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Messages by MissingNumber

    

Re: The Nintendo News Thread

 May 27, 2014, 04:12:27 am View in topic context
 Posted by MissingNumber  in The Nintendo News Thread (Started by Bad News GBK June 07, 2011, 09:14:28 pm
 Board: Gaming

Yep, on the Wii U there's Warriors Orochi 3 Hyper. Although if you feel like waiting, the PS4 is getting Ultimate sometime this year.

If it counts there's also Ken's Rage 2 which is pretty much Dynasty Warriors meets Fist of the North Star. Although from what I heard about it it's pretty bad.
    

Re: Yoshi Patch "Update" 1/17/2011

 January 17, 2011, 04:20:53 pm View in topic context
 Posted by MissingNumber  in Yoshi Patch "Update" 1/17/2011 (Started by MissingNumber January 14, 2011, 09:38:45 pm
 Board: Your Releases, older Mugen

So I screwed up and uploaded a version of the update that was missing some things :S
It was mainly missing some finishing touches with the graphics, move priorities, and ironing out some mishaps with the AI. So yeah to those who downloaded Yoshi before 1/17/2011 9:40 AM I put up a quick fix patch at the top, just copy-paste the files inside the folder and you're all set.

I see you've been busy with Yoshi alot. I wonder how your Link will turned out when he gets his update. (something I should look forward too)


Link will probably be revamped next actually :)
He's also going to use the 4-button style that Yoshi has, I plan on keeping him very "combo-y"  though so it shouldn't be too hard to adjust  ;D

I say you should update to 1.0. Seriously. With SFF2 and the Pal Change ability, that Yoshi stampede can be much more colorful.

I'm still waiting on either Mugen1.1 or Fighter Factory 3 to come out before I make 1.0 exclusives, I mean it's not that I haven't upgraded to Mugen1.0 it's just that I like the convenience of being able to test your character on the fly with Fighter Factory. Although I have to say that the Pal Change ability would make the stampede less cumbersome to update :P

good updated yoshi keep up the good wrk yo cnt wait to c dat updated link if u update him

Thanks  ;D
    

Yoshi Patch "Update" 1/17/2011

 January 14, 2011, 09:38:45 pm View in topic context
 Posted by MissingNumber  in Yoshi Patch "Update" 1/17/2011 (Started by MissingNumber January 14, 2011, 09:38:45 pm
 Board: Your Releases, older Mugen







This was originally supposed to be a small patch with small coding and graphical updates and released a week after the 1.1 update, but I think I got a little carried away. :P
As always any changes made are listed in the update log, enjoy :D

Update Log
Spoiler, click to toggle visibilty
Readme/Movelist
Spoiler, click to toggle visibilty

Download Here:
http://msspace98.webs.com/mugenrelated.htm

EDIT:
Since people are having problems getting on the site (or having problems with the .txt -> .zip conversions :P) I'm putting up a couple sendspace links.

Full Download: http://www.sendspace.com/file/b8xhh3
Update Fix: http://www.sendspace.com/file/25cquc

If you downloaded Yoshi after 1/17/2011 9:40AM you do not need to get the fix.
    

Re: South Park Characters For Mugen

 January 14, 2011, 06:31:35 pm View in topic context
 Posted by MissingNumber  in South Park Characters For Mugen (Started by Laharl January 13, 2011, 08:27:39 pm
 Board: Found Releases

I couldn't get the game itself to work, so this is from some random testing in Fighter Factory. The characters are all spriteswaps of each other (except Kyle and Butters, who are spriteswaps of Ken and Balrog/Boxer respectively) so the feedback is the same for every character.

-"Small" portraits are miscolored, but this might have to do with my lifebars. This might not be an issue in the game itself.
-Their intros go on forever until you hit a button.
-Infinite Priority
-Taunts have invincibility frames.
-Too many CLSN2s. Many of the animations have 3+ each, when only 1 or 2 would be fine.
-Their basic attacks don't have any range.
-Every character, except Kyle and Butters, is a spriteswap of each other. They all share a dashing attack, a shoryuken-esque attack, and a weird diving attack that turns them invisible.
-Also I haven't seen the show in a while, but did Kyle ever have a gun? It seems a little off to me.
    

Re: Yoshi Updated 8/9/2010

 August 10, 2010, 01:37:54 am View in topic context
 Posted by MissingNumber  in Yoshi Updated 8/9/2010 (Started by MissingNumber July 20, 2010, 06:53:05 am
 Board: Your Releases, older Mugen

Multicolor stampede for the WIN! Awesome update!
Best Yoshi for mugen, period.

