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Red Lunchbox

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Messages by Red Lunchbox

    

Re: Random Topic V9

 May 15, 2016, 12:38:29 am View in topic context
 Posted by Red Lunchbox  in Random Topic V9 (Started by c001357 May 25, 2014, 07:28:05 pm
 Board: All That's Left

"how dare people enjoy things"
    

Re: What Undertale characters are you really waiting for Mugen?

 May 14, 2016, 10:14:40 pm View in topic context
 Posted by Red Lunchbox  in What Undertale characters are you really waiting for Mugen? (Started by Masterhand128 May 14, 2016, 02:04:12 pm
 Board: M.U.G.E.N Discussion

    

Re: Rock Falcon Released

 May 13, 2016, 11:22:48 pm View in topic context
 Posted by Red Lunchbox  in Rock Falcon Released (UPDATE: 05.16.16) (Started by Red Lunchbox May 10, 2016, 04:30:42 am
 Board: Your Releases, 1.0+

If you want, I can include an additional variable in the cfg file that makes it so Parrying/Power Shielding is done by blocking the moment a move hits instead of pressing forward even when the control scheme's set to mugen.

The smash control scheme will be still always have it function like it does in smash.

    

Re: Rock Falcon Released

 May 12, 2016, 04:06:46 am View in topic context
 Posted by Red Lunchbox  in Rock Falcon Released (UPDATE: 05.16.16) (Started by Red Lunchbox May 10, 2016, 04:30:42 am
 Board: Your Releases, 1.0+

You just can't say you're going to make something as close to smash as possible, then randomly throw in a mechanic from Street Fighter 3 just so the AI can do EVO moments every twelve seconds.

Swtching from MUGEN groove to SMASH groove causes it to function like Power Sheilding from Smash.

Also the gethit sounds using falcon's KO sound has been fixed and will be included in the next release.
    

Re: Rock Falcon Released

 May 10, 2016, 07:29:05 am View in topic context
 Posted by Red Lunchbox  in Rock Falcon Released (UPDATE: 05.16.16) (Started by Red Lunchbox May 10, 2016, 04:30:42 am
 Board: Your Releases, 1.0+

I actually planned on doing that at first, but it turns out that Kamakaze's Falcon actually shares very few moves with Falcon from Smash.
    

Rock Falcon Released (UPDATE: 05.16.16)

 May 10, 2016, 04:30:42 am View in topic context
 Posted by Red Lunchbox  in Rock Falcon Released (UPDATE: 05.16.16) (Started by Red Lunchbox May 10, 2016, 04:30:42 am
 Board: Your Releases, 1.0+





Rock Falcon is an attempt at bringing a Captain Falcon to MUGEN that's as accurate as possible to the Smash series. There's a few adjustments that had to be made either to make him work better with a traditional fighting game enviroment, or because I couldn't get something to work with Rock Horward's sprites.

As always, feedback is appriciated.

Spoiler: CHANGELOG (click to see content)

DOWNLOAD
    

Re: #GamerGate

 March 30, 2016, 12:55:40 am View in topic context
 Posted by Red Lunchbox  in #GamerGate (Started by The Answer March 06, 2015, 01:53:45 am
 Board: Gaming

With the whole Overwatch thing, (but also applies to the R. Mika Buttslap and Skullgirls changes) honestly, I've seen more people complaining that one (1) butt was removed from a video game than I have seen people complaining about... the thing.. in the first place.

Nobody petitioned for their removal or even really made that big of a fuss. Somebody just happened to say "I don't really like this" and the game developer was like, "yeah I don't like it either." and that was that. Why does the concept of 'creative freedom' suddenly go away when the creator agrees with SJWs?

Like if Konami caused Hideo to change Quiet's outfit, or with the localizations done to FE: Fates, you might have somewhat of a point in screaming "Fucking SJWs ruining gaming!", because those were things that there actually was a widespread outcry against. But as it stands they... really don't seem to be responsible for a lot of these things.

It kind of seems like some of these recient 'controversies' are people tilting at windmills.

