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Messages by REDHOT

    

Re: MvC2 Screenpack

 April 12, 2018, 01:46:17 pm View in topic context
 Posted by REDHOT  in MvC2 Screenpack (Started by MangeX October 16, 2008, 06:13:01 am
 Board: Projects

You can do that kind of things in MUGEN? wow, keep it up!
    

Re: Marvel vs Capcom 2 characters project (Blackheart released!)

 April 08, 2018, 05:49:55 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 05:08:47 pm View in topic context
 Posted by REDHOT  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Im sorry but Im not very happy with this new change.... specially for Creator that make mugen stages and screen packs
I mean why did you guys removed the Position Guide Arrow ?
Im talking about this here


You can see that if you put the Classic interface... but in this new interface it´s true.. it´s hide somewhere
    

Re: Fighter Factory Studio + quick fix

 April 04, 2018, 07:22:05 pm View in topic context
 Posted by REDHOT  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Congratulations on the release!!.
I´ll check it out when I can
    

Re: Marvel vs Capcom 2 characters project (Blackheart released!)

 March 27, 2018, 04:34:03 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

Blackheart plays well! 

Did you remove some sprites from him?  I remember Sunboy ripping sprites from MSH so his anims should've been full.

Nope, and I don´t know if Beximus did.
I had to add more sprites into him because in MvC2 seems that Blackheart has more sprites.
Looks like all his additional sprites are in your sff, they're just not utilized in the air file for some reason.  For example, group 11 has several additional crouching frames not being used. 

Also, it looks like he has sprites for his other variations of Inferno (lightning 1300-1305 and fire in group 1100-1114).  Perhaps you can make use of those?

Exactly.
In MvC2 Blackheart don´t use all that frames in crouching animation.. also in Inferno he use one animation.. the ice one.
Maybe with the final update could make that he use the others one.. why not?
    

Re: Marvel vs Capcom 2 characters project (Blackheart released!)

 March 26, 2018, 06:36:25 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

Blackheart plays well! 

Did you remove some sprites from him?  I remember Sunboy ripping sprites from MSH so his anims should've been full.

Nope, and I don´t know if Beximus did.
I had to add more sprites into him because in MvC2 seems that Blackheart has more sprites.
    

Marvel vs Capcom 2 characters project (Blackheart released!)

 March 25, 2018, 05:50:59 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+



Teaser Gameplay Video!


10 CHARACTERS LEFT!!


Hi! one of the most waited chartacters it´s here!.
Blackheart is released!, with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1 (all the characters are highly recommended to play in 1.1)

The original authors are Sunboy & Beximus, and this edition that I made, is made with a lot of effort to try to improve Blackheart in MvC2 gameplay, this character was not worsened to offend the great work of the originals authors.

Download in the project web page!:

http://marvelvscapcom2mugen.esy.es/


What was edited?:

- Metal hit
- HD Special Hits
- Better sounds
- No tag system
- Removed all the extra moves that not appear in MvC2
- Air dash
- Hitdef, anims, and some codes in all normal moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all special moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all hyper moves (to an original MvC2 gameplay as faithfull as possible).
- Advanced guard FX & code
- System messages
- Throws
- Combos
- Common cns
- Air combo code
- Dash fwd and backward FX and codes
- State hits
- Fall effects
- Hit character sound
- hits and guards fx
- Hit in fall
- Hyper BG
- Hyper Combo Finish
- Hyper portrait
- Hyper sounds
- Landing effect & sound
- Lie down time
- P1 & P2 icon
- Pre-walking
- Portaits
- Scale character
- Super jump code
- Super jump FX
- Taunt
- Velocity data
- Voices
- Volume
- Wall hit, FX and codes
- Dizzy
- Yacell
- Commands
- Vertical Spinning
- Run jump
- Special dust effects
- Anims times
- Standing state
- Damage
- Negative Edge
- Recoveries anims
- 1 Powerbar
And more!!....

Things to perfect:

- Check all hypers
- Check all supers
- Check air combo anim Air med kick
- Check all demons and Palfx
- Check system messages.
- Check recovery roll command
- Air combo camera
- Tech-hit
- Damage dampener
- A.I
- CLSN boxes
- Air Dizzy
.....and more things in my list

Credits:

- Sunboy (Original author and various original codes of this character)
- Beximus (First edit and various original codes of this character)
- Mouser (Some codes of this character)
- InfinityMugenTeam (Hyper Portait image and some sprites)
- FerchogtX (Some MvC2 FX and sounds)
- Violin Ken (Negative edge command)
- Preppy (Hyper Combo Finish BG, sounds and Portaits images)

Hope you enjoy it.

