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Messages by MartialArtsMaster

    

Re: Gotham Rooftop:Updated Stage Released

 October 23, 2015, 06:27:43 pm View in topic context
avatar  Posted by MartialArtsMaster  in Gotham Rooftop:Updated Stage Released (Started by supa2520 October 21, 2015, 12:27:17 am
 Board: Your Releases, 1.0+

This is a minor quibble, but the mp3 music file attached to the stage is slightly misspelled; it's spelled "Rooptop" when it should be "Rooftop".
    

Re: Ice Cavern Revision

 October 29, 2012, 07:24:52 pm View in topic context
avatar  Posted by MartialArtsMaster  in Ice Cavern Revision (Started by ExShadow October 28, 2012, 02:25:02 am
 Board: Your Releases, older Mugen

Please forgive my ignorance, but what game is the "Ice Cavern" from, so I can assign the stage to the right character?

Thanks in advance!
    

Re: Darkon full version Released + BONUS

 May 29, 2010, 10:11:45 pm View in topic context
avatar  Posted by MartialArtsMaster  in Darkon full version Released + BONUS (Started by DarkonMk May 27, 2010, 03:22:38 am
 Board: Your Releases, older Mugen

Okay, since everyone else refuses to comment on anything but the lifebars, I guess it's all up to me to provide feedback on the actual character.

FEEDBACK:

1. His Babality should not turn the opponent into Kirby; it should turn them into a baby. You need one of the baby sprites.

2. His teleport kick move comes out WAY too fast; I can just do it repeatedly and my opponent will never be even able to attack.

3. I realize you were trying to implement a MK combo system style, but I can't finish it before being pushed too far back.

4. Not all the moves in your CMD file work.

That's all I can think of at the moment.
    

Re: Akatsuki Tobi RELEASED

 April 28, 2010, 10:29:03 pm View in topic context
avatar  Posted by MartialArtsMaster  in Akatsuki Tobi RELEASED (Started by MewtwoZX April 25, 2010, 06:28:51 pm
 Board: Your Releases, older Mugen

Dang, I guess you're right. I don't see it either.

Nevertheless, I WOULD suggest you at least give Tobi some more moves. It's fun playing as him, but the real Tobi is capable of a lot more than this.

Keep at it. I certainly wouldn't object to having a Tobi in my MUGEN, if only for the pleasure of beating the snot out of him for all the trouble he caused in the Naruto series.

He just needs some more work, that's all.
    

Re: Akatsuki Tobi RELEASED

 April 28, 2010, 08:06:16 pm View in topic context
avatar  Posted by MartialArtsMaster  in Akatsuki Tobi RELEASED (Started by MewtwoZX April 25, 2010, 06:28:51 pm
 Board: Your Releases, older Mugen

MewtwoZX, like you, I'm only a casual MUGEN gamer, and I don't understand complicated programming concepts.

HOWEVER, I do judge characters based on how fun they are to use. I admit that playing AS your Tobi is actually quite fun, but it isn't any fun fighting AGAINST him if he can't even be hit half the time. I understand your desire to incorporate his manga ability, but couldn't you make it a super move or something? Such as a super move that makes him temporarily un-hittable until the super meter runs out, or something.
    

Re: Red X Re Release

 July 19, 2009, 02:47:01 pm View in topic context
avatar  Posted by MartialArtsMaster  in Red X Re Release (Started by Xclusive July 18, 2009, 10:47:11 pm
 Board: Your Releases, older Mugen

FEEDBACK:

1. His standing strong kick does LESS damage than his standing medium kick. That doesn't make sense. (Although his jumping and crouching kicks work normally.)

2. Do you plan on giving him any throws?

3. I can't do any special moves with his strong punch or strong kick; I have to use his weak/medium punches and kicks.

4. If I hit my opponent with the first few hits of his QCF+Medium Punch special move, he MISSES with the last couple of hits.

5. If I keep hitting Start enough times, I can make fireballs come out repeatedly, and eventually do just as much damage as a super move! Did you mean for that to happen?

In summary, Red X could use some work, although he's JUST good enough for me to keep in my MUGEN selection. Please at least think about what I have said here, even if you don't agree with it.
    

Re: Sailor Saturn release, Seravy update.