One question...what's with the Giga Yoshi? Is it just a resized version?

...Now to resume kicking ShinRyoga Mario's keister. :2thumbsup:


Glad you like it.  ;D

Yeah Giga Yoshi was just Yoshi only resized 2x (via Mugen not scale 2x), 200 attack, and he shakes the screen whenever he walks, falls over, lands, etc; basically just an easier version of metal yoshi. It wasn't anything that great, so took it down and put up a modern voice pack in its place lol.
    

Re: Yoshi Updated 8/9/2010

 August 09, 2010, 10:57:31 pm View in topic context
 Posted by MissingNumber  in Yoshi Updated 8/9/2010 (Started by MissingNumber July 20, 2010, 06:53:05 am
 Board: Your Releases, older Mugen

He's been updated, check the first post for the new version.

I am downloading it right now to test.

Here's an idea...Have different colored Yoshi's on that stampede Super;)

Done and done.

I really want to know why this creation didn't get more comments.
Wonderful spriting, and the gameplay is cool. Simple but efficient. All the moves are coded properly, and I really like all the creativity that went into some moves, especially when he swallows the opponent. :)

I just want to say : congrats !!! :2thumbsup:

Thanks man  ;D

I totally forgot to post a comment on this topic. I been waiting for your revamp for a long time now and he turned out awesome. Too bad he's not a 6-button character and that he uses the original fightfx sounds, but that's my opinion though. Thanks for the release. :sugoi:

Also, thanks for having the 2.7.2 version of your older Yoshi on your website. Been using 2.5 ever since I started M.U.G.E.N. I'll still use both the revamp and the 2.7.2 version.

The reason for that is that I like to change up the standard fight fx sounds so often, and there's really no point in doing so if your characters don't use them lol. Of course I could always release a patch later that gives him his own hit sounds. :)
Glad you like it dude.  ;D
    

Re: Yoshimitsu

 July 28, 2010, 06:33:05 am View in topic context
 Posted by MissingNumber  in Yoshimitsu (Started by DarkonMk July 28, 2010, 03:54:00 am
 Board: Your Releases, older Mugen

Just to scratch the surface a bit...

Spoiler, click to toggle visibilty
    

Yoshi Updated 8/9/2010

 July 20, 2010, 06:53:05 am View in topic context
 Posted by MissingNumber  in Yoshi Updated 8/9/2010 (Started by MissingNumber July 20, 2010, 06:53:05 am
 Board: Your Releases, older Mugen





Update Log
Spoiler, click to toggle visibilty

Copy-Pasted Readme Movelist:
Spoiler, click to toggle visibilty

Download here:
http://msspace98.webs.com/mugenrelated.htm
    

Re: Darkon improved version Update

 July 19, 2010, 12:42:43 am View in topic context
 Posted by MissingNumber  in DELETING IN PROGESS LOL (Started by DarkonMk July 18, 2010, 01:55:14 am
 Board: Your Releases, older Mugen

Bit of feedback for you:

Spoiler, click to toggle visibilty
    

Re: Darkon full version Released + BONUS

 June 08, 2010, 11:28:49 pm View in topic context
 Posted by MissingNumber  in Darkon full version Released + BONUS (Started by DarkonMk May 27, 2010, 03:22:38 am
 Board: Your Releases, older Mugen

Incoming second great wall of text, anything that was copy-pasted gets a nice blue color :)

Spoiler, click to toggle visibilty
    

Re: Darkon full version Released + BONUS

 May 31, 2010, 07:13:53 am View in topic context
 Posted by MissingNumber  in Darkon full version Released + BONUS (Started by DarkonMk May 27, 2010, 03:22:38 am
 Board: Your Releases, older Mugen

Great wall of text coming your way.

