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Re: NXC Akuma

 September 28, 2012, 01:43:28 pm View in topic context
avatar  Posted by storm0062  in NXC Akuma (Started by storm0062 September 27, 2012, 03:44:17 pm
 Board: Projects

some flashy effects and hitsparks added! no more for the moment!



for the edit, the Ryu stand it's not the same of Akuma stand... I took a look to how to edit moves later when I got time!
    

Re: NXC Akuma

 September 27, 2012, 04:30:01 pm View in topic context
avatar  Posted by storm0062  in NXC Akuma (Started by storm0062 September 27, 2012, 03:44:17 pm
 Board: Projects

Yes I can take other nxc chars... i will think to this ^^

sheet of gouki haven't got basic, only specials (i must edit some punches, kicks...) ^^^
why only one button? he haven't got basic ^^ so it's a wip, and when i've got more time, i edit some sprite and remake the game play, don't worry :p

And thanks a lot, for your help, and tour ryu sprites, i'll take a look and post when i've make some edits!

    

Re: NXC Akuma

 September 27, 2012, 04:09:27 pm View in topic context
avatar  Posted by storm0062  in NXC Akuma (Started by storm0062 September 27, 2012, 03:44:17 pm
 Board: Projects

- Remove the shadows from his Hadouken.
- On the 2nd and 3rd screenshot, what is this purple line we see ? Part of the hitsparks ? If they are, they don't match the flashy style of the hadouken.
- Evil Ryu can make sense as a striker, but both Bison and Chunli absolutely don't make sense.

Why type of gameplay will you be using for this character ?
2/3/4/6 buttons ?

Did you edit animations to give him a real stance, walk, dash, etc. ?

Good luck, this seems interesting.

I will remove this shadow ;)
Yes on second, and 3rd images there's end parts of hitsparks.
Bison and chunli don't make sense, but in NxC, there's not too much SF characters... (Ken, Ryu, EvilRyu, Bison, Chunli, if I remember...)
I've think to edit this chunli to dark chunli maybe! ^^

For the moment the buttons are:

X (2nd image), Y (the 3rd) ,Z (hadouken), A is for the rapid move (first image)

jump+X,Y,Z  air hadoken (whith little difference of number, force and speed)

D,DF,F X for the hyper grappler...

A+X , B+Y, C+Z for strikers...

I don't edit sprites for stand but it's a good idea, for walk is only the first image without the afterimages

so the sheet for nxc akuma is more complete than a lot of nxc characters.
    

NXC Akuma

 September 27, 2012, 03:44:17 pm View in topic context
avatar  Posted by storm0062  in NXC Akuma (Started by storm0062 September 27, 2012, 03:44:17 pm
 Board: Projects

Hello everybody, I post this to look one of my wip!

Akuma from Namco X Capcom!!!

here's some pics of his moves:




and 3 strikers: (Chun Li, M.Bison and Evil Ryu):



it miss some sounds and work, so he is more complete than you can hope! :)

I try to make some other nxc, never create...

See you later! ++
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 September 26, 2012, 08:18:36 pm View in topic context
avatar  Posted by storm0062  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Salut les français??? comment ça va?

tain il n'y a plus de sites/forums entièrement Français, sans de petits puceaux de ricains (ou autre!!!) qui prennent la tête! ;)
Je regrette un peu Fanatic Mugen et la communauté d'antan!

Sur ce ben à +++ les gars!!!
    

Re: Variety of Chars / Stages Smoothed Out (growing list)

 September 22, 2012, 12:28:09 am View in topic context
avatar  Posted by storm0062  in A Variety of Chars & Stages Smoothed Out {growing list} (Started by RobotMonkeyHead May 27, 2012, 09:18:31 pm
 Board: Edits & Addons 1.0+

Holà t'ennerves pas garçon! ^^

I'm not offensed, I'm just surprise to see one of my old char will interest somebody...
When I speak about uploader and warehouser, i don't speak about you...
And it's funny!

Mugen and community have change since 2000!!! :) calm down it's not important!

    

Re: Variety of Chars / Stages Smoothed Out (growing list)

 September 20, 2012, 10:50:51 am View in topic context
avatar  Posted by storm0062  in A Variety of Chars & Stages Smoothed Out {growing list} (Started by RobotMonkeyHead May 27, 2012, 09:18:31 pm
 Board: Edits & Addons 1.0+

Yes I'm the creator of this char... And a lot of them has been hosted on different MUGEN sites... But a lot of warehousers have upload them on rapidshare, sendspace, esnips... And have modified some sprite or name of chars...

you can found from me if I remember, 2 maple story, 2 ninja warriors boss, 2 Megaman power battle chars, chintao, bugs bunny, turtle goon (from jazz jackrabbit), one old cinder (with no combo, but with all his move), and a lot of shit ..... :)

excuse for my bad english, I'm French
    

Re: Variety of Chars / Stages Smoothed Out (growing list)

 September 18, 2012, 12:46:37 am View in topic context
avatar  Posted by storm0062  in A Variety of Chars & Stages Smoothed Out {growing list} (Started by RobotMonkeyHead May 27, 2012, 09:18:31 pm
 Board: Edits & Addons 1.0+

Hey RobotMonkeyHead!!!

Jesus Chris -   5/28/12     

Why Christ??? Jesus, it's Only Jesus on Bible fight! :)

-Converted from 2 button to 4 button character via
 2 of his specials to basics, and some code tweaking

Ok good...

-Changed a few commands to make them more intuitive
 and so rewrote moves list
-Smoothed out standing and jump attack anims

;)

-120x140ed portrait.

VERY UGLY REALISTIC BIG PORTRAIT!!! I HATE THIS SHIT!  :pwnonk:

You can ask before... I'm not dead, so good little upd, despite this big shit portrait I hate so much!

    

Re: projectile return

 May 10, 2011, 07:09:53 pm View in topic context
avatar  Posted by storm0062  in projectile return (Started by storm0062 May 08, 2011, 01:33:44 pm
 Board: M.U.G.E.N Development Help

ok cyanide thanks!!!!  ;)
    

Re: projectile return

 May 09, 2011, 07:00:37 pm View in topic context
avatar  Posted by storm0062  in projectile return (Started by storm0062 May 08, 2011, 01:33:44 pm
 Board: M.U.G.E.N Development Help

If you wish to return a somewhat generic looking projectile (say a glowing ball) then yes very possible.

I wouldn't personally bother with returning the animation, waste of time and impossible with pure projectiles.

The basis of this is, you have a helper. It has a hitoverride for projectiles. It enters a movetype = H state and uses gethitvar to save a load of pertinent values to variables. For example

varset
trigger1 = time = 0
var(0) = gethitvar(damage)

Then it fires a projectile (or helper) with those variables in use

Then in the hitdef of the returning projectile

damage = var(0)

ok thanks!

it's impossible to return the same projectile...
It's for a full game, can I put in my sff all projectiles images, and a code to know who is p2 and what sort of projectile he use into this char?
    

projectile return

 May 08, 2011, 01:33:44 pm View in topic context
avatar  Posted by storm0062  in projectile return (Started by storm0062 May 08, 2011, 01:33:44 pm
 Board: M.U.G.E.N Development Help

Is it possible to create a return of a projectile following a protection?

I explain with an exemple:

P2 shoot me with a blaster gun, I protect myself with my laser saber, the P2's projectile hit my saber protection and return to the ennemy to domage him..

It is possible?

thanks in advance!
    

Re: code with pals

 April 28, 2011, 03:44:38 pm View in topic context
avatar  Posted by storm0062  in code with pals (Started by storm0062 April 28, 2011, 03:31:03 pm
 Board: M.U.G.E.N Development Help

Thanks!!! I find a simple method...

for exemple in command:

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = palno= 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Stand Medium Punch]
type = ChangeState
value = 215
triggerall = palno= 2
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

thanks...
    

code with pals

 April 28, 2011, 03:31:03 pm View in topic context
avatar  Posted by storm0062  in code with pals (Started by storm0062 April 28, 2011, 03:31:03 pm
 Board: M.U.G.E.N Development Help

so excuse in advance for my english, i'm french:

I see years ago a way to code a char... I explain: is an encoding method, wich according to the chose of color, differs the moves of the chars!

