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Messages by Lucho

    

Re: Siegfried Released Updated

 August 19, 2013, 12:55:53 am View in topic context
avatar  Posted by Lucho  in Siegfried Released Updated (Started by Mako. August 13, 2013, 04:17:32 am
 Board: Your Releases, Mugen 1.0 +

I didn't know that the parry needed a helper, anyway it look a little weird comparing it with others chars

Spoiler, click to toggle visibilty
    

Re: Siegfried Released Updated

 August 18, 2013, 10:38:14 pm View in topic context
avatar  Posted by Lucho  in Siegfried Released Updated (Started by Mako. August 13, 2013, 04:17:32 am
 Board: Your Releases, Mugen 1.0 +

Nice improvement between Siegfried and jin, it seen that you take attention to feedbacks.

- During stand to crouch and walking forward appears a helper named muteki.
Spoiler, click to toggle visibilty

- Why EX Chariot Splitter don't chain?
- Legacy Testament should use helper(s) with clsn1 instead of put it in chars anim, otherwise the attack will cause a corner push.
 - I know that this super is like jin's super: fast and short duration, but why not do it like hulk's gamma wave spamming ice strike each some ticks?
- Jump is too low imo.
    

Re: Kazama Jin Released Updated

 August 08, 2013, 02:59:06 am View in topic context
avatar  Posted by Lucho  in Kazama Jin Released Updated (Started by Mako. August 06, 2013, 12:05:48 pm
 Board: Your Releases, Mugen 1.0 +

- Some sprites are missaligned, for example sprite 250,0 and 252,0 are the same sprite, but the axis is not the same.
- Walking forward and back animation sprites are missaligned respect the stand sprite
- Jump land animation sprites are missaligned, see the feet's position.
Spoiler, click to toggle visibilty
- Some animations are too fast, for example crouching light punch animation, look



Can you see the diference?

- You have to think about the recover time that have the attacks and the counter time that the opponent have(frame advantage I suppose), for example, crouch medium punch has a 4 tick after the clsn1 and crouch strong punch has 3 tick after the clsn1.
- Close standing attacks can do while crounching.
- Why not a readme? I dont know how character work, mechanic, gameplay, moves, that things; and credits to the respective authors, for example the sprites and codes.

Sorry for my bad english, I hope you can understand what I say. salu2!
    

Re: Roster Showcase

 August 03, 2013, 04:46:58 am View in topic context
avatar  Posted by Lucho  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion


not pretty sure about layout.
    

Re: [SPANISH ONLY] Español solamente V2

 January 23, 2013, 06:04:52 pm View in topic context
avatar  Posted by Lucho  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

    

Re: WereGarurumon (MvC2 Edit)

 November 28, 2012, 07:36:05 pm View in topic context
avatar  Posted by Lucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 am
 Board: Edits & Addons 1.0+

Now is a decent char, still has some details:

- In MvC2 the light, medium and hard attacks sounds are differents, try implement this in the char.
- Instead of kfm sounds, use the MvC2 sounds.
- Standing medium kick doesn't has sound.
- Check (again) the collisions, still are moves with infinite priority.
- Some sprites are missaligned, for example the punch attacks.
- MvC2 has a 4 button layout, anyway, there are a lot of chars with mvc2 label that has a 6 button layout, is only a detail to keep in mind.
- Light wolf claw and mega wolf claw has the same command, but mega wolf claw use 1000 power, is a hyper attack?
- Garuru kick pausetime is high, IMO.
- If garuru kick projectile doesn't have a hit animation, then use -1 in projhitanim.
- Add a readme with the credits and commands for the moves.
- Remove the mugencharacters link in the char folder.
- Air combo is ok, coding an MvC air combo is a fucking pain (at least for me)
- In MVC the run is a dash, you haven't hold forward to do the dash, like run back. (Déjà vu)

I like how is being the char, playing MvC and doing a lot of test you will notice the small details that I search in the char.

PD: What happened with the hyper attack?
    

Re: WereGarurumon (MvC2 Edit)

 November 16, 2012, 03:47:51 am View in topic context
avatar  Posted by Lucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 am
 Board: Edits & Addons 1.0+

google? jeje check your inbox, I sent you a pm with the link
    

Re: WereGarurumon (MvC2 Edit)

 November 16, 2012, 03:07:51 am View in topic context
avatar  Posted by Lucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 am
 Board: Edits & Addons 1.0+

Download Link:
Not for download. The character is being edited for updates.

If the char is not for download, I think that this topic should be moved to Projects subforum, the char is still a Wip.

