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Dope

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Messages by Dope

    

Re: Any and all projects by Dope

 December 12, 2020, 07:53:40 pm View in topic context
 Posted by Dope  in Any and all projects by Dope (Started by Dope November 26, 2020, 03:49:20 pm
 Board: Requests

Nope, wrong lifebar. This one is mine. I searched a lot for Dope's Bleach lifebar, but I couldn't find it anywhere. I think that particular creation is really lost.
It's cool. I might still have it somewhere attached to my old school winmugen setup. Which I think I still have. Not a big deal since it's not 1.0 compatible

I'm still missing a few things. But the only major one that I'd really like is my early alpha of Alexander Anderson which is a Rugal edit with knives in his hands. I had that character pretty well planned out and it's one that I'd love to finish one day.
Here ya go
You are the man! This looks super unfinished but it has a lot of useful groundwork done on it that'd be super tedious to redo otherwise. This is one of the projects I'd love to finish one day. Maybe even see if someone would be willing to resprite Rugal to Anderson for an affordable price.
    

Re: Any and all projects by Dope

 December 06, 2020, 06:38:29 pm View in topic context
 Posted by Dope  in Any and all projects by Dope (Started by Dope November 26, 2020, 03:49:20 pm
 Board: Requests

Thank you Amidweiz, much appreciated

And Fael, yes that is my updated version I was looking for. Date matches up and I see I put a comment in the read me that it's my post release updated version of StormEX's. Thank you.

I'm still missing a few things. But the only major one that I'd really like is my early alpha of Alexander Anderson which is a Rugal edit with knives in his hands. I had that character pretty well planned out and it's one that I'd love to finish one day.
    

Any and all projects by Dope

 November 26, 2020, 03:49:20 pm View in topic context
 Posted by Dope  in Any and all projects by Dope (Started by Dope November 26, 2020, 03:49:20 pm
 Board: Requests

I was thinking of making a comeback in 2021 but I lost a lot of my old stuff over the years. Right now I mostly just have what's on my old website but half the links are down.

I'd appreciate it if anyone has a copy of ANY of my old projects or releases. I don't care what it is. Characters, Screenpacks, fonts, etc. Anything. The only thing I never made was a stage lol. But I wish I had any of my old stuff back.

One in particular I'd like is my old Alexander Anderson wip from Hellsing. It's totally lost and the link I had for the old alpha copy is gone. It'd be awesome if someone still had a copy. Thanks.

Things I have already:
Aizen
Kenpachi (New and Old)
Trunks
B Orchid
Uryuu
Onomatopoeia
Sagat
Scarecrow
Berserk Sagat
Alexander Anderson alpha
Guilty Gear Fonts
KOF XIII Fonts

Things I'm missing:
StormEX Hitsugaya
Old Bankai only StormEX Hitsugaya
And anything else I might've missed or any alphas or betas I might've shared with anyone.
    

Re: Yu Yu Hakusho Neo Yusuke Urameshi by Team"YuNeo"

 November 26, 2020, 03:41:16 pm View in topic context
 Posted by Dope  in Yu Yu Hakusho Neo Yusuke Urameshi by Team"YuNeo" (Started by thanewdude07 October 28, 2020, 10:56:07 pm
 Board: Projects

Yooo. I've been out the games for years and just noticed you're still working on this. Can't wait man. If you ever need any kind of help just hit me up. I myself am thinking of making a comeback in 2021 so I'm definitely looking forward to this project. Good luck.
    

Re: Scarecrow (3/12/2018 Update)

 December 09, 2018, 10:31:26 am View in topic context
 Posted by Dope  in Scarecrow (Update 7/11/2019) (Started by Mr. Giang October 26, 2018, 02:58:51 pm
 Board: Edits & Addons 1.0+

Nicely done. I liked this character when I was first revamping it entirely but I quickly lost interest with just how much of a mess the sff was with a lot of the sprite work. So I got sloppy after I decided it was too much hassle to work on this character anymore. Good to see someone picking up where I left off and making something great out of it. Fixing other people's jacked up sff's and code can be a real pain so motivation was immediately cut off for me. I'm sure some of my code was lazily put together at the time because of it instead of fine tuned. Especially the snake super I think I left and didn't touch at all from the original code... Also I had to deal with annoying drama with the spriters and crew from that one comic mugen community filled with all the uptight crazies that are uptight selfish children with serious mental problems. CCG or something like that I think it was, can't remember. And they insisted on recoding my stuff into their crap template game and turned it into trash and made their own release. Couldn't code in peace so I told them to fuck off and quit the project.