-No readme :(
-You might want to re-work your super commands, some
are too simple (F,F, x), others are overlapped by others (D,DF,F,F a+b), and some just don't work at all.
-HellBeast super gives back a whole super bar.
-Just nit-picking here, but why is crouching strong kick a punch
and crouching light punch a back flip kick? Shouldn't it be the other way around?
-The teleport kick is too fast, you can basically use it rapidly and make your enemy
is totally helpless.
-The aerial strong kick animation loops and racks up multiple hits.
-The Fireball attack (B,F,b) could be slowed down a bit.
-The fireball animation is misaligned.
-The explosion fx for the fireball is misaligned.
-The red clsn for the flamthrower super doesn't go away till you leave
the screen, my advice would be to have it on a timer. Also it gives back
super bar.
-Also, with the flamethrower super, the giant fire pillars seem unnecessary.
-I suggest that you tighten the combo system a bit, since you can basically mash buttons and render the enemy helpless.
-His attacks have infinite priority, you need to cover the red with the blue.
-Aerial light kick is VERY misaligned.
-ShunGokuSatsu#1's knockdown doesn't seem to last long enough, people can just get
up and attack during the pose. It also needs some kind of starting motion.
-ShunGokuSatsu#1 needs three super bars to work, but only uses one.
-ShunGokuSatsu#2 only hits twice out of the 17 "hits", also he stays shadow-ish for too long afterward.
-Why are there two ShunGokuSatsus?
-The fart attack seems out of place, but that's just me.
-The fatality helper sometimes doesn't work, leaving you sitting there for a while.
-How is making the opponent explode in a bloody mess a "Heroic Brutality"?

    

Re: MICROmor Link updated to beta2

 July 14, 2008, 04:50:16 pm View in topic context
 Posted by MissingNumber  in MICROmor Link updated to beta2 (Started by MissingNumber July 11, 2008, 04:50:42 am
 Board: Edits & Add-ons



-the upward spin slash (F,F,Punch) special I think would be better with a shoryuken-like command.


No offence, but I think I'll leave the command as is. It feels more natural as an F,F command in my opinion.


-The fierce deity link hyper is awesome but the slash waves coming out are sorta boring... I might sound like "ZoMg TeH FlAzShinEz" but maybe they could look a bit more flashy and blue.


Sure, I can do that.


-The launcher seems.... unneeded, I don't think your aiming for Marvel vs. Capcom style, more like just Dark stalker's type chain combo-ing (which I prefer), plus we already have 2 Marvelvc link's. I'd really prefer if you took it out


Actually I'm not really aiming for any style in particular, just something fun to play. I can take it out though, Link is more of an on the ground fighter anyways.


- the arrows also seem unneeded, since you already have sword blast as a projectile, but you don't need to take it out


I see what you mean, the arrows do fly downward aswell though so if the sword beam goes over a low opponent, you could probably still hit them from afar with an arrow.


> One thing I noticed about previous versions of Link is that sometimes he would roll around back and forth on the ground after getting knocked out. Did you ever manage to get that fixed?


Your supposed to be able to roll when knocked down.
    

MICROmor Link updated to beta2

 July 11, 2008, 04:50:42 am View in topic context
 Posted by MissingNumber  in MICROmor Link updated to beta2 (Started by MissingNumber July 11, 2008, 04:50:42 am
 Board: Edits & Add-ons


*New* FD/Oni Link Hyper


EX Boomerrang uses the Gale Boomerrang now, rather than moving in a triangle.

Other Updates(Copied from readme)
Spoiler, click to toggle visibilty

Also I forgot to mention in the readme, but navi's targeting has been disabled for now.

One more thing, Link is set to the YoungLink soundpack by default, there is an adult, and
an extra soundpack included if you want to change it.

Download:
http://www.sendspace.com/file/i3xya9
    

Re: Missingno. updated to version 1.3

 April 20, 2008, 10:36:46 pm View in topic context
 Posted by MissingNumber  in Missingno. updated to version 1.3 (Started by MissingNumber April 20, 2008, 06:23:03 am
 Board: Edits & Add-ons

now if i download this character will it delete my computers save file?
No, but it duplicates your sixth character endlessly.

Mike, would it be alright to host this one for you too, along with Young Link?

Also, if it's your character you can put this in releases rather then edits & add-ons.  :sugoi:
Sure you can host it. Thanks by the way.

Nice update mike
its been a while since i played Pokemon red or blue and that ghost still scares me  ;P



Heh, it used to scare me too actually :P

also exists in newer version but as a circle with a question mark in it.

There's one in nearly every pokemon handheld actually, including Yellow, D/P, and the GBC Pokemon Pinball.
    

Missingno. updated to version 1.3

 April 20, 2008, 06:23:03 am View in topic context
 Posted by MissingNumber  in Missingno. updated to version 1.3 (Started by MissingNumber April 20, 2008, 06:23:03 am
 Board: Edits & Add-ons

An update to my cheapest and most broken character :P





As for what's new:

.Added Lvl 1 supers Ghost Mode and Thunder.

