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The legendary karate fighter Sheng Long.

 July 15, 2019, 07:47:46 pm View in topic context
 Posted by RedDragonCats17  in The legendary karate fighter Sheng Long. (Started by RedDragonCats17 July 15, 2019, 07:47:46 pm
 Board: Idea Engineering

I decided to make Sheng Long, the hoax from EGM's April Fool's joke for Street Fighter 2. Sheng Long is going to have a design mixed from his Street Fighter Movie design, and the design from Electronic Gaming Monthly, with a red headband over his eyes, and a black gi with brown gloves. His stance is based on Akuma's SFTM stance, while his walking is based on Ryo's walk. The rest of his animations will all be Street Fighter Alpha.

His special moves will be based on his moves from EGM's articles, like the high-low double Hadouken, the fire-infused Shoryuken, the air Shakunetsu Hadouken, his Tatsumaki and all the basic shoto stuff. He'll have his Denjin Shinryuken as one of his supers. Other moves? Well, idk.

Sheng Long's intro and victory poses will be custom. The first intro I came up will have him sitting on his knees with his hands on his lap. He will stand up and do Akuma's/Evil Ryu's stomp stance. The first victory pose I came up is him bowing, but he has his fist up against his palm.

I want his victory quotes to be very wise proverbs, Uncle Iroh levels of wise, making this guy the wisest among all karate masters. Of course, the quote "You must defeat me in order to stand a chance" will be in the list. I want him to have quotes when he beats Akuma, Gouken, Dan, Ryu, Ken, Sean, and Sakura. Basically, all of the canon shotos in the Street Fighter universe.

This is all I currently got based on my research and my own tweaks, but what do you guys think so far? If you have suggestions for moves and quotes, I'll be happy to look at them.
    

Re: CvS Sakura sprites scaled to their CPS2 size

 July 13, 2019, 01:30:30 pm View in topic context
 Posted by RedDragonCats17  in CvS Sakura sprites scaled to their CPS2 size (Started by RedDragonCats17 July 13, 2019, 01:24:02 am
 Board: Development Resources

How can I do that with Gimp's scale tool? I got it set up and I'm using Sakura's stance as an experiment.

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A better question is how does that even work and what did you use to scale the image to the ratio?
    

Re: CvS Sakura sprites scaled to their CPS2 size

 July 13, 2019, 02:18:39 am View in topic context
 Posted by RedDragonCats17  in CvS Sakura sprites scaled to their CPS2 size (Started by RedDragonCats17 July 13, 2019, 01:24:02 am
 Board: Development Resources

I was afraid you were going to say that. Well, the first step is to figure out the right size to scale the sprites.
    

CvS Sakura sprites scaled to their CPS2 size

 July 13, 2019, 01:24:02 am View in topic context
 Posted by RedDragonCats17  in CvS Sakura sprites scaled to their CPS2 size (Started by RedDragonCats17 July 13, 2019, 01:24:02 am
 Board: Development Resources

So I've been trying to scale Sakura's sprites from Capcom vs. SNK 2 to their CPS2 size, if that makes sense, but the sprites kept on being ugly every time I scale them. I want the sprites not only for my version of Sakura, but also as a reference for my version of Daisy (Mario).

Do you guys have the sprites?
    

Re: What character would you love to see in Mugen

 July 11, 2019, 10:30:33 pm View in topic context
 Posted by RedDragonCats17  in What character would you love to see in Mugen (Started by Monochu360 July 06, 2019, 05:58:42 am
 Board: M.U.G.E.N Discussion

How about a good Joe Musashi from Shinobi? I am getting interested in the series, after all.

Maybe an edit of Saikei's Kenshiro that has add004 compatibility, Soma Cruz from Castlevania Dawn of Sorrow with better knockdown sprites and less infinites, Fulgore, Orchid, and Glacius from Killer Instinct 1, source accurate. Kazuya, Asuka Kazama, and a good version of Ryu Hayabusa.
    