    

Re: RedLunchbox's Project Thread - Rock Falcon

 March 30, 2016, 12:24:44 am View in topic context
 Posted by Red Lunchbox  in RedLunchbox's Project Thread - Rock Falcon (Started by Red Lunchbox March 04, 2016, 06:16:15 pm
 Board: Projects

That's always possible. I'm still working out her Up-Smash, although a chain chomp is probably out of the question at this point.

I also updated the OP. I bounced around a few ideas on what to work on next, and had one that actually managed to make a suprising amount of progress on.  It's an attempt to translate Captain Falcon to a traditional fighting game enviroment while still keeping him as faithful as possible.
    

Re: RedLunchbox's Project Thread - Felicia_TG [TEST RELEASE]

 March 24, 2016, 05:38:00 am View in topic context
 Posted by Red Lunchbox  in RedLunchbox's Project Thread - Rock Falcon (Started by Red Lunchbox March 04, 2016, 06:16:15 pm
 Board: Projects



So Trans Felicia's about 97% done, I decided to upload a test build in order to recieve feedback while I work on the finishing touches.

What's Still Left To Do:
---------
-Hitsparks Hitsparks Hitsparks Hitsparks
-Finish Color Seperations and palette work.
-Create better quality sprite edits for her Venom attacks.
-Add additional/better FX for her remaining attacks.
-Implement Back/Up-Smash and Down Throw
-Clean up some CLSNs
-A new winpose or two.

DOWNLOAD: http://www.mediafire.com/download/yvdfobdu2cazyv6/Felicia_TG_TEST.zip
    

Re: Mugen Mains V2

 March 22, 2016, 03:43:13 pm View in topic context
 Posted by Red Lunchbox  in Mugen Mains V2 (Started by ZaptoGames March 20, 2016, 10:49:57 pm
 Board: M.U.G.E.N Discussion

    

Re: M.U.G.E.N Screenshots V3

 March 22, 2016, 07:03:53 am View in topic context
 Posted by Red Lunchbox  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Mugen Mains V2

 March 22, 2016, 06:58:28 am View in topic context
 Posted by Red Lunchbox  in Mugen Mains V2 (Started by ZaptoGames March 20, 2016, 10:49:57 pm
 Board: M.U.G.E.N Discussion

Whatever characters I'm currently working on.
    

Re: Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch)

 March 10, 2016, 06:52:31 pm View in topic context
 Posted by Red Lunchbox  in Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch) (Started by Red Lunchbox February 25, 2016, 03:25:30 am
 Board: Your Releases, 1.0+

Thanks for the new update Red Lunchbox. Really enjoy your work.

Difference between README_ADVANCED & README_SMASH is just one sentence. Maybe you should give more in-depth informations like the actual commands to show the varieties of the grooves.

btw... blast from the past  :)
Spoiler, click to toggle visibilty

Whoops, I renamed _Advanced to _Smash, so it probably didn't override the old one when I put into the .RAR.

And as for Baby Bowser, gosh. I lost interest in MUGEN when I was coding him, and he ended up lost to the sands of time.
    

Re: Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch)

 March 09, 2016, 06:39:04 am View in topic context
 Posted by Red Lunchbox  in Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch) (Started by Red Lunchbox February 25, 2016, 03:25:30 am
 Board: Your Releases, 1.0+

New Update

There's still some things left to be done, but what I have so far makes some much-needed adjustments to the control scheme to make it feel more natural when using a four-button/GameCube controller, as well as a new optional 'groove' that forgoes some of the more basic aspects of your typical fighting game controls in order to emulate Smash's much more closely.

Granted, you'll have to use JoyToKey or some other controller mapping software rather than mugen's built in controller support, but it is possible to set up  your controller up so you can control this character exactly the same as you do in smash. (There's even a workaround that allows for C-sticking)
    

Re: What if M.U.G.E.N were on steam?

