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Re: [Theme Thread] CVS Sprite thread

 June 08, 2014, 11:06:32 pm View in topic context
 Posted by DGO  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

    

Re: CvSvC

 May 23, 2014, 10:23:46 pm View in topic context
 Posted by DGO  in CvSvC (Started by டுந்க்ற்க்ţ May 18, 2009, 09:17:25 am
 Board: Graphics

@DGO:

Quote
Q: Why am I credited for a sprite that I didn't do?
A: This is because one of your sprites was converted to another style, this is to have more spriters in the credits and this helped to complete the sheets faster. "I just take the credit when the sprite I edit doesn't look like yours anymore."

ok, so... Dee, shut you f.. mouth, you're mine hahahahahah

but, cyberbot's girl was edited from the original CFJ's bison MB,

she's not my bastard daughter
    

Re: CvSvC ¡Spriters' encyclopedia!

 May 23, 2014, 07:51:38 am View in topic context
 Posted by DGO  in CvSvC (Started by டுந்க்ற்க்ţ May 18, 2009, 09:17:25 am
 Board: Graphics

cyberbot's character  between devilot and megaman (i don't know her name) in capcom sheet is not mine, neither Dee, it was made from my Demitri's edit  but it wasn't me. By the way, i've updated all my edits, maybe in a next update you can change them :)
    

Re: [Theme Thread] CVS Sprite thread

 May 20, 2014, 09:55:40 am View in topic context
 Posted by DGO  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

(warning:  do not sprite when you're sick)
Today on "fever deliriums":  Ultimate Deity, Gill + Orochi

    

Re: DGO's cvs bizarre show

 May 19, 2014, 02:06:29 am View in topic context
 Posted by DGO  in DGO's cvs bizarre show (Started by DGO July 22, 2009, 04:30:20 am
 Board: Graphics

all sprites updated! (first post)
    

Re: [Theme Thread] CVS Sprite thread

 May 15, 2014, 05:17:20 am View in topic context
 Posted by DGO  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics



    

Re: DGO's cvs bizarre show (6 new edits + updates)

 May 13, 2014, 02:34:40 am View in topic context
 Posted by DGO  in DGO's cvs bizarre show (Started by DGO July 22, 2009, 04:30:20 am
 Board: Graphics



experimenting with some castlevania stuff

up: reworked

down: original
    

Re: cvs robert sprite set by DGO

 May 02, 2014, 07:08:38 pm View in topic context
 Posted by DGO  in cvs robert sprite set by DGO (Started by DGO April 15, 2014, 06:20:31 am
 Board: Resource Releases

Mind if I post some pals here?

no problem, go ahead

@DW: it's basically the same, the only difference is crouching MP and minor tiny details on 2 or 3 sprites. if you want to use it, do it... it´ll be great see a more technically proper robert.
    

Re: Color Separated Database

 May 02, 2014, 07:15:28 am View in topic context
 Posted by DGO  in Color Separated Database (Started by MaxBeta June 29, 2013, 04:56:31 pm
 Board: Resource Releases

i've changed the reference image, the old one was too small
    

Re: cvs robert sprite set by DGO

 May 02, 2014, 07:10:22 am View in topic context
 Posted by DGO  in cvs robert sprite set by DGO (Started by DGO April 15, 2014, 06:20:31 am
 Board: Resource Releases

thanks!
    

cvs robert sprite set by DGO

 April 15, 2014, 06:20:31 am View in topic context
 Posted by DGO  in cvs robert sprite set by DGO (Started by DGO April 15, 2014, 06:20:31 am
 Board: Resource Releases

    

Re: CVS2 Robert UPDATED 2-08-2014

 February 10, 2014, 05:22:07 am View in topic context
 Posted by DGO  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

-His lv3(QCBx2+Kick) can be guarded even on hit. It's like the 3rd or 4th hit doesn't give enough hitstun, allowing p2 to block the remaining hits.

-What's up with the power charge anim? It looks strange/stiff compared to this...


^Why change it from this?

-I think you could have made use of his KoF blowback kick. Using it for like, close s.HK or just normal s.HK, while keeping his current s.HK as a command normal as it is originally.

-His negative frames from most normals, combined with his sluggish projectile startup, makes it kinda hard to do basic 2 hit cancels. For instance, something like c.MK -> Fireball, doesn't flow as smooth as other chars. Even Ryo himself can do this with no difficulty. This also makes jump ins hard to catch as well.

-Isn't the light version of his air dive kick special supposed to come down at a sharper angle? Also having a different anim to accompany this?

That's about all I have, as anything else was covered by JZ. You have all the same problems that Waru's chars have, because as been said many of times, you're using an outdated template. For the most part though, he feels pretty good. I applaud you hard work with spriting and coding him. Sprites have turned out very nice, gameplay is OK. Good work and thanks for the share.

thank you my good sir... i'll note that on the list.
power charge:  that's 'cause I had planned to make it like AOF3's (both have the same start frames), but  i forgot to sprite it and then I just  adapted the existent.
dive kick: in the firs version it was the same, no one said something about so, I didn't consider sprite the variation and find another one to have 3  (1 different for each kick button).