Re: The laser from Abyss' 2nd form

 July 11, 2019, 08:31:12 pm View in topic context
 Posted by RedDragonCats17  in The laser from Abyss' 2nd form (Started by RedDragonCats17 July 11, 2019, 07:33:23 am
 Board: Development Resources

That’s what I originally did. Bardock’s current laser is the Optic Blast recolored. I didn’t like how it looked, and I forgot about Abyss, so that’s why I’m making this request.
    

The laser from Abyss' 2nd form

 July 11, 2019, 07:33:23 am View in topic context
 Posted by RedDragonCats17  in The laser from Abyss' 2nd form (Started by RedDragonCats17 July 11, 2019, 07:33:23 am
 Board: Development Resources

You know Abyss from MvC2, don't you? Well, I want his laser from his 2nd form. I got his sprites from a thread in this forum, but all of the sprites for the big laser weren't in the file. I want Abyss' laser because this is for Bardock. I didn't like how Bardock's laser came out when I first made. If you're curious, it's Cyclops' Optic Blast with a blue color instead of red.

Do you guys have the sprites?
    

Ideas for Bardock (+ Victory quotes)

 July 11, 2019, 01:48:43 am View in topic context
 Posted by RedDragonCats17  in Ideas for Bardock (+ Victory quotes) (Started by RedDragonCats17 July 11, 2019, 01:48:43 am
 Board: Idea Engineering

In case you guys didn't know, I was working on my own version of Bardock, one of my favorite Dragon Ball characters, but I put him on a hiatus because I don't have sprites for his attacks. I've made a request on this page (http://mugenguild.com/forum/boardseen./topics/test-run-spritesheet-expansion-thread-addendum-request-thread-152752.msg2442966.html#new), but no one has hit me up since. I'll have to get a job and commission the sprites I need for Bardock.

This is what I currently got for Bardock (pardon the sound. I have no clue on why there's no sound on my left ear): https://streamable.com/yq5bi

Now I do have some ideas for helpers for Bardock. Gine is definitely going to be one because, well, she's Bardock's wife, and she's actually going to heal Bardock not attack. Super Saiyan 4 Gogeta is another one since he is one of my favorite Fusions in the Dragon Ball franchise as a whole. Vegito could be one, but I'll need sprites for him. I don't have any moves or supers for him, so if you guys would like to submit your ideas below, I'd appreciate that.

I also have a general idea on victory quotes when it comes to other characters. I want Bardock to say different quotes to Goku and his transformations (except Super Saiyan Blue), Goku Black, Gogeta, Gohan (kid, teen, and Mystic) and Goten, and Raditz. I also want Bardock to say different quotes to Vegeta, Nappa, and Frieza. I do have a general idea on the... theme (?) of some the quotes. The default win quotes (the quotes when you fight against other characters), I'm not sure, but I want them to sound like stuff that Bardock would actually say.

For Goku (adult), I want Bardock to sound like a proud dad, because Goku defeated Frieza and avenged Bardock and the Saiyans, not only that, he became a Super Saiyan and evolved the transformation.

For Raditz, I want Bardock to basically be disappointed in Raditz for not only cheating in the tournament (Raditz has his own manga and it's his backstory and how he met Vegeta and Nappa), but also for losing to Goku, as Raditz is the older brother.

I'm not sure about the others, but I want them all to sound like something that Bardock would actually say, not some abridged bull-bull or something like that. I know this is MUGEN, but I gotta stick to the source.

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Idk how to end the post, other than saying submit ideas for moves and victory quotes for my favorite Saiyan.
    

Re: MegaMan boss help: Super Armor

 June 23, 2019, 03:57:09 am View in topic context
 Posted by RedDragonCats17  in MegaMan boss help: Super Armor (Started by RedDragonCats17 June 08, 2019, 03:11:36 pm
 Board: M.U.G.E.N Development Help

Okay I tried to make the hit state myself using the wall bounce code I did for Zero's charge punch, and I am encountering a problem. Watch this video.

https://streamable.com/porb7

As you can see, the regular punch hits Deathtanz no problem, but the charge punch seems to be doing nothing.