While in school during a break, I watched a MvC2 video and I saw that on of Charlie's Hyper attacks was a triple somersault. That gave me an idea but I don't if this can work out. If I was to add a third Hyper attack for WereGarurumon, should it be a triple Wolf Claw but with a projectile made from the claws slashing?

Maybe can be similar to Clarice's hyper from Arcana Heart, adding a camera follower|screenbound like venom and hulk hypers and using the same fx that use clarice would be nice.
This video shows the hyper of which I am talking about
http://www.youtube.com/watch?v=_JlHLXB4gmM
    

Re: WereGarurumon (MvC2 Edit)

 November 14, 2012, 03:29:24 pm View in topic context
avatar  Posted by Lucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 am
 Board: Edits & Addons 1.0+

I'm still learning, maybe I can help you with some specific questions or you can open a thread in M.U.G.E.N Development Help for how to do X move o whatever you want.

About the link, can help you fixing bugs, maybe some thing can be difficult to understand, but just look at the clns section:

Spoiler, click to toggle visibilty

let see some examples:

Spoiler, click to toggle visibilty

Finally more tutorials :D http://kod.trinitymugen.net/K.O.D%27s_Basic_CLSN_Tutorial.html
    

Re: WereGarurumon (MvC2 Edit)

 November 14, 2012, 01:11:06 am View in topic context
avatar  Posted by Lucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 am
 Board: Edits & Addons 1.0+

Feedback:

- I can't do a basic combo and aerial combo. Use the trigger movecontact instead of time.
- In MVC the run is a dash, you haven't hold forward to do the dash, like run back.
- Why have music in the intro?
- Collisions can be better, check this thread:
http://mugenguild.com/forum/topics/the-greatest-hits-character-feedback-99092.0.html
- Effects are ugly or aren't coded well, for example, launcher's fx has some delay ("el efecto aparece despues del golpe, cuando en su lugar deberia aparecer junto con el efecto comun de un golpe" <- I don't know how translate this).
- Hyper portrait need more work, it not see like a mvc2 one.

I hope you understood what I meant, google isn't my friend :P. Saludos!
    

Re: Dante & vergil by Bugya in MvC style?

 October 18, 2012, 05:19:24 am View in topic context
avatar  Posted by Lucho  in Dante & vergil by Bugya in MvC style? (Started by Lucho October 17, 2012, 12:48:22 am
 Board: Idea Engineering

If you're trying for the MVC3 moveset you will not be able to do that, because Bugya's Dante is missing several sprites for moves with Agni and Rudra, Nevan, Kalina Anne, etc.  Vergil might be doable though.

with vergil the things will be more easy, he have more basic attacks sprites, but with dante there are few sprites for a 6 button gameplay and the variety of attacks are not many compared to the variety of weapons that he have.

Maybe you'd be better off just going with a 4 button layout, due to lack of anim variants needed for a 6 button layout. Though, I can understand if you just like the 6 button layout better. I myself prefer the 6 button scheme of the early VS series installments. Does Dante not have any other low anims that could suffice for a low HK? Because doing a uppercut would feel/looks quite weird. The only people that can get away with doing mismatched attack for buttons are Kim and Balrog(boxer). :P

dante don't have more anims than these, maybe I will just make vergil, he have the necessary for a 6 button layout (and some devil trigger attacks :D)

there's already a UMvC3 Vergil want a download link?

its better then editing by himself
No it isn't and I'm not mad at you.  :P
He didn't ask for help searching for a certain MvC character, he wanted to remake Dante/Vergil in his own style.

+1 for this, the umvc3 vergil maybe help me with ideas, anyway, the original and the mvc3 vergil are 4 button layout so the edit will be similar.
    

Re: Dante & vergil by Bugya in MvC style?

 October 17, 2012, 07:19:02 pm View in topic context
avatar  Posted by Lucho  in Dante & vergil by Bugya in MvC style? (Started by Lucho October 17, 2012, 12:48:22 am
 Board: Idea Engineering

something like this would be the crouching attacks

light punch
Spoiler, click to toggle visibilty

medium punch
Spoiler, click to toggle visibilty

hard punch
Spoiler, click to toggle visibilty

light kick (deleting some sprites I think it will look good)
Spoiler, click to toggle visibilty

medium kick
Spoiler, click to toggle visibilty

hard kick
Spoiler, click to toggle visibilty

I do not like the idea of ​​having 2 launchers with similar command, perhaps the hard kick will be a normal attack but it will look some strange.

other details are the bullets, in mvc 1 and 2 i never see one but in mvc 3 the bullets have graphics, in the deadpool edit I use invisible projectile with high speed, which method would I use?
    

