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EVILK999

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Messages by EVILK999

    

Re: Ranko Saotome (Beta Version) - Updated 3/29/08

 May 16, 2008, 01:00:04 pm View in topic context
avatar  Posted by EVILK999  in Ranko Saotome (Beta Version) - Updated 6/5/08 (Started by Zero-Sennin March 15, 2008, 07:06:53 pm
 Board: Your Releases, older Mugen

Hi. I´ll create special intro VS ranko with Ranma S. and Ryoga H.  ;)

If you need edited effects, send me your rip effects and I´ll make a HR edition with them.

    

Re: Ranma S. -winmugen only- (re-release)

 November 17, 2007, 04:49:03 pm View in topic context
avatar  Posted by EVILK999  in Ranma S. -winmugen only- (re-release) (Started by EVILK999 October 13, 2007, 06:39:09 pm
 Board: Your Releases, older Mugen

Dream Project said:


Thanks for the info but for me thats still feels like too much effort using the SHSH and SHSH SDM. Your trick for me make it a bit easier for me to use SHSH and SHSH SDM. I guess I'm not that fast to do HCB twice. I was thinking if ya can make a patch to make the Super Hiryu Shoten Ha & Super Hiryu Shoten Ha SDM easier to pull of like instead of doing half circle backwards twice, how about making it half circle forward once so it would look like.........

Super Hiryu Shoten Ha - HCF+X or Y
Super Hiryu Shoten Ha SDM - HCF+X+Y

I play with gamepad, you are playing with keyboard probably. Use a gamepad.

Dream Project said:
And for ya upcoming Ranma 2.0 can ya give him the abilty to charge his chi?

Ranma charge his chi with some super moves. Read the move faq. About ryoga, yes, he will charge his chi as the shot.

Dream Project said:
also ranma is issing his throw move

Yeah, throw is disable becouse is a horrible anim. Small character VS big character, the throw looks bad.

Dream Proyect said:
you should put ya Ryoga wip topic

 ??? Ryoga topic was created on: April 20, 2007. 

http://mugenguild.com/forumx/index.php?topic=52385.0





    

Re: Retirement / Housing estate / Swimming pool

 October 23, 2007, 12:41:28 pm View in topic context
avatar  Posted by EVILK999  in Retirement / Housing estate / Swimming pool (Started by EVILK999 October 21, 2007, 06:04:33 pm
 Board: Your Releases, older Mugen

Quote
if I put delta =2,2, what´s the diference when your are playing?
Wut ? Are you kidding ?
With a delta=2,2 on a high-res stage, it looks right. With a different delta, if you move with one character, it will result in the other one sliding on the ground whereas he isn't even moving. It just looks wrong.

Yes. The question was to ziltama, I know. ::). .future fixes.

About delta, is disable in all stages. if I put delta =2,2, what´s the diference when your are playing?  ::)

...

Well, it's clear you have no idea what you're doing.

Nobody is perfect  ;)

================================

EDIT: Armachan, Corridor, Infirmary, Housing estate and Retirement fixed with delta =2,2 (I confuse sometimes). Swimming pool download disable.
 

The other stages (scroll stages) doesn´t need that fix becouse floor is always delta= 2,2.
    

Re: Retirement / Housing estate / Swimming pool

 October 23, 2007, 12:19:45 pm View in topic context
avatar  Posted by EVILK999  in Retirement / Housing estate / Swimming pool (Started by EVILK999 October 21, 2007, 06:04:33 pm
 Board: Your Releases, older Mugen

Hitman Blood Money?

Yeah. Open definition file.

Liking the quality of these.

Excellent work.

Thanks guy.

Do people even test their own stages anymore?

They're all single image, single layer stages.

The delta is completely wrong.  This is very obvious and cannot be missed.  The (floor) delta is always 2,2 for a hi-res stage.

You can download stages with scrool made by me, as Deck, Azotea, Recreation Area, Night city.

About delta, is disable in all stages. if I put delta =2,2, what´s the diference when your are playing?  ::)
    

Retirement / Housing estate / Swimming pool

 October 21, 2007, 06:04:33 pm View in topic context
avatar  Posted by EVILK999  in Retirement / Housing estate / Swimming pool (Started by EVILK999 October 21, 2007, 06:04:33 pm
 Board: Your Releases, older Mugen

    

Re: Ranma S. -winmugen only- (re-release)

 October 20, 2007, 01:46:47 pm View in topic context
avatar  Posted by EVILK999  in Ranma S. -winmugen only- (re-release) (Started by EVILK999 October 13, 2007, 06:39:09 pm
 Board: Your Releases, older Mugen

Feedback:
-He has infinite priority (put clsn1 boxes over the clsn2 boxes)
-His kachuu tenshin amaguriken uses the default fightfx hitsparks
-His hyper mouko takabisha command is too difficult/cannot be performed

That's all i could find,great job on him,he play's really well ;)

Those questions are answered in my Readme, the three. Yeah, Readme is in Spanish but you can use a traductor or something. MOvefaq are in english, man, your third point was unnecessary. Read the post of Dream Project  ;).

the gameplay is the most important, thanks man.



Hmm, gameplay is nice, AI is decent, but it was one big file... to many flashy effects..  o_O

Becouse some effects (almost all) has individual pals with 200 colors or more. they aren´t optimized.

"gameplay is nice"-- I´m glad  ;)




The Super Hiryu Shoten Ha & Super Hiryu Shoten Ha SDM are very very very difficult to master!!

Yes, I said that in my readme. SHSH and SHSH SDM are very difficult,for that reason I put a trick to make it easier, called in my readme as: "CONSEJOS DE JUEGO" ( gametips or game advice). Test that:

attack jump + a (forward,forward + a) , SuperHiryuShotenha.

or corner: Super Jump + b, SuperHiryuShotenha (9 hits), Heaven´s Death.

    

Ranma S. -winmugen only- (re-release)

 October 13, 2007, 06:39:09 pm View in topic context
avatar  Posted by EVILK999  in Ranma S. -winmugen only- (re-release) (Started by EVILK999 October 13, 2007, 06:39:09 pm
 Board: Your Releases, older Mugen

The last release of version 1.0- My first mugen char with new moves, new supers, edited and original effects, easy combos...



DOWLOAD: http://w10.easy-share.com/659998.html

Next releases, Ranma S. 2.0 ( some effects will be deleted, add super cancels, more fast) and Ryoga H. 2.0.


enjoy  ;)