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DrKelexo

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Messages by DrKelexo

    

Re: JOL-J (Knuckle Fighter)

 October 21, 2019, 09:08:22 am View in topic context
 Posted by DrKelexo  in JOL-J (Knuckle Fighter) (Started by DrKelexo October 08, 2019, 01:35:35 pm
 Board: Your Releases, older Mugen

The fact that the A version doesn't hit? Yeah, that's intentional / from the source. You can dodge out of it instead.
    

JOL-J (Knuckle Fighter)

 October 08, 2019, 01:35:35 pm View in topic context
 Posted by DrKelexo  in JOL-J (Knuckle Fighter) (Started by DrKelexo October 08, 2019, 01:35:35 pm
 Board: Your Releases, older Mugen

A conversion of a character from the alternate fighting game engine, Knuckle Fighter. He punches things and has wives.

Spoiler: screenshots (click to see content)

DOWNLOAD THIS BOY
    

Re: K.J.H

 September 01, 2019, 03:48:36 am View in topic context
 Posted by DrKelexo  in K.J.H (Started by DrKelexo August 19, 2019, 08:16:51 am
 Board: Your Releases, 1.0+

that should about cover it

Spoiler, click to toggle visibilty
    

Re: Heavily Armed Satsuki

 September 01, 2019, 03:46:16 am View in topic context
 Posted by DrKelexo  in Heavily Armed Satsuki (Started by DrKelexo August 30, 2019, 06:01:05 am
 Board: Your Releases, 1.0+

small update

Spoiler, click to toggle visibilty
    

Heavily Armed Satsuki

 August 30, 2019, 06:01:05 am View in topic context
 Posted by DrKelexo  in Heavily Armed Satsuki (Started by DrKelexo August 30, 2019, 06:01:05 am
 Board: Your Releases, 1.0+

    

Re: K.J.H

 August 23, 2019, 06:09:27 am View in topic context
 Posted by DrKelexo  in K.J.H (Started by DrKelexo August 19, 2019, 08:16:51 am
 Board: Your Releases, 1.0+

Hot damn, that's a lot o' mess-ups from me. And I knew that Options power-up was going to cause me more problems than I hoped.

Thanks, will definitely have to fidangle some sort of cornerpush, and fix some recovery times to those air moves.
    

Re: K.J.H

 August 21, 2019, 06:02:19 pm View in topic context
 Posted by DrKelexo  in K.J.H (Started by DrKelexo August 19, 2019, 08:16:51 am
 Board: Your Releases, 1.0+

Have an update!

Spoiler: Some of the changes (click to see content)
    

Re: K.J.H

 August 20, 2019, 04:46:38 am View in topic context
 Posted by DrKelexo  in K.J.H (Started by DrKelexo August 19, 2019, 08:16:51 am
 Board: Your Releases, 1.0+

Ah damn. I thought I fixed that divekick's hittime. Thanks for pointing that out

I wasn't using C or Z so i just made them into A+B and X+Y buttons respectively. Figured, why not? It's not as obvious when you can't do EX moves but you can do the level 2 with Z.
    

K.J.H

 August 19, 2019, 08:16:51 am View in topic context
 Posted by DrKelexo  in K.J.H (Started by DrKelexo August 19, 2019, 08:16:51 am
 Board: Your Releases, 1.0+

    

Re: Nim Woo

 April 07, 2019, 03:50:22 am View in topic context
 Posted by DrKelexo  in Nim Woo (Started by DrKelexo March 07, 2019, 02:57:51 am
 Board: Your Releases, 1.0+

Sorry for the delay! It's been a literal month since the initial release, whoops.

Updated with the things mentioned here, among a few other additions. grab it
    

Re: Nim Woo

 March 14, 2019, 08:22:31 am View in topic context
 Posted by DrKelexo  in Nim Woo (Started by DrKelexo March 07, 2019, 02:57:51 am
 Board: Your Releases, 1.0+

Thank you all for trying him out and getting back to me!

When he gets hitted hard in his crouch state, his sprites are missing.

Yeah, discovered that too late. Will fix for the next update. Thanks!

sorry to be stupid, but if it's simul and you pick 'em with someone else, he does not attack

Ah, yeah, an oversight of most of my AI. I don't usually care about balancing around Simul but that's an easy fix. Will include this in the next update as well.

I discovered another error. His blue ghost super is said to have proj invuln in the readme, but projectiles still hit him out of it.

Hm... I can't figure out if I forgot to add that, or if I changed it and forgot to change the readme. Either way, I'll decide how it should be soon. He might be too good to need projectile invulnerability on that. It is immune on startup, however.

Also, one gripe, but...I think you might have a lingering PalFx or RemapPal that's constantly on, since he doesn't seem to be affected by cases where his palette's color is changed by an opponent's attack.

This is kind of a hard one to untangle. This is based on old code which I will admit was not the most well thought-out. (It effects how he glows when he has the Deathbringer buff) To fix it, I'd have to re-write all of that, and I have to admit I was more eager to be done with this character that necessary. I won't rule out the idea of fixing this, but it's not high-priority.
    

