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OrochiWeapon2000

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Messages by OrochiWeapon2000

    

Re: Goku Z2 by Balthazar & Cybaster

 April 25, 2011, 09:28:23 pm View in topic context
 Posted by OrochiWeapon2000  in Goku Z2 by Balthazar & Cybaster (AI patch by 亞) (Started by Cybaster April 25, 2011, 04:35:13 pm
 Board: Your Releases, older Mugen

This character is VERY good. A true testament to Cybaster's skill as a coder and Balthazar's skill as a spriter.

Now for the feedback:

- As stated before, using his "Dragon Punch" on certain opponents at close range causes Goku to move right through them. But it also sometimes causes Goku to immediately turn around after going through the opponent, resulting in what appears to be an unintentional cross-up of sorts.

- Left Snap Kick (EX) effects don't seem to properly bind to Goku when he hits the opponent.

- A small suggestion: Left Snap Kick (EX) would probably make a good ender to Goku's Cartwheel Kick. :)

- Kamehameha (Straight, Diagonal, and Aerial) appear to have similar hit.vels (Vel Y). Shouldn't the standing Diagonal Kamehameha knock the opponent higher into the air (Vel -Y), while the Aerial Kamehameha knocks the opponent to the ground with more force (Vel +Y)?

- Effect styles clash. Most noticeably on the dust effects, which seem to come from at least 3 different sources, though other effects clash as well. I'm seeing KoF dust with Waku Waku 7 dust, a KoF projectile (Ki Shot) with a MotW "hit" effect, along with SFIII projectiles and RotD hitsparks. While this has no impact on the actual gameplay itself, the lack of consistency in this area is somewhat disappointing.

As far as the dust effects, SFIII and MvC has a fairly decent range of dust effects that can be used for just about any action a character can do, be it dashing, jumping, projectiles, etc. It's just my opinion, but for the sake of keeping some level of "uniformity", that's what I'd go with.

That's really all I've found. The character is fantastic. You two make a hell of a team! :)
    

Re: Omega Red (Done)

 April 24, 2011, 12:10:14 am View in topic context
 Posted by OrochiWeapon2000  in Omega Red (Done) (Started by Cyanide May 28, 2010, 11:59:51 am
 Board: Projects

Omega Red, Blackheart, and Shuma-Gorath (in order of preference/skill) are my top 3 best characters in MSHvsSF. I wouldn't mind testing Omega Red out for you if you'd like.

If not, I'll gladly wait for his "official" release to test him. I'm very interested in seeing just how accurate he is to the source(s). I'm hoping I'll be able to pull off the same combos I usually do with him. :)
    

[REQUEST] Sonic & SEGA All-Stars Racing voice samples (Alex Kidd)

 March 14, 2011, 06:52:28 am View in topic context

Hi everyone. I'm working on a massive update for my old Alex Kidd character, and I was hoping that I might come across someone that might be able to help me rip any and all of Alex's voice samples from Sonic & SEGA All-Stars Racing if possible. I'm still currently using the Worms: World Party "Australian" voices from the previous version, and while they're not exactly the worst I can use for him, I'd rather try using his "actual" voice instead if I could.

Thanks in advance for your time. Have a nice day! :)
    

Mini Rockman updates and... Mini Blues!

 February 08, 2011, 09:04:43 am View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman updates and... Mini Blues! (Started by OrochiWeapon2000 February 08, 2011, 09:04:43 am
 Board: Projects

It's been a long time since I posted anything up here. Army life has kept me pretty busy, but in my downtime, I've been working on updating my Mini Rockman as well as working on a few other little projects, Mini Blues being one of the main ones.

Vs. Screen Portrait


Proto Blast


Proto Shield Charge


As far as Rockman's updates, I've added a standing throw, modified some attack values slightly in regards to the Rockball (made it more useful in combos), updated the Rush Coil to bounce Rockman higher when landing on it from a Super Jump or a previous Rush Coil bounce, added dust effects to various things (Rush, Eddie, special moves, etc.), and most notably, gave Rush a new hyper move: Hyper Rush Charge, as seen in the screenshot above. The main update is coming soon, probably within a month or so.