Here's the hitdef for the charge punch itself:

Spoiler, click to toggle visibilty

I'm willing to bet that it's the super armor's hit override. What do you guys think?

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Okay, so I was right. I found out that P2StateNo will not work if the enemy has a hit override, and I also found out that TargetState doesn't work either according to the MUGEN Class boards. I thought TargetState could work when I've read JNP's post, turns out it doesn't.

So now I'm confused. What's the proper way to get around the hit override.
    

Re: MegaMan boss help: Super Armor

 June 12, 2019, 05:37:29 pm View in topic context
 Posted by RedDragonCats17  in MegaMan boss help: Super Armor (Started by RedDragonCats17 June 08, 2019, 03:11:36 pm
 Board: M.U.G.E.N Development Help

Okay, so I've partially solved the problem of Deathtanz not getting the Super Armor all the time, and it's from this code:

Code:
[State -3]
type = HitOverride
;trigger1 = PrevStateNo != 9000
trigger1 =animelemtime(6)<0
time = 1
slot = 7
attr = SCA, AA, AP
stateno = 9000

Turns out that I forgot how this code works until I looked back at the messages Kamekaze sent me, as well as the code he sent me as well. So I switched triggers, and now Deathtanz is now tanking a lot of hits; however, there are times when I get a little overboard with my attacks, and he gets into state 5000, which is not what I want.

Edit: I changed the time from 1 to -1, and I'm testing it right now. So far, Deathtanz hasn't flinched. I'm going to hit him a whole lot more times to see if he'll flinch or not. Let's see what happens.

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Okay, I don't think Deathtanz is going to head to state 5000, so let's move on to another thing, his hit stun.

Now since Deathtanz is not a elemental character, his only weaknesses are attacks with very high shockwave value. For MegaMan Zero, those 2 attacks are Zero's charged Recoil Rod (state 360), and Omega Zero's charge slash (state 305). When he gets hit, he'll hop backwards no matter if he's on the ground or in the air (typical). So how can I do that?
    

Re: Feedback on a Title Screen

 June 11, 2019, 12:39:05 am View in topic context
 Posted by RedDragonCats17  in Feedback on a Title Screen (Started by AJZ June 11, 2019, 12:31:08 am
 Board: M.U.G.E.N Discussion

The name sounds pretty metal. The background and Akuma standing around in the darkness looking menacing is no slouch either.
    

Re: MegaMan boss help: Super Armor

 June 09, 2019, 08:47:35 pm View in topic context
 Posted by RedDragonCats17  in MegaMan boss help: Super Armor (Started by RedDragonCats17 June 08, 2019, 03:11:36 pm
 Board: M.U.G.E.N Development Help

Okay, Imma be honest with you, I do not understand the code at all. I've been trying to dissect it to the best of my ability, and I'm just confused as hell.

Here it is:

Spoiler, click to toggle visibilty

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Kamekaze? Instructions...? please?
    

MegaMan boss help: Super Armor

 June 08, 2019, 03:11:36 pm View in topic context
 Posted by RedDragonCats17  in MegaMan boss help: Super Armor (Started by RedDragonCats17 June 08, 2019, 03:11:36 pm
 Board: M.U.G.E.N Development Help

So I need help with the bosses now, and it's not about their moves, it's about how their Super Armor is supposed to function.

Currently, I'm using the Super Armor KameKaze gave me, and it does work, but to a certain degree. Whenever I hit Deathtanz Mantisk, using him as a example, he'll just stand around and do nothing, and if I keep hitting him, he'll go into his hit state. What I want the Super Armor to do is to have Deathtanz tank EVERY hit, and only bounce back when using a certain attack. MegaMan Zero's charge punch from his recoil rod has enough shock value to bounce Deathtanz or another attack, and the same goes for Omega Zero's charge slash. The bosses' weakness weapons should also bounce the bosses back.

