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The 100 Mega Shock!

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Messages by The 100 Mega Shock!

    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 May 16, 2014, 10:02:39 am View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

I bet they'll patch them in, but for the purposes to see them in battles only, instead of having to revert pokemon to their original forms like battling between diamond/platinum and black/black 2.

So you might be able to hack them into your party.
    

Re: Earn a Playsation 4 or an Xbox One!

 April 06, 2014, 01:44:24 am View in topic context
 Posted by The 100 Mega Shock!  in Earn a Bundle of Money for Your Art! (Started by Rajaa April 03, 2014, 02:09:54 pm
 Board: Graphics

I don't think I'm capable of replicating the shading of SF3 style to begin with let alone keeping it consistent across animation - even if I had the free time to make that many sprites (i dont). Sorry.
    

Re: See you next year, Saikyo Cowboy

 March 22, 2014, 01:10:40 am View in topic context
 Posted by The 100 Mega Shock!  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

you mean Gundam AGE right
    

Re: Anti-Heal

 March 18, 2014, 10:05:04 pm View in topic context
 Posted by The 100 Mega Shock!  in Anti-Heal (Started by SpaceMouse March 18, 2014, 08:06:23 pm
 Board: M.U.G.E.N Development Help

You forgot the Movetype = A
    

Re: Pokemon X & Pokemon Y (3DS)

 February 13, 2014, 01:20:07 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon X & Pokemon Y (3DS)  (Started by videoman January 08, 2013, 12:51:00 pm
 Board: Gaming

So lazy that you need just as much animation and more programming to deal with Mega Stones instead of just adding a new entry to the evolution table
    

Re: saltybet's AI matches

 February 12, 2014, 09:07:14 pm View in topic context
 Posted by The 100 Mega Shock!  in saltybet's AI matches (Started by Titiln August 06, 2013, 06:13:32 pm
 Board: M.U.G.E.N Discussion

Also you now request specific exhibition matches (for premium members) every Thursday which are prioritized by other members' votes.

I've been waiting an entire day for Zangoose to appear on stream because the RNG hates me.
    

Re: MVC2 Mewtwo

 February 06, 2014, 04:11:57 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

To be honest I had the idea because I knew I'd get these questions.
    

Re: MVC2 Mewtwo

 February 06, 2014, 03:31:00 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

They will be assist characters for now and possibly part of a special THC.

Felt it was about that time...

http://www.youtube.com/watch?v=oYiBwEEVWxY

That's pretty cool, neat.

This is a great character in development man. Do you plan to give him special intro's against specific characters there?

A few won't hurt. I want to try something like imitating Bison's SF2/CVS2 intro but that might be difficult to make a good looking cape.

-

Guard animations also have a simple shield effect on hit to sell the animation:
Spoiler, click to toggle visibilty
    

Re: MVC2 Mewtwo

 February 03, 2014, 03:29:43 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

If I may ask, how comfortable are you with the complexities and system of an MVC2 character? Adaptation is one thing, but I'm just curious as to how you're going to approach the coding aspect, if I may inquire.

I've been playing MVC2 a lot in preparation to understand the system and quirks in the game, and reading up as much as possible on how the game works, and character properties. (I'm basing his hitboxes off MVC1 but I'm assuming the general idea is the same for returning VS characters) I've also been figuring out how to setup Artmoney and look at stuff in emulators for my own research.

Funny but also kinda jarring when he goes from a moving animation to a sudden mostly still animation that has no line of anticipation leading up to the tail whipping out.

That;s a good point, I'll add some body movement and anticipation to the animation.
    

Re: MVC2 Mewtwo

 February 01, 2014, 08:52:01 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

I don't know I thought it was funny to do that just for the lp
    

Re: MVC2 Mewtwo

 February 01, 2014, 07:35:19 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

He will gain a MvC2 system gameplay, ok.

But any chance of him gain a MvC1 system gameplay[With CPS2 sparkset, 6 gameplays, MvC1/Beximus styled Hyper BG, etc], after release?