Re: Dante & vergil by Bugya in MvC style?

 October 17, 2012, 04:43:53 am View in topic context
avatar  Posted by Lucho  in Dante & vergil by Bugya in MvC style? (Started by Lucho October 17, 2012, 12:48:22 am
 Board: Idea Engineering

thanks cyanide for move the thread

If it's Marvel vs Capcom, why are you going to add 12 guest characters?

Because I like more characters out of marvel & capcom and I like the gameplay.

Because Smash Bros. Brawl had Sonic and Snake? I dunno.

sonic no, snake yes jeje

Your pros and cons make no sense.
It doesn't matter if there sprites aren't MvC.
In the end, the coding is what matters and what will determine if your char is fun/good to use.  Also, why would you need to duplicate their attacks to make a six button character?  Couldn't you just simply create your own attacks from scratch...?

yeah, the pros and cons are stupids
I have to duplicate the attacks, for example the crunchs moves to fill the 6 buttons. About the sprites, someone don't like mix the sprites in a mugen, that's one reason why I opened this topic

Well even then, I still don't see how that's an issue.  Dante and Vergil both have a ton of sprites. 
Reusing a few frames to create a whole new attack shouldn't be a issue.

they have a lot of sprites, but not everyone are necesary, maybe i can delete some frames but I really suck making sprites.

Wait a minute, MvC overall (if I'm not mistaken) is a 4-button game. Now I'm confused.

well I forgot the 1 in MvC, I don't like the mvc2 gameplay and fxs, about mvc3 I didn't played it.
    

Dante & vergil by Bugya in MvC style?

 October 17, 2012, 12:48:22 am View in topic context
avatar  Posted by Lucho  in Dante & vergil by Bugya in MvC style? (Started by Lucho October 17, 2012, 12:48:22 am
 Board: Idea Engineering

I am making my Marvel vs. Capcom mugen, for now I want to include 60 chars (24 marvel, 24 capcom, 12 from other games) all these chars will be edits, and within these 60 chars are dante and vergil made by bugya, the problem is that the sprites are not similar to MVC and are a bit rare compared with chars that have this style, so I opened this thread to see what their opinions.



pros

  • they are dante and vergil!

cons

  • the sprites aren't mvc style
  • since the chars are 4 buttons, I have to repeat some attacks and possibly look bad
  • chars will be made without permission and with codes from others chars

sorry for my english, I hope your opinions
    

Re: Bass MvC1

 September 09, 2012, 02:31:14 am View in topic context
avatar  Posted by Lucho  in Bass MvC1 (Started by Lucho September 01, 2012, 05:21:38 pm
 Board: Edits & Addons 1.0+

- Air combos cannot be done fully, to be more exact, you should be able to do a hunter series chain while doing an aerial rave, and only in super jump, in normal jump the chain you set is correct so far.

Fixed

Quote
- Some sprites are having troubles with alignment, specially get hit ones

Fixed (I think)

Quote
- Cresent kick needs cooldown when landing, you can spam that move quite easily.

Added a time with command a, with b and c the time are ok IMO

Quote
- You may want to add a system similar to vs games, and I'm talking about gethit system and hit states, as it is currently, you miss vs gamplay completely (OTG system, AR System and special handling for animations in hit states), is not your fault, you are relying on mugen default system.

Maybe is my fault because I dont even know what you're talking jeje, but yea, I can still improve the char,i don't know how, but maybe with the time i learn more about vs style

Char updated and thanks for the feedback :)

    

Bass MvC1

 September 01, 2012, 05:21:38 pm View in topic context
avatar  Posted by Lucho  in Bass MvC1 (Started by Lucho September 01, 2012, 05:21:38 pm
 Board: Edits & Addons 1.0+

Translated web info with google:

Information

my first char edited in Mugen that is released, created by Chaotic, has a fighting style based on Marvel Vs Capcom but modified EOH style, I decided to modify it because I do not like the effects and the voice of the announcer MvC 2 and the gameplay, giving a style a little closer to the original game. Specifically the changes I made are:

improved collision
improved alignment
Elimination of unused sprites
Fx replacement MVC2 for MVC1
Reduced speed regarding combos
Replacement sounds for MVC 1
Modification of Superjump
Enhanced aerial combos
Added tracking camera after an aerial combo
Lvl 3 Hyper Modification
Change in artificial intelligence
Addition of palettes
other details

Images

Spoiler, click to toggle visibilty

Download
http://kainlucho.jimdo.com/bass-mvc/
Last update: 9/14/2012

sorry for my english