.Added a new Intro.

.Added Lvl 2 super Sky Attack.

.Strong and Heavy, Crouching Punch moves now
lob rather than going straight.

Download Here:

http://www.sendspace.com/file/irlwi0
    

MICROmor Link update release

 February 08, 2008, 04:13:42 am View in topic context
 Posted by MissingNumber  in MICROmor Link update release (Started by MissingNumber February 08, 2008, 04:13:42 am
 Board: Edits & Add-ons

    

Re: Yoshi Updated to 2.7

 January 16, 2008, 05:18:18 am View in topic context
 Posted by MissingNumber  in Yoshi Updated to 2.7 (Started by MissingNumber January 03, 2008, 03:42:18 am
 Board: Your Releases, older Mugen

He's gotten a small update everything is in my first post.
    

Yoshi Updated to 2.7

 January 03, 2008, 03:42:18 am View in topic context
 Posted by MissingNumber  in Yoshi Updated to 2.7 (Started by MissingNumber January 03, 2008, 03:42:18 am
 Board: Your Releases, older Mugen

Video because I'm too lazy to make screenshots - http://www.youtube.com/watch?v=oE8RQm3wMYc


.Some Attacks deal a bit more damage.

.Stampede can no longer hit before Super Pause.

.Removed Unblockables.

.Tweaked the comboing system slightly, by adding
KFM's combo var(1). It's a bit easier to chain now.

.Yoshi Charge now breaks through projectiles, and
knocks you down again.

.Tweaked Swallow throw so the egg hopefully won't
stay on after the throw is over.

.Made Recv.Roll easier to pull off.

.Added Dodge and Roll Dodge.

.Added a Type2 Counter.
Note: Before people ask,

Type1 = Physical attacks only (No Hypers)
Type2 = Projectiles only (No Hypers)
Type3 = Both (No Hypers)
Type4 = Both (Hypers Included)

.Earthquake Stomp drops in the direction you were
moving rather than straight down, a slight pause
was also added to the beginning.

.New Egg Trap lvl2 super.

.Changed command for EggBounce.

.Completely changed the C version of egg roll,
it's now an attack rather than a dodge.

.Other smaller changes are mentioned in the readme.

New Link:
http://www.sendspace.com/file/mxq8jd

EDIT:
Yoshi 2.7.2 Patch Update

The Patch:
http://www.sendspace.com/file/q7h0in

Just put all the files in their appropriate locations.

If you haven't downloaded him I replaced the original link to one with the updates.
    

Re: Yoshi Updated to 2.6

 September 26, 2007, 10:12:04 pm View in topic context
 Posted by MissingNumber  in Yoshi Updated to 2.6 (Started by MissingNumber September 26, 2007, 12:44:44 am
 Board: Your Releases, older Mugen

  • Basic attacks are way too fast, and the opponent recovers quickly as well, making chaining next to impossible
  • Opponent should not be able to fall.recover from the "spit" throws
  • The MvC-style super portrait needs a SuperMoveTime parameter, it's freezing during the superpause.
  • If the Yoshi Stampede first headbutt hits an airborne opponent, they can recover and avoid the stampede. Suggest snapping them to the ground. I'd also recommend making a custom state for the "dizzy" state, and have the target play back his/her actual dizzy animation.
  • Another problem with the Stampede's headbutt is that it can hit the opponent BEFORE the super pause. Either rearrange the state controllers so that the superpause comes first, or (preferably) have the hitdef come out later than the superpause.
  • The way the commands are laid out makes it easy to accidentally pull off the wrong move. For instance, the egg bounce buttons are the same as the throw buttons, so sometimes you might pull off the egg bounce when you really want to swallow 'em.
  • The supers use up way too much power for the damage they do. Hypers too (but not nearly as much). Also, the readme says that the EX moves use up 1/3 of the super bar (1000 power) but they really cost 500.
  • The super projectiles should make the opponent fall... to have them remain standing after being hit by a super just feels wrong.

These fixes don't seem hard to do. I could probably upload a patch sometime later today.
    

Re: Yoshi Updated to 2.6

 September 26, 2007, 01:58:24 am View in topic context
 Posted by MissingNumber  in Yoshi Updated to 2.6 (Started by MissingNumber September 26, 2007, 12:44:44 am
 Board: Your Releases, older Mugen

Thanks, glad you like it. :)