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Ryon

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Messages by Ryon

    

Re: New Kid Buu

 December 21, 2014, 03:49:37 am View in topic context
 Posted by Ryon  in New Kid Buu (Started by COLOSSE December 20, 2014, 05:36:05 pm
 Board: Edits & Add-ons

its a super duper OLD dragon ball z mechanic someone came up with.

I forget but i think Pexteen made it (Goten88)

it is explained above but its a scoring system, depending on how much you get changes up your gameplay a bit.
    

Re: IIGamesMasterII

 December 15, 2014, 03:54:22 am View in topic context
 Posted by Ryon  in IIGamesMasterII (Started by Ryon December 15, 2014, 12:49:43 am
 Board: Your Releases, Mugen 1.0 +

@ GCN , Yeah I figured it was the perfect thing for a random taunt like that.
    

IIGamesMasterII

 December 15, 2014, 12:49:43 am View in topic context
 Posted by Ryon  in IIGamesMasterII (Started by Ryon December 15, 2014, 12:49:43 am
 Board: Your Releases, Mugen 1.0 +

[Preview]



[Download]
http://www.mediafire.com/download/28lx623m5pmyiae/IIGames_MasterII.zip
https://onedrive.live.com/redir?resid=95617500DFB4E9E5!3968&authkey=!AGX-6TvqIM9bINs&ithint=file%2czip

[Comment]
Games Master is back!... not like he left.
This is a recreation of Anthony's Idea (Anthony Aka IIGamesMasterII.... the user)
He asked me to remake him and I did. I'm very proud of this release.
I know it looks like another Ryu edit which it is but It has some VERY interesting moves that will make you think twice about taking him lightly.

ALSO! YES, I know the intro voice is early.
and that he falls out of the the supers sometimes.
    

Re: SFA4 Videos

 November 16, 2014, 04:24:44 am View in topic context
 Posted by Ryon  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pm
 Board: Street Fighter Alpha 4



Just a update on the lifebars, and some Guy Vs. Guy action on the updated Suzaku Castle stage with zoom and all.
    

Re: Stages

 November 16, 2014, 03:40:55 am View in topic context
 Posted by Ryon  in Stages (Started by BC November 06, 2014, 11:08:07 pm
 Board: Street Fighter Alpha 4

The original 7 Stages I made for the game before Will be in this game as well.



The stages belong to
Ken - Masters Dock ( custom SF2 version)
Guy - Metro Harbor ( custom sfa2/3 version)
Ryu - Suzaku Castle (from the other point of view)
Rolento - Military base (custom)
Akuma - Demon Cave (sf3 custom)
Rose - Italian Romance (Midday Rain custom version)
Training Stage (Original)

All stages will be updated to accommodate mugen 1.1 and stagezoom.
Future stages will play better due to actually being made FOR 1.1, rather than being updating to 1.1
    

Re: Western

 November 05, 2014, 11:27:25 am View in topic context
 Posted by Ryon  in Western (Started by Ryon November 05, 2014, 01:16:51 am
 Board: Your Releases, Mugen 1.0 +

some parts of this wonderful bg look familiar to me

is it a mix between sfa3 t.hawk bg & mvc2desert (+???) ?

Floor is i believe SFA2 Venezuela Stage, with some animated grass most likely from SNK or something.
behind that is SFA3 T.Hawk's Stage
behind that is a layer of tile-able mountains possibly from a shoot em up.
behind that is a the same thing.
and behind that is a sky texture i found online that i recolored to match the tone of the ground, that's parallaxed.

Here is what it looked like and the original sky I found (you can see why I changed it)
    

Re: Western

 November 05, 2014, 04:09:09 am View in topic context
 Posted by Ryon  in Western (Started by Ryon November 05, 2014, 01:16:51 am
 Board: Your Releases, Mugen 1.0 +

Thanks everyone!

Recoloring some of the sprites was tricky but I managed to get it done.

About the sky.
Yeah I think almost all moving and or parallax things that arent floor give off a wierd visual effect when .... moving.

About the music.
I really wanted something VERY western sounding like a old western on TV. But I couldnt find any kind of "Western Techno" so while going thru my music I found the intro song to Wild Arms, and I figured sounds good.

My alternative was the english ending song to Record Of Lodoss War
https://www.youtube.com/watch?v=1s961qg6vYk
    

Western

 November 05, 2014, 01:16:51 am View in topic context
 Posted by Ryon  in Western (Started by Ryon November 05, 2014, 01:16:51 am
 Board: Your Releases, Mugen 1.0 +

    

Chelnov (Fighters History 2 Snes)

 October 31, 2014, 03:46:06 am View in topic context
 Posted by Ryon  in Chelnov (Fighters History 2 Snes) (Started by Ryon October 31, 2014, 03:46:06 am
 Board: Your Releases, Mugen 1.0 +

[Preview]

[Download]
http://www.mediafire.com/download/spa1ruewpk8hkfi/Chelnov.zip
http://1drv.ms/107VKSI

[Comment]
RELEASE 1
Chelnov's Read Me

Name: Chelnov
Occupation : Coal Miner / Special Combat Suit Wearing Civilian
Powers : Nuclear

Chelnov is Originally from a Arcade Infinite Runner game with the same name.
In the game he had various power ups he could collect and use, Which included Missiles, Spike Balls, Boomerangs, Laser Beams.
Data East references Chelnov in several of there games, One with very importance is "Fighters History: Mizoguchi Kiki Ippatsu!!"
Exclusively for the Super Nintendo, This marks the ONLY time Chelnov appears in a fighting game.

