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Re: FANG by Mr. I and Violin Ken

 February 17, 2024, 11:00:34 am View in topic context
 Posted by BoyBoyz  in FANG by Mr. I and Violin Ken (Started by Violin Ken January 30, 2024, 12:41:12 am
 Board: Your Releases, 1.0+

JP SF6 pls!! (came alive because of this FANG)
    

Boss Goenitz KOFXV (4 Aug 2023)

 July 29, 2023, 09:20:01 pm View in topic context
 Posted by BoyBoyz  in Boss Goenitz KOFXV (4 Aug 2023) (Started by BoyBoyz July 29, 2023, 09:20:01 pm
 Board: Your Releases, 1.0+

Created this as I love to make bosses. Since the latest patch, you cannot use Boss Goenitz's moves in KOFXV even if you play as him; hence, I was only able to implement the combos that I could watch on youtube, with whatever time I had.

This Goenitz combines almost all the moves from every KOF. Watch the video to find out more!  Movelist in folder.

Do let me know if anything can be improved/ fixed, thanks!

*There was a known bug with the palettes. When he got hit, his other palette colours changed back to the original blue colour. I have no idea how to fix this, as it is probably due to editing the character using different Fighter Factory engines. I have removed all other palette colours for now, and also fixed some other bugs with some of his supers looking weird in different Mugen stages/ screen sizes.

4 Aug 2023 - Fixed last hit of EX move FDF, x+y not connecting in some circumstances due to issue with juggles.



https://www.mediafire.com/file/sq1t9m4w0ufzwly/Boss+Goenitz+XV_30+Jul+2023.zip/file
    

Re: Boss Omega Rugal XV - 28 May 2022

 June 01, 2022, 04:23:15 pm View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

Rugal's grab based moves makes SOR 2 bonus game chars disappear.

This is usually not a fault of the character I think; it is most often the fault (likely unintentional) of the grabbed character for not having the required get-hit sprite.
    

Re: Boss Omega Rugal XV - 24 May 2022

 May 25, 2022, 04:51:22 pm View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

Watched, it was the inspiration for me to start making this Rugal edit, because that video creator didn't release it yet xD. I think the Climax is not as accurate to source animation flow. I could use this laser sprites though, they are cooler than the current one!

Made more fixes as of 25 May 2022 thanks to some feedback:
1. Increased Menacing Walk's success ending time, decreased p2's air velocity so you cannot follow-up to hit after Menacing Walk (success) ends
2. Increased all genocide cutter's invincibility and hit frames slightly
3. Increased all Level 1-2 supers' invincibility frames slightly to be more like XV Boss version
4. Fixed light Vanishing Rush being able to prematurely cancel into other moves if it did not hit
    

Re: Boss Omega Rugal XV - 24 May 2022

 May 24, 2022, 06:58:04 am View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

Updated 3 things on 24 May 2022:

1. For his double axe kick, you can now perform by pressing Back + a as well as Forward + a.
2. Fixed a bug where during Menacing Walk (DFDF+c), after being hit once, he could not be hit again. Note that moves that will put rugal into custom states, will not land still.
3. Removed one of the author's variables that might have caused weird damages to occuer to Rugal in Rugal AI matches as well as Rugal vs Rugal matchups.
    

Re: Boss Omega Rugal XV - 14 May 2022

 May 15, 2022, 05:32:37 am View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

Hey, have you seen these sprites? https://mugenguild.com/forum/topics/my-sprites-edits-and-animations-187588.100.html
They could be of use for the Ray attacks.

Yea saw them but dont think gona add for now (other than fixing bugs and AI) unless they are like, ultra-epic or even better, the original rip from KOFXV itself (which is quite hard to rip tbh...)!

That said, I did fix some of the AI to minimise the stupid jumping bug in the corner, where Rugal would just keep jumping and get stuck in a loop allowing you to defeat him easily. He also uses more new moves but is still quite useless against long range poke gods like Otoma=Raga.
    

