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SirGuille

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Messages by SirGuille

    

Re: AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022)

 September 23, 2022, 06:18:54 pm View in topic context
 Posted by SirGuille  in AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022) (Started by SirGuille September 01, 2022, 02:23:52 am
 Board: Your Releases, 1.0+

I like all of those changes except the hitboxes. Sorry but I think you made them worse. I don't know if Kizuna Encounter hitboxes have been made available, but I imagine they are similar to other SNK games.
In Fightcade 2, there is a new "training mode" implemented in so many games where they show you all commands incluiding the hitboxes, Unfortunately, kizuna encounter hitboxes are not available yet, that's why it's too dificult for me to make those specific hitboxes, but maybe i can base in another snk games of that time and make them a little bit more accurate
    

Re: Kizuna Encounter Super Tag Battle Screenpack Released by SirGuille

 September 21, 2022, 06:38:28 pm View in topic context
 Posted by SirGuille  in Kizuna Encounter Super Tag Battle Screenpack by SirGuille Updated (09/21/2022) (Started by SirGuille September 18, 2022, 10:56:12 pm
 Board: Your Releases, 1.0+

Kizuna Encounter Super Tag Battle Screenpack Updated!
Changes and Download link in first post.
    

Re: AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Released

 September 21, 2022, 06:36:14 pm View in topic context
 Posted by SirGuille  in AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022) (Started by SirGuille September 01, 2022, 02:23:52 am
 Board: Your Releases, 1.0+

AOF2's Geese Howard (Kizuna Encounter style) Updated.
Changes and download link in the first post.
    

Re: Ultimate Ryu (Update 2022)

 September 18, 2022, 11:26:51 pm View in topic context
 Posted by SirGuille  in Ultimate Ryu (Update 2022) (Started by ELECTR0 September 16, 2022, 09:02:57 pm
 Board: Your Releases, 1.0+

Man, this is fantastic!
I've been following your work and reminds my old SSF'2+ works, however, this is beyond.
I'm still going looking foward this project, it's amazing!
    

Kizuna Encounter Super Tag Battle Screenpack by SirGuille Updated (09/21/2022)

 September 18, 2022, 10:56:12 pm View in topic context
 Posted by SirGuille  in Kizuna Encounter Super Tag Battle Screenpack by SirGuille Updated (09/21/2022) (Started by SirGuille September 18, 2022, 10:56:12 pm
 Board: Your Releases, 1.0+

Hello there!
I'm still working on this brand new Kizuna Encounter Mugen Edition Project, and today i bring you the Screenpack for this project!
I tried to make the most accurate version of Kizuna Encounter in Mugen, with some little changes to adapt to this engine:

*New version of the Original Kizuna Encounter Intro, featuring all the original characters, incluiding Jyazu and the new addition of the project: Geese Howard (more changes in future updates).
*A select screen with 144 slots (more or lest slots in future updates).
*A versus screen with Savage Reign "VS" logo and lion gates based in Kizuna Encounter original game.
*Unused Announcer sounds added for Round battles.
*Modified single lifebars for single battles and the traditional 2 lifebars from the original game for Team battles.
*A new "CHANCE" Powerbar added for regular characters.
*Win Token icon from Savage Reign added
*Winner screen based on the original game.
*Game Over Screen based on the original game.

Here is a video of the Screenpack:
Spoiler, click to toggle visibilty

Edit: Update 09/21/2022:
Spoiler, click to toggle visibilty

You can download it here:
https://www.mediafire.com/folder/yirtxeea6ajge/MUGEN

Hope to enjoy this screenpack to make this project grows a lot.
    

Re: AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Released

 September 05, 2022, 07:11:13 pm View in topic context
 Posted by SirGuille  in AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022) (Started by SirGuille September 01, 2022, 02:23:52 am
 Board: Your Releases, 1.0+

Thanks a lot for your thoughts everyone, now i'm gonna respond the questions
It is very nice to see you returned Guile_N_Roll, your SF2 edits were one of a kind and exactly what I was itching for. Very interesting choice of character and gameplay style too, it makes a lot of sense given King Leo in Neo Geo Battle Coliseum though.
Thanks man, in the mugen universe there are a lot of kof style characters, that's why i made something different and underrated, my old creations are still my proud and they are gonna have a new update soon

Glad to see you're still around!
So, are you going to make other character?
Yes, Geese is the first from the KE system, but i want to do the originals in game just like Gordon who doesn't have a decent mugen version, and not only that, i'm working on KE style lifebars right now and the game based screenpack.

