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Messages by rasenloki

    

Re: Vegeta Z2

 August 09, 2011, 09:51:58 pm View in topic context
 Posted by rasenloki  in Vegeta Z2 (Started by Balthazar January 02, 2011, 05:05:48 pm
 Board: Projects

maybe this has been mentioned before if so i am sorry. But should vegeta have the final flash with out him being super sayian? i mean your goku which is awsome by the way did not have any of his super sayian moves from the anime.
    

Re: Aizen Sosuke [100%]

 July 27, 2011, 05:18:32 pm View in topic context
 Posted by rasenloki  in Aizen Sosuke [100%] (Started by Dope June 25, 2011, 08:30:27 pm
 Board: Your Releases, older Mugen

Just as planned
    

Re: Goku SSJ4 GBA

 July 14, 2011, 10:14:04 pm View in topic context
 Posted by rasenloki  in Goku SSJ4 GBA (Started by Dark_King July 13, 2011, 07:41:31 pm
 Board: Your Releases, Mugen 1.0 +

this the best ssj4 sprites i have seen so far.
    

Re: Aizen Sosuke [90%]

 June 29, 2011, 12:33:06 am View in topic context
 Posted by rasenloki  in Aizen Sosuke [100%] (Started by Dope June 25, 2011, 08:30:27 pm
 Board: Your Releases, older Mugen

be more specific as to where i can locate the line of code plz.
    

Re: Shippuden Sasuke Uchiha BETA

 May 22, 2011, 08:52:30 pm View in topic context
 Posted by rasenloki  in Shippuden Sasuke Uchiha BETA  (Started by Dark_King May 22, 2011, 03:52:12 am
 Board: Your Releases, Mugen 1.0 +

What exactly did you fix, other than making Kirin practically EAT your life? (That's a bit too much.)

Pre Update:
Spoiler, click to toggle visibilty

Post Update:
Spoiler, click to toggle visibilty
not to be funny but shouldnt kirin do such a thing? i mean sure it can be coded better. But kirin is pretty much one hit kill move. i think it should be atleast a level 5 super atleast though.
    

Re: True K' (MKJ) beta!!!

 May 18, 2011, 01:07:32 am View in topic context
 Posted by rasenloki  in True K' (MKJ) beta!!! (Started by MKJ May 12, 2011, 06:34:28 am
 Board: Edits & Add-ons

Blazblue and Guilty Gear would like to have a word with you...
Somewhat....

^ Oh come on! :P...

Quote
i personally enjoy full power bar finishers that have speaking and flashy things going on.

You're talking about a movie, this is a fighting game where 2 people play it, the best example would be Dragon Ball Z Budokai 3 where there are TONS of moves like this. At first is "ZOMGAWWWWWWSOME!" but after several playthroughts you just want the damn move to fucking end, its fucking boring for both, the one who's performing the move and the one who's getting damaged.

It's not a discussion about "what's fun" but more like "what's correct and more suitable to a fighting game". A typical excuse people use when they wanna justify something on their chars is "you can't please everybody" or "It's a matter of opinion" when infact it's just downright incorrect, several examples include:

- No CLSN on stuff that should have them: OMG I LUV that my char can't get hit! I ENJOY the fact that my char can't get hit!!!

- Overkill on FX: Fills the whole screen and it bothers gameplay, no matter how cool and flashy you think they are, if it affects gameplay it should be gone.

- Overkill on number of moves: If a character has tons and tons of moves it may end up being boring or stupid because chances are most of the moves have the same uses, or they arent original at all. You should think about it, why joke chars have TONS of moves? Because it's ridiculous! The only way to have tons of moves and still keep the char enjoyable is if his moves are performed in chains (Like Kyo or Dante).

- Damage: if its way too high or dampener is shitty then the char will be able to kill the enemy in one hit or one combo. I'd rather just press F2 at the start of the round and let the first one to hit wins. It's far more balanced than a 1 hit kill char.

- Defense and healing: if defense is too high or the healing factor is exaggerated then its stupid because it's unbeatable, what's the point in fighting someone who's unbeatable? "hey dude! its a challenge!", no shit its a challenge if its an unwinnable situation >_>.

I hope people can get it now why we're complaining about the ZOMG long supers and whatnot, it's not like we're SFIItards or something, it's just that... well... whatever I said in this post :P.
i am not saying it should not be worked on. But dbz console finishers never bothered me or anyone i played with. i guess it boils down to matter of personal opinion though. i see your points and they are very valid.
    

Re: True K' (MKJ) beta!!!

 May 18, 2011, 01:03:03 am View in topic context
 Posted by rasenloki  in True K' (MKJ) beta!!! (Started by MKJ May 12, 2011, 06:34:28 am
 Board: Edits & Add-ons

The private version of Goku by Roken (which was supposed to be somehow in Neocide's game) has the perfect fix for this. He has the ability to go from normal to SSJ, with a long 20 seconds animation (as when he transforms against Frieza). However, you can press a button during the sequence in order to pass the sequence.