Re: Boss Omega Rugal XV - 14 May 2022

 May 14, 2022, 07:41:54 pm View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

    

Boss Omega Rugal XV - 28 May 2022

 May 14, 2022, 06:04:16 am View in topic context
 Posted by BoyBoyz  in Boss Omega Rugal XV - 28 May 2022 (Started by BoyBoyz May 14, 2022, 06:04:16 am
 Board: Edits & Addons 1.0+

Used fxm08's Rugal as a base to add / amend all Boss Omega Rugal XV's moves. All moves from older Rugals (other than KOFXV's) are generally untouched.
No dizzy meter or guardcrush. Variables of original author too many to comb through (deleted most variables for other Rugal versions, hopefully no bugs), and max mode may not be perfect.
Used 2D Rugal as he has all the old moves combined into 1 (except the screwdriver move sadly :(, which I have no time to import), and XV Rugal sprites are too hard to rip.
Did not modify AI too much so the AI may still be using old moves like Kaiser Wave & Beads Destruction.

Movelist in folder. Enjoy the power of GENOCIDE CUTTER!

All updates as at 24 May 2022:

1. AI uses more of the new moves.
2. For his double axe kick, you can now perform by pressing Back + a as well as Forward + a.
3. Fixed a bug where during Menacing Walk (DFDF+c), after being hit once, he could not be hit again. Note that moves that will put rugal into custom states, will not land.
4. Removed all of the author's variables that might have caused weird extra damages to occur to Rugal in Rugal AI matches as well as Rugal vs Rugal matchups.
5. Bugfixes.

25 May 2022:
1. Increased Menacing Walk's success ending time, decreased p2's air velocity so you cannot follow-up to hit after Menacing Walk (success) ends
2. Increased all genocide cutter's invincibility and hit frames slightly
3. Increased all Level 1-2 supers' invincibility frames slightly to be more like XV Boss version
4. Fixed light Vanishing Rush being able to prematurely cancel into other moves if it did not hit

28 May 2022:
1. Fixed Menacing Walk ending prematurely during mirror matchup enemy Rugal's Strong Vanishing Rush.
2. Enlarged eye laser super's hitbox and adjusted timings and velocities slightly, to increase chance of hitting the falling enemy.



https://www.mediafire.com/file/5yeninlldvctmrd/Rugal+XV_14+May+2022.zip/file
    

Re: KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4)

 April 24, 2022, 06:28:34 am View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

Ehh, I have no idea, I did not update Dark Ash at all since I edited him long ago xD. Those who anyhow modify his size, will create some other weird visual bug if they do not change other stuff accordingly too.
    

Re: KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed3)

 April 23, 2022, 05:56:57 pm View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

Awesome, thanks! Fixed the movecamera thingy. And placing the command triggeralls in order in statedef -1 area finalises it. Now FDF is super easy to do!
    

Re: KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed2)

 April 23, 2022, 04:36:44 pm View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

Nice character. :) Stuff:

- F,D,DF should have more input priority than D,DF,F
Tried to organise all the F,D,F above D,DF,F, and give it more time-span than D,DF,F. How else to make FDF have more priority over DF?
- You should disable vertical movecamera for P2 when he's thrown
Done for throw states. Im assuming wallbounce states no need? Also noticed screenbound on a throw that flings enemy to far end of the screen works weirdly - the enemy gets 'stuck' at the end of the screen before he continues flying after the custom state ends In particular, the 'x' version of normal throw.
- State 106 should use velset = 0, 0
Done.
- The crouching override freezes her animation
Done thanks for pointing out, that's a huge miss.
- I think F,D,DF + x/y should only hit in front of her instead of all around
Done. Also shrunk the red clsn for D,DF,F x/y as if enemy evaded to behind and got hit by the tail-end clsn, it would push Otoma forward weirdly due to the velocity.
- You should allow EX moves with X+Y and A+B as well
Done.
- Fireball trail effects look odd. Perhaps try inverting the colors and using Mugen's subtractive transparency
This is what I thought too but KOFXV adopted this style for all their sparks. Huge patches of white.. no idea where they're going with that.
- I think her super pauses should darken the screen
I initially wanted to do this; but I realised KOFXV does not darken the screen at all during supers :S
- States 1603 and 3004 create debug errors
Removed bindtoparents and used a workaround.
- Super inputs could be more forgiving in terms of the time window
Added time = 30. I was finding some input hard as well.
- You could easily add some palettes by messing with color levels
I suck at making palettes xD.
(- Her Climax reminds me of Final Fantasy summons ;P)
IKR!

