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Messages by Akimoto

    

Re: Silver alpha

 October 24, 2009, 09:17:03 am View in topic context
 Posted by Akimoto  in Silver alpha (Started by I am The Master Donut October 21, 2009, 11:13:57 pm
 Board: Your Releases, older Mugen

Heres some feedback
Icon and port not the correct size as gil said
Up up causes debug spam
All melee attacks have infinite priority(no blue hitbox) and do next to nothing
Green projectile needs to have a cooldown so no spam
Why not a 2 button char to reduce 1 button spamy?
Why does he flash is it super Silver?
Crouch animation loops funny
Healing animation needs more sprites or Kof fx or similar
Jump strong kick needs to move him at least double what weak version does
lv2 Hyper Air thunder not even close to enough damage and gives an error upon finishing
Run animator needs fx or more sprites
lv1 Ground Hyper needs to play a lot faster and turn p2 red on impact
never tell people to read your cmd for commands most people dont look at others code to begin with
"Telekinitc dragon" is coded wrong as even pots Geese disappears when hit by it look at 1025 on kfm and it does to much damage
I cant get spin dash to work for the life of me
needs sounds
needs run/jump dust
qcb,c does some weird glow hand that launches p2?
z hit spark misaligned and plays at a strange rate
most sprites misaligned
Crouch to stand he jumps?

Good effort and better than my first Char Ansem was when he was first made
    

Re: Alucard small update 10/19/09

 October 23, 2009, 06:14:59 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

My Alucard sprites are based off Hellsing while Jaws are based of Hellsing Ultimate i can't really help that fact

And for those that say Jaws does more justice not to be rude, the last thing i want to do is piss people off its just hard to fix what we cant and were very confused about what you want, but hes mostly just a sprite swap of my 2.0 version besides the new sprites he made for his helpers and his gun is like cables now and he can cancel anything to almost anything and he added blood hitsparks and supper port and he can heal
EDIT:I gave him permission to use my coding just to be clear

I'm not a big fan of blood hitsparks but if thats what you mean by justice than i would be happy to swap them out for blood

He also uses Super ports which is another easy thing to add if you wish

But those are the only things i can really tell between mine and his

So if you could be more specific than just saying his sprites look so much better it would be appreciated since me and dope would be able to improve upon Alucard

As for a Cromwell Hyper I cant really remember what he does is cromwell form? I know he releases his limits/locks/w/e but what does he do in that form my limiter removal was my version of cromwell form since it allows spaming of guns but i haven't seen hellsing in years so i don't remeber what he did in that form since he was only in it 1 episode in normal Hellsing

The hitpauses seem better though on the helper techniques.
If you could be more specific i can fix

    

Re: Alucard small update 10/19/09

 October 22, 2009, 10:14:27 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

- Missing sounds during run, jump and dash back.
I'm working on fixing all the sounds in the update so i'll add those to the list

- Demon Fang could get some blue CLSN on the "arm". And the blue CLSN on his body could be smaller.
Will fix

- You could make Spiral Drill unable to juggle more than 2 or 3 times. It's problematic for characters who can't airguard (KOF chars).
I'll just add a cool down

- Binding Doom has huge balance issues. Even though it doesn't deal any damage, you can still chain it over and over again. Hence, if you have more life than your opponent, you can just perform Binding Doom over and over again till the end of the round, to get a "Time Out" win. :-\
Also will get a cooldown

- Typo in the readme : crouching shot X+Y does nothing. It does in the air though.
The readme is full of typos i'll just make a new one next update

- The red CLSN on the bullets is really too big.
They just barely hit a standing kfm ill decrease the width but the lenght was inportant since he couldn't hit shorter people like kfm but i'll work on it

- Why is the little "gun explosion FX" (the one near the gun) different on air version compared to ground version ? Looks strange and not "uniform".
On his sprites he didn't have the fx like he did on the ground so i used the fx i'll add the normal fx to the air sprites i guess

- Melt might be unbalanced, as he can disappear quite easily and for a long time. Maybe add some recovery time or some startup to balance it.
I was told he was to slow before i'll just add the same cooldown as all his strikers

- All his "storm" hypers give back huge amount of power to Alucard.
Thought i fixed that crud next update