 December 14, 2008, 02:18:18 am View in topic context
avatar  Posted by MartialArtsMaster  in Sailor Saturn release, Seravy update. (Started by Seravy December 12, 2008, 10:43:41 pm
 Board: Your Releases, older Mugen

Am I doing something wrong? When I try to play your version of Sailor Saturn, the computer takes over and I can't control her!

Is it just me, or is it anything wrong with your character?
    

Re: Clannad Forest,Air - Kanna vs Rooster,Clannad Rooftop released by IceNinja

 March 01, 2008, 06:39:11 pm View in topic context

FEEDBACK:

1. I would heavily recommend against putting spaces in between words of a stage name. Instead of naming something "Clannad Rooftop.def," for example, try "Clannad_Rooftop.def." Why do I suggest adding the underscore _ ? Well, sometimes MUGEN lets you get away with having spaces in between words of a stage name. But sometimes it doesn't. I can't COUNT the number of times MUGEN has crashed on me because it tried to load a stage name with spaces in between the words. I realize not everyone's MUGEN is the same, but since you have nothing to lose by adding the underscore, why not?

2. I would recommend against using the same music track, "spring winds," for every stage you make (every Clannad stage anyway; I haven't downloaded and do not plan to use the Kanna vs Rooster stage). Otherwise you might end up getting repetitive without meaning to.

3. You already explained about the lack of ground on Kanna vs Rooster, so I won't mention that. However, you may not have realized that in your Clannad Forest stage, the place where the fighters stand on looks just a LITTLE bit too high. Look very carefully in your own screenshot of Ayu versus Nayuki in that stage to see what I mean. The characters look as though they are  standing on the middle of the bushes. Perhaps you could customize a dirt path or something to stand on? Just a thought.

4. The animations, however, are VERY well done. Kudos to you for an excellent job!

That's it for now. It's been a long time since I've given anyone feedback (college can be demanding, as you know), so please excuse me if I am a little rusty at constructive criticism.
    

Re: Intros DBZ NARUTO GGXACORE

 February 14, 2008, 09:57:15 pm View in topic context
avatar  Posted by MartialArtsMaster  in Intros  (Started by _Kronos_ February 14, 2008, 07:10:21 pm
 Board: Your Releases, older Mugen

Please excuse me for my ignorance, but which Dragonball Z game did you base your custom intro off of? There are HUNDREDS of Dragonball Z videogames that have been released since Akira Toriyama first invented Dragonball (I am speaking in hyperbole, of course).

Obviously the intro is too well-animated to come from a Genesis or SNES Dragonball Z game, I know that much. Did you base this intro off of a PSX version? A Sega Saturn version? A PS2 version?

The reason I am asking is because I want to decide for myself which of my myriad Dragonball Z MUGEN characters I should use the intro for, and it would really, REALLY help if you could tell me what game, EXACTLY, you based this intro off of.

Thank you very much in advance!
    

Re: Sailor Mercury released

 December 04, 2007, 03:10:16 am View in topic context
avatar  Posted by MartialArtsMaster  in Sailor Mercury released (Started by ZiR December 03, 2007, 03:46:31 am
 Board: Your Releases, older Mugen

FEEDBACK:

1. First of all, nice job on the graphics! Lots of win poses, anime-screenshots for "super move backgrounds" (always a plus in my opinion, and besides, as a small child I LOVED Sailor Mercury!), a nod to Rimururu's iceberg if you hit with one of her super moves, and smooth facial expressions.

2. Her dashing weak punch (dashing X) looks very awkward. Sailor Mercury seems to "jerk" in order to punch her opponent. Her dashing Y on the other hand does not have this problem because of the "afterimage" effect you used for the stronger punch (which looks very nice, by the way).

3. If you jump backwards with Sailor Mercury, the animation is also awkward, as Sailor Mercury seems to "jerk" back in the middle of the jump. She does not have this problem if you jump straight up or if you jump forwards.

4. I see no reason why the Strong version of Shabon Spray (which you have freezing the opponent) should take part of Sailor Mercury's super meter. Sub-Zero from the Mortal Kombat series, after all, can throw freezing ice without any super waste, and HIS come out almost INSTANTLY! Shabon Spray, on the other hand, has some startup lag (and it's supposed to), but you have it taking up super meter too! That's not fair, in my opinion. When you update her in the future, I heavily recommend you take out the waste of super meter when you use the Strong version of Shabon Spray. It's already handicapped ENOUGH by the start-up time.