EDIT: Her small portrait has an incorrect size.

Thanks for the constructive feedback Legendary-PotS! Love to improve this. Have some questions underlined above. File has been updated to (fixed3)!
    

Re: KOFXV Final Boss Otoma=Raga - 23 Apr 2022

 April 23, 2022, 11:05:47 am View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

Fixed some damage errors related to the super and EX crystal rain. The latest file contains a (fixed2) bracket at the end of the filename.
    

Re: KOFXV Final Boss Otoma=Raga - 23 Apr 2022

 April 23, 2022, 09:29:05 am View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

23 Apr 2022:

1. Re-worked the resurrection move to prevent premature 'dying' while stuck in custom state. This may create some other problems but will continue to monitor. Also, there is now no long pause for the enemy when she is lying on the floor, only a mini pause near the ending of the resurrection move. Removed the minusing of 1000 power upon resurrection.
2. Added 'black' explosions to the 2 supers, to make them look nicer.
3. After resurrection, the damage of most of her moves (except the uppercut-reflected fireball) increase (100% accurate increase according to KOFXV battle data). Her defence however, is permanently doubled from the start (even before resurrection) due to Mugen engine limitation.
4. Tweaked AI slightly.
    

Help with disappearing sprites in Mugen 1.0

 March 29, 2022, 03:02:31 am View in topic context
 Posted by BoyBoyz  in Help with disappearing sprites in Mugen 1.0 (Started by BoyBoyz March 29, 2022, 03:02:31 am
 Board: M.U.G.E.N Development Help

Hi, any pro can help with this - In Mugen 1.0 (the screen on the right), some of the moves of my character disappear. I notice it happens with sprites that are bigger than 1 screen. This does not happen in Mugen 1.1 (left screen).  See video comparison below.  Cropping the sprite does not solve the problem. Any idea? Localcoord problem? Or just Mugen 1.0 limitation or some system setting of Mugen 1.0?

Nvm I found the solution - in Mugen.cfg (in data folder), modify this value  -  "SpriteDecompressionBufferSize" to "32384"

    

KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4)

 March 28, 2022, 02:45:55 pm View in topic context
 Posted by BoyBoyz  in KOFXV Final Boss Otoma=Raga - 23 Apr 2022 (fixed4) (Started by BoyBoyz March 28, 2022, 02:45:55 pm
 Board: Your Releases, 1.0+

Movelist in character folder.  Do report any bugs / missing combos that you wish to add / amend. Hope you enjoy it as much as I enjoyed making this epic boss!



https://www.mediafire.com/file/8cr9y9g4p33r3uf/Otoma=Raga-KOFXV_28+Mar+2022.zip/file

Notes:
*1. Highly recommended to play in Mugen 1.1. The large size of sprites create disappearing animation bugs. See this video of the bug (https://youtu.be/8uWrGpTysQA). You have to manually adjust the Mugen.cfg (in your Mugen data folder) to modify this value "SpriteDecompressionBufferSize" to "32384". Has Localcoord so alignments of certain moves may go haywire in other screenpacks or if you adjust it wrongly.

2. No evil mode (evil mode almost doubles the damage of ALL moves) after resurrection. To compensate, most of her moves have normal damage but no damage dampener, and the Climax move does evil mode's insane 888 damage. To further compensate, her defence is permanently doubled from the start. Also incorporated an EX move unique only to evil mode (D,D + kick) which does the boosted 300 damage.

