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Young Joseph

 April 01, 2024, 09:06:41 am View in topic context
 Posted by N_N  in Young Joseph (Started by N_N April 01, 2024, 09:06:41 am
 Board: Your Releases, older Mugen

Hi everybody today I have released young joseph from jojos bizarre adventure. it is a relatively custom version.

Download him here
[/url]
    

Re: H" Updated 8 characters (2024/03/03)

 March 05, 2024, 08:34:25 pm View in topic context
 Posted by N_N  in H" Updated 8 characters (2024/03/03) (Started by Foobs March 04, 2024, 05:56:39 pm
 Board: Found Releases 1.0+

Always a treat to see old Mugen creators make a return!
By the way, Buntaro was updated today. According to the readme, a bug was fixed regarding his level 2; what it was exactly, I'm not sure.
    

Re: DeMille from Tomato Adventure released

 January 28, 2024, 11:04:33 pm View in topic context
 Posted by N_N  in DeMille from Tomato Adventure released (Started by DeluxeGamer705 January 01, 2024, 12:18:24 pm
 Board: Your Releases, 1.0+

A couple things I found:

- This is more personal preference, but IMO Tail Wag and Kendama should have their commands swapped. It's a little weird how a move where you swing your legs is activated with a punch, but then a move where you swing your arms is activated with a kick.
- The super portrait doesn't bind to the screen (explod needs "bindtime = -1")
- While each version of Kendama deals a different amount of damage, the animations and hit properties are the same for each one. Which means you really only need to use the HK version since it does the most damage. I would either make it so there's only one version, or change up the other versions a bit.
- His hitboxes disappear at the end of his jumping strong punch.
- Really minor, but you forgot to delete the landing sound code in state -3. It's not needed since he doesn't have a landing sound.

You're getting better at this, slowly but surely!
    

Re: Nice boat. [v1.5] (01/26/24)

 January 27, 2024, 02:23:58 am View in topic context
 Posted by N_N  in Nice boat. [v1.5] (01/26/24) (Started by N_N September 19, 2023, 03:18:19 am
 Board: Your Releases, older Mugen

Nice b--I mean, update!
Spoiler: Details (click to see content)
There are probably some things I've missed, this update's been in the works for quite a while now.
    

Re: What are some of your favorite fighting game idles?

 January 20, 2024, 03:08:31 am View in topic context
 Posted by N_N  in What are some of your favorite fighting game idles? (Started by sipsopdipdop09 January 19, 2024, 07:34:21 pm
 Board: Fighting Games

This is a very good question. A few off the top of my head...

Cause it looks funny:
- A.B.A [Moroha] (Guilty Gear)
- Dr. Baldhead and by extension, Faust (Guilty Gear)
- Khan (Jojo HFTF)
- Orochi Iori, Orochi Leona (KOF 97)

Cause it looks cool:
- Oswald (KOF XI)
- Lei-Lei (Darkstalkers)

Cause it looks funny AND cool:
- Ayako (Advanced Variable Geo)
- Duck King (Basically every game he's appeared in)
- Yamazaki (The later KOFs where if you leave him inactive long enough he starts freaking out)
    

Re: Everyone is showing the same win quote

 December 30, 2023, 05:21:25 am View in topic context
 Posted by N_N  in Everyone is showing the same win quote (Started by snowy997 December 27, 2023, 11:52:33 pm
 Board: M.U.G.E.N Configuration Help

Alright so I downloaded the screenpack and messed around with it and I think I know why this is happening. 1. There is a baked-in winquote on the victory screen for some insanely bizarre reason, 2. the screenpack author set the winquote font to something you can't normally read, and 3. the actual quotes aren't positioned correctly.

To fix #1:
Scroll down to "VictoryBGdef" and delete this entire chunk of code:

Code:
[VictoryBG 3]
type  = normal
spriteno = 205,4 ; <--- Make sure this number lines up. This is the winquote sprite
start = 0,0
mask = 1
trans = none
velocity = 0,0
tile = 0,0

To fix #2, search for "winquote.font" and edit the line so it says something like "winquote.font = 4,0,1".

And finally, to fix #3, search for "winquote.offset" and change the values to 52,348.
Optionally, if you wanna make the victory screen look even better, add a line below the "winquote.offset" line that says "winquote.window = 50,334, 570,414".

The end result should look a little something like this:


I can't say I've ever seen a screenpack do all this before :mlol:
    

Re: ClayFighter Ryu has been released!!

