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Cobra Caddie

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Messages by Cobra Caddie

    

Re: I got a C&D mail from Interplay...

 September 17, 2023, 05:36:29 pm View in topic context
 Posted by Cobra Caddie  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left

Wtf I legit thought that Interplay was defunct and had sold off their properties. This sucks and I'm sorry this happened to you Basara, your projects are great and I wish they would work with you on this matter instead of being stubborn

Even looking at their "catalogue" on their webpage they don't have Clayfighter listed
    

Re: Random Topic V10

 July 30, 2023, 06:36:14 am View in topic context
 Posted by Cobra Caddie  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

    

Re: Caddie IKEMEN release thread

 July 27, 2023, 07:55:03 pm View in topic context
 Posted by Cobra Caddie  in Caddie IKEMEN release thread (Started by Cobra Caddie July 27, 2023, 10:40:53 am
 Board: IKEMEN Releases

I'm out right now but I'm going to try switching to player triggers when I get home and see if that fixes it, hopefully that's all it is and the results will be the same but no crashes

Edit: Changing it to player seems to have fixed the crash, redownload at the same link for the fix.
    

Re: Caddie IKEMEN release thread

 July 27, 2023, 06:30:50 pm View in topic context
 Posted by Cobra Caddie  in Caddie IKEMEN release thread (Started by Cobra Caddie July 27, 2023, 10:40:53 am
 Board: IKEMEN Releases

Solid release, mate. This is another case where it's appropriate to take advantage of the features that IKEMEN enables.
Thanks, that's exactly what I was going for and hoping to do that with more releases in the future :)

Nice job here. It's funny how us veterans tend to value Ikemen's features more, haha. I hope you'll come back and expand the hit ground checks to cover more characters. Taunt detection is a bit trickier, unless you also check for the start button or something.
Thank you! I might adjust it to be more friendly with the ground checks since that should be easy enough with the stuff we all were talking about on discord. As for the taunt detection, the only thing that could really make it easier would be a movetype for taunts. I chose not to use start button because there are characters who use the start button for other things, and because there are characters who taunt with other commands. Also, in Garou it only works with the default taunt and that's what I was going for. If you do the special taunts after the match is won the background characters don't react so I was trying to keep it like as simple as possible if that makes sense.

You're right though it's a bit tricky because there are characters who don't use state 195 for taunt and characters who have multiple normal taunts with other states.

One thing though is that I get a crash when I use this stage in a match where one of the teams is 3 or more simul. It's probably not your fault so I guess I'm posting it for the sake of keeping track of things. Nightly build.
It could be my fault, seems like it might be because of the enemy triggers redirection. I should have switched over to using player instead but ironically I didn't want to have to test it more and 4 vs 4 simul worked on the build I'm using (v0.99.0-rc.1). Does it crash instantly or after running for a bit?
    

Terry's Garou: MOTW stage(All 3 round version) Release

 July 27, 2023, 11:11:20 am View in topic context
 Posted by Cobra Caddie  in Caddie IKEMEN release thread (Started by Cobra Caddie July 27, 2023, 10:40:53 am
 Board: IKEMEN Releases

Updated 7/27/2023 to fix a simul mode crash

This is my first IKEMEN exclusive release, Terry's Garou stage "Freight Express", all 3 rounds in one stage with IKEMEN exclusive features

Preview video:


Download Link:
https://caddie.smeenet.org/stages/terrymotw.rar

BGM Link:
https://caddie.smeenet.org/mp3s/terrymotwmp3.rar

IKEMEN features:
- Round 1, Round 2, and Round 3 all are completely different stages. Any Round after 3 will use the Round 3 variant
- Characters slamming the ground, in most cases, will shake the ground and carts just like in the original game
- Taunting in the Round 2 variant causes npcs in the background to react

Also, the previously released Round 1 and Round 3 variants have been updated and improved for better accuracy

Setting up:
Unzipping the rar file will get you a .def file and a folder. Put both of these in your stages folder as is and then just add it as a normal def like:
stages/terrymotw.def

To use just a singular Round variant, add the folder into the select along with the .def you want to use like:
stages/terrymotw/terrymotw1.def
    