5. Excellent voice recordings in general. Admittedly, the win pose that has her speaking the longest sounds a little scratchy, but not by too much.

6. If I hit the opponent with repeated Weak Punches (standing X), her yell for those punches "doubles" for a split-second, which sounds awkward. Try it yourself and you'll see what I mean.

7. When I use her strongest super move (QCF, QCF+X+Y), I can't hear the middle word in her attack cry (I hear "Shine," then something indistinct, then "Illusion"). I'm talking about the "Snow tornado surrounding Sailor Mercury" super move. I don't know if this was intentional or not, but her other super-move voice clips are perfectly clear.

Other than that, though, this is an excellent character, well worthy of adding to anyone's roster in my opinion.
    

Re: Kung fu girl update

 October 26, 2007, 11:11:58 pm View in topic context
avatar  Posted by MartialArtsMaster  in Kung fu girl update (Started by Nes October 26, 2007, 07:12:28 pm
 Board: Your Releases, older Mugen

No, it is not a virus. I took the risk and executed the file myself. All that'll happen if you run the .exe file is that an "extractor" will come up asking you where to extract all the files. Just extract them to C:\MUGEN\chars and you'll be fine.
    

Re: Characters you'd make if you could be bothered

 October 26, 2007, 09:37:50 pm View in topic context
avatar  Posted by MartialArtsMaster  in Characters you'd make if you could be bothered (Started by Gunther McNoodle August 27, 2007, 09:27:23 pm
 Board: M.U.G.E.N Discussion

Well, if I am correct in reading this thread as "wishful thinking that'll never happen," then it's no contest, and I'd know EXACTLY who I'd make if I could be bothered (which I can't).

I'd hope for MUGEN-izing the entire cast of a PC game published by the Liarsoft company called "Cannonball." (Yes, I actually have this game.) More information about it can be found at http://www.liar.co.jp/cbindex.html or http://www.russel.co.jp/hp/adult/cannon_ball/cannon_main.html

The characters would be as follows:

Anastasia (would be skilled with a sword and VERY fast, possibly with "zipping" attacks and "repeated slash" attacks and her navigator Valentine as a striker)
James Stevens (bases his life off of James Bond, so he would use machines, gadgets, and trickery in a fight)
"Dual" (Stevens' twin navigators, would use technically proficient martial arts a la Fei Long or Bruce Lee along with some of Stevens' gadgets thrown in, "Romiyu" the blue-eyed boy and "Remiyu" the pink-eyed girl could switch off like Hisui and Kohaku and have slightly different advantages to each but play similarly otherwise)
Butch Haines (would use twin guns)
Polly (Butch's Navigator, would use one gun)
Hali Psy (would be super-strong and possibly with boulder-lifting attacks, possibly his subject and biographer could appear with him in a win pose)
Patty (would be a beatdown/rushdown character, very strong and very fast but would have weak defense as a trade-off, possibly with mostly punching and throwing attacks, maybe her brother Rusi as a striker along with both him and John Fitzgerald appearing in a win pose)
Tykho-Figurine (the robot girl would just be called "Tykho," and her chest would be censored with a green football logo like it is in the game, might use teleportation and hair-tentacle attacks, maybe her complete-jerk master "Villiers" and Lladro the technician could appear in a win pose or lose pose)
Regina Corona (would use music-themed attacks like Mizuka Nagamori from Eternal Fighter Zero; Regina would use her violin of course, maybe Antonio and Nicolas Amati appearing with her in a win pose)
Aya Benitani (would possibly be a defensive "tank" character, doesn't move fast but can certainly take a hit, not sure what her attacks would be...and of course her co-workers and manager appearing in a win-pose)
Bardia (his puppy Bartholomew would follow him around like Anita follows around Donovan or Cecil follows around Huitzil/Phobos, and most of his attacks would involve that energy-arm of his. In the original game the mastermind behind the malevolent conspiracy behind the races kills Bardia with a bomb in the very first race, maybe that happens in a lose pose?)
Galahad (obviously he'd attack with that humongous sword of his a la Siegfried from Soul Edge or Kliff from Guilty Gear, his navigator Ordennes as striker and participating in one or two of his super moves, and his win poses would all involve him being his usual egotistical self)
Na'cha (I'm not sure how she'd attack, perhaps with that humongous staff of hers a la Donatello from TMNT, and of course Leavy the elder whom Na'cha considers akin to a grandma would appear in a win pose)
Mercurius (would attack with magic of a mostly light-themed nature, but also with "seal" or "curse" magic like Mizuki from the Samurai Spirits series, and of course her friend Wan Zhaojun as a striker and appearing in her win pose, perhaps Morgan Le Fay, Mercurius' superior, could also appear in one?)
Filho Rossi (the protagonist and hero of the Cannonball game, but I'm not at all sure how he'd attack if MUGEN-ized. Maybe with explosions like his racing machine the Detonator, or with dance-themed attacks since he dances with his navigator Foxbat in one scene, maybe Foxbat, Vincenzo the chef, Heather and Mieze the prostitutes, and/or the child triplets Moto, Yochi, and Miyo appearing in various win poses with him)
Foxbat (would be very fast, like Patty, but not nearly as strong but could take a hit better as a trade-off, she'd rely on mostly combos to win a la Cammy from Street Fighter, would attack with a huge "club"-like weapon she has in one of the game's CGs, and as one of her super moves might do something with a cats'-paw mark on her chest that glows sometimes in the game)
Maximilian (slow, but powerful and defensive, would attack mostly with his "spider-legs" wheelchair, his brothers Jacob and Anton could appear with him in a win pose)
Baldanders (would be a death machine. Fast, strong, and with good defense all at once, something like Grant from Garou: Mark of the Wolves but faster. His navigator Higgs would follow him around AND be a striker just like Michiru does for Minagi from Eternal Fighter Zero. But as a trade-off for all that, Higgs could be knocked down temporarily which would bar Baldanders from using his super moves, said super moves which would require Higgs to form a "link" with him by jumping on his shoulder and allowing his tentacles to cover her while she temporarily discards her huge white coat)
Gustave and Cecil, the inspectors (could switch off, both using one gun)
Nezu (the sponsor of the races, in the original game was portrayed for almost all of it as a perverted but small-time scoundrel, but at the end the game dropped very subtle hints that HE is responsible for the galaxy's recent pain, suffering, and misery, so far from a small-time scoundrel he's secretly the mastermind behind almost everything although some stupid and or mean/spirited choices by the some of the rest of the cast appear villainous at first [and Nezu never actually is discovered; instead the cast has to fight and destroy an ominous planet-size super-weapon whose existence Nezu was partially responsible for]. So he'd be a "boss" character, the annoying kind you love to hate and that you'll want to use as a punching bag in Training Mode, but he wouldn't attack himself. He'd hide behind minions and let them do the dirty work a la Mako from Nijikaku. One of those could be Hong-Daren, the croupier, and three of those could be Zhulong, Lilong, and Yulong the robots, and the rest could be generic thugs but Nezu's super moves could all involve that super-weapon I mentioned.)

So that's who I'd MUGEN-ize if I could be bothered. But this is a thread about characters we can't be bothered to MUGEN-ized. Oh well, a guy can dream, can't he?
    

Re: Nijikaku

 October 07, 2007, 01:53:29 am View in topic context
avatar  Posted by MartialArtsMaster  in Nijikaku (Started by Baby Bonnie Hood September 17, 2007, 09:48:18 am
 Board: Found Releases

The URL in question is actually

http://nijibox.ohflip.com/ke/pwiki/index.php

but thank you anyway.

Plus, about 30 minutes ago, I think I might have discovered the answer! (I even left a Youtube comment about it to someone's video just a few minutes ago as I write this.)

I got 2k (I have yet to test it on the others) to work for my regular MUGEN through the following steps:

1. Put Nijikaku's common1.cns file into 2k's folder, but make sure to leave the regular common1.cns file alone! (You need to leave the regular common1.cns in MUGEN's data folder in general so that you won't screw up all the OTHER characters that rely on a common1.cns file. Nijikaku's common1.cns file needs to go in a Nijikaku character's specific folder for what I'm telling you to work properly.)

2. Open up the Nijikaku common1.cns file that you just placed in 2k's folder, and search for any lines that read either

trigger1 = enemy,authorname = "woman"

or

trigger1 = enemy,authorname = "man"

and change all such lines to

trigger 1 = 1

This will make it so that those conditions will always be true, whether you're fighting another Nijikaku character or not. I did this to 2k, and now not only does she not leave a clone at the beginning of the match, but that stupid "winquote bug" doesn't pop up either!

However, I only tested this on 2k. I am downloading the rest of the Nijikaku characters as we speak, and I will proceed to test what I did on all of them to see if I get the same results.