Blues still has a ways to go. I'm still touching up on the additional colors for his get-hit animations. He's already got all Proto Buster shots completed, and most of his basic movements are already done. Some of his attacks will be based off of Captain America, which I figured would make the most sense, but he won't exactly feel like just a Captain America clone. Beat will be his Active Assist, as Rush is to Rockman.

My Alex Kidd and Deathstrike characters haven't been touched in ages, but they're about due for some updating as well. Being my first character (and an original one at that), Deathstrike has been put off for far too long. And Alex Kidd... Well, he wasn't too bad when I left him, but I just want to do more with him.

Alex Kidd -
New basic attacks:


New Power Bracelet projectile effects:


Deathstrike -

New basic attacks:


Mirage:


Meltdown:


I've also been working on a stage for Alex Kidd; "Miracle World - Fields", which is shown in Blues' "Proto Blast" screenshot. The stage uses sprites straight from Alex Kidd in Miracle World, but everything is arranged in a new way. The grass uses parallax, and objects in the foreground use a combination of the Blackjack Method  for more transparent objects like clouds and glass orbs, and Nono's own variation of said method, focusing more on "solid" objects like rocks and the like.

That's all I've got for now. I'll come back again when I've made more progress.
    

Re: Athena Released

 June 25, 2010, 12:51:11 am View in topic context
 Posted by OrochiWeapon2000  in Athena & Shiki Updated 16/07/10 Geese (edit) Released (Started by Koop June 24, 2010, 12:33:55 am
 Board: Your Releases, older Mugen

She can taunt when she's in the air. o_O

I checked the CMD, and it appears you forgot about a semicolon that was in front of "triggerall = statetype != A" under the taunt's State -1. A simple mistake.

Other than that minor thing, excellent work as usual. You characters are among some of my favorite to use.
    

Re: Mini Rockman (Final Test Version)

 January 17, 2010, 07:20:12 pm View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman (Final Test Version) (Started by OrochiWeapon2000 January 04, 2010, 03:32:11 am
 Board: Your Releases, older Mugen

Character updated as of 01/18/2010.
    

Mini Rockman (Final Test Version)

 January 11, 2010, 05:05:04 pm View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman (Final Test Version) (Started by OrochiWeapon2000 January 04, 2010, 03:32:11 am
 Board: Your Releases, older Mugen

Character updated. ;D Updated first post with the details.
    

Re: Mini Rockman (Pre-Final)

 January 05, 2010, 05:27:43 pm View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman (Final Test Version) (Started by OrochiWeapon2000 January 04, 2010, 03:32:11 am
 Board: Your Releases, older Mugen

Thanks. I hope you'll like what I've got so far. ;D
    

Mini Rockman (Final Test Version)

 January 04, 2010, 03:32:11 am View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman (Final Test Version) (Started by OrochiWeapon2000 January 04, 2010, 03:32:11 am
 Board: Your Releases, older Mugen

Mini Rockman got a bit of an update.

Link: http://www.mediafire.com/?4i4jzwemq1o

As of 01/18/2010:
- Completed spriting his new standing, crouching, and jumping Light Punch frames.

- Added "get-hit" frames to Rush for when he's knocked out of his special moves.

- Noticed that the SND file was screwy in the previous update and fixed that problem.

As of 01/11/2010:
- Cleaned up some code. Everything's a little more compact now, but still fully functional.
- Created new Jumping Y frames based off his MvC animations.
- Fixed a couple of small issues with the Rock Buster charging system. Still not 100% perfect, but it seems to work well enough for the time being. With that being said...
- Added aerial charged Rock Buster shots.
- Added some vels to all aerial Rock Buster shots. Check the readme for some details, but try it out yourselves to see how it looks/works.
- Reduced damages on the Rock Buster and it's various charged shots.







I'll be working on adding his throws next update and perhaps finally give Rush some sounds and a Hyper Combo of his own. I'll eventually get around to giving him some more intros and winposes, but for now, I've got something else I want to work on. Even without the minor things I want to add to him, this character is pretty much complete as of today.

