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felineki

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Messages by felineki

    

Re: Dumbest time wasting mistakes while learning to code

 May 01, 2014, 12:57:19 pm View in topic context
 Posted by felineki  in Dumbest time wasting mistakes while learning to code (Started by Just No Point May 01, 2014, 04:39:34 am
 Board: M.U.G.E.N Discussion

For the longest time my Akuma would slide a bit when he grabbed someone that was in the corner and I couldn't find out why. Turns out it was the Mugen default cornerpush kicking in because I had forgot to set the cornerpush value to 0 in the throw HitDefs.
    

Re: Custom Gethits

 May 01, 2014, 01:11:29 am View in topic context
 Posted by felineki  in Custom Gethits (Started by FeLo_Llop April 14, 2014, 09:23:38 am
 Board: MFG Presents Street Fighter

SSF2 introduced standing and crouching burn animations. It also had a second set of "large character" burning animations, which IIRC were only used for Zangief and T. Hawk.
    

Re: M.U.G.E.N Screenshots V2

 April 28, 2014, 10:11:25 am View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

Yeah, Hyakki Shu was made entirely from sprites recycled from other moves, and the Alpha shotos' spritesets pretty much correspond to their SF2 versions on a frame per frame basis. The only thing needed that he didn't actually have in SF2 was the somersaulting animation, but fortunately Children of the Atom had that.
    

Re: M.U.G.E.N Screenshots V2

 April 28, 2014, 07:57:50 am View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion


A bit more progress on the Hyakki Shu throws.
    

Re: Balanced Damage Value for a simple combo?

 April 28, 2014, 05:56:26 am View in topic context
 Posted by felineki  in Balanced Damage Value for a simple combo? (Started by DNZRX768 April 28, 2014, 05:46:17 am
 Board: M.U.G.E.N Discussion

Damage levels vary a lot from game to game. A simple jump in hard kick, hard punch, fireball combo in Street Fighter 2 will do double that. Without a specific frame of reference you can't really say whether something's damage is too high or not.
    

Re: Where does your username come from ?

 April 25, 2014, 04:10:37 am View in topic context
 Posted by felineki  in Where does your username come from ? (Started by Cybaster August 06, 2012, 12:53:45 am
 Board: All That's Left

"Feline" as in cat, plus "ki" as in that spiritual energy that lets martial artists do all kinds of cool stuff in fiction.
    

Re: M.U.G.E.N Screenshots V2

 April 24, 2014, 11:01:33 pm View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

This Koryu shit been done so many times...
So have CvS, MvC, and psuedo-POTS styles. Why does it matter? Let the guy make what he wants to make, and if you don't want it, don't download it.
    

Re: M.U.G.E.N Screenshots V2

 April 23, 2014, 12:31:39 am View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion


Making some progress on Hyakki Shu (Demon Flip). Palm, flip kick, and slide kick are all more or less working. Just starting on the throws.
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 April 17, 2014, 10:40:04 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I would love to have an option to select "only" the Ten, Shin or normal mode.
I had actually thought about something like this, but hadn't implemented it yet. I might end up including a config option that lets you either fix Akuma to a single mode or leave him on "Free Select" (the prompt at the beginning of the match he now has).
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 April 14, 2014, 01:12:20 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I'm going to wait and fix the aspect ratio after I get everything else finished, since it will also involve going in and modifying all the velocities and PosSets and such. At the moment I'm just porting everything straight from the original game data to ensure accuracy.
    

Re: Character updates you would like to see happen?

 April 07, 2014, 10:00:01 pm View in topic context
 Posted by felineki  in Character updates you would like to see happen? (Started by JustAGuy92 April 07, 2014, 07:57:29 pm
 Board: M.U.G.E.N Discussion

I want to get the Custom and Mystery modes for my Akuma finished. The Custom one's getting there.
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 April 06, 2014, 05:13:44 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

You are correct that SSF2T Akuma has no dizzy animation. When I was ripping his sprites, I poured through everything and they're simply not there. Fortunately, he received some in Children of the Atom, so this Mugen version does have a dizzy animation set up for other characters' custom states and such.