So, how do I make the Super Armor work this way? I want to get at least a few bosses done before I even finish any of the playable characters for the sake of making their trailers.
    

Re: Rock type characters help: Running and shooting animations

 June 05, 2019, 11:21:05 pm View in topic context

Okay, I was stumped at first, because I thought I had your edit opened, but I had mine opened the entire time. I got it into the other characters as well, with a few tweaks.

Thanks.
    

Re: Rock type characters help: Running and shooting animations

 June 05, 2019, 06:23:15 pm View in topic context

No sir, what I want is, while continuously holding forward, I want the following:

1. Walk transition for a specific amount of ticks (depending on the character. 8-bit Rock was 8 ticks, while Model X and MegaMan X were 4).

2. Repeat the walking animation after the transition, like it does in the .air anim.

3. When firing the shot, the elem of the walking shooting anim (numbers vary on the character, 8-bit Rock is 201, X is 205, and Model X is 201 (recoil) and 202 (aftermath)) should match the elem of the default walking anim. This includes the walking transition if it's even possible for the both of us to press the arrow key and X at the same time, which it probably is for me (I'm no TAS player, but I can press buttons on a keyboard faster than a controller). We'll have to slow MUGEN's frames down in order to test this, because the transition doesn't last long before the loop.

4. Once the walking and shooting anim finishes, it should go back to the default walking anim on the exact same elem it was on when it's done. For example, let's say you're playing as X, and you're holding forward and you fire a shot on elem 16, and X goes into anim 205 on that exact elem, 10 ticks have passed, so when it's done it should be on elem 26, X should then go back to anim 20 on the exact same elem.

Is this a better explanation? Because this is as scientific as I can go before my brain fluid oozes out of my head and I die from too much thinking and brain damage.
    

Re: Rock type characters help: Running and shooting animations

 June 05, 2019, 07:38:39 am View in topic context

Oh no no no, not that. I actually want to make the anim be what it originally was before I added all of the code in. Walk transition, then the loopstart and it keeps looping, the same goes for the walking and shooting anims. I was so focused on getting this to work, I realized that I still want these characters to be source accurate to the games, therefore the walk transition is needed.

I hope that there's some sort of hack/cheat/trick that you have, because I don't want to go back to the drawing board, or better yet redo all of the anims. I'm pretty sure you don't want to do that either.
    

Re: Rock type characters help: Running and shooting animations

 June 05, 2019, 04:20:56 am View in topic context

One question: Why did you want to skip the walk transition in the anim?
    

MegaMan X Shoryuken fire sprites

 June 04, 2019, 09:33:07 pm View in topic context
 Posted by RedDragonCats17  in MegaMan X Shoryuken fire sprites (Started by RedDragonCats17 June 04, 2019, 09:33:07 pm
 Board: Development Resources

Specifically these sprites, but with the fire separated from X's fist.



Does anyone have these sprites? X is almost done (to be on hold).
    

Re: Rock type characters help: Running and shooting animations

 June 04, 2019, 05:35:22 pm View in topic context

It works! Everything is working properly.

https://streamable.com/12hmr

Thanks, all that's left for Model X, MegaMan X, and 8-bit Rock are to add their charge shots. After that the Model X form will be done, MegaMan X will be done (on hold until I play more X games), and all 8-bit Rock will need is some special weapons. All of these I will do by myself.

Now Rock himself is going to be a pain in the butt, because there is no source accurate version of himself from MegaMan 8, so I have to rely on emulators, cheats, and complicated bull bull to make his frames source accurate to the game.
    

Re: Rock type characters help: Running and shooting animations

 June 04, 2019, 05:07:09 pm View in topic context

All of those anims are 28 frames, 1-tick each. I did change the var to 1, but it still looks wonky. Look at this.

https://streamable.com/aiuwz