I hope you guys enjoy what I've got so far! ;D
    

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

 December 31, 2009, 05:56:30 am View in topic context
 Posted by OrochiWeapon2000  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

Rockman is haunted by the nightmares of his biggest weakness...


SPIKES!





Shar-Makai: "I had a little friend once. But he don't move no more. :'("

    

Mini Rockman (Version 2)

 December 27, 2009, 09:54:08 am View in topic context
 Posted by OrochiWeapon2000  in Mini Rockman (Version 2) (Started by OrochiWeapon2000 December 27, 2009, 09:54:08 am
 Board: Projects

[Shameless copy/paste from RS]
Hi peoples! ;D How's everyone been? Hope you all enjoyed the holidays and stuff!

Since I've been in the Army, it's been some time since I've been able to do much of anything M.U.G.E.N related, so I figured I'd pick up where I left off starting with Mini Rockman.

When I last left off with this character, he was fully playable, but still missing many things. I went back and created a bunch more sprites for him, then I and got right back to work again. Now he's got ALL of his basic attacks (standing, crouching, and jumping) and plays even more like his MvC2 counterpart, albeit with a twist.

I've made his Standing Medium Kick (fwd + A) and Crouching Medium Punch (down/fwd + X) into Command Attacks. I thought this would be best so that they would still be available to use at any time even with the MvC2-like 4-Button layout. Even though I made this slight change, you can still combo with them as you originally could. (i.e. - Light to Medium to Strong or Medium to Strong.)

New Large Portrait:


Taunt (Based on unused sprites from Rockman: Power Battles):


Medium Punch:


Jumping MK:


Rockball:


One thing I've changed around is the way the Rockball works. Using the Rockball costs 500 Power, and now you can kick it up into the air, juggle it Hacky Sack style (possibly hitting the opponent multiple times), or you can just kick it right into your opponent. Or you could do all of the above with one ball. Every single kick effects the ball in different ways.

Eddie Assist:


Power Shot:


Hyper Rockman:


I've also made some adjustments to the "Rush Coil":

*Taken from the Read-Me.*
====================
When using the "Rush Coil" command, Rush will remain stationary for a moment. Jumping onto Rush during this time with...
- a standard jump will launch him slightly higher into the air than his Super Jump. Useful for getting just enough height to jump over most airbourne enemies.
- a Super Jump will launch Rockman VERY high. Useful for reaching opponents that are flying high and for jumping over gigantic opponents when they have you pinned in a corner.
- a forward or backward dash will cause Rockman to perform a short hop, but it also quickly covers a much longer distance than a standard jump. Useful for surprise attacks and follow-ups.
====================

I'm a bit out of practice as far as coding stuff, but everything as far as Rush, Eddie, and the Rockball seems to be working properly so far. I'm trying to rework the whole Rock Buster charging method a bit. Kinda ran into a couple of problems with it while changing things around.

I'm TRYING to see if I can have everything done by New Year's Day, but can't really make any promises there. Lord knows I've got a lot of catching up to do as far as coding, and that goes for all my previous projects too.

That's all I've got for now. In case I'm not around online for New Year's Day, I just wanna wish you all a safe and happy holiday. Later folks! ;D
    

Re: Leaving for the Army...

 February 28, 2009, 07:50:41 am View in topic context
 Posted by OrochiWeapon2000  in Leaving for the Army... (Started by OrochiWeapon2000 February 27, 2009, 01:01:59 am
 Board: All That's Left

it´s he the one who risks his life for a bunch of lies, bankers, and rich few elite men and corporate interests....

Enjoy your brainwash, tool. there are much better ways to improve yourself without being part of the physical front line responsible of the decrepit state of the planet. You are one more to blame of such situation by just joining.
Sorry you feel that way. Though I'm not sure how or why a single member of any military force would have such a direct impact on your own day-to-day life and activities that you'd feel the need to lash out, I suppose I understand your opinion.
    

