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WooshaQ

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Messages by WooshaQ

    

Re: Divine W.I.P.'s

 February 21, 2014, 08:34:53 pm View in topic context
 Posted by WooshaQ  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

Hi man, shadowaod made some additional rock animations that were not present in ngbc but appear in either garou or cvs2, check my rock if you are interested. Cheers.
    

Re: Chazzanova's WIPs - Monkey D. Luffy

 February 19, 2014, 06:46:59 pm View in topic context
 Posted by WooshaQ  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects

Great choice man, I'm really happy to see what you plan to do, I just hope you will find a sptiter to aid you in this great project as Luffy really deserves a full sized sprites, my dream would be Z2 style but I'm probably asking for too much...
    

Re: Good Bye!

 February 18, 2014, 07:27:04 pm View in topic context
 Posted by WooshaQ  in Good Bye! (Started by FeLo_Llop February 18, 2014, 01:13:39 pm
 Board: M.U.G.E.N Discussion

I too send my condolences. Though I don't know you at all I really respect your work and enourmous tallent, you really inspired me with your ideas and I wish you the best mate!
    

Re: POTS Morrigan need your help :)

 January 24, 2014, 04:39:14 pm View in topic context
 Posted by WooshaQ  in [Released]POTS Morrigan + some interesting factor you may like (Started by beterhans January 24, 2014, 10:25:33 am
 Board: M.U.G.E.N Discussion

This really would be the best choice as his sprites are really great, POTS Morrigan deserves a better sprites!
    

Re: 1940 stage

 January 18, 2014, 01:33:02 pm View in topic context
 Posted by WooshaQ  in 1940 stage (Started by Magma Dragoon MK II January 04, 2014, 05:55:32 pm
 Board: Projects

Just an idea but this plane could be used as a stage itself, just add the rest of the wings and some cloudt background and I would so download that :)
    

Mugen 1.1 and explods.

 January 11, 2014, 07:26:03 pm View in topic context
 Posted by WooshaQ  in Mugen 1.1 and explods. (Started by WooshaQ January 11, 2014, 07:26:03 pm
 Board: M.U.G.E.N Development Help

Hi, could you tell me how expods work on 1.1, I know that now you can "pin" explods so the envshake does not effect them, but what if I want them to be affected? When you set position to p1 envshake will work on them? I cannot try this right now to verify but I need thin knowledge for future reference. Can somebody confirm?
    

Re: Finn and Jake- Adventure time

 January 09, 2014, 05:02:20 pm View in topic context
 Posted by WooshaQ  in Finn and Jake- Adventure time (Started by Daeron January 08, 2013, 11:04:59 pm
 Board: Sprite Projects

Any update on your project?
    

Re: [Theme Thread] CVS Sprite thread

 January 03, 2014, 12:27:26 am View in topic context
 Posted by WooshaQ  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Guys, can you help me out here? Could you please fix the left shoe? It looks pretty dumb to me but I cannot find a way for it to look natural. It's not like you can do that sort of twist with a leather shoe...

    

Re: Link sprite project of sorts

 December 31, 2013, 12:46:23 am View in topic context
 Posted by WooshaQ  in Link sprite project of sorts (Started by SuperGohanSunderland December 26, 2013, 05:40:11 am
 Board: Sprite Projects

Ha, it's cool to see that 2014 will be the year of the link :) I have some progress to show as well :)



You're lucky if you're doing edits fast, I'm more than halfway there but there's still a lot to do, anyway good luck with your work!
    

Re: Locking M.U.G.E.N files

 December 26, 2013, 03:31:03 pm View in topic context
 Posted by WooshaQ  in Locking M.U.G.E.N files (Started by ink December 26, 2013, 03:07:54 pm
 Board: M.U.G.E.N Discussion

Oh come on, mugen is ment to be easily edited, the whole cast of characters comes from copyrighted games that were made to be secured but people rip it anyway and than use it in mugen, so what makes you so special to do otherwise? Reu never claimed Dragon Claw was corrupted
copyrighted... If you want to be douche about it but you can always molebox it but if you might as well delete all your downloaded content since having it would be against your selfish believes...
    

Re: Infinite WIP's-Andy Bogard

 December 05, 2013, 11:42:49 pm View in topic context
 Posted by WooshaQ  in Infinite WIP's-Grant (Started by Infinite Crisis August 29, 2012, 07:01:14 am
 Board: Projects

While I'm not a big fan of Andy it's good to see you back, hopefully more SNK characters will get your treatment in the future... as they really benefit from your Capcomish touch ;D
    

Re: Link revamped, can somebody help?

 November 29, 2013, 04:35:54 am View in topic context
 Posted by WooshaQ  in Link revamped, can somebody help? (Started by WooshaQ November 06, 2013, 06:31:12 pm
 Board: Sprite Projects

Thanks, I will use them for reference, I'm sorry Armentis but I'm sticking to the original sprite format (which supprisingly with color separation looks kind of decent), I already have enough problems with them right not since original pallet is a mess and while editing every single sprite I have to check if by any chance it does not contain any garbage pixels with like tone different color... so this would only makes this tedious work longer. For nor I have aroung ~25 sprites but every day I'm adding now ones... thanks for the contribution though!

I really dig the red eyes one the most! When I have a ready color palette for my sprites I'll contact you for some more palettes, what do you say? ;)
    

Question regarding proportions.

