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.

***
fhqwhgads7 is Offline
Contact fhqwhgads7:

fhqwhgads7

Contributor

Messages by fhqwhgads7

    

Re: [Beta] Utsuho Reiuji with IaMP Mechanics

 February 15, 2010, 05:41:29 am View in topic context
 Posted by fhqwhgads7  in [Beta] Utsuho Reiuji with IaMP Mechanics (Started by fhqwhgads7 February 15, 2010, 04:40:42 am
 Board: Your Releases, older Mugen

Well, let's see here.
- Missing the bomb system.
- Those pixels on her cape don't really look all that good.
- Standing X could probably benefit from one long red CLSN on the beam for the whole duration.
- Range on D,D,C is deceptively small
- Close range F,D,DF+C can do 200+, corner at right distance for up to 300.
- F,D,DF+A/B does 258 with no power cost.
- QCF+A+B+C is not really keyboard friendly (this is a personal nitpick). I would say something about it being an instant kill, but to be fair, it is a level 9.
- Truth be told, I can't get A,A,F,B,C to work. I don't know why. Is it not implemented?
- D,D,Z and QCF+Z are both listed in the CMD and also do not do anything in game.

It's a good start and not bad for the mechanics, but there are a few kinks in the system.

-D,D,c is supposed to be her bomb, strange as it may sound. I haven't implemented a bomb counter yet, so it just uses 1000 power. I increased its range, though.
-Standing X is the way it is in case of people with reflecting abilities. And so it can be grazed and still be a projectile-type attack.
-I actually just managed to do 360 with F,D,DF,C. >> *Goes to nerf*
-What power cost do you suggest for F,D,DF,A/B? I set it at 750 just now.
-A,A,F,B,C; D,D,Z; and QCF+Z aren't implemented yet. You are correct.

Oh, and if anyone finds a way to give Utsuho her Unmoving Plaid effects like she has in UNL, they'll win at everything forever because then I won't have to try and pass those pixels under her cape off as stars.
    

Re: [Beta] Utsuho Reiuji with IaMP Mechanics

 February 15, 2010, 05:00:49 am View in topic context
 Posted by fhqwhgads7  in [Beta] Utsuho Reiuji with IaMP Mechanics (Started by fhqwhgads7 February 15, 2010, 04:40:42 am
 Board: Your Releases, older Mugen

I personally never had a problem with the style keyboard wise, but I see what you mean.
    

Re: [Beta] Utsuho Reiuji with IaMP Mechanics

 February 15, 2010, 04:48:58 am View in topic context
 Posted by fhqwhgads7  in [Beta] Utsuho Reiuji with IaMP Mechanics (Started by fhqwhgads7 February 15, 2010, 04:40:42 am
 Board: Your Releases, older Mugen

I also considered making SSB Marisa and Utsuho sometime in the future. I might if I ever get the time.
    

[Beta] Utsuho Reiuji with IaMP Mechanics

 February 15, 2010, 04:40:42 am View in topic context
 Posted by fhqwhgads7  in [Beta] Utsuho Reiuji with IaMP Mechanics (Started by fhqwhgads7 February 15, 2010, 04:40:42 am
 Board: Your Releases, older Mugen

*Braces for probable Accuracy vs Balance crap-fest*


(Picture of Flandre Scarlet sleeping under the explosion of a Shooting Sun because it can't do anything to opponents lying down)

Just releasing this beta for everyone to try out. Happy Valentine's Day.
Get it here.

Would I call her source accurate? Well, kinda. I based her off IaMP, which is a Touhou fighter, but she was in UNL, not IaMP. So yeah.


Things I already know I need to do in the future:
Damage, knock-back, power cost, etc. need tinkering (I dunno the specifics).
Add Spell Cards (Story mode included, probably)
-And with that, use Utsuho's signature klaxon noises.
Spiffy up the graphics on some of the attacks (Melting Shower Kick, for example)
Fix the palettes so they are more flexible with colors and what-not.
Add an AI


Post any other bugs or suggestions I didn't mention here if you want.

Oh and a video.
    

Re: The Moon

 February 10, 2010, 08:37:04 pm View in topic context
 Posted by fhqwhgads7  in The Moon (Started by fhqwhgads7 February 08, 2010, 11:53:00 pm
 Board: Your Releases, older Mugen

@Mozaic: I don't have to make him 100% accurate. >> I mean, my Mecha-Birdo isn't.
@Djoulz: The floor? Like, the stage's floor? That's not part of this character, that's just the stage.
    

Re: The Moon

 February 09, 2010, 05:12:31 am View in topic context
 Posted by fhqwhgads7  in The Moon (Started by fhqwhgads7 February 08, 2010, 11:53:00 pm
 Board: Your Releases, older Mugen

He means the final boss of I Wanna Be The Guy, not the kid you play as. I'll make him in due time (most likely when I make all the other bosses I plan on including).
    

Re: The Moon

 February 09, 2010, 01:21:15 am View in topic context
 Posted by fhqwhgads7  in The Moon (Started by fhqwhgads7 February 08, 2010, 11:53:00 pm
 Board: Your Releases, older Mugen

Updated the zip file with Majora Moon, Awesome Face, and Pokeball palette/sprite swaps.
    

The Moon

 February 08, 2010, 11:53:00 pm View in topic context
 Posted by fhqwhgads7  in The Moon (Started by fhqwhgads7 February 08, 2010, 11:53:00 pm
 Board: Your Releases, older Mugen

And a tiny preview of my current WIP: Utsuho



Took me less than a day to throw this madness together. Get it here.
    