Caddie IKEMEN release thread

 July 27, 2023, 10:40:53 am View in topic context
 Posted by Cobra Caddie  in Caddie IKEMEN release thread (Started by Cobra Caddie July 27, 2023, 10:40:53 am
 Board: IKEMEN Releases

Gonna try and keep any IKEMEN releases I do to one thread, this first post will be a link directly to each release post to make things easier

Terry's Garou stage:
https://mugenguild.com/forum/msg.2549119
    

Re: KoF XV

 August 13, 2022, 09:52:55 pm View in topic context
 Posted by Cobra Caddie  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 pm
 Board: Fighting Games

Quote
People hating on return of SNK best char to make KOF great again

Spoiler, click to toggle visibilty
    

Re: Kof Neowave: All 8 stages full resolution by Caddie release

 July 27, 2022, 03:41:09 am View in topic context

Check out this post. Since you doubled localcoord I think you should also (at least) double leftbound  and rightbound.
Thank you for the heads up on this. Tested it with the same character/same move and was able to fix the issue by adjusting those values like you suggested. New download link is same in first post.
    

Re: Kof Neowave: All 8 stages full resolution by Caddie release

 July 21, 2022, 08:11:46 am View in topic context

Thanks for the replies, good to see yall again ;D

When I put them in Mugen 1.0, the only ones that don't drop frame rate below 60 are the greenhouse and the clocktower. It's not your fault that I'm still using a relatively old laptop, but I figured it's worth mentioning since you used the RGB method.

Ahh that sucks, probably all the transparencies stacking up and causing slowdown. And Mugen 1.0 doesn't support sff2 files with full color pngs does it? Or else that'd be an easy solution.
    

Kof Neowave: All 8 stages full resolution by Caddie release(updated 7/26)

 July 18, 2022, 10:18:20 am View in topic context

UPDATED 7/26 TO FIX ISSUE WITH LEFTBOUND AND RIGHTBOUND VALUES, PLEASE USE SAME DOWNLOAD LINK

Download link for batch:
Stages - https://caddie.smeenet.org/stages/kofnwbatch.rar
Ost BGM - https://caddie.smeenet.org/mp3s/kofnwost.rar
Ast BGM - https://caddie.smeenet.org/mp3s/kofnwast.rar

Individual download links will come later

Preview video for all stages:


Video has a chapter select if you want to see a preview for an individual stage.

About:
Been working on these stages on and off for over 15 years. There were a lot of roadblocks; Mugen initially not supporting 640x480 stages, getting emulators to not blur PS2 games, finding out how to change the background color to bright pink to make it easier to rip(you can thank user N. for that), coming up with a method to disable layers, the damn bridge stage and the random cars...

Anyway it's all here and the stages really look and feel exactly like they do in the original game. Putting Mugen and a copy of the game side by side is pretty incredible for this. I did fix a bug in Harbor where in the original game, the giant boat will eventually fly up into the sky.

Using AST:
Spoiler, click to toggle visibilty

About Mugen 1.1
Spoiler, click to toggle visibilty

The damn bridge stage:
Spoiler, click to toggle visibilty

Preview images:
Spoiler, click to toggle visibilty
    

Re: Caddie general thread |Current: SF2NES|

 June 30, 2022, 11:21:09 am View in topic context
 Posted by Cobra Caddie  in Caddie general thread |Current: SF2NES| (Started by Cobra Caddie June 07, 2011, 06:35:42 am
 Board: M.U.G.E.N Discussion

Hey it's been a bit, for anyone who remembers me thought I'd let you know about some things that are coming soon from me.

I've redesigned my web site, it's mostly finished and will be divided into two sections; stage archive and Mighty Street Fighter. The stage archive will have a bunch of new changes to it, to make it easier to sort through via a dropdown menu and provide a better preview of what you're downloading.



- Each stage will have a small youtube clip associated with them to show off what they are, which you have to click to bring up so it's not autoplay or anything like that.
- Stages will be updated to ensure Mugen 1.0 compatibility. Deltas have been updated on every stage that was causing problems on higher resolutions. This is 100% done and just needs to be uploaded.
- Neowave stages upgraded to original 640x480 resolution, and last 3 stages will be released. These are all done EXCEPT the bridge stage, which even though I added the cars that go by, I have to add a bit of randomness to them. This will take like a day to do and to test to make sure it's programmed properly.
- CvS2 Training stage will be updated to 640x480 res. This has been a pain in the butt because of how Mugen 1.0 does resolution, and even though I thought I was done I'm only like 50% done with this and might have to restart work on this. Every workaround I've tried to prevent starting over hasn't worked.