 December 30, 2023, 04:45:02 am View in topic context
 Posted by N_N  in ClayFighter Ryu has been released!! (Started by Basara Lapis December 30, 2023, 02:08:43 am
 Board: Your Releases, older Mugen

Haha okay the Honda Claytality is great. I like what you did with the palette too.

A couple of minor things I found:

- There is a very brief window during Shinkuu Tatsumaki where you can hit him and he'll get stuck in the air. This is a very subtle bug so I had to edit my screenshot a little.
- For some reason, the command for the first combo finisher has a slightly different input depending on the version you're using. In the Winmugen version, it's "F, D, DF", and in the 1.0 version it's "D, DF, F".
- This one is more of a nitpick but I feel like as it is, the SF4 voice doesn't fit the classic SF2 sprites. I was thinking you could either switch voices OR maybe even edit the SF4 voices to make them low quality like the other Clayfighter characters.
I actually tried out the latter just for fun: https://streamable.com/olknkf Lemme know what you think.

Pretty interesting take on Ryu overall!
    

Re: Adding cornerpush to Helper-based projectiles?

 December 29, 2023, 05:41:33 pm View in topic context
 Posted by N_N  in Adding cornerpush to Helper-based projectiles? (Started by RagingRowen December 12, 2023, 08:36:42 pm
 Board: M.U.G.E.N Development Help

You could try referencing Warusaki's Jojo characters. If I remember correctly, their stands use a custom cornerpush system.
    

Re: Vortigon from Chaos Faction

 November 04, 2023, 04:48:53 pm View in topic context
 Posted by N_N  in Vortigon from Chaos Faction (Started by DeluxeGamer705 November 03, 2023, 09:43:28 pm
 Board: Your Releases, 1.0+

Thanks for feedback. Here's some of my responses:

Ay no problem. I like giving feedback to creators since I feel each one has potential, newer ones especially. I'd be happy to help with any questions you might have.

Quote
I don't really understand that...  :???:
- The moves won't hit if you're too close to the opponent. (I tested them against KFM, it might be different with other characters.) This can be solved by adding a Width sctrl (in the case of both moves) or by extending the red hitbox further inward (in the case of the rifle).

Quote
You mean the "pos" coding? I don't really use it, but judging from it, maybe I could make the superpause use it.
- I was referring to how the superpause calls for an "anim = 3000". Thing is, the superpause sctrl pulls the animations from fightfx.air unless specified otherwise. Most people's fightfx don't have an animation numbered 3000, which makes it invisible. (For reference, the super sparks are typically anims 100-102.) Though if you wanted to make it invisible that's fine too.

Quote
Since it basically fires 60 projectiles, I thought it would be a bit too overpowered, which is why I didn't give it any chip damage.
- That's understandable. I'd prefer if the projectiles each did a tiny bit of chip but I can see your reasoning.

Quote
Judging from that, I guess I should make it so that no power is given when Vortigon uses any of his hypers.
- Pretty much. Adding "getpower = 0,0" to the hitdefs on Rage Ability and the Flamethrower projectiles should solve things.

Quote
I wasn't sure what the "channel = 0" thing means, but now I get it. I'll try to add it to fix this issue.
- Yeah it's not a necessary fix (especially considering most of his voiceclips are too short for this to really be an issue), though it'd be nice

Quote
So I should tone down the amount of projectiles from 60 to 20 or 25? Also, I don't really know how to make it so that the projectiles could go in more than one direction, so I'm not really sure if I could do something like this.  :(
- Here are some ideas I had regarding Flamethrower:
   - instead of making him shoot out helpers every frame you could make him shoot out helpers, say, every 3rd frame. Here's a quick comparison I made:
      - You would have to adjust the damage and whatnot, but I think it would look much better this way and still give you the desired effect.
   - As for making the projectiles go in more than one direction, I was thinking you could maybe have them randomly go up and down a little. Try replacing "velset = 4,0" in the projectile state with something like "velset = 4,ifelse(random%2, -0.5, 0.5)". You might have to adjust the Y vels a little, but that should give you a good idea of what I mean.

Quote
I've tried to make them a bit slightly different, such as the ninja star being also possible to be used in the air and be an OTG, while the missile isn't and can be only performed while standing (also, the ninja star causes no knockdowns, while the missile causes hard knockdown no matter if the opponent is airbone or not). Also, sniper rifle causes hard knockdown too, while plank causes soft knockdown, but I tried to make it slightly different.
- You bring up some fair points, admittedly I hadn't looked into his moveset too much when I made my post. Now that you mention it the projectiles are mostly fine. Though I still think they could be changed up a little. One idea I had is to maybe make the ninja star go in a slight arc?
   - As for the other two moves I brought up, they feel very similar to one another in that when you break them down they're just "wait a bit and Vortigon knocks down the opponent while staying in place". This is also another reason why I feel Plank Swing is kinda useless, it's slower than the rifle and doesn't cause a hard knockdown either.