- His specials and hypers seem to be missing envshake. When a demon crushes the opponent, you'd be waiting for the screen to shake, which isn't the case.
I didn't add any envshake yet i'm working on that

- Missing sound during Horror Hand, but you know that.
Sounds coming soon lol

Ty for the feedback
    

Re: Alucard small update 10/19/09

 October 20, 2009, 10:12:12 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

thought i fixed the gun glitch guess i didnt save of well itll be in the next update

Next update
Fix gun glitch
add guard damage
add shake to heavy kick
not let heavy kick cancel into heavy kick
add new voices

I dont think thats missing anything else if so lemme know
    

Re: Alucard Updated 10/17/09 *new*

 October 18, 2009, 10:02:00 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

ah you mean a shake the screen when it connect thats easy enough
i'll make it unable to link to itself
Ai needs to be fixed its just a random combo repeated atm sorry
and i fixed the palette errors but thats not in this update

    

Re: Alucard Updated 10/17/09 *new*

 October 18, 2009, 03:53:34 am View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

and updated
    

Re: Alucard Updated 10/14/09

 October 16, 2009, 08:10:18 am View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

There were alot of characters that I hit this flaw with. Mind you, I'm using winmugen plus, so it could be a winmugen specific error.
I'd really like to fix this but i cant get it to happen for me ><

Why not fire the bullets in clusters of say..... groups of three?
i raised the number of shots to 14 but its still single you want him to shoot 3 out per shot right?

Either that, or instead of firing bullets on two directions only, why not have him fire them in a 50/60 degree arc?
you mean fire when his hands are down at his sides as well?

Well, anything I've got to say about this is irrelevent, since he can fire while crouching.
raised the hit box so it easily hits robert  so it should be fine

But for firing while standing, why not have him fire from the hip instead?
no sprites maybe someday

QCF+Y stood out for me. There were some points in the animation that didn't hit when it should've. I'll post some screenshots with the debug info turned on later
cool ty

Well, thanks for taking the time to read my feedback. :)
no problem most errors are fixed and new attacks have been added

Limiter Removal (lv3 hyper allows the player to mash x,y,a,b while holding up or down to do jump shots crouch shots and standing shots for a brief period of time More alucard gun action)

Summon Storm (Strider Hiryuu esc hyper where alucard summons a ton of people from his coat throwing p2 across the screen)

The ability to fire guns in the air was added (down at the ground or forward)

Fixed combo ability making it easier to combo

added a damage dampener



    

Re: Alucard Updated 10/14/09

 October 15, 2009, 10:24:25 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

there on the list for updates
    

Re: Alucard Updated 10/14/09

 October 15, 2009, 08:09:48 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

no just his hellsing arms 45 caliber he didnt have sprites for jesus is in heaven while crouching
    

Re: Alucard Updated 10/14/09

 October 15, 2009, 07:59:15 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

he has a crouching version >.> its 2 kicks while crouching
    

Re: Alucard Updated 10/14/09

 October 15, 2009, 07:48:38 pm View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

QCF+X has some MAJOR cloning issues. Almost everyone I fought against got cloned when I hit em with it. And on the few occasions where I missed, he created one anyways.
His drain hp grab? i've never once had a clone come out could you be more specific so i can fix it


Bullet storm: Complete rubbish. Alucard fires bullets that go either straight ahead or horizontally down. That's fine, but because the projectiles are tiny, and fired on such a small arc, that it's impossible to land. And the payoff in dmg isn't worth it on the off chance that you do(more on that later)

I'll make the hit boxes bigger on the bullets and he doesnt fire down i felt those were useless its just staright

Alucard's height renders both the .45 Hellsing arms useless. Again, tiny bullets sail over most opponents heads, and the ones big enough for it to hit, can some how skip frames to crouch under them(when they clearly shouldn't)
Once again i'll make the hitboxes bigger

CLSN issues aplenty. Why?! Why do people still choose to ignore KOD's clsn tutorial?!

can you be more specific?

Finally, dmg priorities in general. Everything feels so...... weak. Shit, even my supers are only doing only 25% dmg. C'mon dude! It's Alucard! I'm pretty sure most of the community would be forgiving if you made his strength just a little bit godlike.