Also some of Ryu's and Ken's gethit animations reuse sprites from their dizzy animations. Since SSF2T Akuma lacks those frames, his gethit animations are a bit different. Even then, the hitboxes for them still match up with the missing dizzy frames that should be there. So I went ahead and reincorporated those dizzy frames into the gethit animations where they theoretically ought to be. That could be considered one of the "graphical touchups" that don't affect anything gameplay-wise.

But yeah, since accuracy is the name of the game I'm going to keep all modes totally immune to dizzy.
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 April 06, 2014, 04:43:28 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

It's still SSF2T based, just with some extra stuff added in. Also in the source game both normal and Shin Akuma have the same behavior with regards to dizzy. They never actually go into the dizzy state, they just recover from wakeup like they would any other time.
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 April 06, 2014, 12:54:00 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +


Progress report: Custom mode is coming along well. Rolling throw, air throw, hop kick, dive kick, and forward roll are all implemented and running smoothly. All that's left to do is Hyakki Shu, but that's a pretty complicated move so it might take a while. Hopefully custom mode should be released within the month, though.
    

Re: Midnight Bliss and Shock Project

 March 29, 2014, 03:26:57 pm View in topic context
 Posted by felineki  in Midnight Bliss and Shock Project  (Started by Xenomic April 27, 2008, 12:56:53 am
 Board: Sprite Projects

I think Sagat's Sangue Passare animation would be funny with either his eyepatch or his scar inflating.
    

Re: M.U.G.E.N Screenshots V2

 March 27, 2014, 02:20:04 am View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

Working on Custom mode for my Akuma. Purple Hadoukens!


That was the easy part. Now to get around to actually adding more moves.
    

Re: Character of the Month: February 2014 - Voting

 March 26, 2014, 03:36:12 am View in topic context
 Posted by felineki  in  Character of the Month: February 2014 - Voting (Started by Jmorphman March 08, 2014, 09:20:38 pm
 Board: Contributions of the Month

Goddamn it.

If only Felineki listened to me when I told him that the people don't want accuracy, they just want seizure-inducing effects.
Hey, I'm happy enough that I got twenty something votes on my very first character. There are also still more modes to add, and as I understand it, a character can qualify for nomination again if it gets updated.
    

Re: What are happened to BENGUS?

 March 21, 2014, 10:35:01 pm View in topic context
 Posted by felineki  in What are happened to BENGUS? (Started by ShinZankuro March 21, 2014, 09:20:21 pm
 Board: Fighting Games

He went freelance, like many of the other old Capcom artists did. Personally I like his early 90s style the best, the one seen in Super Street Fighter 2 and Darkstalkers 1.
    

Re: SSF2T Akuma by felineki updated 3/21/2014 - Ten mode added!

 March 21, 2014, 10:38:34 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +




Update: Reversals and auto-handicap implemented! Watch your damage output magically increase when you're behind in rounds! There should also be an increase in defense, but that's currently not working due to DefenceMulSet being borked. The code is there however, so should DefenceMulSet get fixed in a future version of Mugen, it should hopefully work.

This update involved rewriting and adding quite a bit of code, so I wouldn't be surprised if there are some bugs. I'd greatly appreciate test play and feedback.

Next up: Custom mode.

Download Link

Also I'm officially dedicating this character to Doraemariby/Pocketeomon, who just can't stand SF2-accurate characters. This Akuma's for you!
    

Re: How to rip stages with pseudo/fake 3D effect?

 March 19, 2014, 07:15:29 pm View in topic context
 Posted by felineki  in How to rip stages with pseudo/fake 3D effect? (Started by Sheng Long March 05, 2014, 09:06:11 pm
 Board: Off-Topic Help

Press F4 to open the graphics menu. Then press enter twice, and the top of the window should say "TMAP". Use the [ and ] keys to switch between the different tilemaps, and use the arrow keys to scroll around each tilemap.