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Violin Ken

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Messages by Violin Ken

    

Re: Seth (USF4)

 December 28, 2014, 07:52:14 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

Ah, I didn't try pile driving kfm.  It indeed does look better when performed on him. :)

Looks like most of the hands have been fixed on your spd, but it appears one frame for the hands is still off.  Any chance you would make the right leg appear in front of p2 as well?
Spoiler, click to toggle visibilty
Also, foreground stage objects with sprpriority seem to appear during his pile driver. 
Spoiler, click to toggle visibilty
    

Re: Seth (USF4)

 December 28, 2014, 04:03:35 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

interesting take on the SPD.  I was expecting you to rip him with the camera zoomed out and make it look more similar to Werewood's version.  Kind of weird how the p2states look though to be honest.  A lot of spazzing out on their end.

also, the command for SPD seem more strict than i remember.  I think adding a pre jump state where the character remains on the ground for an extra frame or 2 would help the input for SPD to feel more like SF4 leniency.

Also, the hands don't seem to line up that well for SPD.  It looks pretty jumpy.  See below.

Spoiler, click to toggle visibilty

Might be worth considering making it with a zoomed out camera for better p2 state use.  http://www.youtube.com/watch?v=xZi-WNUU17E&t=10m21s
    

Re: Seth (USF4)

 December 23, 2014, 09:15:48 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

bump for feedback

Focus Attack - Seth's Spin kick should break the focus attack.. Crap...  You noted this above.
Focus Attack - Ink effect should be behind player.
Red Focus - Ink effect appears to be lower than it should be.
Red Focus - needs red focus sound effect.
Tanden stream and ex tanden stream hits shouldn't increase the combo counter.
    

Re: Seth (USF4)

 December 21, 2014, 09:41:10 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

very nice update!  not much to add... he feels perfect so far!  :)
    

Re: Seth (USF4)

 December 10, 2014, 09:07:11 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

Nice updates.  The stomp combo is a bit easier to connect now.  Looking forward to messing around with the spin kick when you get to it.  :)

    

Re: Seth (USF4)

 December 10, 2014, 02:49:51 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

-Ah, I see that sonic boom fadc combos now in debug mode.  It's kind of hard to connect, but it works.  Weird that mugen wouldn't display it via it's displayed combo counter.  However, I still think the hitstun window still seems too small for connected sonic booms.  i'm just looking at the hit anims from getting hit by a sonic boom in usf4 and it seems a lot longer than what's showing in mugen.  I recall being able to connect standing HP after sonic boom pretty liberally. 

-You shouldn't be able to cancel ex sonic boom into fadc.

-As for your changes with connecting the stomps at the end of the combo, it seems even more difficult now than before.  :/  i can't land a single stomp on p2.  Just tried in usf4 and i could land it every time.

-Just noticed this, it's merely cosmetic, but something to note.   When p2 Seth gets hit by sonic boom, p2 gethitanim appears to be more like he got hit in the gut rather than on the head.  This seems to be the case only when it's against tall players though where the sonic boom is at gut level.

-Not sure if you're aware, but his turning animations missing. 





    

Re: Seth (USF4)

 December 09, 2014, 02:38:46 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

nice update.  Some feedback below

-light sonic boom seems to travel a bit faster than I remember.  Also, the hitstun from sonic boom seems to be too quick.  Standing right next to p2, you should be able to combo sonic boom > ex cancel dash forward > close hp.

-can't ex cancel out of mp sonic boom and hp sonic boom.

-Shoryukens are missing hp whiff sound.  Also missing jumpland sound.

-it's harder than usual to connect the combo below.  In particular the stomps.  Not certain where the problem lies...  Either landing from shoryuken should have ctrl = 1 earlier or I think p2 should either fly a bit higher or float a little more.  kind of weird trying to translate sf4 physics into mugen.
       crouching hp > light shoryuken > stomps
    

Re: Seth (USF4)

 December 06, 2014, 09:11:13 pm View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

You're probably right that it's the input times and not the pausetimes.  I was just guessing why the stomps felt quicker than I'm used to.
    

Re: Seth (USF4)

 December 06, 2014, 08:15:58 pm View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

So far, so good!

I know your jump attacks aren't finished, so i'm not sure if you're already aware, but the only thing i found so far is on his mk stomps, after the 3rd hit, his stomps reset.  It should just go back to middle kick.  Also, the timing/pausetimes? seem off for these.  Perhaps lengthening the pausetimes might help.

I'll let you know if I find anything else.
    

Re: Seth (USF4)

 December 02, 2014, 07:13:13 am View in topic context
 Posted by Violin Ken  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

As a Seth main, it makes me happy you're making him!  :)
    

Re: Jojo's Bizarre Adventure: All Star Battle

 November 18, 2014, 12:17:19 am View in topic context
 Posted by Violin Ken  in Jojo's Bizarre Adventure: All Star Battle (Started by SNT July 05, 2012, 08:00:11 am
 Board: Fighting Games

Compatible with PS3....  WHY?!!  :/

Hoping they'll release it for PS4.
    

Re: Who was the very first mugen creator to release a character to the community?