He does about the ammount all my chars do i'll raise it to higher than


Overall, he's definately improved, but nowhere near enough to do Alucard justice. There was some other guy doing an edit of this alucard(can't remember his name though :() I recommend you guys wait for that instead.
Or i can just fix the errors >.>

Dracula never bite? or no need.
He has a grab where he drains p2 life with his aura while choking them instead of biting
    

Alucard small update 10/19/09

 October 15, 2009, 04:10:24 am View in topic context
 Posted by Akimoto  in Alucard small update 10/19/09  (Started by Akimoto October 15, 2009, 04:10:24 am
 Board: Your Releases, older Mugen

Made a video all that was fixed was pallete and speed of melt the other updates are being worked
http://www.youtube.com/watch?v=HdNZLEPym_I

Get Him Here
http://www.freewebs.com/akitaku


All sprites were made by Goutetsu
Special thanks to Crazy Koopa and DopeFiend5 for all their help on this porject
Enjoy the final 3.0 version,
Aki

Hypers
qcf,x+y           Horror Hand
qcf,a+x           Skull Summon
qcf,a+b           Bullet Storm
qcf,y+b           Summon Storm                    
qcb,a+b           Bullet Storm Low                  
Start(3 bars)     Limiter Removal (mash any button to fire guns can jump and crouch shoot)
  

Supers
Hell Grab - D,DF,F,x
Demon's Fang - D,DF,F,y
Spiral Drill (Close) - D,DB,B,x
Spiral Drill (Far) - D,DB,B,y
Binding Doom - x+y
Hellsing arms - D,DF,F,a
Second Bullet - a
change guns - b
Jesus is in Heaven - D,DF,F,b
Second bullet - b
Summon Shark (Close) - D,DB,B,a
Summon Shark (Far) - D,DB,B,b
Summon Demon - a+b
crouching shot - a+b (while crouching)
Air shot forward - a+b in air
Air shot Down - x+y in air
Melt - Z(hold) foward/back to move
       Z(tap) melt and reform


Sprite Changes
Bullet Strom Low
Melt





Play changes
Added 2 new hypers
Added Z evade

attacks can now be canceled into higher/special/hyper EX light kick > strong kick > qcf kick > qcf 2kicks
When using guns Hellsing arms 45 Caliber than be linked to Jesus is in Heaven just by pressing b instead of pcf b
minor vel fixes
Fixed Horror hand effects
added damage dampaner
Demon's fang now hits 3 times
clsn fixes





Sound Changes
Added new gunshot sounds

 
    

Re: Helper help

 October 03, 2008, 01:47:56 am View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

ok i'll change that to ty
    

Re: Helper help

 October 02, 2008, 10:48:53 pm View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

p1 owns var 11 it increases on successful hits i'll try parent, var
    

Re: Helper help

 October 02, 2008, 06:51:33 pm View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

ok adding the = 1 fixed my var problem thank you as for the orbs summoning i think i'll just add more helpers for the mutiple orbs
Problems i still have :
Having the helper spawn on p2 than float to p1 but i don't know how to do that without binding to p1 and using parent to control the movement of the orb and the problems i put by the code 

;Orb
[Statedef 11050]
type = S
movetype = I
physics = N
velset = 0,0
anim = 8888
ctrl = 0


[State 11050, ]
type = BindToParent
trigger1 = time > 0
pos = 90,-30

[State 11050,vs ]
type = VarSet
trigger1 = var(11) >= 2                                   < right here its not reading var11 to increase the size of orbs
v =  2
value = 50

[State 11050,vs ]
type = VarSet
trigger1 = var(11) <= 2
v =  2
value = 1

[State 1150,ex ]
type = Explod
trigger1 = time = 0
anim = 1051
ID = 1050
bindtime = -1
removetime = -1
scale = .1*(Var(2)),.1*(Var(2))
sprpriority = -2
ownpal = 0

[State 11050,st ]
type = ChangeState
trigger1 = time = 1
value = 11052

[Statedef 11052]
type = S
movetype = I
physics = N
velset = 2,2
anim = 8888
ctrl = 0