Outside of that, I'll finally have a hub for Mighty Street Fighter. On the page you'll be able to download the game, or view information on every character in the game. This will include a complete movelist, which thanks to moving over to IKEMEN will also be in the game. Also will be a link to my youtube channel, which has been revamped as a Mighty Street Fighter channel.



Gonna try and have everything done in a few weeks tops, depends on how things will end up transferring the site from the sitebuilder I'm using to smeenet.
    

Re: Random Topic V10

 November 05, 2021, 11:07:32 pm View in topic context
 Posted by Cobra Caddie  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left



My fangame has a fangame, am I famous now lol
    

Re: Super Smash Bros Ultimate

 October 06, 2021, 06:50:46 am View in topic context
 Posted by Cobra Caddie  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

One time I had a dream where at the end of the dream, me and everyone hero and villain alike stopped and started singing Simple and Clean. And it was the real song and the correct lyrics. It was pretty surreal

I've never played Kingdom Hearts lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 August 08, 2021, 12:25:01 am View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

Thank you as always for the feedback! I think it will take quite a bit of time to implement everything so I'll probably do a few then.  Thanks for the advice on the cameos! The plan is to have them be related to the character or stage they are in. I'm thinking only 1 or 2 max for a stage, and they'll most likely appear based on round or random. I do have one stage idea that would have a playable character in it, but I can put triggers to disable the cameo if someone is playing as them.

Thanks again the the feedback!
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 August 07, 2021, 12:18:38 am View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

Quick question, I'd like to get a few opinions but it's not a big thing so it's fine if no one has an opinion. I've been programming interactive stages, should I do a couple and get the next release out a bit sooner or go all out and complete my vision for them before the next release?

Also would anyone be too upset if I changed some of the details of the stages from their original counterparts? I want to add cameos and new elements to the classic stages. If worse comes to worse I should be able to put a toggle in the options menu with ikemen. Example: Hakan and other characters hanging out in Hondas background to make it more lively
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 19, 2021, 09:37:04 am View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

Thank you! It's a midi/synth cover of the DJ Khalid song All I Do Is Win. I put it in as a joke because I was showing off win poses and I didn't want to use the real version and get claimed for an unlisted video lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 18, 2021, 06:14:35 am View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects



Video of all the new intros, taunts, and win poses put into the game to try and make it feel more complete. :)

Edit: Forgot to add this to the video:
    

Re: Can we have an option for Dark Mode?

 May 02, 2021, 05:35:20 am View in topic context
 Posted by Cobra Caddie  in Can we have an option for Dark Mode? (Started by rgveda99 May 02, 2021, 12:35:51 am
 Board: Feedback

I remember for a brief period of time the theme was so bright I had to where sunglasses to browse the site. Be thankful they toned it down! Lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 April 22, 2021, 04:41:38 am View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

Probably, smeenet goes down occasionally.

Btw small update, currently working on giving everyone intros, taunts, and more winposes. Know that might not seem like an important thing to add for a lot of people but it was always bugging me and making the game feel less like an actual full game then I wanted. I can show off a couple if there's a demand for it but I understand if there's not lol

Also Dan is back in the game now, but I didn't remove Mr. Saikyo. Gotta love Ikemen ;)
    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 February 16, 2021, 12:25:46 pm View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 am
 Board: Your Releases, 1.0+

Thanks for sharing that! If anyone finds any infinites please let me know. There are a couple of ways to fix this but I plan to rework Akuma eventually anyway.
Its so cool to finally see it out. Love how you manage to incorporate Balrog SFV moveset into Mike!
Thanks! Nice to hear the feedback on it, I'd wanted to put some SFV Balrog stuff in the game but liked classic 'Rog so I figured that was a good way to have both. :) I want to update Balrog a bit too, mainly to adjust his supers and maybe TAP too.