YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*****
Balthazar is Offline
Contact Balthazar:

Balthazar

MFG Network Member

Messages by Balthazar

    

Re: Post your picture thread

 November 26, 2014, 01:18:26 pm View in topic context
 Posted by Balthazar  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

Yeah those ears are really 'you', Walt ;)


Thanks to @Omega: for the cool shirt ;)
Ignore the undressing, swooning pouty lips.
    

Re: Last movie you watched + 2 lines review.

 November 24, 2014, 09:22:01 am View in topic context
 Posted by Balthazar  in Last movie you watched + 2 lines review. (Started by Bastard Walt August 28, 2007, 04:18:56 am
 Board: Entertainment

There's nothing wrong with ScarJo's boobs but her acting in this movie however WAS a problem for me. It started out pretty good but as she's developing these beforementioned god-like abilities her acting switches to utmost boring. Most likely a director's decision (but not a good one imo).
Also yeah, this movie had one of the most misleading trailers I've ever seen, I think most people were expecting more of a Matrix-inspired action fest, but guess what; she doesn't actually throw a SINGLE punch or kick in this movie (instead of action it goes into...deeper material). I was pretty thrown off by it tbh.
No more then 3/10 for me.
    

Re: [Theme Thread] CVS Sprite thread

 November 22, 2014, 11:43:30 am View in topic context
 Posted by Balthazar  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Yeah HQ That looks really nice so far, good color choices too, it looks like he oiled himself up plenty ;)
    

Re: Majin Vegeta Z2

 November 21, 2014, 10:27:21 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

It's the same mouth from the 4th sprite which everyone seemed the enjoy more though, so I'm not changing it anymore.
I already mentioned this will be for both base Vegeta Rage Mode stance, and Majin Vegeta regular stance (though they'll have different animation timings and faces).
I ALSO mentioned  this is the 'most calm' face of the entire animation, if I make him grit his teeth already in this calmest sprite, there's less room to have a big change in his emotions (calm to rage).
    

Re: Majin Vegeta Z2

 November 21, 2014, 10:10:42 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Thanks HQ :)

I think this is gonna be the final look of it.

Added a tad more light to the boots and removed some light from the abs. Face will stay like this
(though as mentioned, this is his 'most calm' face of the animation).
Sorry Methiou I'm not a fan of the abs and face you did, but thanks for the effort :)
    

Re: Majin Vegeta Z2

 November 20, 2014, 06:54:24 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Update (pretty much copy-pasted the face of 4 onto 6per request, and edited to match):
>
Let's just say this is the calmest face, for Majin he will have a more disturbed/angry look.
    

Re: Majin Vegeta Z2

 November 20, 2014, 06:31:20 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Alright here is a revamp of his newest stance (though with no changes/evolutions to the actual spritestyle, just refinements), does anybody have suggestions or feedback on this sprite, like the face (which was yeah pretty bad on the latest one? I'm asking for feedback now before I start animating the thing.
 
I'll try to match the animation of the previous version as some people seem to prefer it.
This animation will be shared between base Vegeta (RAGE stance) and Majin Vegeta (regular stance) but I'll differenciate them in the facial expression (base can have the face building up to start calm and grow more angrily as the animation progresses, while Majin will have a more angry face throughout the whole thing).
I'll animate this one more with copy+editing, not as much redrawing each frame, so the shading doesn't jump the f*ck around like it does now.
    

Re: Majin Vegeta Z2

 November 20, 2014, 12:14:00 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Walkcycle slightly updated thanks to some fixes pointed out by@HQ:
> >
     original       >   HQ tweaks    >   edit finalized.
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 November 20, 2014, 12:41:23 am View in topic context
 Posted by Balthazar  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: M.U.G.E.N Discussion

Happy 30th Anniversary of Dragon Ball everyone :)!
    

Re: Majin Vegeta Z2

 November 19, 2014, 06:41:07 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

My friend, this is already the case, if you hadn't noticed, I am in the process of revamping pretty much his entire sheet.
    

Re: Majin Vegeta Z2

 November 19, 2014, 06:26:49 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

@Neocide Well he's got his rage face going on, unless you don't like the sprite as a whole.
I might tweak that sprite/animation anyway, he has some jumpy shading going on in the animation (and his pecks definition is weird).
    

Re: Majin Vegeta Z2

 November 19, 2014, 10:52:51 am View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

The reign of Vegeta Z5 is here.

Someone's been spending a lot of time in the gym, fine-tuning their battle-ready body!
    

Re: Skullgirls

 November 18, 2014, 04:22:36 pm View in topic context
 Posted by Balthazar  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 pm
 Board: Fighting Games

I haven't gotten into this thing yet, but Skullgirls is off 66% on Steam right now, I bought it for like 4,60 euros yesterday,
so everyone that was thinking of getting it at some point (like me); now's probably the best time :)!
These days I'm quite busy but when I have some off-hours, I'll be starting my Skullgirls journey!  :skull:
    

Re: the fav GIF thread!

 November 16, 2014, 10:02:36 am View in topic context
 Posted by Balthazar  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

    

Re: Majin Vegeta Z2

 November 15, 2014, 04:58:25 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Command is QCF+P because it REPLACES his regular Ki Blast. He won't have any of that standard fare.
    

Re: Majin Vegeta Z2

 November 15, 2014, 04:15:25 pm View in topic context
 Posted by Balthazar  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects


EX Bakuhatsuha; definitely one of the coolest moves in the game  8)
    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 12, 2014, 10:21:32 am View in topic context
 Posted by Balthazar  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

I was thinking of a bit realisticly sounding effects, I have a pack of sounds I think might work for this :)

Also, I've decided to most likely be looking outside of Mugen to have this made, all things concidered.
    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 12, 2014, 12:04:39 am View in topic context
 Posted by Balthazar  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

No, I never made an .SFF, really my knowlegde about Mugen is pretty much nihil, I sprite in MS Paint and that's really about it.
    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 11, 2014, 10:00:41 pm View in topic context
 Posted by Balthazar  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

I really don't really think outside of the Mugen box, at all :P But I'm all ears.
    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 11, 2014, 08:19:14 pm View in topic context
 Posted by Balthazar  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

Hey,

well the original arcade game indeed did not have buttons, just 2 joysticks, and a combination of directional pushes would result in an attack (left joystick downward + right joystick to the right = low kick, for example). I'm pretty sure the NES version just adapted that into d-pad direction+button, which'll be used here. Furthermore all punch attacks are mapped to one button, and all kick attacks to the second button.
I am not in a rush to have a coder actually, I've got a few things going on, but IF a coder was attached I would likely get more inspired to finish the remaining animations. The main task would indeed be to code the character, but it'll only really work in a full-game environment (basically it's a fullgame but with only one character, though there'll be palettes to 'fake' having more then one. Later, perhaps even headswaps can be made to further differenciate between them but that's not really important at the moment or maybe not even worth it).
It also won't work outside of a fullgame because each attack would do 50% (succesful hit)  to 100% (counter hit) damage. Because the game works with points, not health. The game is in that regard more like a game of chess; you carefully position your player and try to foresee the enemy's next move so you can set up a counter attack.

Also a stage would need to be created, I know I'm not going to do that ;) A screenpack would be swell too.