He just made one.  :???:

Congratulations on taking something old and making something new out of it. I especially like doing chain combos with F+kick in the middle. Some feedback:

- Seriously needs a readme
- Clsn2 for basic actions should remain the same throughout the entire animation
- Hitboxes could use some work. Sometimes Clsn2 are higher than the ground for no reason (example: standing kick) and they jump around a lot
- Maybe an "ABC" button layout would work better than KOF style
- The insane hitbox priority on normal attacks seems accurate to KE, so it seems weird that specific attacks have lower priority, such as standing strong attack
- "Roll" (F+z) turning behavior at the end is weird
- Not sure what your "Wave" command for dashing is trying to accomplish. I can't do it that way in KE and in fact it gets in the way of other inputs (Deadly Rave)
- In KE you know super moves are available when you character's life is red. Here you have to eyeball it. I suggest making Geese briefly flash when his life falls under half. Or you can make him have an empty powerbar when his life is above half, and full powerbar when it's less than half (only in Single mode)
- Related to the above, but you could use "lifemax / 2" instead of 500 since maximum life may change
- Since he has no use for the power meter, I think you could just leave it at the default 3000 instead of 5000
- The input for guard cancel should be QCF instead of HCF
- Could use throw teching
- Far/close normal attacks should be decided from "p2bodydist" instead of "p2dist"
- Close kick, close strong attack and Reppuken miss Kung Fu Man at point blank range
- Guard Cancel feels way too good, but it seems to be the same way in KE
- I noticed that standing and crouching strong attacks knock down jumping opponents, but that doesn't seem to be a thing in KE
- It's odd that you can't combo into Reppuken but can combo after it. Nothing wrong with it but may not be intentional
- "fwdthrow" command should be /F instead of /$F. Same for back throw
- Hishou Nichirin Zan is invulnerable and safe. Too strong
- You use some crazy Hitdef priorities like 8 and 99. The maximum is 7. I recommend just using 4 for every attack or doing what Kung Fu Man does
- Cancelling kick into F+kick seems repetitive. Maybe the F+kick attack could be just the second kick
Thanks a lot for your feedback, master. It's such an honor!
This is gonna help me so much for a solid base of Kizuna Encounter character style, and i also forgot the readme lol thanks for remind me.
The wave dashing in kizuna just like that is possible in original game, Maverick_Hunter the current KE top player in fightcade helped me with some game mechanics and combos (some of his matches are on youtube),  i tried to emulate the most accurate possible but i'm glad you gave me these details for a future update.
In KE there are some characters that can do an infinite loop, the most easly loop is joker making on corner F-Hard Hit+ HCF-punch, that's why some of geese combos have loops.
Again thanks a lot for your feedback, i'm gonna watch closely all the details.

I don't think the comments asking for more similar projects are a demand but rather a genuine curiosity.

At least it happens to me that this char edit is a really interesting idea, within the general releases that appear, and can move towards a larger project. Obviously everything is subject to the feelings of "SirGuille".

But I admit that we can be a very anxious community or society.

Either way, it's good to see the return of "Guille_N_Roll", in his new alter ego, revitalizing old classics again.  :thumbsup:
I started with an edit character like Evil Ryu SF2 style, something that didn't exist until capcom made their own sf2 version, but still have my own style, then i made my Kof style Zangief, now this.
Mugen gave us the oportunity to make a "what if" version of all our favorite characters and that's very cool.
Kizuna Encounter it is now a legit full project, but i'm not gonna forget my old sf2 creations, i'm planning to do something new for them. I've been following ELECTR0's work and it's such unbelievable the creativity that he has, reminds me so much how i like to do a lot of crazy epic things for my chars.
    

AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022)

 September 01, 2022, 02:23:52 am View in topic context
 Posted by SirGuille  in AOF2's Geese Howard (Kizuna Encounter style) By SirGuille Updated (09/21/2022) (Started by SirGuille September 01, 2022, 02:23:52 am
 Board: Your Releases, 1.0+

Hello there......has been a while.
I'm SirGuille, better known as "Guille_N_Roll"
Today i bring to you my new creation, i've been playing one of the most underrated SNK fighting game of all, Kizuna Encounter, and then i questioned myself: Why there are not enough chars in mugen with that style?
So, i felt a bit creative and i put one of the most iconic villains of SNK with that style: GEESE HOWARD!
I choose this Geese because AOF2 char sprites looks a similar to Kizuna Encounter char sprites, the only difference is all Kizuna Encounter chars have a weapon and AOF2 Chars doesn't (except for Mr.Big and Lee's claws), maybe those two chars could been fit so much better than geese but HEY what the hell? IS GEESE HOWARD!
Anyway; i based on Ahuron's Kizuna Encounter Code chars to start with Geese (thanks a lot Ahuron), but i made a lot of changes to be more accurate to the original games:

*Chain combos speed
*Dash cancelling and Wave dashing
*Directional grabs
*Cancelin taunt with unused buttons
*Guard Cancel
*KO Slow motion
*English Win Quotes
*2 Super Moves (Just like King Leo)

Here is a video demostration:
Spoiler, click to toggle visibilty

Edit: Update 09/21/2022:
Spoiler, click to toggle visibilty

You can download him here:
https://www.mediafire.com/folder/yirtxeea6ajge/MUGEN
    

Re: Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll

 July 07, 2019, 07:49:56 am View in topic context
 Posted by SirGuille  in Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll (Started by SirGuille July 06, 2019, 01:26:24 am
 Board: Edits & Addons 1.0+

[youtube]https://www.youtube.com/watch?v=-nvd0F6iOMY[/youtube]

Thanks a bunch bro, this Zangief is really fun to play. :)
I'm so glad that you like him, i put all my heart to make the best KOF-Style Zangief ever, maybe i can put him another style just for fun.
    

Re: Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll

 July 06, 2019, 04:30:35 am View in topic context
 Posted by SirGuille  in Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll (Started by SirGuille July 06, 2019, 01:26:24 am
 Board: Edits & Addons 1.0+

good to see that you're back though it has been years since i last saw you i really love your SSF2+ characters

are you planning to do more?
Yes, in fact Dan and Sean are on the role, but i need some time to make a complete edition of all the sprites, for those 2, who knows, maybe a zangief SSF2+.
    

Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll

 July 06, 2019, 01:26:24 am View in topic context
 Posted by SirGuille  in Zangief KOF Style (minmeisyobou) edited by Guille_N_Roll (Started by SirGuille July 06, 2019, 01:26:24 am
 Board: Edits & Addons 1.0+

Wow! Has been a long time since i've been working in a new project, my last project was a MK edited stage:
Spoiler, click to toggle visibilty

And my last Character creation was Mr.Karate:
Spoiler, click to toggle visibilty

But now, i've been working in a new personal project from one of my favorite SF Characters, Zangief!
This project was made just for personal fun, but i've been working so hard, and i'd like you can play with him too.

The original base author is minmeisyobou, it has 4 KOF modes (98ADV, 98EX, KOF2001, KOF2002), but i've been modified a lot of things in his gameplay style:
*Changes in all normal, special and super moves
*New sounds for each KOF mode
*New voice (SF4 zangief)
*New powerbars for each KOF mode (KOF98ADV, KOF98EX, KOF2002UM)
*New 3 strikers added for KOF 2001 mode
*KOF 2002 mode changed to KOF 2002UM mode
*New HSDM for KOF 2002UM mode
*Sprites made by THEMETALWARRIOR and Yajirushi, but i've been made some new sprites for new techniques
*Winner match over screen added for each KOF mode.

Still more things to come later.

Download here:
http://www.mediafire.com/file/2rgvm78u9fvypzn/zangiefkof.zip/file

Hope you like it.
    

Re: Zangief KOF Style edited by Guille_N_Roll

 July 06, 2019, 01:00:39 am View in topic context
 Posted by SirGuille  in Zangief KOF Style edited by Guille_N_Roll (Started by SirGuille July 05, 2019, 08:09:38 pm
 Board: Projects

Thanks, maybe i will put Gief in the Edits & addons 1.0+ Section, so you can test him.
    

Zangief KOF Style edited by Guille_N_Roll

 July 05, 2019, 08:09:38 pm View in topic context
 Posted by SirGuille  in Zangief KOF Style edited by Guille_N_Roll (Started by SirGuille July 05, 2019, 08:09:38 pm
 Board: Projects

Wow! Has been a long time since i've been working in a new project, my last project was a MK edited stage:
Spoiler, click to toggle visibilty

And my last Character creation was Mr.Karate:
Spoiler, click to toggle visibilty

But now, i've been working in a new personal project from one of my favorite SF Characters, Zangief!
This project was made just for personal fun, but i've been working so hard, and i'd like you can play with him too.