A word of caution: 2k, for me, now works properly against many characters I tested her against because of the triggers I altered in her file, BUT, if she's up against the MUGEN version of Vava (remember the sub-boss from Megaman X 1?), then when Vava's health bar gets down low enough and Vava jumps out of his mecha, there's a bug where Vava's mecha leaves behind two or three clones. I just thought you should know. But most of my OTHER opponents worked just fine.

Also, don't take my word as gospel! I might've just gotten lucky for some reason with 2k, I am NOT guaranteeing that this will work for all of you, and I'm not even guaranteeing this will work on all the other Nijikaku characters. Please give me some feedback as to whether my steps work for you or not. If not, then I apologize deeply.
    

Re: Daffy Duck-Beta 10.6.07

 October 06, 2007, 07:53:10 pm View in topic context
avatar  Posted by MartialArtsMaster  in Daffy Duck-Beta 10.6.07 (Started by Jay_High19 October 06, 2007, 08:40:15 am
 Board: Your Releases, older Mugen

FEEDBACK:

1. Daffy's jumping A attack looks slightly awkward when it begins. Daffy seems to "jerk" a bit before extending out his leg for the kick. The same is true for Daffy's jumping A and jumping Z attacks.

2. Why is Daffy's standing C attack exactly the same as his standing Y attack? Granted, you had a limited number of sprites to work with, but that's not what I'm referring to. A C is meant to be a strong attack; a Y is supposed to be a medium attack. With limited sprites, you could have at least made it so that Daffy's standing C and Z attacks were the same, not his standing C and Y being the same (which makes less sense).

3. His standing A and Z attacks are also exactly the same. See above for why I consider this a problem (only this time A, which is supposed to be a light attack, is the same as Z, which is supposed to be a fierce attack).

4. I see no practical reason why I shouldn't be able to do his QCF, QCF+punch super move with the Z button as WELL as the X and Y buttons. This isn't like Guilty Gear or Melty Blood; Z isn't assigned to a "special purpose". I highly recommend you either allow players to use the super move with Z, or have Z be something special, because if you have Z as a "normal attack" but can't do the super move you can with X and Y, it's very confusing.

5. Daffy's "medium" normal attacks do exactly the same amount of damage as his "strong" normal attacks. You might want to shave just a few pixels off the damage Daffy's Y and B normal attacks do, and leave the C and Z attacks as they are for strong damage.

Since this character is a beta, I won't say any more than that. Actually, for a beta, Daffy is surprisingly well-animated (you even included a taunt and a running dash!). I look forward to seeing what else you can do with this character. Just please keep my feedback in mind.
    

Re: Nijikaku

 October 06, 2007, 07:32:21 pm View in topic context
avatar  Posted by MartialArtsMaster  in Nijikaku (Started by Baby Bonnie Hood September 17, 2007, 09:48:18 am
 Board: Found Releases

Quote
Hard to export, though.  Some of his attacks depend on his opponent's authorname being either "man" or "woman"; and if he notices that his opponent lacks the Nijikaku system helper (doesn't apply to Simul fights), he'll just turn into a win quote.

What, exactly, is the "Nijikaku system helper"? I do have some idea on how to make Nijikaku characters compatible with Winmugen; just import all the sprites into the fightfx.air and fightfx.sff files. That I can understand, and I can even do that with Fighter Factory. But which sprites and which animations, exactly, constitute the "Nijikaku system helper"? I don't want to have to import EVERY SINGLE Nijikaku sprite into my fightfx.air and fightfx.sff files, because that would take me DAYS since there are hundreds of Nijikaku-exclusive sprites, and it would also unnecessarily screw up some of my other characters because I don't necessarily NEED every last one; just the ones that'll get rid of both the "doubles" problem and the "cannot fight because he/she turns into a win-quote problem". So, will anyone please tell me precisely which sprites constitute the "Nijikaku system helper", so I don't have to waste quite as much time making potential Nijikaku characters compatible with my roster? If anyone can, I can do the rest through Fighter Factory, but I need the specific sprite numbers and animation numbers so I won't have to waste too much time importing Nijikaku sprites I don't even need.

Thank you very, very much in advance to anyone who can possibly help me out.
    