 October 02, 2014, 03:12:49 pm View in topic context

I've been around since the beginning (wow.. I feel old).  I believe the first character outside of testp/elecbyte was Neogouki releasing a basics only Shingo without a palette (ie:noob saibot style).
    

Re: Kosaku Kawajiri by Amarimono (released 13/08/2014)

 August 15, 2014, 05:36:24 pm View in topic context
 Posted by Violin Ken  in Kosaku Kawajiri by Amarimono (released 13/08/2014) (Started by Roman55 August 13, 2014, 07:04:03 pm
 Board: Found Releases

To pull off the move at low health with > 2000 power: D, D, C+Z.

    

Re: Kosaku Kawajiri by Amarimono (released 13/08/2014)

 August 14, 2014, 05:45:31 pm View in topic context
 Posted by Violin Ken  in Kosaku Kawajiri by Amarimono (released 13/08/2014) (Started by Roman55 August 13, 2014, 07:04:03 pm
 Board: Found Releases

This is really awesome.  Amarimono has really improved on his spriting and gameplay.  Glad he's basing them a lot on Jojo asb.
    

Re: 1.1 SS2 Charlotte stage

 August 12, 2014, 08:05:17 am View in topic context
 Posted by Violin Ken  in 1.1 SS2 Charlotte stage (Started by Bastard Thedge August 11, 2014, 05:32:38 pm
 Board: Your Releases, Mugen 1.0 +

nice job on the stage.  if you zoom out then super jump, you'll see pink a blank space at the top. 



Also, the stage seems to be missing the gold fence at the top from the original game



regardless, digging the parallax on reflection on the floor.
    

Re: ssjtrunksZ2 inspired

 August 03, 2014, 03:51:20 am View in topic context
 Posted by Violin Ken  in ssjtrunksZ2 inspired (Started by force January 08, 2013, 10:07:07 pm
 Board: Projects

Just animate the right arm and you'd be golden.  The left arm looks good.  Something similar to Scorpion's pose would be perfect. 

    

Re: Undecided Character from SSF4: AE -2012-

 March 24, 2014, 05:56:42 pm View in topic context
 Posted by Violin Ken  in Undecided Character from SSF4: AE -2012- (Started by Mr. I January 04, 2014, 09:16:40 am
 Board: Projects

As a Seth player, I'm pretty excited to hear you're considering/moving towards the direction of working on him.  I also tried to fix Werewood's Seth, but found it quite difficult.  Which SF4 version will he be based on?  You're also able to rip without the camera angles too?  Was wondering if you'll be able to rip moves like his pile driver. 

    

Re: Complete Samurai Spirit 1 & 2 Super Jump Stages*Continuing W.I.P*

 February 27, 2014, 05:34:43 pm View in topic context
 Posted by Violin Ken  in Complete Samurai Spirit 1 & 2 Super Jump Stages*Continuing W.I.P* (Started by OldGamer February 19, 2014, 12:40:08 am
 Board: Your Releases, Mugen 1.0 +

I'm not complaining about the y delta, although maybe that could be adjusted to be a little less.  It's the positioning.  For instance, in sieger's background, your stage shows the sky as just a straight blue color up and the clouds don't begin until the lion's shoulder.  Although, this is not an actual screenshot of ss2, it looks better when the clouds are below the shoulder and begin along the middle of the lion's bicep.  Nakoruru's background has the same issue where the mountains are positioned.  Same issue with Genjuro's bg.  The moon should be hidden a little behind the mountains and the original "NEOGEO" text on the moon wasn't visible till you zoomed out all the way.



Below is your version:


For foreground layers, just set your sprpriority accordingly to overlap the layer and position the sprite accordingly along the ceiling.

    

Re: Complete Samurai Spirit 1 & 2 Super Jump Stages*Continuing W.I.P*

 February 27, 2014, 08:54:24 am View in topic context
 Posted by Violin Ken  in Complete Samurai Spirit 1 & 2 Super Jump Stages*Continuing W.I.P* (Started by OldGamer February 19, 2014, 12:40:08 am
 Board: Your Releases, Mugen 1.0 +

Some feedback:

Seems a lot of your stages have a pretty harsh vertical follow.  I personally find vertical follow of 0.8 to be easier on the eyes without making the player feel too disoriented upon each jump.

I know you made these stages for super jump, but it just seems odd when you move the background sky higher than the original position.  Playing the stage from a normal view, the sky just seems blank until you actually super jump or zoom out.  If anything, I recommend keeping the background sky where it should be and extending the colors of the top of the sky to create that super jump.  Also, are you planning to add the foreground ceilings to any of your stages (ie: Charlotte's chandelier decor and Genan's stalactites)



Also, seems your ss2 nakoruru stage is missing the following frame.  Your rips directory shows that both A3 and A4 are identical. 

    

Re: Jean Grey v1.0 Released - 02/20/2014

 February 21, 2014, 06:53:03 pm View in topic context
 Posted by Violin Ken  in Jean Grey v1.0 Released - 02/20/2014 (Started by TOPPER February 21, 2014, 01:42:49 am
 Board: Your Releases, older Mugen

Really awesome sprites.  As stated, coding could use a lot of work.  Are your sprites open source?  I almost want to attempt to make her myself using your sprites.