3. No max mode. Disabled jump, blowback (she has no blowback animation in the game), and she cannot be guard crushed (i.e. no guard crush code).

4. All normal and special (but not EX) moves can stack up the dizzy meter to dizzy enemies.

5. Some projectiles do not 'explode' upon contact like in the game, but continue traveling. This is because I am unable to rip the explod / hitsparks of KOFXV, too complicated.

6. Her intro finishes when enemy's intro finishes. If enemy's intro does the same thing (i.e. Psyqhical), her intro will timeout after 2000ticks, which is a long wait but will happen. This is to prevent certain bugs from occurring with the resurrection move.

*7. Note that close hard kick (statedef 245) has no juggle or cornerpush, and can infinitely juggle at corner until dizzy kicks in. All specials and supers can hit after this normal move lands (ground or air); when all other (other than close hard kick) normal moves hit airborne enemies, even if the hit does not cause a fall, no other special / super can connect.

8. In an attempt to emulate KOFXV's combos, a workaround to detect some juggles arising from moves that use helpers, is used. May be wonky so do report any bugs.
    

Re: KOFXV Otoma=Raga

 March 18, 2022, 10:12:42 am View in topic context
 Posted by BoyBoyz  in KOFXV Otoma=Raga (Started by BoyBoyz February 20, 2022, 05:49:32 am
 Board: Sprite Projects

I feel dumb. Removal of anti-aliasing could have lessened so much required time lol.

Anyway update :

    

Re: KOFXV Otoma=Raga

 February 25, 2022, 03:51:56 am View in topic context
 Posted by BoyBoyz  in KOFXV Otoma=Raga (Started by BoyBoyz February 20, 2022, 05:49:32 am
 Board: Sprite Projects

Yea even with re-shade, the full green background is still pixelated and has to be manually cleaned :( It does lessen the work a lot though!
    

KOFXV Otoma=Raga

 February 20, 2022, 05:49:32 am View in topic context
 Posted by BoyBoyz  in KOFXV Otoma=Raga (Started by BoyBoyz February 20, 2022, 05:49:32 am
 Board: Sprite Projects

After being away for a long time, this new boss piqued my fancy. Anyone who knows how to mod the game to make her playable, and is willing to share this information, would help me greatly. Else, I will slowly work on what I can.

    

Re: SFV Seth by Mr. I and Violin Ken

 January 21, 2022, 06:42:19 am View in topic context
 Posted by BoyBoyz  in SFV Seth updated 5/5/2022 by Mr. I and Violin Ken (Started by Violin Ken January 18, 2022, 07:06:07 am
 Board: Your Releases, 1.0+

Amazing.. thank you for the effort with 3D characters!
    

Re: Patch of Jose Cuervo's Antonov KOFXIV (Sub-Boss)

 September 17, 2021, 01:04:34 pm View in topic context
 Posted by BoyBoyz  in Patch of Jose Cuervo's Antonov KOFXIV (Sub-Boss) - 21 Sep 2021 (Started by BoyBoyz September 15, 2021, 05:05:23 am
 Board: Edits & Addons 1.0+

Me too! When I saw him I just had to work on him a bit xD.

Quite a few small improvements added to the patch (not noticeable if you arent a fan of him etc.):
1. Almost all non-MAX-mode combos added (original did not have MAX mode, no time to implement)
2. Added 'feint' bering wave (DF+hard punch in air), which can cancel into specials / supers once he lands on ground.
3. Improved bering wave's air motion, added more downward velocity to slam down faster
4. Added projectile barrier for bering wave; nerfed hitbox to only hit in front.
5. Adjusted all other hitboxes to be as true to source as possible (though certain hitboxes have been modified to make him relevant in mugen due to character height differences)
6. etc.

Lacking - Max Mode, all combos related to Max Mode, EX moves, jump C+D sprites, Climax move sprites, certain voices / hitsparks.