I've had thoughts about including six button toggle already and in terms of visual changes I want to draw a CPS2 portrait as well as one in MvC2 style, so having alt hitsparks won't be too hard.

Standing kicks animations and standing jab:

Spoiler, click to toggle visibilty
    

Re: MVC2 Mewtwo

 January 30, 2014, 09:50:34 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

It's the same model I posted in my old thread, just shrunk down and slightly beefed up to better fit in with Marvel characters.

You know, I've been thinking about adding a pokemon to my musical compositions, and this seems to be perfect.

I'd be interested in hearing that. I've done the occassional thing with existing MIDIs and SSF2 samples but I can't compose music whatsoever.
    

Re: MVC2 Mewtwo

 January 30, 2014, 03:14:16 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

Looks cool, but why MvC2 out of all of your options? Just curious :)

Bcoz MvC2 is awesome yo

SO just gona ask what moves he will have asides from Psychic and Shadow Ball?

Well at the moment I'm writing down ideas from his giant movepool for interesting types of attacks that are elemental based as well as his signature psychic moves; Shadow Ball could be something like a large hyper projectile ala Ash Chrimson's DM and Dhalsim's Ultra 1.
    

Re: MVC2 Mewtwo

 January 30, 2014, 01:03:36 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

It's fast, fun and VS mechanics is something I've been gradually inching towards with the systems of my characters with the past few revisions. Also I have a couple good ideas for assist characters if you enjoy having an unfair advantage over your opponent.
    

MVC2 Mewtwo

 January 30, 2014, 12:27:52 pm View in topic context
 Posted by The 100 Mega Shock!  in MVC2 Mewtwo (Started by The 100 Mega Shock! January 30, 2014, 12:27:52 pm
 Board: Projects

It's what it says on the tin.

I wanted to do something a little different now and create something that would fit in better with more existing Mugen characters, as well as use a good, established system instead of a hodgepodge of mechanics from several different games. And, to commemorate over two years of posting shit projects, create a Mewtwo that does justice to the character.



This animation is the most finalized, just missing the color layer over the shading and lines. Everything else is in a pre-cleanup state:

Spoiler: Movement (click to see content)
Spoiler: Gethits (click to see content)
Spoiler: Stand Basics (click to see content)
    

Re: Zangoose Updated 13/01/2014

 January 16, 2014, 07:27:34 pm View in topic context
 Posted by The 100 Mega Shock!  in Zangoose Updated 13/01/2014 (Started by The 100 Mega Shock! December 24, 2013, 10:51:02 pm
 Board: Your Releases, Mugen 1.0 +

It's unlikely to hit anyone standing unless you're fighting somebody the size of Hugo or Raoh.
    

Re: Zangoose Updated 13/01/2014

 January 15, 2014, 12:55:22 pm View in topic context
 Posted by The 100 Mega Shock!  in Zangoose Updated 13/01/2014 (Started by The 100 Mega Shock! December 24, 2013, 10:51:02 pm
 Board: Your Releases, Mugen 1.0 +

Two dumb mistakes; I didn't remember that EX swipes recovers so fast without the third autocombo and the damage scaling limit has never actually worked

I've quickly reuploaded the file to correct EX Swipes, the damage limiter and make HP throw look nicer.
    

Re: Zangoose Update 13/01/14

 January 13, 2014, 11:39:26 pm View in topic context
 Posted by The 100 Mega Shock!  in Zangoose Updated 13/01/2014 (Started by The 100 Mega Shock! December 24, 2013, 10:51:02 pm
 Board: Your Releases, Mugen 1.0 +

- When crossing up opponent, if you land on the other side, inputs will be reversed until Zangoose fully turns. Fix this by specifying facep2 = 1 in state 52.

