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ReddBrink

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Messages by ReddBrink

    

CPS2/Vs. Style Final Fight Stages?

 August 09, 2018, 01:42:22 am View in topic context
 Posted by ReddBrink  in CPS2/Vs. Style Final Fight Stages? (Started by ReddBrink August 09, 2018, 01:42:22 am
 Board: Requests

As the title Suggests, i'm looking for any CPS2/Vs. Style Final Fight Stages. I know AVPboy made a couple but do know where else i could find some?
    

Re: Mike Haggars BIG update

 August 09, 2018, 01:34:08 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.
It already uses sprites from DW's poison. all i did was change the palette to get it as close to the originals as possible.

Also. i understand what your saying but throwing out random characters that are not Mad Gear vs a Mad Gear Member would just feel strange to me. However i can make that into a standard intro. i will keep your idea in mind.
Interesting concepts you got for Haggar, mate! Looking forward to this update! :2thumbsup:

Spoiler, click to toggle visibilty
Thanks man. i'm glad you like it. I plan on adding an intro with your hulk. already have a win quote for him too.
    

Re: Mike Haggars BIG update

 August 08, 2018, 09:54:31 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Added more Mad gear members to the intro.

now to add the dust FX when they land and the sounds for when haggar is running.
    

Re: Mike Haggars BIG update

 August 07, 2018, 07:01:41 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

    

Re: Mike Haggars BIG update

 August 07, 2018, 06:53:15 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Oh yes! i have been waiting to show you guys this!

still needs a lot of work but its coming along great! Any thoughts?

list of goons to be thrown out by haggar in the spoiler below.
Spoiler, click to toggle visibilty
    

Re: T.Hawk (Pots Style) by Varo Hades

 August 03, 2018, 10:57:23 pm View in topic context
 Posted by ReddBrink  in T.Hawk (Pots Style) by Varo Hades - Updated 8/12/18 (Started by BahamianKing Gaming August 03, 2018, 09:57:10 pm
 Board: Edits & Addons 1.0+

Oh sweet! T.hawk. will test him out and let you know if i find anything.
    

Re: Mike Haggars BIG update

 August 02, 2018, 09:04:46 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
No worries. Thanks for this man i appreciate it.

EDIT: I just realized that air pipe is a hard knockdown in the air and only ground bounces if the opponent is on the ground. lol sorry my bad.
    

Re: Mike Haggars BIG update

 August 02, 2018, 08:28:51 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
I could limit the use of the move by adding an OTG stock (Similar to Divinvewolfs Rock)
    

Re: Mike Haggars BIG update

 August 02, 2018, 08:03:10 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
It worked. 1 more thing, how do i get this to work when the opponent is in the air? it works when the opponent is standing on the ground but not when he jumps in the air.

And yes i was listening to CPS2 haggar theme by Wizzy. Didn't think Bandicam was gonna record that lol
    

Re: Mike Haggars BIG update

 August 02, 2018, 06:05:54 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Went ahead and redid both throws

Still gotta finish adding the rest of the sounds and they will be good.
Next video will show progress of the intro vs Mad Gear characters.

And now some questions. How do i go about adding a ground bounce to a certain attack? Looking to add it to the air pipe.
    

Re: Mike Haggars BIG update

 July 30, 2018, 08:28:59 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Rapid fire fist is done!

    

Re: Mike Haggars BIG update

 July 29, 2018, 11:25:10 pm View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

    

Re: Mike Haggars BIG update

 July 29, 2018, 12:32:47 pm View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Try using the Final Fight bad guys (Simon, Jake, J, Axl, etc) make them sit down or chilling like how they are in the 1st Stage of FF1 and Haggar should just walk and lariat all of them lol
Already have a mad gear intro planned for haggar. when he is up against certain mad gear characters(Rolento, Poison, Sodom, etc.) he throws a mad gear Goon from off screen into the battle, Defeating the goon in the process. Then the classic FF1 "GO!" Symbol appears, haggar runs in to the frame and takes his spot ready to Kick some mad gear ass and save jessica!

The mad gear bonus character has some goons. should i use them and are the more available? All i need are the falling and lie down sprites of the goons
Example in the spoiler below
Jake, Dug, Bred & Simmons
Spoiler, click to toggle visibilty


    

Re: Mike Haggars BIG update

 July 29, 2018, 10:43:16 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

More barrels you say? how bout a little extra! Final Fight 1 Intro!

Oil Drum Placement is weird i know. Usually it depends on the stage you are using. looking for an alternative method of drum placement while keeping the arcade feel of Final fight.
Any Thoughts?
    

Re: Mike Haggars BIG update

 July 28, 2018, 10:09:53 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Another Update to Rapid Fire Fist

Almost got the MVC3 accuracy down.
    

Re: Mike Haggars BIG update

 July 27, 2018, 08:42:12 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

    

Re: Mike Haggars BIG update

 July 27, 2018, 08:27:00 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Another Intro. This also works with Guy.

I had to resize the oil drum as haggar was a bit too tall to hit it.
Any thoughts?
    

Re: Rugal Bernstein Updated (07/22/2018)

 July 27, 2018, 01:59:17 am View in topic context
 Posted by ReddBrink  in Rugal Bernstein Updated (07/22/2018) (Started by ReddBrink July 04, 2018, 11:26:47 am
 Board: Your Releases, 1.0+

The 1st hit of Beads Destructor on an airborne opponent feels funny.
One of two things happen on hit:
- They get launched up where they can block the 3rd hit
- They get launched just far enough for the rest of the move to whiff
The move works okay on block.
-adjusting the air velocities and adding an air.fall trigger should fix that. i will get on that right away.
One more tiny issue with Rugal Execution. After sometime of testing, I see that a few times, he'll add one more hit in, making the count from the supposed 17 (which I thought was a good amount of hits) to 18. It rarely happens, and I'm not sure if it was because of my update, but to be sure it never happens, I just pulled a Rick moment.

triggerall= Time = [23,127]

I just changed the 128, to a 127. I only did it for the VarAdd, HitAdd, and TargetLifeAdd because the rest looked good to me. :)
i shall change them.

Thanks for the feedback! guys i appreciate it.
    

Re: Mike Haggars BIG update

 July 27, 2018, 01:40:19 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Was playing some Final Fight 3 and came up with some planned changes.

-The headbutt throw will be replaced with his throw from FF3
-His level 3 super will be redone to be a mix of FF3+UMvC3
-adding his clothesline punch from FF3
-adding an x velset to EX piledriver so that he can move during it. just like in FF3

hell yeah, love the little eye thing from his umvc3 level 3

you'll add it on to his level 3 too right? :D
Yes he will definitely have the twinkle effect for his level 3!
    

Re: Mike Haggars BIG update

 July 26, 2018, 10:06:15 am View in topic context
 Posted by ReddBrink  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects