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Messages by pablus

    

Re: Cammy

 September 23, 2008, 11:49:34 pm View in topic context
avatar  Posted by pablus  in Cammy (Started by PotS September 22, 2008, 02:43:52 am
 Board: Your Releases, older Mugen

Jejeje, didn't expect this one.

Nice release POTS, I'm not a big fan of Cammy either but it plays very well.
One thing I didn't like in Geese and in this last creation of yours is the "Counter" word coming out every time Cammy or Geesy do a Counter, I like more the way you did in characters like ryu that you just get a longer pause time while hitting (and maybe some other detail I'm missing).

BTW, can you tell us of other projects going on??? Ohh, and, are you planning on releasing Ken some time???

    

Re: Ralf released, Terry, Iori and Eiji updated.

 September 19, 2008, 07:44:17 am View in topic context
avatar  Posted by pablus  in Ralf released, Terry, Iori and Eiji updated. (Started by Vans September 16, 2008, 04:01:02 am
 Board: Your Releases, older Mugen

Totally superb characters, really!!!  ;D

I have been waiting for an accurate Ralf for quite a while and yours seems really faithful to the KOF series (and I agree in that removing the F, D, F + P move is for the best).

I'm very amazed by how great you got to do these chars, it would be awesome if you made a KOF98/2000/2002 Kyo (not 2003 or onwards XD, the clothing is a little uglier than previous times XD). Or, if you made an originally sprited Alba or started making SFA characters I think more than 1 would be very grateful.

Ohh, one last thing, I don't know if it is a bug of Iori but when I do F, D, B + Kick to a cornered opponent, I can hit with a weak punch after the move and get it comboed (yeah, I know, is a meaningless detail, but for feedback's sakes I better mention it, jiji).

Congratulations on your achievements!!!
    

Re: Capcom Vs SNK -=W=- 2.2 Released, Yes a new version!

 May 25, 2008, 08:06:04 pm View in topic context
avatar  Posted by pablus  in Capcom Vs SNK -=W=- 2.2 Released, Yes a new version! (Started by -SyN- April 14, 2008, 05:26:33 am
 Board: Your Releases, older Mugen

that is not available, this release thread happened to be a WIP thread at the same time.

The shots you seen earlier are works in progress.

Ohh, jejeje, then I'll be waiting for that release!!! Thank you very much for the info!!!
    

Re: Capcom Vs SNK -=W=- 2.2 Released, Yes a new version!

 May 25, 2008, 05:37:05 pm View in topic context
avatar  Posted by pablus  in Capcom Vs SNK -=W=- 2.2 Released, Yes a new version! (Started by -SyN- April 14, 2008, 05:26:33 am
 Board: Your Releases, older Mugen

    

Re: Capcom Vs SNK -=W=- 2.2 Released, Yes a new version!

 May 25, 2008, 05:18:30 am View in topic context
avatar  Posted by pablus  in Capcom Vs SNK -=W=- 2.2 Released, Yes a new version! (Started by -SyN- April 14, 2008, 05:26:33 am
 Board: Your Releases, older Mugen

From the picture above, the new version of the select screen seems even more amazing than the one before.
You deserve to be greatly congratulated!!! I like very much that you put about Power, Range, Speed, etc, it's excellent indeed, and the high quality portraits are superb as well!!!

A bit of Feedback =) :
Even though that, I must say that the lifebars aren't too preety (not the first one to say this I'm afraid). The idea of putting the chars' eyes in it is quite good (in MY opinion), but the lifebar itself looks too simple.

_It would help that when you do damage, the bar didn't teleport to where the remaining Life points are, but to decrease at viewable speed.
_Another thing could be for you to put, for example, red area in lifebar for the person to see how much damage he/she has done with the current combo.
_You could make a animated/glowing lifebar in the part where damage is shown (for example: like it's done in VF5 based lifebars).
_In my own taste, I would put the lifebar a bit higher, I believe it's too close to the middle of the screen (btw, love Story mode!!!).  ;D

Apart from that, I think the screenpack consumes A LOOOOOTTTTT of PC resources. I have a 2.4 Athlon processor, 512 RAM, and 256 ATI video card, and my PC has a hard time for running the game. The loading of mugen (the first time I put it when I turn on the PC) takes like 30 secs, or maybe more. And in matches mugen runs with a lot fewer frames. So what I'm asking is, for example, to REMOVE unnecesary pics in SFF (ex: putting separated pics in only one pic to make PC load less things).

IMPORTANT: I considered telling about slowness because it may be not just me, it appears that the average player has his/her computer with capacity very much like mine.

--------------------------

I also wanted to ask if I'm the only that is having problems to download the last version, because I go to the link and a "A way to ruin things to everyone" page appears. It seems warehousers have made this mugen screenpack creator get angry (I also would XD), but I think that stopping the distribution of the screenpack, instead of making warehouses disappear, will make people GO TO warehouses to look for the stuff that is unavailable in the original creation website.