Quote
So, should I replace it with a different move, or lower its startup a bit, or maybe even try to incrase its range?
- Some ideas I had in mind regarding making Plank Swing better:
   - make it send the opponent into a wallbounce state (KFM has some states you can use as reference for this)
   - give it better range (maybe make Vortigon move forward a little when he does the move)
   - possibly decrease the startup by a couple frames?
   - Of course you don't have to do all of these, but it'd help give the special some more purpose.

Glad to help, and again if you have any more questions feel free to ask. I think you have something good going on here.
    

Re: Happy Halloween!! Dr. Kiln (Beta ver.) has been released!!

 November 04, 2023, 05:09:07 am View in topic context
 Posted by N_N  in Happy Halloween!! Dr. Kiln (Beta ver.) has been released!! (Started by Basara Lapis October 31, 2023, 03:48:34 pm
 Board: Your Releases, older Mugen

He plays pretty well for a beta! Only thing I noticed though is that he goes into an invalid animation for the medium version of his headbutt combo opener. It doesn't look like this is mentioned in the readme which is why I'm bringing it up. Either way I'm excited for the finished version of him.
    

Re: Vortigon from Chaos Faction

 November 04, 2023, 04:59:33 am View in topic context
 Posted by N_N  in Vortigon from Chaos Faction (Started by DeluxeGamer705 November 03, 2023, 09:43:28 pm
 Board: Your Releases, 1.0+

This was a nice surprise. I used to love messing around with Chaos Faction so I'm pretty glad someone made a character from that game. That said he does need some work. I tested him out for a bit and here's what I found:
- Straight Down Stomp is an infinite in the corner if you time it right.
- Ninja Star is also an infinite with good timing
- Ninja Star and Sniper Rifle miss up close
- His super sparks seem to be invisible.
- The projectile on Ninja Star seems to be affected by cornerpush which doesn't look too good.
- Flamethrower doesn't do chip damage
- The Flamethrower projectiles shouldn't have shadows
- The super portrait isn't actually bound to the screen (at least not on 1.0).
- The supers give power back
- His voiceclip PlaySnds don't use "channel = 0", meaning they can overlap with each other

Here are some other thoughts:
- Flamethrower doesn't look very good, specifically the way he shoots out like 50 helpers at once. I feel like it could be simplified into a smaller set of helpers. I also feel like the projectiles should be able to go in more than one direction.
- I think Rage Ability could use more effects. Maybe a shockwave effect when he punches the ground?
- A little hard to explain, but his moveset feels kinda... samey? Two of his specials (the ninja star and the missile) for the most part function the same, and two of his other specials (the rifle and the plank) also feel very similar to each other. Maybe give them some more unique properties? I will say that the missile's explosion damaging the opponent no matter what is a good start.
- Speaking of, Plank Swing feels kinda useless. It's basically just a normal with extra startup.
- It feels kinda weird that all his hard punches knock down the opponent because they don't look like they should. Not to mention the opponent can instantly tech from the knockdowns so it feels even more weird.

That said though, he's pretty decent overall, and I definitely feel there's potential here. I recommend studying other characters' movesets if possible in order to get a better sense of move variety. I'd be interested in seeing an update to this someday.
    

Re: To the arcade! Arcade Tribute Inserts coins to play MUGEN! + Stage release

 October 11, 2023, 05:17:29 pm View in topic context
 Posted by N_N  in To the arcade! Arcade Tribute Inserts coins to play MUGEN! + Stage release (Started by GTFoxN6Y October 11, 2023, 04:19:16 pm
 Board: Your Releases, 1.0+

Okay first things first I just want to say I absolutely love this concept. Here's some quick feedback based off what I briefly tested:
   - Damage needs a buff in some areas. More specifically, some of the specials like the Dig Dug/Bomberman ones deal only 20 damage for some reason. That's less damage than any of its other attacks (including normals).
      - The Space Invaders super could also use a slight damage buff, though I guess being able to move balances it out in a way. Still worth taking a look at.
   - The Tetris super doesn't work in the corner. Or rather it does work, but the second block pushes P2 too far away for the entire move to hit.
      - It also makes P2 fall reallllyyy slowwwlyyyy if they're hit by any of the blocks in the air, which looks odd.
   - The Dig Dug special kind of stinks if you ask me. Function-wise, it's basically just the same as the Pacman special only it does barely any damage. It would work better as a command grab IMO.
   - No crouching punches?
   - There's an "AI.def" file in the folder that's actually a .def for OHMSBY's Es. Why is this in there?
   - The "YOU WIN!"/"GAME OVER" text on the win/lose poses faces the wrong way if the player is facing left. It might be easier to just code them as an explod that changes direction based on which way you're facing.