I wish I knew as much as I did now of coding and character creating in general but as soon as I started getting good I quit mugen creating because I had (and still have) a lot of other entertainment options I'd prefer over mugen. Miss it though and hate the fact that I just don't have the time for it anymore.

Rambling aside great job. If you ever want some advice or anything feel free to hit me up. I didn't try the character though, just watched the video. I have a few ideas on improving this Scarecrow if you're still working on it that I might hit you up with sometime. Also liked what you did with the crows. Although I miss the super with all the crows swooping down. I loved the way I had them all swooping down in a swarm instead of the lazy straight side scrolling code the original author had.
    

Re: Projeto TEKKEN estyle SNK/KOF + Mr.Karate KOF MI

 November 07, 2016, 08:38:03 am View in topic context
 Posted by Dope  in Projeto TEKKEN estyle SNK/KOF + Mr.Karate KOF MI ( Video test of AI) (Started by jonathanS December 18, 2015, 01:23:41 am
 Board: Projects

Awesome as usual. That outfit and stance on Ryo is especially cool.
    

Re: StormEX | Natsu Dragneel | Fairy Tail | Original Sprites

 August 27, 2016, 06:02:17 am View in topic context
 Posted by Dope  in StormEX | Natsu Dragneel | Fairy Tail | Original Sprites (Started by StormEX July 03, 2012, 09:35:27 pm
 Board: Projects

My personal practice on the matter in recent years is yes release it. Sort of. I post download links in the project's wip thread and leave it at that instead of clogging up space in the release section with something that's incomplete. It gives people that are actually following the character's progress the chance to try it out without overhyping and causing shitty knockoffs to appear. Although my choice of projects aren't as popular so I don't know how something like that would work out on a character like this. That's just my personal opinion on how I handle my projects these days (when I actually bother to work on them that is).

Hit me up some time though man. It's been years since we last casually talked.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 July 10, 2016, 09:20:08 pm View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

Thanks, and yes I'm making this a traditional low res 2d fighter instead of an over the top dbz style character with layers of hires fx. There's enough of those out there and hardly any normal styled dbz characters.

Also, I don't think I ever showed off my 2 new palettes. First one's based off Asura from Asura's Wrath, second one is based off Abaddon from Darksiders. They're my 2 favorite palettes so far. And I've been dying to see the Burning Slash attack animated so I threw together a gif in fighter factory since I'm not ready to code it yet.




I didn't like the order the original game had for the slashes so I tweaked the animation a bit for a longer and more fluid slash sequence.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 July 10, 2016, 05:52:43 am View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

...what?
Lol, had me confused for a second there. Thought that was a response to my post but I guess it was to someone else's post that got deleted.


Hey Dope, just want to ask, are you accepting palettes for Future Trunks? I wanna give a few. :)
I always make my own palettes for my characters but yes I will accept palettes. Send em over whenever. I'm still adding fx and stuff though that might make any current palettes need future updating. Wouldn't be hard to update though when the time comes.


http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html
hope2 see this..run.

would love to this project..... keep going..    just saying
Sorry but don't get your hopes up. That project started 2 years ago but it never even made it past the sprite ripping phase. I don't have the time to do the ripping myself and the other person that told me years ago they would never did finish either. So this project won't be continued unless someone steps up and helps with the sprite ripping. Which is unlikely especially with the lack of exposure for my projects.

The only projects of mine being worked on right now is Future Trunks, and even that is hardly being worked on at the moment. Any of my other projects will have to wait until after Trunks because I don't have time like I used to for mugen creating.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 July 08, 2016, 06:23:17 am View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

New alpha available (7-7-2016):
https://www.sendspace.com/file/wbadp1

I was gonna wait to upload this when I had something a little more substantial done but screw it. I've got quite a few things on my plate for a while before I can get back to this so I figured I might as well upload the latest version in the mean time for anyone still trying this.

Changes I can remember doing since last release
- Updated palettes a bit.
- Added fx for his intros and power charging.
- Added voices for intros and win poses.
- Changed the EX version of Pommel Bash so that he still does the follow up slash at the end of his dash regardless if he hit them with the initial bash.