Re: Streets Of Rage: Max

 September 05, 2007, 10:37:24 pm View in topic context
avatar  Posted by MartialArtsMaster  in Streets Of Rage: Max ( Update #1) (Started by Sphinxe September 05, 2007, 02:02:14 am
 Board: Your Releases, older Mugen

FEEDBACK:

1. Max has no crouching x attack, and his crouching y attack CANNOT hit the opponent.

2. Every time I perform a jumping attack (with the single exception of a jumping Z attack), Max does the move twice, and it looks REALLY weird (not to mention I can only hit the opponent once anyway). Play him yourself and you'll see what I mean.

3. I don't think it was a good idea to use his "jumping" animation for his forward dash (F, F). It looks bizarre, and in my opinion, you might have achieved better results just by speeding up his "walking" animation to make it look like he's genuinely dashing.

4. I can get extra hits after a grab with A and/or B and X and/or Y, but if I grab the opponent and then hit them with C or Z (which are supposed to be stronger attacks), it just knocks them away. I'm not sure the priorities are accurate here.

5. His QCF+kick move (the sliding move) is far too WEAK to motivate me to use it. I'd suggest you increase the damage values on this move at least until they equal the damage of perhaps a foot sweep from Zangief or something.

6. On the other extreme, some of his moves are far too STRONG! If I use the X and Y versions of his QCF+punch move (the shoulder ram), I take off over half the opponent's life bar without even wasting my super meter. If I use the Z version, I take out almost the ENTIRE BAR (or on some opponents, it's a 1-hit KO)! If I use the A version of his QCB+kick move (the spinning lariat), I take off about 50% of the opponent's life bar; if I use the B version, I take off around 3/4, and if I use the C version, not only is it a 1-Hit KO, but Max won't even stop hitting the opponent for a few extra seconds. And all of this WITHOUT using my super meter! Moving on TO the super moves, the QCF QCF punch super (super shoulder ram) is a 1-Hit KO unless I don't hit them until the later part of the move and even THEN I take off about 3/4 life bar. His QCB QCB kick move (the super lariat) is even WORSE, because not only do I 1-hit KO the opponent with it, but the move never stops! It just keeps going on and on forever until I finally quit in disgust and go back to the character select screen! I don't think I need to mention how badly you need to look these over, because this just isn't proper behavior for special moves that should not theoretically do so much damage or for super moves which now render Max "cheap".

7. It is possible to do his super moves in mid-air, BUT they still look like he's travelling across the ground, AND, if I do a super move with Max in mid-air, then once the move is over, I can WALK in MID-AIR until I jump! This needs to be badly fixed.

8. His jumping Z (which I mentioned earlier was the only attack that didn't come out twice) takes way too long to execute, and when I do it with him, what often happens is that he rears his arm back, but touches the ground, BUT "hovers" an inch above the ground to complete the move before finally landing. Do a jumping Z attack with him and you'll see what I mean.

9. There doesn't seem to be a point at ALL to the QCB+punch move (where Max looks like he's trying to grab someone by the elbow like in Streets of Rage 2 right before elbow-smashing them). If I hit the opponent with this move, it just acts like a regular grab, which I can do anyway just by forward+Z when close to the opponent.

10. Last of all, I am capable of doing his "super moves" even if my super bar is EMPTY! I literally went straight into a match with Mayu Shiina just doing a super move, having done NOTHING AT ALL that would've put super energy in my super bar, and I KO'd Mayu in one shot.

However, despite all of that, you said yourself this character was incomplete. I must admit that despite all his flaws, Max shows a great deal of potential. You did lots of stuff right, after all; you picked just the right sprite for a "blocking" animation; his walking and attacking behavior seems ripped straight from the original game, and the "grab" manuever was well-executed, just to name a few.

But you REALLY should look over all the feedback I gave you. I realize that I only put negative points on the list this time, but that wasn't to insult you; that was merely to call attention to what still needs to be done on what you said yourself was an "incomplete character". I'm looking forward VERY MUCH to the day this character is complete and ready to compete fairly and powerfully.
    

Re: Training Sphere from Eternal Champions (Bonus Stage)

 August 29, 2007, 07:54:14 pm View in topic context
avatar  Posted by MartialArtsMaster  in ... (Started by Missing In Action August 28, 2007, 03:36:23 am
 Board: Your Releases, older Mugen

Kamek, I apologize deeply, but the link to your webpage no longer seems to be working for me. Is it just a problem on my end, or has something happened to the link to your website?