   - You can only move forward when you do the superjump. Intentional?
   - A lot of the explods such as the super background and the "PERFECT!" text are misaligned on 1.1.

   - The explosion on the Bomberman bomb seems to be affected by cornerpush which doesn't look that great if you ask me.
   - There's a slight inconsistency in hitsparks. Most moves use the MvC2 guardpush FX, while others (Pacman, Robotron) use a Guilty Gear effect, while the Bomberman special uses the default guard spark. It's a little confusing. Maybe stick to one guard FX, or maybe change it depending on the strength of the move.
   - Galaga is listed as a level 2 super in the readme, but uses 3 power bars. On top of that, you don't even need 2/3 power bars since you can use it when you only have 1. :S
      - Similarly, Space Invaders is listed as a level 2 but can be done when you only have 1 power bar.
   - Astral Heat gives power back
   - The super portrait is a little crusty and has random watermarks.

I will say this, this is a fantastic idea overall. Very interested in any potential updates, because what you've got here is genuinely creative.
    

Nice boat. [v1.5] (01/26/24)

 September 19, 2023, 03:18:19 am View in topic context
 Posted by N_N  in Nice boat. [v1.5] (01/26/24) (Started by N_N September 19, 2023, 03:18:19 am
 Board: Your Releases, older Mugen

Nice boat.

Nice boat.
Spoiler: Nice changelog. (click to see content)
Spoiler: Nice boat. (click to see content)
    

Re: Character of the Month: April 2023 Nominations

 May 02, 2023, 04:32:40 am View in topic context
 Posted by N_N  in Character of the Month: April 2023 Nominations (Started by Basara Lapis May 01, 2023, 10:42:03 pm
 Board: Contributions of the Month

    

Re: Peppino by Somebody407 Released

 April 27, 2023, 08:48:00 pm View in topic context
 Posted by N_N  in Peppino by Somebody407 Released (Started by jenngra505 April 12, 2023, 12:06:54 am
 Board: Found Releases 1.0+

Peppino got an update today. Actually, he got several overtime, but something seems to have been changed in today's update:
changelog.txt said:
==1.0.3 (4/16/23) - 1.0.3.2 (4/27/23)==
Changed Super Jump to give the player an incentive to hold it for longer. Also fixed damage scaling-related issues tied to it.
As usual, general bugfixes (a lot of which were Simul-related -_-) and QOL changes.

*[Buff] - If held longer, Super Jump will deal more damage and fly up faster.
*[Buff] - You should now be able to Roman Cancel out of the Headbutt throw.
*[Nerf] - Initial damage for Super Jump is very slightly lower.
*[Bugfix] - Rewrote how putting opponents in the dizzy state in Shotgun is handled a little bit. (Was probably not necessary because of the custom fall state changes but eh)
*[Bugfix] - Fixed debug error on Treasure winpose.
*[Bugfix] - Rank down SFX now properly plays when going from P down to A.
*[Bugfix] - Non-charged Super Jump is now affected by damage scaling.
*[Bugfix] - Super Jump now applies damage scaling.
*[Bugfix] - The Bite throw is now properly classified as a standing move.
*[Change] - Shotgun and Breaking Point are now attributed as throws.
*[Change] - State 1150 now puts the opponent in a custom animation instead of the dizzy animation.
*[Change] - Increased length on afterimages
*[Change] - Custom fall states will no longer be applied to opponents if the player has more than one target (to prevent undesired behaviors in Simul mode)
*[Change] - Peppino is now invulnerable during the end of Breaking Point.
*[Change] - Sorted changelog by 1.0.x versions

Possibly a few less relevant changes arent listed here

The Dropbox link in the OP takes you to the newest version.
    