 November 24, 2013, 01:04:29 am View in topic context
 Posted by WooshaQ  in Question regarding proportions. (Started by WooshaQ November 24, 2013, 01:04:29 am
 Board: Graphics

Hi, I'm attempting a color separation patch together with smart palette, but since I'm doing everything in one file I'll be able to see the finished animation at the very end when I insert my work into sff (as the palette is constantly changing at this point) so I'm asking here, how can I fairly easy calculate proportions?



As you can see, I'm trying to have links arms adjustable by a palette, so he can wear full lenght gloves, short lenght gloves, or no gloves at all, I'm just curious I'm I'm doing the proportions right on the posted sprites? So it wont look goofy when I'll have the actual animation...
    

RemapPal problems.

 November 20, 2013, 11:12:13 am View in topic context
 Posted by WooshaQ  in RemapPal problems. (Started by WooshaQ November 20, 2013, 11:12:13 am
 Board: M.U.G.E.N Development Help

I'm having real issue with this command...

I started on a color separation and sprite group 0 is done, so I put it into sff, obviously mugen uses the default pallet that messes the colors for the edited sprites, so I decided to use RemapPal to fix this but for some reason I does not work.

On the end I entered one of the edited sprites one more time so I would be treated as a pallet, it is not sharing colors with others, and fighter factory shows this pallet as 9999,0.

So in -2 I used:

[State 0, RemapPal]
type = RemapPal
trigger1 = 1
source = 9999,0
dest = 1,1

But nothing happens, how can I fix this forcing the new pallet to work, note that I'll be willing to remap this pallet only to the edited sprites so the trigger will change in the future. I used 1 just for forcing the sctrl. What am I doing wrong?
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 November 16, 2013, 08:48:06 pm View in topic context
 Posted by WooshaQ  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

Perhaps this belongs here, could somebody please help me out please? I need two additional sprites for now, the two featured below are starting frames when link puts his leg on a powder keg but I need more, namely one where leg is actually on the keg (third sprite show the general gist of the idea) and another which will indicate that keg was actually pushed with his feet.

    

Re: Spritesheet Expansion Thread

 November 16, 2013, 02:05:50 pm View in topic context
 Posted by WooshaQ  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

The problem is this character is pretty much complete as of now, but this is an edit, just like most of my work  (SF3 Ibuki to CVS-ish style and extended Vyn's Rock Howard by in SNK spritestyle). So what am I supposed to show? Most of the moves are simillar to the original, game mechanics will be different, just like the one Rock and Ibuki has. Here.. But before comes the system I need to have these sprites to make some progress. There fore no proof for now, but does this makes me a liar or what? I did contribute and I'm working on a new creation, just asking for a helping hand.
    

Re: Spritesheet Expansion Thread

 November 15, 2013, 11:33:50 pm View in topic context
 Posted by WooshaQ  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Could somebody please help me out? I need two additional sprites for now, the two featured below are starting frames when link puts his leg on a powder keg but I need more, namely one where leg is actually on the keg (third sprite show the general gist of the idea) and another which will indicate that keg was actually pushed with his feet.

    

Explod as a Hitspark.

 November 14, 2013, 07:11:03 pm View in topic context
 Posted by WooshaQ  in Explod as a Hitspark. (Started by WooshaQ November 14, 2013, 07:11:03 pm
 Board: M.U.G.E.N Configuration Help

Hi, could somebody please explain an efficient way of using explod as a hitspark? I tried to use a very simple code:

type = Explod
trigger1 = movehit

but I found that explod appears a little too late after move hits the opponent. While working on Rock by Vyn I found that he used somethink like this:

[State 200, hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 2
attr = S, NA
damage = 21,0
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime=ceil(8*(ifelse(!var(20),1,.5))),ceil(9*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno =  -1 + 0*(var(34):=8100)
sparkxy = -10 + 0*(var(35):=70), var(36):=-83

hitsound = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 11
ground.velocity = -6*(ifelse(!var(20),1,.5))
guard.velocity = -5*(ifelse(!var(20),1,.5))
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(ifelse(!var(20),1,.5))
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 48*!var(20), 24*!var(20)
givepower = 24,24
persistent = 0
envshake.time = 9
envshake.ampl = 1
yaccel = .5

and for the state of the explod:

[Statedef 8010]
type=A
anim=9741;8010
velset=0,0
sprpriority=8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = F8200+(random%8)
ID = 8016
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
;pausemove
scale = 1,1
sprpriority = 9
ontop = 1

[State 8010, end]
type=destroyself
trigger1= time>15

Can somebody explain the whole idea behid this, I've never found actual var within the character to take a look and examine. This way seems to be working much better than I've used...
    

Disabling Hitdef during move.

 November 11, 2013, 09:37:33 pm View in topic context
 Posted by WooshaQ  in Disabling Hitdef during move. (Started by WooshaQ November 11, 2013, 09:37:33 pm
 Board: M.U.G.E.N Development Help

Hi, is it possible to disable hitdef when certain conditions are met during the move? For example when character has passed the enemy during earial move, so that enemy would not get hit by mistake, kind of false positive...
    

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

 November 10, 2013, 08:31:17 pm View in topic context
 Posted by WooshaQ  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

Who read somwthing while playing Crash games? ;) It always looked like apples... ;p