That's about it really. I did finally finish adding all his sprites into the sff. And thanks to Hoshi's rips I finally have all the sprites for a couple of his supers that Ploaj didn't rip. The Burning Slash sprites have me particularly excited because that move has always been my favorite Trunks attack. I would've added at least the Burning Slash before uploading this new alpha but I wanted to make an animated hyper portrait first. Haven't gotten around to it but I planned on making one similar to my Uryuu and Kenpachi revamp beta where it's ripped from the anime.
    

Re: [W.I.P] Mel Masters W/ Rock Howard

 April 10, 2016, 08:01:14 pm View in topic context
 Posted by Dope  in [W.I.P] Mel Masters W/ Rock Howard  (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

Damn, that kick combo looks badass. You've really come a long way on this project and have seriously sharpened your spriting skills. I love how unique and awesome you're making Mel compared to Ken, and that's that Ken's my second favorite Street Fighter character.
    

Re: CVSNB/MR.KARATE - CVS KAIRI commisioned

 April 07, 2016, 04:22:24 am View in topic context
 Posted by Dope  in CVSNB/MR.KARATE - CVS KAIRI commisioned (Started by C.v.s The Abstract December 15, 2015, 04:24:12 am
 Board: Projects

Badass project. I didn't play Street Fighter EX much but I always loved the character designs.
    

Re: Hyrule Warriors (WiiU)

 April 03, 2016, 06:35:27 am View in topic context
 Posted by Dope  in Hyrule Warriors (WiiU) (Started by DNZRX768 December 18, 2013, 11:52:17 pm
 Board: Gaming

Haven't played with it yet but judging by youtube videos the trident does make him look like Lu Bu incarnate, which is awesome. Ganon was my favorite to play with so he ended up being one of my top 3 highest level characters. Playing with him on the Twilight Princess map wasn't exactly easy though if you wanted to get A ranks due to how vulnerable he is during his stronger attacks. So I'm hoping the trident will help with that.
    

Re: Hyrule Warriors (WiiU)

 March 18, 2016, 10:26:24 pm View in topic context
 Posted by Dope  in Hyrule Warriors (WiiU) (Started by DNZRX768 December 18, 2013, 11:52:17 pm
 Board: Gaming

Agreed. But a few more mediocre characters and weapons seems like it's going to be pointless in terms of bringing in new fun factor for Wii U owners if they've already cleared all existing adventure mode maps and the story. I mean all the Wii U dlc and updates got released like what a year ago already? I doubt that little bit of new dlc would get very many Wii U owners to get back into playing the game if they'd already stopped for quite some time. I still have the Majora's Mask map and most of the Twilight Princess map to finish though so I guess the new characters and weapons might be put to use for me.
    

Re: Projeto TEKKEN estyle SNK/KOF + Mr.Karate KOF MI

 February 20, 2016, 10:32:36 pm View in topic context
 Posted by Dope  in Projeto TEKKEN estyle SNK/KOF + Mr.Karate KOF MI ( Video test of AI) (Started by jonathanS December 18, 2015, 01:23:41 am
 Board: Projects

I wasn't expecting much when I clicked on this topic but this looks really good. Keep up the great work. Tekken's my favorite fighting game and it's nice to see more good mugen creations coming from it.
    

Re: [W.I.P] Mel Masters W/ Rock Howard (Poll for SMP animation)

 February 13, 2016, 05:46:30 pm View in topic context
 Posted by Dope  in [W.I.P] Mel Masters W/ Rock Howard  (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

I like A but I don't care much for the way he sort of reflips forward after the strike and gets even more distance. Seems too great a distance after the strike for a normal attack. Maybe if you edit it so he slightly flips backwards a short distance into his stance? or just doesn't reflip forward quite so far.

And B I don't care for. I'd probably like it more if he moved his front leg instead of his back leg. Like keep his back foot neutral but step in a bit with his front foot and then scoot it back after the strike.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 September 20, 2015, 07:26:21 am View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

New public alpha (9-19-2015):
https://www.sendspace.com/file/889bwq

Added get hits. Added a new flaming energy effect on Burning Knee and the name makes more sense now. Two new specials added. First one is Rush Blast. It's activated with D,F, c and makes Trunks rush in a bit before shooting a ki blast that sends the opponent flying. Much funner when it's done point blank. It's mapped to the dash button because there are no other button variants and it takes a flash gauge bar to use. Second special is called Ground Blast that's activated with D,B, c. It's just a ki blast Trunks shoots down at the floor but it explodes when it hits the ground giving it a bit more reach and a second chance for damage. Nice as a delayed trap too to keep unwary opponents at bay. The explosion can damage lying opponents but this special uses up a flash gauge bar too so it's not spammable. Also made two more palettes.