Re: MugenDB - Universal Searchable mugen creation database

 January 25, 2010, 04:20:05 am View in topic context
 Posted by fhqwhgads7  in MugenDB - Universal Searchable mugen creation database (Started by Seravy January 23, 2010, 02:43:06 pm
 Board: Your Releases, older Mugen

I added all my creations to the database, just to let you know.
    

Re: Mecha-Birdo (and The Kid version 1.5)

 January 21, 2010, 03:00:30 pm View in topic context
 Posted by fhqwhgads7  in Mecha-Birdo (Version 1.1) (Started by fhqwhgads7 January 18, 2010, 11:56:02 pm
 Board: Your Releases, older Mugen

    

Re: Users you like

 January 21, 2010, 02:49:28 am View in topic context
 Posted by fhqwhgads7  in Users you like (Started by GLB January 20, 2010, 03:52:25 am
 Board: All That's Left

EVERYONE ON THE INTERNET HAS TO MAKE FUN OF PEOPLE FOR THEIR OWN FREAKING ENJOYMENT
Welcome to the internet, my friend.

And I know what Iced is saying may sound harsh, but it's the truth. You really gotta man up if you wanna survive the internet without breaking down into a bunch of sob stories. The way things are going, if you keep self-narrating your depression, you're only gonna make things worse.
    

Re: Users you like

 January 21, 2010, 02:33:32 am View in topic context
 Posted by fhqwhgads7  in Users you like (Started by GLB January 20, 2010, 03:52:25 am
 Board: All That's Left

Maybe you should take a break from the web for a while 'til you feel better, Luigi1632. Usually works for me.
    

Re: Users you like

 January 21, 2010, 02:17:26 am View in topic context
 Posted by fhqwhgads7  in Users you like (Started by GLB January 20, 2010, 03:52:25 am
 Board: All That's Left

Shouldn't we be trying to keep this topic positive? *Shrugs*

Anyways, to name just a few in no particular order...

P.o.t.S.
RicePigeon
Orochi Gill
Iced
Cybaster
Cyanide
Titiln

And the one or two fans I have here and there somewhere. >>
    

Re: Mecha-Birdo (and The Kid version 1.5)

 January 20, 2010, 08:46:13 pm View in topic context
 Posted by fhqwhgads7  in Mecha-Birdo (Version 1.1) (Started by fhqwhgads7 January 18, 2010, 11:56:02 pm
 Board: Your Releases, older Mugen

The team battle bit isn't a bug. I coded it that way because I still need to figure out a proper way to implement polarity for team battles.

As for Chiyo not getting an aura, that's her fault, unfortunately. Her hitoverride methods prevent Mecha-Birdo from putting her in the custom state that allows him to know she is aura worthy. If I find a way around that without resorting to giving boss characters auras as well, I'll implement it.

In the meantime, I found some other unrelated bugs, like skipping to Phase 3 if Mecha-Birdo has a partner, nothing happening when enemy Mecha-Birdos both put each other in the ending stunned state, and the jukebox sometimes not playing if Mecha-Birdo has a partner.
    

Re: Mecha-Birdo (and The Kid version 1.5)

 January 20, 2010, 05:53:51 pm View in topic context
 Posted by fhqwhgads7  in Mecha-Birdo (Version 1.1) (Started by fhqwhgads7 January 18, 2010, 11:56:02 pm
 Board: Your Releases, older Mugen

Well thanks!

Heh, I had actually started on Utsuho first, but then I took a break to make this guy. And now to finish her.
    

Re: Mecha-Birdo (and The Kid version 1.5)

 January 20, 2010, 03:23:54 am View in topic context
 Posted by fhqwhgads7  in Mecha-Birdo (Version 1.1) (Started by fhqwhgads7 January 18, 2010, 11:56:02 pm
 Board: Your Releases, older Mugen

Source of "WHYYYYYYYYYY?!?!"
I'll probably put up a video of me facing Mecha-Birdo once I'm able to do it with the kid set to Impossible mode.

Also, lol moon.
    

Re: Opponent thrown

 January 19, 2010, 09:29:38 pm View in topic context
 Posted by fhqwhgads7  in Opponent thrown (Started by Nnaajj January 19, 2010, 07:26:51 pm
 Board: M.U.G.E.N Development Help

You need to create an anim for the player that's being thrown and use ChangeAnim2 to change them to that anim, and like Cyanide said, only use the required sprites unless you find a way to check if P2 has any other sprites for use.
    

Re: Opponent thrown

 January 19, 2010, 07:40:12 pm View in topic context
 Posted by fhqwhgads7  in Opponent thrown (Started by Nnaajj January 19, 2010, 07:26:51 pm
 Board: M.U.G.E.N Development Help

When in doubt, look at Kung Fu Man.
[mcode];---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by KFM's throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = time>80;!gethitvar(isbound);
value = 5050[/mcode]
tl;dr: The problem lies in the anim, not the state.
    

Re: Mecha-Birdo (and The Kid version 1.5)

 January 19, 2010, 05:06:06 pm View in topic context
 Posted by fhqwhgads7  in Mecha-Birdo (Version 1.1) (Started by fhqwhgads7 January 18, 2010, 11:56:02 pm
 Board: Your Releases, older Mugen

I took the idea from Ikaruga, yeah. :) Also an awesome game.
    

Re: What R U listening to right now?

 January 19, 2010, 05:50:34 am View in topic context
 Posted by fhqwhgads7  in What R U listening to right now? (Started by ( ゚ o゚) It's Urza! August 28, 2007, 04:15:50 pm
 Board: Entertainment

Metempsychosis - Ikaruga OST