Nim Woo

 March 07, 2019, 02:57:51 am View in topic context
 Posted by DrKelexo  in Nim Woo (Started by DrKelexo March 07, 2019, 02:57:51 am
 Board: Your Releases, 1.0+

I finished another character I said I wasn't gonna finish. Horray!






A punchy man largely based on the humor and ideas of my good buddy nimrodpowerz
warning: loud, profane

get 'im
    

Re: "All Attacks Detection" Algorithm Issue

 March 06, 2019, 11:38:43 pm View in topic context
 Posted by DrKelexo  in "All Attacks Detection" Algorithm Issue (Started by Fighting Toys Freak March 04, 2019, 06:08:58 pm
 Board: M.U.G.E.N Development Help

This is quite an interesting way to handle this. I'm not entirely sure I understand it, but

I'm not entirely sure what the HitDef accomplishes. However, I think it completely works at odds with the ReversalDef. Having trigger1 = time = 0 on the ReversalDef means that, as soon as the HitDef activates, the ReversalDef goes away until you reach time = 0 again. And that's even if the ReversalDef is sticking around at all, considering I think you need a Time parameter to make it last more than one frame.

I think the main answer to your problem, though, is that you're using ReversalDef and not HitOverride. ReversalDef is like a HitDef in that it only works when you're MoveType is A. HitOverride would require some different coding but would actually produce results when hit while in MoveType = I

I also just think you could scrap this entire thing and use
Code:
trigger4 = enemynear,hitdefattr=SCA,NA,SA,HA && inguarddist
in your AI changestate but I'll let you be the judge on whether that works for you. (Assuming that's not a version thing. I have no idea.)
    

Re: Zombie Kanji

 September 04, 2018, 02:00:22 pm View in topic context
 Posted by DrKelexo  in Zombie Kanji (Started by DrKelexo September 04, 2018, 05:57:58 am
 Board: Your Releases, 1.0+

im genuinely fascinated by the idea of people coming up with combos for characters that i would never think of. thats awesome, thanks for that!
    

Zombie Kanji

 September 04, 2018, 05:57:58 am View in topic context
 Posted by DrKelexo  in Zombie Kanji (Started by DrKelexo September 04, 2018, 05:57:58 am
 Board: Your Releases, 1.0+

its another drkelexo joke edit this year whoooa

this is a combination of the characters Kanji (from a series ive never played) and Punk Rock Zombie Zed (from a game i played like 1 million years ago) using a reasonably unique fighting style. this was one of the projects i had deemed 'never to be finished' and then i randomly got inspired to push him to completion.
there were still a few thematic things i wanted to do with him (like make his weak KO not so prominent, i couldnt quite figure that one out) but hes still got a full moveset. might be too strong, who knows. i just wanted to put this out before i lost interest and slept on it again.

also i hope you're not offended by swearing because ahahahahahahahahah

as usual please let me know if there any glaring flaws i overlooked. this one isnt winmugen compatible but ill make it so if theres any demand for it.

Spoiler: Screenshots (click to see content)

DOWNLOAD
    

Re: DrKelexo's Stage Topic

 August 28, 2018, 02:43:07 pm View in topic context
 Posted by DrKelexo  in DrKelexo's Stage Topic (NEW 08/28/18) (Started by DrKelexo July 06, 2018, 07:32:41 am
 Board: Your Releases, 1.0+

im making this my general stage release topic, why not

i made 5 more genesis stages

Spoiler: Spinderella from Dynamite Headdy (click to see content)
Spoiler: Brack Papper from Pringles (Homebrew) (click to see content)
Spoiler: Sour Cream & Onion from Pringles (Homebrew) (click to see content)
Spoiler: Tomato & Basil from Pringles (Homebrew) (click to see content)
Spoiler: Book from World of Illusion (click to see content)
    

Re: Character of the Month: June 2018 Voting

 August 16, 2018, 10:56:34 am View in topic context
 Posted by DrKelexo  in Character of the Month: June 2018 Voting (Started by Jmorphman July 24, 2018, 01:44:50 am
 Board: Contributions of the Month

whoa

thanks guys! i didnt expect this at all.
    

Re: Bootleg Ryu Remake

 July 09, 2018, 02:44:15 am View in topic context
 Posted by DrKelexo  in Bootleg Ryu Remake (Started by DrKelexo June 30, 2018, 01:32:39 pm
 Board: Your Releases, 1.0+

    

Re: Bootleg Ryu Remake

 July 07, 2018, 02:27:08 am View in topic context
 Posted by DrKelexo  in Bootleg Ryu Remake (Started by DrKelexo June 30, 2018, 01:32:39 pm
 Board: Your Releases, 1.0+

He's been updated with a few small bugfixes, all of which are listed in the readme. Also included some palettes made by Meldo!
    

Re: Various 16-Bit Stages

 July 06, 2018, 03:11:48 pm View in topic context
 Posted by DrKelexo  in DrKelexo's Stage Topic (NEW 08/28/18) (Started by DrKelexo July 06, 2018, 07:32:41 am
 Board: Your Releases, 1.0+

These look great! But kfm is standing in mid air on that last screenshot. The stage is probably source accurate, but you may want to adjust the bounds or edit the sprite so they don't appear to be "walking on air."

the colors are kinda blending together but there is definitely a platform there.