Well, that's my point of view, I hope you reconsider putting the page up again for people to be able to download.

CONGRATULATIONS FOR YOUR GREAT CREATION AGAIN!!!
    

Re: Some Jobs in which you can help me

 March 16, 2008, 07:38:58 pm View in topic context
avatar  Posted by pablus  in Some Jobs in which you can help me (Started by SakirSoft March 13, 2008, 01:45:40 pm
 Board: ShugenDo

Hello everyone, I saw no one had done a spanish conversion of ShugenDo, so I did, I was going to mail it to Sakir but I couldn't find his address, so I'm just putting the translation here.
I did the translation as faithful from the english version as possible, however, if faithfulness is not important, I would prefer to change some sentences or words to more explaining or comprehensive ones.
The spanish I use is from Latin America but people from Spain may easily understand it as well.

Here's the link:

http://rapidshare.com/files/100042031/default__spanish_.xml.html



THANK YOU VERY MUCH ICED!!!

Good luck everyone!!!
    

Rounds for Special Chars

 February 20, 2008, 10:43:45 pm View in topic context
avatar  Posted by pablus  in Rounds for Special Chars (Started by pablus February 20, 2008, 10:43:45 pm
 Board: Suggestions

Are you planning on adding choice for certain chars that the fight lasts a fixed amount of Rounds (different from the normal one)? This would be most useful for bonuses or special bosses.

For example, the normal round amount would be the first to win 2 rounds, but then you get to "Break the Car" bonus, then my idea would be to fix the number of rounds, just for the bonus, to 1 round only.

------

Another idea that occured to me is that you could code the program to allow for certain chars, at the 1st Round to be in one form, and the 2nd in other form, etc. (sort of like fighting Onslaught in MVC).

Best luck with the project!!!!!
    

Re: Samurai Spirits Tenka (SS6) Screenpack by me - UPDATED (now ver. 1.2)

 February 18, 2008, 03:02:01 pm View in topic context
avatar  Posted by pablus  in Samurai Spirits Tenka Screenpack - UPDATED 2/25 (now ver. 2.0) w/simul lifebars (Started by YagamiC4 February 02, 2008, 03:46:59 pm
 Board: Your Releases, older Mugen

The normal size portraits come with the screenpack by default.  The reason Recruta and I have bigger ones is because we have loaded custom portraits into the characters themselves, and modified the screenpack to reflect the changes.

If you want to do this, several things have to take place:

-make your own small portraits at whatever size
-put them into your characters' sff files
-make a frame, and cursors that are several pixels larger on each side for your small portraits
-replace my frames and cursors with yours
-change the size to reflect the custom portraits in system.def

This is a big pain in the butt as a matter of fact.  I do have a custom version of the screenpack with all the portraits for myself, including a bigger frame and cursors,  I might release that if anyone wants it, but you would still have to replace the small portraits in all of your characters' sff files.

Thanks a lot for the explanation!!!!
    

Re: Samurai Spirits Tenka (SS6) Screenpack by me - UPDATED (now ver. 1.2)

 February 16, 2008, 03:34:48 pm View in topic context
avatar  Posted by pablus  in Samurai Spirits Tenka Screenpack - UPDATED 2/25 (now ver. 2.0) w/simul lifebars (Started by YagamiC4 February 02, 2008, 03:46:59 pm
 Board: Your Releases, older Mugen

Why on my computer the select screen pictures go smaller ?



Please help me, i use mugen hi-screenpack from randomselect.

I've got exactly the same problem XD, I guess it could be fixed in the system.def, however, that shouldn't have happened from the beginning I suppose.
    

Re: A.B.A updated, Venom Re-Released and AI Patch updated by Muteki

 February 12, 2008, 03:40:20 pm View in topic context
avatar  Posted by pablus  in A.B.A updated, Venom Re-Released and AI Patch updated by Muteki (Started by ^^ February 12, 2008, 01:41:59 pm
 Board: Found Releases

Is the AI still as invincible as before  :-\ . I mean, I can barely beat Millia with Reu's Evil Ken  ;P
    

Re: P.o.t.S.' WIP

 February 09, 2008, 03:23:37 pm View in topic context
avatar  Posted by pablus  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

I wanted to ask if you could change the roll or dodge button combination (or tell me how could I change it in my computer) because for people that use keyboard, we are most unable to do the roll (Fwd + a + x). I tried in the chars' cmd but I couldn't do it  :-\
I use keyboard.
Either way, it varies with each char I've done, but for the old ones try looking for this in the cmd file:

[State -1, roll/dodge]
type=changestate
value=ifelse(command="holdfwd",720,ifelse(command="holdback",725,710))


And setting value to just 720.