    

Re: CVS2 Robert UPDATED 2-08-2014

 February 09, 2014, 06:53:00 pm View in topic context
 Posted by DGO  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

    

Re: CVS2 Robert UPDATED 2-08-2014

 February 09, 2014, 06:32:37 pm View in topic context
 Posted by DGO  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

thanks to all (except for who has a 4 buttons, shitty sprites and worst animated cvs takuma) for your positive criticism, I'm no longer on vacation and it take a while  fix this, but i'll try to make something about , @Jesuszilla: ... if you wanna make me the honor of fix that, i'll be happy. @Super Saiyan Sanji; yes, I had planned separate it, but the end of my vacation was getting closer and i'tll be a ton of work and time rework the arms. the same for what @Jmorphman pointed, jacket and pony tail rework.

@BIG BOSS i know... PMS

    

Re: CVS2 Robert UPDATED 2-08-2014

 February 08, 2014, 04:33:54 pm View in topic context
 Posted by DGO  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

UPDATED 02-08-2014

-change from original NGBC sprites to KOF99-2k2 edited by me
-cnls adaptation to the new sprites
-new moves added:

   F + high kick
   DF + medium kick
   jumping D + high kick
   muei shippu juudankyaku
-moves changed:
   D + medium punch: inspired on AOF3's D+punch
   jumping high kick      
   ryu geki ken: classical look (AOF/KOF 94-95), kick variation has gone.
   ryu zanchou: a little bit more "Ryuuga"
   hien shippu kyaku: KOF 96-2k2 version.
   Kyokugen ryu Renbu Kyaku   : KOF 97-98 version, combo enabled at the end after a high jump
   ryuko ranbou: changed finisher hits
-damage adjust on haoh shokou ken, ryuko ranbou & kazuryu sen
-added cns & air patches for special intros for warusaki3's Ryo, Yuri, Ken & Dan
-other minor fixes


download link in the first post.
    

Re: CVS2 Robert

 February 04, 2014, 12:34:36 am View in topic context
 Posted by DGO  in CVS2 Robert (Started by DGO January 15, 2013, 09:46:39 pm
 Board: Projects

Wow after this will have the whole crew and yes could you make the robert vs dan intro more epic... I feel that intro really needs something.

i think the same

I looked at the latest video and saw that he did not have his Ryuuga special move. Was that intentional?

that's right, i've chosen "ryu zanchou" instead of "ryuuga" to make a bigger difference with Ryo, on the other hand ryuuga emerges in a super combo and as a counter attack.

I have a little question, why are you using 99-2k2 sprite style Robert?
Do you just like him more with this design or are there other reasons too?
Well, I could guess that another reason beside liking his design would be that DGO tries to make Robert as faithful as possible to the theme of CvS2, where almost every SNK character uses his classic attire, appearance, animations, or gameplay (hence the reason why Terry has Buster Wolf, Ryo has long range Ko'oh Ken and his AOF1 stance and Yamazaki has...well...a lot from his original FF1 appearance).

I coldn't say it better

to all the rest, thanx for your words, i'm a little tired so, about the patches for non-warusaki3 chars i must say not now, if  someone else wants to release it, go ahead.

progress:
-sprites... DONE! 100%
-retouch some animations (stand, jump, backdash, crouching medium punch)
-separate colours (60% done)
-adapt cnls to the new sprites (90% done)
-code checking
    

Re: CVS2 Robert

 January 31, 2014, 03:21:39 am View in topic context
 Posted by DGO  in CVS2 Robert (Started by DGO January 15, 2013, 09:46:39 pm
 Board: Projects

    

Re: the sissy shack

 January 31, 2014, 03:10:11 am View in topic context
 Posted by DGO  in the sissy shack (Started by Jesuszilla January 25, 2014, 07:34:57 am
 Board: Projects

i'm definitely in heat because of these wips  :blush:
    

Re: CVS2 Robert

 January 29, 2014, 10:42:50 pm View in topic context
 Posted by DGO  in CVS2 Robert (Started by DGO January 15, 2013, 09:46:39 pm
 Board: Projects

progress:

sprites... DONE! 100%

next steps:

-retouch some animations (stand, jump, backdash, crouching medium punch)
-separate colours (50% done)
-adapt cnls to the new sprites (75% done)
-check code.
-add some of your palettes.

http://www.youtube.com/watch?v=xK0PxAbGXUc
    

Re: [SPANISH ONLY] Español solamente V2

 January 22, 2014, 04:22:40 am View in topic context
 Posted by DGO  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

:) gracias... resulta que me creció uno entre las piernas y no se que hacer con el