Screenshots. First one is the new Burning Knee effect and the second is the new Rush Blast special.



Getting much closer and closer to beta status on this. Still need to redo all the clsns though, I just slapped them together lazily.


EDIT: New default palette. Got tired of the source game's default and decided to make my own.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 September 12, 2015, 01:37:03 am View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

Hey, Dope, instead of using [.....]
I suppose, but usually when I randomize two voices they're not neatly right next to each other like that in the snd file. I sometimes like to keep my code in the same format from state to state incase I want to change something like that later. Only saves a few lines of code really with random% in the one or two instances it's applicable in my characters. That and in this particular case I also wanted to randomly not play a voice clip but with less odds of it happening. See the way I used that varset makes Voice 1 have 3 in 8 chances of playing, Voice 2 have 3 in 8 chances of playing, and No Voice have 2 in 8 chances of playing. Thanks though

Code:
[State 0, ChangeState]
type = ChangeState
triggerall= Pos Y < 0
trigger1 = stateno =0
value = 50
ctrl = 1
What's this? O_o
Took me a minute to find where this code was hiding. That's a weird one, a remnant I suppose from the character this was edited from (My old 2011 Kenpachi). Might've been something ssjsongoku put in his Kenpachi character, which is what I originally edited from when I first start coding my Kenpachi back in 2009. Guess it went unnoticed for years lol. Deleting now, thanks.

Lunging Slash's hitdefattr is S, SA instead of A,SA
Fixed, thanks.


Side note, my laptop had hard drive failure. Lost about 20% of my personal files. Some of it was old mugen projects, luckily I uploaded most of the characters uploaded to sendspace. Laptop is back up and running. I did finish the gethits before the crash and managed to salvage it without having to redo it. I'll probably code a ki attack or two before I publicly share it. But it might be a while, overtime season just started at my job so less free time until 2016.
    

Re: Dope's Projects (Current: Future Trunks) [Download Inside]

 August 29, 2015, 02:49:25 am View in topic context
 Posted by Dope  in Dope's Projects (Current: Future Trunks) [Download Inside] (Started by Dope February 20, 2011, 09:50:31 am
 Board: Projects

Another update ready. 8-28-2015 public alpha now available:
https://www.sendspace.com/file/vpnh85

Major changes:
- New special "Slash Frenzy" added.
- New special "Lunging Slash" added.
- EX version of "Burning Knee" added.
- EX version of "Pommel Bash" added.
- EX version of new "Slash Frenzy" special added.

Screenshots of the EX versions of Slash Frenzy and Pommel Bash


Getting real close to beta status on this project. I'd like to get the get hits done but that's something I prefer to do all in one go, which I haven't had time for lately. I would've liked to have coded in his Burning Slash super for this update but the sprite rips are missing 5 crucial frames so it'd look pretty ugly to only work with what's there. I tried to contact Ploaj about it but have yet to get a response. If someone else could get him (or someone else) to rip these missing frames it'd be greatly appreciated because that attack is too awesome to exclude from this character. Other than Burning Slash the rest of my attack ideas are all ki related moves, I think, from what I remember. I've been avoiding ki blasts for now because I haven't gathered fx for them yet.

All I'll ask is to make sure the character can be scaled with constants (or with localcoord if played in 1.0), because I think most people will want to play him against Z2 chars, or CVS-styled sprites. Currently, he's too big compared to CVS, and it would be a shame to have explods and other FX misaligned when scaling the char by constants/localcoord
This is going to be a winmugen character. I have yet to code anything for 1.0 so I'm not experienced with it. Maybe I'll eventually get around to updating him to 1.0 after the winmugen release. And yeah you're right, I'm sure the majority of people would prefer him to be a normal scale. I'll change it to a smaller scale before an official release but for now I'm leaving his scale as is.
    

Re: Roster Showcase

 August 07, 2015, 12:59:34 am View in topic context
 Posted by Dope  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion

Current roster. I'm looking to expand it eventually. The screenpack is a lazy custom edit I made of the WarZone screenpack to use regular ports because I don't have time to deal with custom portraits.