The First Release of this character will be semi accurate to the source, with the inclusion of a altered super (I think the way his super works is stupid so I made it a double helix.
The Second release will feature updates and faster gameplay mechanics as well as a combo system very similar to Leonardo and Goku.
Chelnov get's 2 releases because I know some people would want a accurate version (Which I can only produce so much since I don't care for all the technical mumbo jumbo in accuracy)
and some people want a version made for mugen.

D - Down
F - Forward
U - Up
B - Back

A - Light Kick
B - Heavy Kick
C - Not Used
X - Light Punch
Y - Heavy Punch
Z - Not Used
Start - Taunt

Grab - Heavy Punch (close)
Head Stomp - D+Heavy Kick (air)
Laser - D, F, Any Punch
Boomerang - F, D, B, Any Punch or Heavy Kick
Fireball - F, F, Any Punch (Air)
Missile - B, F, Any Punch

Spike Balls - F, D, B, Light Punch+Kick OR Heavy Punch+Kick

Special Thanks
My Wife
Alexei (Your amazing brother!)
iiGamesMasterii & UltraFatality (You guys keep me Sane!)
Mugen Free For All (For All the Support)
Mugen Guild (Keeping my feedback Frosty)
    

Re: Destroy a dash effect.

 October 26, 2014, 03:45:01 pm View in topic context
 Posted by Ryon  in Destroy a dash effect. (Started by Cyberq3000 October 25, 2014, 07:15:12 am
 Board: M.U.G.E.N Development Help

This explod code in -3 would have the same effect.


Code:
[State -3, Explod]
type = Explod
trigger1 = stateno = 100 && time%5=0
anim = 9023
ID = 100
pos = 0,0
postype = p1
removetime = -2
pausemovetime = 0
supermovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

Someone may want to add more triggers but thats the basic idea of it.
    

Re: Interactive Mugen Update #2

 October 25, 2014, 12:16:38 am View in topic context
 Posted by Ryon  in Interactive Mugen Update #2 (Started by ELECTR0 October 16, 2014, 01:04:25 pm
 Board: Your Releases, Mugen 1.0 +

HOLY SHIT!!

NOW THIS IS EXCITING!
    

Re: Leonardo (TMNT)

 October 14, 2014, 05:44:31 am View in topic context
 Posted by Ryon  in Leonardo (TMNT) (Started by Ryon September 12, 2014, 02:02:18 am
 Board: Your Releases, Mugen 1.0 +

walking speed has been altered.

i hate coding throws, almost none of my characters have em. (very few do)

it shouldnt make a standing p2 fall, only a air p2.

yes it is a "SFEX" type of canceling system combo to special into super. and its spoken in general form not strict string of moves.

yes the handstand frame i dont know HOW or why it does that but its ok with me, as it doesnt always happen.

as for Chaining, I normally chain moves together that seem like its chainable due to animations.  I honestly forgot how i coded his basic combo system.

Super blade attack whats?

I could try a 3rd punch, but i found it more challenging to do.

You gotta thank Omega for the sprites he redid the eyes and gave them a nice movie color.

in terms of update, expect to see everything mentioned in this topic.

AND a Team Super including all the other turtles.
    

Re: Leonardo (TMNT)

 October 13, 2014, 01:37:33 am View in topic context
 Posted by Ryon  in Leonardo (TMNT) (Started by Ryon September 12, 2014, 02:02:18 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Shiva ( SOR 3 )

 October 11, 2014, 01:52:15 am View in topic context
 Posted by Ryon  in Shiva ( SOR 3 ) (Started by Ryon October 02, 2014, 05:36:04 am
 Board: Your Releases, Mugen 1.0 +

thats been fixed already.

I have not updated it yet.

as for the reason everything seems a BIT off. its because I tested the game using Fighter Factory 3 on Mugen 1.1.
When actually playing in 1.0 I see these errors where as before I did not.
    

Re: Final Fight 2 Maki Genryusai.

 October 03, 2014, 02:16:14 pm View in topic context
 Posted by Ryon  in Final Fight 2 Maki Genryusai. (Started by Leonheart September 23, 2014, 08:50:43 pm
 Board: Your Releases, older Mugen

ahh ok, yeah i do that to sometimes.

very solid so far.
    