Any bugs that you want to share do it right there:

    

Re: Marvel vs Capcom 2 characters project (Zangief released! & WM updated!)

 March 16, 2018, 12:40:15 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

Yeah I only have 1.0 until 1.1 becomes officially stable. Also tron throw happen with certain characters like most of warusaki characters. I suggest maybe you should create a seperate def between for 1.0 and 1.1 or cns files. I don't know much about coding. So don't mind me on that part lol. I am just glad to help. Keep up the excellent work

I see, yeah, that´s the reason that I recommend to all to use the characters in 1.1.
Some codes works in 1.1 and NO in 1.0 lamentably, MUGEN it´s evolving, there´s a lot of codes that help me to create a MvC2 characters faithfully, for example, the MvC2 Hyper Portrait code.. if you do an Air Hyper Combo in 1.0 the Hyper Portrait will be misaligned, in 1.1 NOT,there are new codes to prevent that, and much more things.
You can use them in 1.0, if you want.
I will think If I can create a code that works in 1.0 and 1.1, but anyway, I still recommend to use 1.1.

I'm probably gonna say Eternal slumber (as well as hitsugi no utage just to be safe). Atm I'm just sulking there's no portrait template for the character select..

I will check that, thanks!

    

Re: Marvel vs Capcom 2 characters project (Zangief released! & WM updated!)

 March 16, 2018, 12:08:11 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

Thanks for the videos! I really.. REALLY appreciate that, I will try to fix all this.
All this you ONLY have in 1.0?

First video:

Tron bonne:

- That bug on her throw will be something in his p2stateno.. you have this bug only with Sakura? or with anyone?.
- In that hyper there will be some explod with the number 8010 into some p2stateno.. that cause that MUGEN shows to you the Sakura´s 8010 animation.. that blue FX... this is easy to fix, I´m only have to delete that explod or move into another statedef.

Captain Command:
- The same bug indicate in Tron Bonne.

Cable:
- I wrote when I release Zangief.. if you fight vs some characters like Abyss, Mech Zangief, etc.. in this case the hyper vyper beam will NOT hit them, because that characters are coded with a HitOverride.
Hyper Vyper Beam has a p2stateno in his hitdef... p2stateno NOT work with a HitOverride (I didn´t know that untill a month ago).
You can fix this if you put a targetstate replacing the p2stateno.
You could have this bug with IronMan, Ryu,or Morrigan too..


Second video:

Spiderman:
- I see now the problem, this works perfect in 1.1.. I put a helper to create that camera center, maybe in 1.0 that´s not works, and causes a bug.
    

Re: Marvel vs Capcom 2 characters project (Zangief released! & WM updated!)

 March 15, 2018, 12:54:18 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

OK! So I managed to find some errors when venom and anakaris are versing, as well as 1 from all cast.
(Venom vs Anakaris) when venom does web throw on anakaris, "Hyper combo finish" noise appears afterwards.
(A vs Everyone) one of Anakaris's supers, when hit, causes a copy of anakaris to appear.
EDIT: Dr.Doom vs all (kick grab glitch)
Defeating enemy with a forward or backwards grab with Kick will not make enemy fall down to ground but stand.

Thanks!.
What Anakaris´s super?
I discover a similar bug with the Cable´s Hyper viper beam.
With a NotHitBy there, will be fixed.
    

Re: Marvel vs Capcom 2 characters project (Zangief released! & WM updated!)

 March 13, 2018, 12:54:50 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

    

Re: Character of the Month: February 2018 Nominations

 March 11, 2018, 03:29:05 pm View in topic context
 Posted by REDHOT  in Character of the Month: February 2018 Nominations (Started by 【MFG】gui0007 March 11, 2018, 05:16:26 am
 Board: Contributions of the Month

Dormammu by Gladiacloud & Shin Zakuro - 5
    

Marvel vs Capcom 2 characters project (Zangief released & WM updated!)

 March 03, 2018, 11:23:50 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

First:
War Machine Updated v.1
- Proton Cannon powerbar bug fixed.




Teaser Gameplay Video!


Hi! Zangief is released!, with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1 (all the characters are highly recommended to play in 1.1)

The original author is One Winged Angel, and this edition that I made, is made with a lot of effort to try to improve Zangief in MvC2 gameplay, this character was not worsened to offend the great work of the original author.

