonmau  in how to send p2 to a state on this condition? (Started by Daimonmau December 12, 2008, 04:12:12 am
 Board: M.U.G.E.N Development Help

"Kill the bastard", hahahaha, sacanagem
yeah, but this special punch sends the enemy flying on a certain direction, flashing and spining. so, if in the custon state is send him to his fall animation if he has survived the punch, he will be on the right kind of fall? (direction, flashing, spining)
and the other 6 or 8 moves that will make the enemy explod as well (if he is killed by some of this moves), they make the enemy fall on diferent ways. so what i do? (hum... maybe i put a "trigger1 = p2stateno = 907" on the state where the p2 is (so the "trigger1 = p2stateno = 907" is refering to player 1? and put diferent fall animations... but the enemy will be flashing and flying on the right speed and on the right direction?)