Re: Leaving for the Army...

 February 28, 2009, 07:20:27 am View in topic context
 Posted by OrochiWeapon2000  in Leaving for the Army... (Started by OrochiWeapon2000 February 27, 2009, 01:01:59 am
 Board: All That's Left

While a person can make themselves better physically and mentally through hard work and a strong will to persevere, a person can't create a better situation for themselves unless they have (or gain) the resources to do so. While I know that it wasn't the ONLY choice I had, I felt that, given my current situation and habits (I'm good at following orders), joining the Army was among my best choices.

No recruiter has told me anything that I didn't already know prior to signing on. I have family (one of my little brothers and a cousin) in the Army as well, and have a good idea of what to expect. Me and my little brother also used to attend boot camp, where we both scored rather high in the PT exercises.

I'm not looking for them to fix me per se. I'm looking to use the resources that I'll gain with them to fix myself and perhaps even help my family out along the way.

As far as your own reasons for joining... Why would 9-11 make you join? What could you have possibly hoped to gain? Revenge perhaps? Don't get me wrong, I wouldn't hate you or anything no matter what the answer might be. You went there, you did whatever you had to do, and you came back. What's done is done. But what was your goal during that whole process?
    

Re: Leaving for the Army...

 February 27, 2009, 09:47:37 pm View in topic context
 Posted by OrochiWeapon2000  in Leaving for the Army... (Started by OrochiWeapon2000 February 27, 2009, 01:01:59 am
 Board: All That's Left

so it's just about reaching a goal and make people know it?
Not quite. It's really about trying my absolute best to change my life for the better. For the longest time, I've felt stuck. I've always felt like I was capable of so much more than what I've become. Yet without the resources, I was always drowning in the doubts that I'd never (be able to) live up to my true potential.

Being better than other people isn't the goal here. My ultimate goal is to become much better than I am now.
    

Re: Leaving for the Army...

 February 27, 2009, 09:01:37 pm View in topic context
 Posted by OrochiWeapon2000  in Leaving for the Army... (Started by OrochiWeapon2000 February 27, 2009, 01:01:59 am
 Board: All That's Left

I signed up knowing that I would probably have to follow orders that I didn't always agree with. I actually function better when I'm "thrown" into most situations. It forces me to push myself to the limit, and usually ends with me succeeding and overcoming the trial. I strongly believe that this will be no different. I joined the Army with bigger goals in mind. I don't plan on giving up for anything. Making friends in the Army doesn't matter to me either. The only thing I plan to do is use every chance available to keep improving myself.

Thanks for the support.
    

Re: What does matter in a MUGEN character?

 February 27, 2009, 12:49:52 pm View in topic context
 Posted by OrochiWeapon2000  in What does matter in a MUGEN character? (Started by c001357 February 20, 2009, 11:47:27 am
 Board: M.U.G.E.N Discussion

When it comes to characters that are taken from other games like SF, CvS, KoF, or even MK, I mostly prefer for them to play as close to the source games as possible. Every now and then it's alright to try something a little different and go the "mega-mix" route that POTS went with his stuff, which isn't so bad because the "original" moves for his characters have, for the most part, been done by the actual character in one form or another from various sources. But, seeing someone butcher a decent character by giving them something they never had (or should EVER have) can be pretty annoying sometimes.

As far as original characters are concerned:

Play Style - This is usually the first thing that really catches my attention. Knowing what kind of attacks the character has is the first step in becoming a good player with that character. Depending on the play style, I'll either enjoy using them often or I'll hardly use them at all.

Fun Factor - I really like a character that's easy to learn and hard to master. I find it very interesting and fun to be able to pull off elaborate combos by using the timings for a character's attacks to their fullest. If a character has too few combos or if the character has too many long combos that are too easy to pull off, I have little enjoyment playing them.

Imagination - A projectile, an anti-air attack, a misc. special move, and a Super Move. Many characters have this kind of set-up, but it's usually the same thing over and over again right down to the commands used for them. In many cases, this results in just another shoto-clone. But a different set of commands, different behavior(s) for the projectile(s), an original style for the anti-air, unique properties for that misc. special move, and a Super Move that compliments the character's overall style are what make them really stand out.