Download in the project web page!:

http://marvelvscapcom2mugen.esy.es/


What was edited?:

- Metal hit
- HD Special Hits
- Better sounds
- No tag system
- Removed all the extra moves that not appear in MvC2
- Super armor
- Hitdef, anims, and some codes in all normal moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all special moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all hyper moves (to an original MvC2 gameplay as faithfull as possible).
- Advanced guard FX & code
- System messages
- Throws
- Combos
- Common cns
- Air combo code
- Dash fwd and backward FX and codes
- State hits
- Fall effects
- Hit character sound
- hits and guards fx
- Hit in fall
- Hyper BG
- Hyper Combo Finish
- Hyper portrait
- Hitting dash
- Hyper sounds
- Landing effect & sound
- Lie down time
- P1 & P2 icon
- Pre-walking
- Portaits
- Scale character
- Super jump code
- Super jump FX
- Taunt
- Velocity data
- Volume
- Wall hit, FX and codes
- Dizzy
- Yacell
- Commands
- Vertical Spinning
- Run jump
- Special dust effects
- Anims times
- Standing state
- Damage
- Negative Edge
- Recoveries anims

Things to perfect:

- Mech Zangief Super amor (Palfx, velsets, codes, etc.)
- Mech Zangief hitoverride (FOR NOW WITH SOME CHARACTERS LIKE CABLE WITH HYPER VYPER BEAM YOU CAN´T HIT MECH ZANGIEF BECAUSE IN HIS HITDEF THERE ARE A P2STATENO.... HITOVERRIDE DONT´S WORK WITH A P2STATENO, MAYBE I HAVE TO CHECK ALL THE CHARACTERS P2STATENOS IN HIS SUPERS AND HYPERS AND PUT A TARGETSTATE INSTEAD.)
- Check all hypers
- Check all supers
- Check system messages.
- Check recovery roll command
- Air combo camera
- Tech-hit
- Damage dampener
- A.I
- CLSN boxes
- Air Dizzy
.....and more things in my list

Credits:

- One Winged Angel (Original author and various original codes of this character)
- Aku-ma (Screenbound throw codes)
- Mouser (Some codes of this character)
- InfinityMugenTeam (Hyper Portait image)
- FerchogtX (Some MvC2 FX and sounds)
- Violin Ken (Negative edge command)
- Preppy (Hyper Combo Finish BG, sounds and Portaits images)

Hope you enjoy it.

Any bugs that you want to share do it right there:

    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 March 03, 2018, 09:59:09 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion

I'll be using only your character on a separate mugen folder, the 1st problem wont' matter anymore.

I edit [State 250, hit1] and changed yaccel = .92 to yaccel = .48 , I can now easily air combo with other characters since P2 now goes a little higher to reach wolverine.

I tried editing ExShadow´s MvC2 training stage and some other with your code but sadly it's not working,

My bad, I showed you the incorrect code, (I open another MvC2 training stage hehe), there you go:

Code:
boundhigh = -390
boundlow = 0
verticalfollow = 1.1
floortension = 65
tension = 70

Try with this code and change again the yaccel to .92, I don´t recommend to change the yaccel number.
    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 March 03, 2018, 03:44:36 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion

I downloaded wolverine last night and have 2 problem, Are all your characters coded to play with your mvc2 characters only?

Every other characters I tried against on my roster has this problem, P2 Disappear temporary.


The 2nd problem, I can't do any air combo. Wolverine jump way too high and really fast from pressing UP right after high kick launcher.
I also tried wolverine vs wolverine and still can't air combo, looks perfectly fine in your demo video. Not sure what's happening here, I am using Mugen 1.0


Hi!, regarding your question, all the characters will be coded to play with any character.. but WILL BE work perfect if you play with the MvC2 characters that I edited and released, this will be like that.
I believe that it´s imposible that 56 characters works perfect with ANY character in MUGEN, it´s crazy.
But yes if 56 characters works perfect eachother.

the first problem:

In all the throws there are a p2stateno.. inside, a changeanim2.
For example:
Code:
[State 9001, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 5062

the animation 5062 (that in this case for example, belongs to Wolverine), contains sprites (4.. 5, whatever)
Code:
[Begin Action 5062]
Clsn2: 1
  Clsn2[0] = -53, -82, 40, -50
5030,30, 0,0, 9
Clsn2: 2
  Clsn2[0] = -49, -63, -3, -22
  Clsn2[1] = -30, -85, 36, -47
5030,40, 0,0, 3,
Clsn2: 1
  Clsn2[0] = -30, -87, 18, -10
5030,50, 0,0, -1,