 March 05, 2016, 07:30:27 pm View in topic context
 Posted by Red Lunchbox  in What if M.U.G.E.N were on steam? (Started by Dijapter February 21, 2016, 07:44:55 pm
 Board: M.U.G.E.N Discussion

do they even allow game engines on steam with almost all the content being entirely user generated?

assuming we're taking about a similar game/engine built and designed to work with steam, I can see it working similar to Tabletop Simulator or Garry's Mod, and having characters being downloaded through steam workshop would, theoretically, make online play possible by providing the game with a way to guarantee that both players have the same version of the character.

Then again, 'possible' doesn't necessarily mean 'good', and it'd have to be either friends only or have some REALLY good systems in place for it not to be plagued with issues.
    

Re: This looks amazing!!

 March 05, 2016, 04:56:38 am View in topic context
 Posted by Red Lunchbox  in This looks amazing!! (Started by Miketage March 05, 2016, 02:15:42 am
 Board: M.U.G.E.N Discussion

I saw this a few days ago and assumed it was just some pixel art and nothing more. Glad to see that they're actually making a game out of it.
    

RedLunchbox's Project Thread - Rock Falcon

 March 04, 2016, 06:16:15 pm View in topic context
 Posted by Red Lunchbox  in RedLunchbox's Project Thread - Rock Falcon (Started by Red Lunchbox March 04, 2016, 06:16:15 pm
 Board: Projects

my thread for cataloging my works in progress and such



ROCK FALCON

GOAL: Translate Captain Falcon to a traditional fighting game enviroment while keeping the character as faithful to the source as possible.

DETAILS:
-I'm using a mixture of Project M's frame data and Sm4sh's frame data as a reference, depending on which one works better for which move. (E.x. Sm4sh's Falcon Punch hits 6 frames earlier than Project M's, so I'm using the former).


-Rather than having traditional super moves like my other characters, Rock Falcon uses a unique mechanic somewhat similar to Little Mac's KO meter.
--Rock Falcon can't change his power bar, nor does he gain it from getting hit. Instead, he only gains power from damaging opponents. (With bonuses for teching, parrying, hitting sweetspots, and taunting)
--When the power bar is full, his smash attacks, Falcon Punch, and Knee sweetspot gain "Kill Precents", where opponents will instantly die if their hit with one of those moves and it brings their health below a certain threshold.

WHAT'S LEFT TO WORK ON:
Mainly the following moves, which have been giving me a bit of an issue due to not really translating well to the Rock sprites I have availible:
-D-Smash
-U-Smash
-Falcon Dive

Spoiler: Trans Felicia (click to see content)
    

Re: How do you think feedback should be given?

 March 01, 2016, 09:12:10 pm View in topic context
 Posted by Red Lunchbox  in How do you think feedback should be given? (Started by Sir Ghostler March 01, 2016, 08:46:18 am
 Board: M.U.G.E.N Discussion

haiku form only
    

Re: Cyberking - A Smash Inspired Not-Kyo

 February 28, 2016, 04:53:59 am View in topic context
 Posted by Red Lunchbox  in Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch) (Started by Red Lunchbox February 25, 2016, 03:25:30 am
 Board: Your Releases, 1.0+

Tap jump will be off in Smash mode, on in MUGEN mode, so he'll have a jump button instead of having to tilt upwards.
    

Re: Cyberking - A Smash Inspired Not-Kyo

 February 28, 2016, 12:44:38 am View in topic context
 Posted by Red Lunchbox  in Cyberking - A Smash Inspired Not-Kyo (03.09.16 Patch) (Started by Red Lunchbox February 25, 2016, 03:25:30 am
 Board: Your Releases, 1.0+

Thank you for the kind words! I'm glad to hear that you're enjoying it.

I think it was fine with having just a single jump.  :tiny:

I'm in the process of adding a second control scheme that's designed for people comming at this character from Smash rather than MUGEN. It makes adjustments such as having jump/block buttons, Back Tilt/Smash/Super remapped Up-Tilt/Smash/etc, and no auto turning. He'll gain a double jump in this mode, while keeping only one jump in the original control scheme.