That's my opinion anyway.
    

Leaving for the Army...

 February 27, 2009, 01:01:59 am View in topic context
 Posted by OrochiWeapon2000  in Leaving for the Army... (Started by OrochiWeapon2000 February 27, 2009, 01:01:59 am
 Board: All That's Left

Hi people! Been a long time since I posted anything in the forums, so I figured I'd come back for a bit and let people know I'm still alive and stuff. I kinda missed coming around all this time.

Since November of last year, I've been trying to join the Army. After all this time, I've finally made it in and I also managed to get a higher rank even before I entered. I ship out next week on March 4th, and I'll be gone for four years after that.

I still haven't quit Mugen yet. I've been working on a few projects and updates for my other stuff in between studying and training for the Army. It's all moving along pretty slow and steady. I hope I can still find a little bit of time for it once I ship out.

That's about all the time I've got for now. Take care everyone.
    

Re: NGP Ken released

 December 10, 2008, 09:46:14 am View in topic context
 Posted by OrochiWeapon2000  in NGP Ken released (Started by JozoTheBoogey December 10, 2008, 12:38:49 am
 Board: Your Releases, older Mugen

For a beta, this isn't COMPLETELY horrible, but it does need quite a bit of work. I'm thankful that you seem to have at least finished the required sprites before releasing him. :)

- NONE of moves behave the way they should. Damages are, for the most part, absurd, ranging from insignificant to overpowered. Some moves have poor Vels (shoryuken, shoryu-reppa, shinryu-ken, tatsumaki-senpu-kyaku, and shippu-jenrai-kyaku).
- He has the shinkuu-hadouken. Normally, I wouldn't be too bothered by this, but I noticed that there aren't different commands for multiple levels of it. Here, you seem to be using the same command for all 3 levels, which isn't a good thing.
- All aerial attacks can be repeated/cancelled into themselves. This leads to...
- In the corner against a normal sized character: Jumping LP, Jumping LK, Jumping LP, Jumping LK, repeat = Infinite.
- Crouching and aerial combos shouldn't go from strong kick to strong punch.
- Crouching FP is a launcher. Not sure why, since this Ken doesn't have a super-jump.
- Light hadouken moves far too slow. Strong version shouldn't hit twice. Neither version should hit a grounded opponent.
- In the corner: Light Punch, walk forward, Light punch, repeat = Infinite.
- Some sprites don't seem to have correct axis. Animations seem a bit off too.
- There are a few get-hit sprites that look awful. I can see what you were trying to do with them, but it really didn't come out too well.

All in all, this character looks and feels like a rush job. I hope that what I've got here helps you out a bit. Happy Birthday and good luck with your project.
    

Re: Naruto Shippuden: "Akatsuki" Small Portraits

 November 19, 2008, 08:16:15 am View in topic context
 Posted by OrochiWeapon2000  in Naruto Shippuden: "Akatsuki" Small Portraits (Started by OrochiWeapon2000 November 13, 2008, 04:13:21 am
 Board: Graphics

I've watched every Naruto and Naruto Shippuden episode several times, and I enjoy the series a lot. I think ninjas are cool to begin with, but it went the extra mile to add so many interesting characters, each with their own unique personality and abilities. A lot of the skills are just awesome. Especially those of Akatsuki. And thanks for the compliment. :)

Added Sasori and Deidara small portraits. I'm not quite satisfied with them yet, but I figured I'd put 'em up anyway.
    

Re: Sprite packs you want to see

 November 19, 2008, 02:24:06 am View in topic context
 Posted by OrochiWeapon2000  in Sprite packs you want to see (Started by link'n Boy October 22, 2008, 11:19:48 am
 Board: M.U.G.E.N Discussion

I'd like to see effects from these games ripped sometime:

Pulstar
Prehistoric Isle 2
Mars Matrix

I've ripped a little here and there from each, but there's just too much to rip from them. o_O