If in this case, Thor doesn´t have the sprites 5030,30, 5030,40 or 5030,50, automatically, MUGEN can´t do anything, and Thor will be invisible.

the truth is that when I have to improve all the characters, I will have to make a predetermined list of all the sprites and that all are equal, because it is probably that Wolverine has sprites that only he has.
Most of the time, all the characters in MUGEN contain the same number of sprites, that often does not change.


the second problem:

It´s a problem that several users have.
Some stages are badly coded.
I coded all the characters to become as similar as possible to the MvC system, and if you play any MvC game, all the characters jumps high, but there are a difference.. the stage it´s coded well and the camera follow the characters.
Some old stages in MUGEN DON´T do that, and some old characters in MvC style have poor Super Jump because there are coded with this stages.
Nowadays, you can find some stages coded well and THIS problem dissappear (ExShadow´s stages and Jafar´s stages for example).
Some MvC characters in MUGEN have high Super Jump (Darkwolf characters, mouser characters.. etc..), and it´s ok that way.

To start this project I edited a little the camera parameters of ExShadow´s MvC2 traning stage. That´s the reasons that you and anybody see the air combo works perfectly.
Works perfectly in other stages too! I donwloaded all the MvC stages and works well, some are well coded and others bad, the camera stucks.

There are a chance to fix that? yes, find the stages with this problem and change the next parameters with this ones, it's only 5 seconds:

Code:
boundhigh = -695
boundlow = 0
verticalfollow = 1.1
floortension = 99
tension = 80

Try with one stage and tell me if this works, should be.

Cheers
    

Re: Marvel vs Capcom 2 characters project (War Machine released!)

 February 24, 2018, 02:46:17 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

    

Re: Marvel vs Capcom 2 characters project (War Machine released!)

 February 22, 2018, 12:59:20 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

excellent redhot, just around 10 more characters left until you're done

12  ;D

excellent redhot, just around 10 more characters left until you're done

Speaking of 10, who will be the last char? Other than another Wolverine with claws.

Norimaro!
There will be only one Wolverine, the one that I released.
I see so your replaces the bone claw version of wolverine with Norimaro whelp its your project haha but its wont be the same but I loved to see your improved version of Norimaro hehe

Wolverine with Bone Claws seems absolutely unnecessary, we have another SAME Wolverine in sprites and animations and BETTER in moves, why another worst?
I need a character in Marvel side that appears from MSH to MvC2, PLAYABLE with air jump etc... (no Onslaught), Norimaro it´s the best option.
    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 February 18, 2018, 01:45:49 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion

@REDHOT:
First off, allow me the opportunity to congratulate you on having gotten this far with such an ambitious undertaking. ^_^

Secondly, I discovered an issue that surprisingly pertains to both Mouser's version of Ruby Heart as well as your own.  Oddly enough, I've yet to replicate the bug in question in any background beyond the MvC2 training stage by ExShadow.  To continue, if you corner the adversary and perform "Mille Fantomes", the ghosts reach the wall and either remain there, or create an infinite by dragging the opponent well above super jump height.  The latter is what always occurs with Mouser's incarnation of the character.

Hi, thanks!.
That bug seems to belong to ExShadow´s MvC2 Training stage, because I played with another stage and no problem.
Not only with Mille Fantomes, with any projectyle that you drop with any character.
MvC2 Training stage have so much boundleft or boundright that the projectyle stays when reach the wall.
I change this parameters and works fine now:
Code:
boundleft = -750
boundright = 750

This bug happens to you in that stage or any?

_________________

EDIT:

war machine's proton cannon gains power after it used one power bar
I fix this bug today, thanks, I will upload War Machine when I´ll release the next character.
    

Re: Marvel vs Capcom 2 characters project (War Machine released!)

 February 16, 2018, 03:45:25 am View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project (Blackheart released!) (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Edits & Addons 1.0+

    

Re: Marvel vs Capcom 2 characters project - Bugs report discussion

 February 15, 2018, 10:14:04 pm View in topic context
 Posted by REDHOT  in Marvel vs Capcom 2 characters project - Bugs report discussion (Started by REDHOT January 11, 2018, 04:08:34 am
 Board: M.U.G.E.N Discussion