Re: Ryunosuke [The Spirit Fighters 2000]

 April 27, 2023, 08:39:02 pm View in topic context
 Posted by N_N  in Ryunosuke [The Spirit Fighters 2000] (Started by valgallah77 April 27, 2023, 02:10:09 pm
 Board: Your Releases, older Mugen

Good stuff, I'm glad there are still creators out there who are committed to making lesser-known things. I did find a couple bugs, but they're both relatively minor.
----
If you hit him during his strong Joryuken, he gets stuck in the air. (The timing is a little strict.) You can also hit him during his air strong Hadoukah for similar results.
----
That said, he is pretty fun.
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 20, 2023, 05:17:48 am View in topic context
 Posted by N_N  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 pm
 Board: Edits & Add-ons

Sorry for the late response, was busy with a few things.
This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Gotcha. I'm not familiar with the original game so I wouldn't know.
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
I see but there's still not much of a reason to use it because Inuyasha has another projectile that's practically the same thing but better, one that doesn't drain his health at that. I would suggest making Hijin Ketsou more powerful to compensate for the health loss.
the Issue is that I tried longer hittimes before, and it was causing infinites.
I understand your concern, though I still feel as if s.MK could have its hittime raised to 20 or so. For a better demonstration of what I mean, try chaining s.MP to light Sankon Tetsou. Now try it again but with s.MK. You'll notice you drop the combo if you do s.MK--that's the part that bugs me, there's not enough hittime on that move.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.
Okay that one's on me lmao. I didn't notice it somehow, sorry about that
    

Re: POTS style Princess Daisy by Nexus Games

 February 20, 2023, 05:04:41 am View in topic context
 Posted by N_N  in POTS style Princess Daisy by Nexus Games (Started by Karl/Karla February 18, 2023, 05:45:43 am
 Board: Found Releases 1.0+

I'm not very familiar with the inner workings of the PotS style so I wouldn't know how good a job these do at replicating it, but I tested them for a bit and here's what I found:

Both of them
----
- Their level 3s feel weak-the damage on the both of them (roughly 350 each) is too low considering (in my opinion) they're easily avoidable, especially Peach's
- Most of the EX specials give power back

Daisy
----
- As others in this thread have mentioned, the way the sprites are scaled down looks... uh, not very good
- Bat Combo would benefit from better hitsounds. There's barely any impact as it is.

I think they're decent so far but they could definitely use a little more polish. And Daisy could definitely use a set of sprites that isn't compressed.
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 13, 2023, 05:05:21 pm View in topic context
 Posted by N_N  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 pm
 Board: Edits & Add-ons

Tested him out for a bit. Here's some feedback:
- Some of his specials and hypers do chip damage while others don't, which feels weird.
- Triple Hijin Ketsou hyper feels underpowered, in that P2 can easily recover out of it if they're not in the corner/right next to Inuyasha. I can't really see myself using it when Tessaiga Slash and Kaze no Kizu-other level 1 hypers that do more damage and cover roughly the same range without nearly as much risk-are right there.
- Speaking of, I don't see enough of a difference between Hijin Ketsou and Kongosoha to warrant Inuyasha hurting himself when he does the former. They travel at similar speeds, they deal the same amount of damage, and the startup and cooldown on them is practically the same.
- Throw looks odd on some opponents (like KFM for example, who floats in the air before getting punched)
- You should increase the hittimes on his strong normals (especially his standing medium kick) a little. It'd make chaining into specials/hypers easier and he'd feel like a much smoother character overall.
- A movelist would be much appreciated (there's one in the original readme that you could work off of)

With that said it definitely sounds like you're committed to this edit and I respect that. I'm aware this is a 'final update' but I feel with a few more tweaks this could be a really good Inuyasha.
    

Re: Scizor [v1.25 - 01/25/2023]

 January 25, 2023, 11:37:09 pm View in topic context
 Posted by N_N  in Scizor [v1.25 - 01/25/2023] (Started by N_N November 15, 2022, 05:23:41 am
 Board: Your Releases, 1.0+

Very well done, third time I've downloaded ... I put my own little spin on his .snd file; with that said ... immensely enjoy this character!  Love the easter egg on his alternate palette!
Glad to hear! I feel Scizor is definitely the best thing I've put out yet. Granted I haven't put out too much, but still.
----
Scizor's gotten another update! You can get it here, or if you already have v1.2 installed, you can get a patch that upgrades it to v1.25 here.
There aren't too many changes this time around, outside of me adding an AI. Still, I'll attach a changelog for those who want to read it.
Spoiler: What's new? (click to see content)

As usual, feedback and suggestions are very welcome.