Oh yeah, I remember. There's even a Lyndis out there that has two versions of the same attack. One version is the original and the other is just shortened to 5 seconds (it normally takes 10 seconds to fully show the hyper). And it does the same damage. That's something to appreciate.

i can see why you would feel that way. but your idea of fun may not be the fun of others. if it's a great looking move then why not let him have it?. no one is being forced to download this guys char, i personally enjoy full power bar finishers that have speaking and flashy things going on. but i would not downplay a persons imagination if they thought otherwise. i am only saying this because your comment is basically calling it stupid. i mean you no offense though :)

I have a feeling you want to disregard what I said as just mere opinion. But if more people says that, then you should consider if it's really a good idea or not. And I'm not calling the creator stupid. I'm saying that move is stupid (or better said, boring). A short version of 5 seconds would be enough for the move.  And it would still be flashy.

Also, the example I put is even worse. There's not even an attack, it's just talking and talking until an attack of 3 seconds come. If you want to do something like that, just make a movie. It's a fighting game, for God's sake, it's supposed to have some movement, not just stay stiff for a long time.
LOL i knew you were not calling him stupid. and yes i agree with you if there is no attack then sure it makes no sense. i assumed he actually had some flashy power up/combo/big blast move kinda going on. i apoligize for my assumptions.
    

Re: True K' (MKJ) beta!!!

 May 16, 2011, 11:59:49 pm View in topic context
 Posted by rasenloki  in True K' (MKJ) beta!!! (Started by MKJ May 12, 2011, 06:34:28 am
 Board: Edits & Add-ons

- Waiting 30 seconds for a move to actually end ... IS NOT FUN.

Reminds me of the stupid thing I saw with some Saint Seiya characters. It's really boring when you have to wait for an attack to finish. It's not cool at all.
i can see why you would feel that way. but your idea of fun may not be the fun of others. if it's a great looking move then why not let him have it?. no one is being forced to download this guys char, i personally enjoy full power bar finishers that have speaking and flashy things going on. but i would not downplay a persons imagination if they thought otherwise. i am only saying this because your comment is basically calling it stupid. i mean you no offense though :)
    

Re: Sound issues.. ¬_¬

 May 15, 2011, 10:50:22 pm View in topic context
 Posted by rasenloki  in Sound issues.. ¬_¬ (Started by lordfrosty May 06, 2011, 05:52:28 pm
 Board: M.U.G.E.N Configuration Help

my music never has problems. just covert files to OGG format using a program called audacity. open our mp3 up in the program and export as OGG vorbis file. after that music will never mess up again.
    

Re: rage rock coding

 May 15, 2011, 10:40:42 pm View in topic context
 Posted by rasenloki  in rage rock coding (Started by rasenloki May 14, 2011, 09:44:10 pm
 Board: M.U.G.E.N Configuration Help

    

Re: True K' (MKJ) beta!!!

 May 15, 2011, 08:21:23 pm View in topic context
 Posted by rasenloki  in True K' (MKJ) beta!!! (Started by MKJ May 12, 2011, 06:34:28 am
 Board: Edits & Add-ons

True K' lv5 HSDM's:

http://www.youtube.com/watch?nomobile=1&v=HoyseDHmxyM

I'm all for making balanced and cool looking hypers. But seriously, having to sit for 30 seconds aprox for each of them when the only thing you see is him doing a really long combo is not cool, but plain boring.
well thats your opinion i guess. i feel that way at times but then again i love to see flashy char edits. to me its boring to make chars exactly like the game they were ripped from. i mean what makes mugen great is having the imagination to make moves more flashy and out of this world. thats just my humble opinion.

My thoughts exactly, but you have to admit, even I admit it, they don't look too great at this point. I need to make a few changes.

@RedNavi

After all that experience he got from the previous tournaments in Kof, couldn't he have learned a few new things by now? After all, he is a partial clone of kyo... And it's not really SETTING himself on fire, it's more of a surge of power. Since he's fire type, I went with that cuz energy beams is something k' doesn't do.

even so bro do what you want it's your char. it's mugen you dont have to make the story background of your char fit anyone elses ideals for their pleasure. i can care less what people think it should be just do you and i am sure others will enjoy or simply not download. the most advice i would take is coding advice let everything else be a representation of you and your imagination. good luck i will be following your creation.
    

rage rock coding

 May 14, 2011, 09:44:10 pm View in topic context
 Posted by rasenloki  in rage rock coding (Started by rasenloki May 14, 2011, 09:44:10 pm
 Board: M.U.G.E.N Configuration Help

i am aware it was coded this way. but does anyone know what line i need to change just so his lvl 3 move goes back to a stance after instead of infinite looping. thanks in advance for any and all help. :'(

Here is the the coding for the super. to be honest i love the char i just hate the fact it's coded to shut down mugen by looping. other than that i love him.
[State AI, RAEG]
type = ChangeState
value = 0
triggerall = var(59)
triggerall = statetype != A
triggerall = power >= 3000
triggerall = random < 8 + ((lifemax - life)/3)
triggerall = random < 50 + abs(p2life - life) || random < 50
triggerall = roundno != 1 || teammode = turns
trigger1 = ctrl || stateno = 101
;Basic moves cancelable into Specials, DMs and SDMs
trigger2 = stateno = [200,799]
trigger2 = movecontact
trigger2 = random < 50
;$^(%$#*#$@)(*%$#)^( cancelbabegsr4
trigger3 = stateno = [1000,1500]
trigger3 = movecontact
trigger3 = random < 20



I am sure one of you char makers can simply just tell me what to put. it gets kind of annoying to know people view the thread but wont help. i am assuming from the odds that some of you could have but did not for some reason :(
    

Re: True K' (MKJ) beta!!!