The original base author is minmeisyobou, but i've been modified a lot of things in his gameplay style, new sounds, new voice (SF4 zangief), new powerbars from each KOF mode (KOF98ADV, KOF98EX, KOF2002), in KOF 2001 has new 3 strikers, KOF 2002 mode has a new HSDM sprites made by THEMETALWARRIOR and Yajirushi, and i've been made some new sprites for new techniques, and each mode has a Victory screen from his respective game.
The project is basically complete, but maybe i need some permissions from each author for releasing the project with my name.
Hope  you like it!
    

Re: MUGEN Video thread

 July 08, 2016, 03:33:45 am View in topic context
 Posted by SirGuille  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Pack Stages 5/5 (Naruto,Hunter X Hunter, Nanatsu no Taizai & Noragami) + Yato

 July 01, 2016, 04:43:21 am View in topic context
 Posted by SirGuille  in Pack Stages 5/5 (Naruto,Hunter X Hunter, Nanatsu no Taizai & Noragami) + Yato (Started by Mikel8888 June 30, 2016, 12:08:28 am
 Board: Your Releases, 1.0+

Finally a Hunter X Hunter Stage YEESS!!!!
That stage are going to be on my tournaments.
Thanks for the stage!
    

Re: SF'2 Holographic Training Stage by Guille_N_Roll

 June 04, 2016, 02:43:59 am View in topic context
 Posted by SirGuille  in SF'2 Holographic Training Stage by Guille_N_Roll (Started by SirGuille June 02, 2016, 06:34:17 am
 Board: Your Releases, 1.0+

Awesome work on the stage!
If you make a remixed BGM changing to match the actual stage will just be EPIC!
actually i've been thinking about that, a bgm that fits with the background change, but it's really hard because of the timing and there are characters that delays the bgm in their intro.
    

Re: SF'2 Holographic Training Stage by Guille_N_Roll

 June 03, 2016, 07:11:31 am View in topic context
 Posted by SirGuille  in SF'2 Holographic Training Stage by Guille_N_Roll (Started by SirGuille June 02, 2016, 06:34:17 am
 Board: Your Releases, 1.0+

the stage is very nice and I think its a concept that can be applied to other series as well (kof,mk,etc.)

now the only thing I did notice is the characters slide on the floor,when moving and when zooming in and out,floor deltas should be 1,1
i knew i was missing something xD
thanks so much, i will check it out :3
    

Re: SF'2 Holographic Training Stage by Guille_N_Roll

 June 02, 2016, 08:47:48 am View in topic context
 Posted by SirGuille  in SF'2 Holographic Training Stage by Guille_N_Roll (Started by SirGuille June 02, 2016, 06:34:17 am
 Board: Your Releases, 1.0+

Wow! Great stage! Im impressed how you can make pure awesomeness!

For the future tourneys, do you plan on making your chars return to your tourneys? That would be pretty rad!
I hope so.
First i need to make a lot of balance on my chars, and find someone who knows how to make AI codes, i'm really bad with AI codes hahahaha.
    

Re: SF'2 Holographic Training Stage by Guille_N_Roll

 June 02, 2016, 06:43:50 am View in topic context
 Posted by SirGuille  in SF'2 Holographic Training Stage by Guille_N_Roll (Started by SirGuille June 02, 2016, 06:34:17 am
 Board: Your Releases, 1.0+

Wow, this is amazing.... very nice job.... last creation? So your leaving us after making all those great sf2 edits ... blah
With last creation i mean the last one that i've been making
Guille_N_Roll is not dead at all and neither their creations  :bison:
    

SF'2 Holographic Training Stage by Guille_N_Roll

 June 02, 2016, 06:34:17 am View in topic context
 Posted by SirGuille  in SF'2 Holographic Training Stage by Guille_N_Roll (Started by SirGuille June 02, 2016, 06:34:17 am
 Board: Your Releases, 1.0+

    

Volcanic Rim

 March 27, 2016, 05:31:01 am View in topic context
 Posted by SirGuille  in Volcanic Rim (Started by SirGuille March 27, 2016, 05:31:01 am
 Board: Your Releases, 1.0+