[State 11051,ex ]
type = Explod
trigger1 = (timemod = 2,0) && (numexplod < 6)
anim = 7010
id = 7010
vel = 0,-.4
random = 20,20
scale = .2, .2
sprpriority = -1
ownpal = 1


[State 11052,vs ]
type = VelSet
trigger1 = time = 10
x = 0
y = 0

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist Y <= 15) && (time > 10) && (vel Y > -5)
y = -.5

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist X >= -20) && (time > 10) && (vel X < 5)
X = .3

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist X <= 20) && (time > 10) && (vel X > -5)
X = -.3

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist Y >= 70) && (time > 10) && (vel Y < 5)
y = 2


[State 11052,t ]
type = Turn
trigger1 = facing != (parent,facing)

[State 11052, RemoveExplod]
type = RemoveExplod
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
id = 1050

[State 11052, RemoveExplod]
type = RemoveExplod
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
id = 7010

[State 195, 2]
type = changestate
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
value = 90909090

[Statedef 90909090]
type = S
ctrl = 0
anim = 8888
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = stateno = 90909090
value = 10*(var(11))                                               < also right here the poweradd isn't working

[State 195, 2]
type = Destroyself
trigger1 = AnimTime = 0
    

Re: Helper help

 October 02, 2008, 04:51:44 pm View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

they come out every hit
i shall try that
ill change it to posset but than how would i get the orb to fly to p1? i had it bound so my vels would make the orb follow p1 even if they jump or air dash
    

Re: Helper help

 October 02, 2008, 12:39:33 am View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

ok heres all the code for the orb its movement and its summoning

;---------------------------------
;Orb
[Statedef 11050]
type = S
movetype = I
physics = N
velset = 0,0
anim = 8888
ctrl = 0


[State 11050, ]
type = BindToParent
trigger1 = time > 0
pos = 90,-30                                                  <----- i need p2 body for the x which i don't know the command

[State 11050,vs ]
type = VarSet
trigger1 = var(11) >= 2
v =  2
value = 50

[State 11050,vs ]
type = VarSet
trigger1 = var(11) <= 2
v =  2
value = 1

[State 1150,ex ]
type = Explod
trigger1 = time = 0
anim = 1051
ID = 1050
bindtime = -1
removetime = -1
scale = .1*(Var(2)),.1*(Var(2))
sprpriority = -2
ownpal = 0

[State 11050,st ]
type = ChangeState
trigger1 = time = 1
value = 11052

[Statedef 11052]
type = S
movetype = I
physics = N
velset = 2,2
anim = 8888
ctrl = 0

[State 11051,ex ]
type = Explod
trigger1 = (timemod = 2,0) && (numexplod < 6)
anim = 7010
id = 7010
vel = 0,-.4
random = 20,20
scale = .2, .2
sprpriority = -1
ownpal = 1


[State 11052,vs ]
type = VelSet
trigger1 = time = 10
x = 0
y = 0

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist Y <= 15) && (time > 10) && (vel Y > -5)
y = -.5

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist X >= -20) && (time > 10) && (vel X < 5)
X = .3

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist X <= 20) && (time > 10) && (vel X > -5)
X = -.3

[State 11052,va ]
type = VelAdd
trigger1 = (parentdist Y >= 70) && (time > 10) && (vel Y < 5)
y = 2


[State 11052,t ]
type = Turn
trigger1 = facing != (parent,facing)

[State 11052, RemoveExplod]
type = RemoveExplod
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
id = 1050

[State 11052, RemoveExplod]
type = RemoveExplod
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
id = 7010

[State 195, 2]
type = changestate
trigger1 = parentdist x > 0
;trigger1 = parentdist y > 0
trigger1 = parentdist y > -100
value = 90909090

[Statedef 90909090]
type = S
ctrl = 0
anim = 8888
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = stateno = 90909090
value = 10*(var(11))

[State 195, 2]
type = Destroyself
trigger1 = AnimTime = 0

:-After the statedef -2 father down in the coding

[State -2, Varset]
type = Varset
trigger1 = stateno != 200      <--------- testing for just one attack atm
var(11) = 0

[State -2, Varadd]
type = Varadd
triggerall = stateno > 0 && movecontact
v = (11)
value = var(11) + 1