 May 13, 2011, 12:48:18 am View in topic context
 Posted by rasenloki  in True K' (MKJ) beta!!! (Started by MKJ May 12, 2011, 06:34:28 am
 Board: Edits & Add-ons

True K' lv5 HSDM's:

http://www.youtube.com/watch?nomobile=1&v=HoyseDHmxyM

I'm all for making balanced and cool looking hypers. But seriously, having to sit for 30 seconds aprox for each of them when the only thing you see is him doing a really long combo is not cool, but plain boring.
well thats your opinion i guess. i feel that way at times but then again i love to see flashy char edits. to me its boring to make chars exactly like the game they were ripped from. i mean what makes mugen great is having the imagination to make moves more flashy and out of this world. thats just my humble opinion.
    

Re: DBZ temple stage

 May 01, 2011, 08:07:26 pm View in topic context
 Posted by rasenloki  in DBZ temple stage (Started by rasenloki April 30, 2011, 04:01:37 am
 Board: Your Releases, Mugen 1.0 +

wow thats one hell of mixture!

Naruto Castle
Bleach Floor
Wallpaper Sand
Street Fighter Moon

awesome DBZ pic.

the problem with this stage however is as stated, they dont match. art styles clash far to much here. and.. i dont see how you can have a DBZ Temple to be exact.

what idea were you thinking of when you made this? maybe i can help?

well as you can see i had so many things going threw my mind at one time i would not know where to begin. I started animating finally today. i will link you to the W.I.P section so you can see and hopefully help me out a bit. i took the advice about so many mixtures of sprites.
    

Re: DBZ temple stage

 April 30, 2011, 04:15:33 am View in topic context
 Posted by rasenloki  in DBZ temple stage (Started by rasenloki April 30, 2011, 04:01:37 am
 Board: Your Releases, Mugen 1.0 +

Well, for one I can tell you the foreground and background don't match; Their styles are way too different. The moon, and I suppose by extension the sky, are scaled oddly. The foreground and middle ground don't match, either. One looks very DB-ish, and the other looks like it came from a KOF game. The fact that Vegeta and Goku are stationary, and yet you say that it needs no animation, boggles my mind. Having them sit completely still makes no sense, and it really hurts the stage.

I don't mean to be rude, but this is probably your worst stage yet.

i am not offended i knew it was a long shot on the sand so i will re do. Also i can not animate so if you can would you like to help a noob out?
    

DBZ temple stage

 April 30, 2011, 04:01:37 am View in topic context
 Posted by rasenloki  in DBZ temple stage (Started by rasenloki April 30, 2011, 04:01:37 am
 Board: Your Releases, Mugen 1.0 +

Ladies and gents i still need a person to help me animate. This needs no animation though. i hope the community enjoys. This was a stage i made a while back. I just turned it into a stage today though, i figured some folks here might like it. Tell me what you folks think.





[urlhttp://www.mediafire.com/download.php?36ti4q82abevx5v][/url]
    

Re: Bleach stage with bleach ost

 April 29, 2011, 01:09:35 am View in topic context
 Posted by rasenloki  in Bleach stage with bleach ost (Started by rasenloki April 28, 2011, 11:34:43 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Bleach stage with bleach ost

 April 29, 2011, 12:56:01 am View in topic context
 Posted by rasenloki  in Bleach stage with bleach ost (Started by rasenloki April 28, 2011, 11:34:43 pm
 Board: Your Releases, Mugen 1.0 +

    

Bleach stage with bleach ost

 April 28, 2011, 11:34:43 pm View in topic context
 Posted by rasenloki  in Bleach stage with bleach ost (Started by rasenloki April 28, 2011, 11:34:43 pm
 Board: Your Releases, Mugen 1.0 +

The stage is done for the most part. i do not plan on editing anything right now. It is playable and has super jump, but no animations as of yet. I am currently working on my gundam stage and will make this one better when i can. Please post feedback and let me know. Also i am still looking for animators here who want to help a brotha out  ;D






http://www.mediafire.com/?hr9rcdw2w6e8jvh
    

Adding video to mugen char

 April 27, 2011, 07:51:27 pm View in topic context
 Posted by rasenloki  in Adding video to mugen char (Started by rasenloki April 27, 2011, 07:51:27 pm
 Board: M.U.G.E.N Configuration Help

I was wondering is it as simple as adding the video to FFU and it will be made into frames or is there particular program i can use? Thanks in advance :)