This state has been changed to be more in line with real games; Zangoose immediately turns around once he regains control during the landing animation (which has much shorter recovery) now. This still allows you to input commands in reverse as you hit the ground, but from playing Marvel and Vampire Savior they appear to have a buffer that makes it a lot easier to pull off attacks as soon as you hit the ground by entering the command in the direction you were jumping. I want to emulate this behavior even if the Mugen input system isn't as sophisticated.


Update Time:



http://www.mediafire.com/download/i8fialcpsodscw0/zangoose.zip
http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose.7z

For the benefit of the new page; Mediafire URL is always the most recent version.

This update fixes several bugs and oversights in the AI and character code and makes general improvements to most of the character, including more variance to the special attacks:

AI:
(Behaviour changes apply to higher difficulty levels; lower difficulty may perform actions at random)

Might get around fireballs a little better.
Shouldn't try to guard cancel fireballs unless the enemy is very close.
No longer attempts Pursuit attacks before it's possible for the player to use them.
Shouldn't try and combo into Crush Claw when startup is too long.
Shouldn't try and combo into Tackle when startup is too long.
Shouldn't try and use X-Scissor when the opponent is too high up.
Checks both player's facing when choosing the appropriate ground recovery.
------------------------------------------------------

Palette select off by default. Times-out after a period of inactivity, should retain values between each round.
Width adjusted to fit the sprite.
Recovery time from jumping significantly reduced.
Turning animation takes precedence when Zangoose jumps over the opponent.
Fixed HK throw using the wrong variable in a trigger.
Close MK reaches much further.
Crouch MK hitbox slightly lowered.
f+HK recovery changed.
Ground Recovery faces player 2 when standing up.
Crouching LK, MK and HP cannot be guarded high.
Jumping normals cannot be guarded low.
Most moves can now be blocked in the air.
Fixed Tackle, Close HK, and Jump LP missing when next to very thin opponents.
EX Iron Tail reduces opponent's defence for a short period of time.

Fury Swipes:
   Reduced EX damage to reasonable levels.
   EX doesn't automatically attempt the 3rd attack.
   3rd hit now causes knockdown, can't be cancelled into super.
   2nd hit recovers much faster if not continued.
   Damage and startup reduced for Light and Medium variants.
Pursuit:
   EX followups now unique.
   Width increased.
   Grab no longer reaches crouching opponents.
   Angle of jump adjusted for each strength.
Tackle:
   Width made larger.
   Hurtbox made larger around the head and elbow.
   Hitbox pushes out slightly further and not as tall.
X-Scissor:
   Knocks down opponents.
   Hitbox made slightly taller.
   X Velocity increased.
Crush Claw:
   Attack sequence no longer uses hitdefs, so characters with odd hitboxes or a strange mid pos won't be stuck in the air.
   Hitdef now active from the correct frame when the hitbox appears
   Can't grab crouching opponents.
   X Velocity decreased; Y increased.
   Hitbox moved higher and further inside Zangoose's sprite
   Grab hitbox isn't active for the entire animation while falling
   
Several EX moves / supers given small invulnerability periods
Character-specific winquotes enabled.
Minor animation & velocity changes.
    

Re: Pokemon X & Pokemon Y (3DS)

 January 07, 2014, 07:10:54 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon X & Pokemon Y (3DS)  (Started by videoman January 08, 2013, 12:51:00 pm
 Board: Gaming

You can probably call that on the differences in the market for releasing new consoles between the 2000s and today. I think the 3DS will stick around for a while again so it remains to be seen what the production schedule is for big games like Pokemon.
    

Re: Pokemon X & Pokemon Y (3DS)

 January 07, 2014, 06:06:41 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon X & Pokemon Y (3DS)  (Started by videoman January 08, 2013, 12:51:00 pm
 Board: Gaming

Those games came out two years after BW1 though? A lot of the development team that didn't work on BW2 are credited on XY, which came out 3 years after BW1. I'm not saying they're completely predictable (B/W2 weren't) but they're also very good at making the most of old assets in a new package. It's a lot to take in for a project that must be in very early production stages.