[State -2, Helper]
type = Helper
trigger1 = var(11) > 0
trigger1 = numhelper(11050) = 0
helpertype = normal ;player
name = "mikosmall"
ID = 11050
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1

[State -2, Helper]
type = Helper
trigger1 = var(11) > 1
trigger1 = numhelper(11051) = 0
helpertype = normal ;player
name = "mikosmall"
ID = 11051
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1

[State -2, Helper]
type = Helper
trigger1 = var(11) >= 2
trigger1 = numhelper(11052) = 0
helpertype = normal ;player
name = "mikosmall"
ID = 11052
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1

[State -2, Helper]
type = Helper
trigger1 = var(11) >= 3
trigger1 = numhelper(11053) = 0
helpertype = normal ;player
name = "mikosmall"
ID = 11053
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1

[State -2, Helper]
type = Helper
trigger1 = var(11) >= 4
trigger1 = numhelper(11054) = 0
helpertype = normal ;player
name = "mikosmall"
ID = 11054
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1

[State -2, Helper]
type = Helper
trigger1 = var(11) >= 5
trigger1 = numhelper(11055) = 0
helpertype = normal ;player
name = "mikomedium"
ID = 11055
stateno = 11050
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1




Problems i'm having are the orbs don't spawn on p2, the var increases to fast thus mutiple orbs come out, the poweradd doesn't work and i think thats all im just testing for one attack atm so parts of the coding are weird
    

Re: Helper help

 October 01, 2008, 06:02:15 pm View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

so is there a way to get the number in the combo counter? or will i have to set a var to increase on each hit and reset on nonattack states
if i assign a var what would the trigger still be?
trigger1 = var(x) > 0?
would i have to add a bunch of triggers to get it to spawn + 1 on every hit i the combo?
trigger1 = var(x) > 0
trigger2 = var(x) > 1
trigger3 = var(x) > 2
or is there an easier way?
    

Helper help

 October 01, 2008, 02:13:22 am View in topic context
 Posted by Akimoto  in Helper help (Started by Akimoto October 01, 2008, 02:13:22 am
 Board: M.U.G.E.N Development Help

ok basecally what i want to do i have on the first hit one helper summoned on the second hit 2 helpers summoned etc. right now when he hits like 5 helpers are summoned i've tired many triggers but i can't figure out what to put as the trigger to have it read the number of hits in the combo than summon that many helpers i thought it was the hitcount command but i cant seem to get it to work
any help?

    

Re: Adult Gokudera Released

 August 31, 2008, 10:25:28 pm View in topic context
 Posted by Akimoto  in Adult Gokudera Released (Started by Akimoto August 30, 2008, 11:25:49 pm
 Board: Your Releases, older Mugen

Bugs/errors:
QCF+x : Can chain into itself up to 8 times, and deals nearly 500 damage.
QCB+x : The bomb comes out of his head.
X+Y : Can chain into intself, which makes a weird animation.
The Second attack in X combo(state 201) : Has no CLSN2 over the CLSN1.
Time to perform supers is "30", Which makes it nearly impossible to perform specials with 3 bars.
Trip toss: Should have bombs on both sides of him.
The fire sprite is not align correctly in frames - 12, 13, and 14.

dsadsadas:
QCB+x : Should be a mine attack, otherwise it's pretty much the same as QCF+Y
The start button to perform his High ougi?..
Suicide: Shouldn't this move hurt Gokudera?
Needs better explosion sounds.
No sounds for Jump/Land/Walk/Run?
4 projectile supers?...
Maybe add a superpause to supers?
In order

will fix
will lower it
which the fire pillar or in air throw bomb?
i forgot to make it bigger
is 30 to high or to low? i dunno about those time i always use 30
will add
on the pillar right?

the Dynamite was suposed to trip you on it and hit low i messed up the state
i couldn't think of how to do it i could change it to stand x+y to be more of a high ougi input
it does a lil i'll bump up the damage
yea i know
i can add to jump/land but when i add to walk/run they sound weird or loop to long
its what he had in the original game he was projectile based
I was debating if i wanted to or not i guess i should

thanks for the feedback