Can you help me.

for example: with pal2.act the char have glacial moves but with pal3.act he have fire move....

hope you understand... thanks
    

Re: Human Candy Beta 2

 September 26, 2009, 05:04:46 pm View in topic context
avatar  Posted by storm0062  in Human Candy Beta 2 (Started by SeraphTears September 25, 2009, 08:33:54 am
 Board: Your Releases, older Mugen

I see this on an another site... (japan I think...)  --;
    

Re: Satan from Bible Fight

 July 11, 2009, 11:21:24 am View in topic context
avatar  Posted by storm0062  in Satan from Bible Fight (Started by Count Monte July 11, 2009, 04:15:04 am
 Board: Your Releases, older Mugen

can you reup your char please!!!

thanks! ;)
    

Re: SMW Bowser

 October 27, 2008, 09:36:35 am View in topic context
avatar  Posted by storm0062  in SMW Bowser (Started by storm0062 September 30, 2008, 09:47:17 am
 Board: Your Releases, older Mugen

yes he got all  attacks!!!  ;)
    

Re: SMW Bowser

 October 21, 2008, 09:12:05 am View in topic context
avatar  Posted by storm0062  in SMW Bowser (Started by storm0062 September 30, 2008, 09:47:17 am
 Board: Your Releases, older Mugen

thanks, but i haven't got time for now, so i up it in the future!  ;)
    

Re: SMW Bowser

 October 04, 2008, 03:36:26 pm View in topic context
avatar  Posted by storm0062  in SMW Bowser (Started by storm0062 September 30, 2008, 09:47:17 am
 Board: Your Releases, older Mugen

i fix the fire and other when i got time, for the fire i said it will have 1 power bar to make them in future update...

for the winpose it's not finish, you can imagine bowser eating the princess :d

so why bowser in spaceship, it's because for me it's a spaceship :p

thanks for comment

xcuz for bad english, i'm french ;)
    

Re: SMW Bowser

 October 02, 2008, 09:24:30 am View in topic context
avatar  Posted by storm0062  in SMW Bowser (Started by storm0062 September 30, 2008, 09:47:17 am
 Board: Your Releases, older Mugen

Good idea. I always love creations like this.


However, there's some issues. All of these were seen during watch mode verses KFM.

- Opponents getting hit by the balls and/or mechakoopas can randomly be hit multiple times, making the moves especially cheap against the computer. You reduced the cheapness by them not hitting very hard, but...
- All his moves are rather weak. You should tune up his damage, or give him more ways to damage opponents (combos).
- No sound effects when opponents are hit by the balls or mechakoopas. (maybe the ground slam too, didn't check)
- Too many invincibility frames. You can easily stay nigh-invincible by just spamming the fire move over and over again.
- Everything's misaligned by a few pixels relative to the ground. Easily seen on a stage with reflection. Fires, mechakoopas, balls, and bowser himself slamming the ground go a little too far down.
- An extremely odd bug... If bowser is moved up or down via an opponent hitting him (KFM's uppercut, for example), everything becomes misaligned to the ground and never moves back. Fires will levatate above the ground, as will balls and mechakoopas. Bowser will slam midair.

Well done. I really enjoyed it and look forward to it becoming better.

excuse me but I'm french, so i go to try to answer...

-for the balls, mechakoopa, the cheap or weak moves I don't change anything now...
-for the fire move, the frame is invincible but I think in the future it's possible to make this move only with one power bar!
- for the misaligned I think it's not a terrible problem, but I see it...
- the problem come from one system I've imagine. nobody say me how to make an animation when projectile touch the floor... so i use projectile, with a certain timer an helper is created at the moment and the point I've calculated! So if bowser is too high or too low the moves bugs.... I try to fix all of that!

thanks
    

SMW Bowser

 September 30, 2008, 09:47:17 am View in topic context
avatar  Posted by storm0062  in SMW Bowser (Started by storm0062 September 30, 2008, 09:47:17 am
 Board: Your Releases, older Mugen

"BOWSER" from "SUPER MARIO WORLD"-------------
--------------------by "Storm0062"------------

PICS:






;---------------------------------------------

Save the princess from claws of the
terrible bowser!!!

Commands of bowser:

A = Mechakoopa
B = Crush
C = Fire from sky
X = Mechakoopa
Y = Ball
Z = Crush
S = Health mushroom

;---------------------------------------------

Some tips:

* Mechakoopas can be hurt on the floor
in this case, they explod in a little
bite of time!

* The ball is invincible
the better thing to do is escape it.

* The crush must be do near the ennemy.

* The fire can't be hurt,
escape and don't touch them!

* If you don't catch the mushroom, don't be
worry, you can take it on the floor!

;---------------------------------------------

DOWNLOAD:

http://www.sendspace.com/file/aqe897