Thank you very, VERY MUCH!!!!!  :sugoi:
    

Re: P.o.t.S.' WIP

 February 08, 2008, 04:20:04 pm View in topic context
avatar  Posted by pablus  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

Really great chars, maybe the best in mugen!!! I've been using them for a while now and they seem to be quite flawless, congratulations. I wanted to ask if you could change the roll or dodge button combination (or tell me how could I change it in my computer) because for people that use keyboard, we are most unable to do the roll (Fwd + a + x). I tried in the chars' cmd but I couldn't do it  :-\

By the way, how is that ken going??? Are you planning on releasing him soon???

About Ryu's new pic, i agree in that it looks better.

Another thing I wanted to suggest, is to change Shin Gouki's AI. I mean change that, for example, if you jump with punch, at the exact moment you press the button, he'll do a Shoryuken, or when you get up he waits near you, and depending on if you block or try to hit, in 0,1 second after you got up, he'll do the perfect move to hit you always (well, in most cases).

Hope I didn't sound too though, GOOD LUCK WITH YOUR CHARS!!!!
    

Re: Capcom Vs SNK -=W=- 2.0 Released by RedNavi!

 February 06, 2008, 02:51:18 pm View in topic context
avatar  Posted by pablus  in Capcom Vs SNK -=W=- 2.0 Released by RedNavi! (Started by -SyN- February 04, 2008, 03:22:26 am
 Board: Your Releases, older Mugen

Great Screenpack, I can see you put a lot of effort into it. However, it seems you need like 1 Gb Ram to run it fluidly  ;P .
    

Re: MvC-EoH Gouki

 November 30, 2007, 03:34:22 am View in topic context
avatar  Posted by pablus  in MvC-EoH Gouki (Started by vyn November 25, 2007, 05:30:13 am
 Board: Your Releases, older Mugen

Sendspace is making me impossible to download this char. Could you upload it to megaupload, rapidshare or freewebs?  ;D
    

Re: MvC-EoH Evil Ryu

 November 04, 2007, 04:12:18 pm View in topic context
avatar  Posted by pablus  in MvC-EoH Evil Ryu (Started by vyn November 04, 2007, 12:46:24 am
 Board: Your Releases, older Mugen

Excellent char, I really like it!!!

Just going to tell about some details:
_Shoryukens are a bit missaligned (I know, it's tough to do them right).
_In MVC, ryu is done like a strong hitting character, so normal hit recovery times should take more time (very important), it would also make the char not look so invincible/cheater.
_Normal Tatsumaki (Down, Back + kick) when blocked or when hits, doesn´t do the small hitting pause like any other hit does.
_Teleport recovers too fast.
_Not to be a pain in the ***, but Messatsu Go Shoryu (Down, Forward + 2 Kicks) doesn't feel painful when done (despite the damage), maybe you should take the idea from MvsSF's ken Shoryureppa (or MystikBlaze's Mech Gouki's one, superb MvSF char).
_Denjin Hadoken (Down, Back + 2 Punches) hits too fast (whether it misses or not) for a Lvl 3 super, and it strangely misses some times.
_Messatsu Gou Hadou (Down, Forward + 2 Punches) comes out too fast, it comboes too easily.
_Obviously is your choice, but I think it would be a better char if you didn´t make normal hits that deppend on distance (like in MVC), it can also make comboes go wrong XD.

I think I'm forgetting something a bit important, maybe I'll remember it later XD.

Even though that, excelent char, really. I like to see someone making MVC quality chars, which I haven´t for a while. Congratulations on the air combos, it's great that you took out the useless 2 hits medium air punch that made air combos harder to be done.

Also, I really liked the pic you added in the Shun Goku Satsu's background, and it's great that the attack makes more that 12 hits.

Congratulations again!!!
    

Re: All Drago Groove chars update

 October 20, 2007, 03:51:58 pm View in topic context
avatar  Posted by pablus  in All Drago Groove chars update (Started by ^^ October 20, 2007, 02:09:37 am
 Board: Found Releases

Great work man, I like a lot those ryu and ken (Ever thought of making a 6 button kyo?) :)

Are you planning on rising volume on the char voices (not hits, those are ok)? You may transform them to mp3 and use mp3 gain to rise the volume, then make them wav again and replace the sounds with the char's volumed up sounds. Or, you could ask some creators for the voices, like warusaki for his violent cvs ken (uses snk voice).

Also a little thing I noticed is that Violent Ken sometimes uses KOF's Ralf voice (ex: charging power bar), and it can easily be noticed.

Even though that, EXCELLENT JOB!!!! I really like that the snk characters are 6 button playable!!!! I hope you consider what I said above, thanks.
    

Re: GGXX Jam & Axl Updated by Muteki

 September 15, 2007, 05:27:37 pm View in topic context
avatar  Posted by pablus  in GGXX Jam & Axl Updated by Muteki (Started by BaRyoNyX September 09, 2007, 07:01:39 pm
 Board: Found Releases

That can be because:


[Size]
xscale = .5
yscale = .5