Re: Shiva ( SOR 3 )

 October 03, 2014, 07:27:16 am View in topic context
 Posted by Ryon  in Shiva ( SOR 3 ) (Started by Ryon October 02, 2014, 05:36:04 am
 Board: Your Releases, Mugen 1.0 +

-Shiva's sprite disappears during his into
-Attacks have no whiff sounds
-His grab doesn't work (He just glitches out)
-CLSNs on Ground X and Jump Z needs polishing
-His supers give a small amount of power back
-Final Crash is unblockable
-The shockwave sprite during that move is misaligned (Compatibility problems?)
-The delay after the final hit (When the opponent is laying on the ground) is too long
-Remains invincible during the match after his Final Crash

While I do like some of his supers, this character needs a lot of fixing.

I will get working on these and some mentioned to me by Werewood!
Thank you for the feedback!

regarding the shockwave thing, I tested Shiva in 1.1 while it worked perfectly fine there (appearing on floor) I did notice it appears in the air, so I do know about that.

regarding the intro. He is suppose to disappear as he jumps in, then lands..

or do you mean that during the intro he disappears?

again tested that in 1.1
    

Re: Final Fight 2 Maki Genryusai.

 October 02, 2014, 03:38:08 pm View in topic context
 Posted by Ryon  in Final Fight 2 Maki Genryusai. (Started by Leonheart September 23, 2014, 08:50:43 pm
 Board: Your Releases, older Mugen

Ahhhhh You beat me to it.

Great job! I like your character to.

But I feel it lacks something.

also Me personally, Im not a fan of reusing the same animations for multiple buttons.
A+B - spin kick
C - spin kick
Z - spin kick

you know what I mean?

Regardless This is a very solid character.
    

Re: Shiva ( SOR 3 )

 October 02, 2014, 03:30:08 pm View in topic context
 Posted by Ryon  in Shiva ( SOR 3 ) (Started by Ryon October 02, 2014, 05:36:04 am
 Board: Your Releases, Mugen 1.0 +

Honestly speaking both Bulldozer and Final Attack are super powerful and almost unblockable.

Final Attack you have to crouch block to defend it.
Bulldozer you have to stand block to defend it.

they are both level 1's.

Originally I had it so you could only do them when your life is 50% and 25%.

But I'm unsure how to go about this. I dont want to make them do less damage.

I figure if the character has less attacks and not that much variation, He should have powerful supers to make up for his lack of movelist.

ALSO! This is the first time I've tried this long of a cinematic super (SB_Goku was practice for this) I plan to add more of this into my characters.
    

Shiva ( SOR 3 )

 October 02, 2014, 05:36:04 am View in topic context
 Posted by Ryon  in Shiva ( SOR 3 ) (Started by Ryon October 02, 2014, 05:36:04 am
 Board: Your Releases, Mugen 1.0 +

[Preview]


[Download]
https://www.mediafire.com/?yx1kf7s0cwvg1fz
http://1drv.ms/YQnjzN

[Comment]
1 thing not mentioned in the read me.
I color separated him to as well, NOT a lot of separation but just a few minor things which I feel gives him so much more personality.

Copied from Read Me

=| Biography |=
Name : Shiva
Occupation : Right Arm Man / Ninja / Mid Boss / Final Boss
Age : Unknown
Fighting Style : Martial Arts


=| Origins |=
Shiva was originally designed to be one of the bosses to my Final Fight Vs. Streets Of Rage full game.
However as time went on I slowly started to get pulled away from my game more and more and did other works.
Made other full games, None of which are complete, But most of the works are released.

So after a friend of mine (iigamesmasterii) started making his own SOR2 characters, He makes Shiva (SOR2) and would you believe it.
He inspired me to continue my shiva. So ... here we are.

=| What You Need To Know |=
This shiva is made for MUGEN.
as in NOT ACCURATE, He is made for the 2d fighting arena.
He will have moves he never had before, supers he never had before. maybe even voices he never had before (He will be voice acted at some point)

=| Movelist |=
X = Punch
Y = Kick
Z = Final Crash

*Moving Towards Enemy will Grab them.

Ryuu-Ga = D, F, X
Bulldozer Guy = D, F, Y
Final Attack = D, F, Z

=| Special Thanks |=
My Wife.
iigamesmasterii for rejuvinating my love for my SOR characters.
ultrafatalitiy for being a homie when you need one.
Mugen Free For All
Sega (I'm still waiting on the Dreamcast 2, I put a pre-order years ago)
Elecbyte for the MUGEN GOODNESS.
YOU! For downloading my work!
    

Re: Leonardo (TMNT)

 September 12, 2014, 11:51:05 pm View in topic context
 Posted by Ryon  in Leonardo (TMNT) (Started by Ryon September 12, 2014, 02:02:18 am
 Board: Your Releases, Mugen 1.0 +

In regards to the slow walking speed.

His standing animation and walking animation are near identical. and it REALLY bugged me how he walks, he doesnt walk like a normal person so I matched the velset to his animation. Its.... just wierd so i matched it.

as for
Code:
[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
x = 1
y = -1
ignorehitpause = 1

I want the helper to go, and slow down when it hits, and if it doesnt hit or if p2 gets knocked down, to keep going.