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Antagonist

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Messages by Antagonist

    

Re: Changing Sprpriority or Lifebars

 December 12, 2013, 10:48:10 pm View in topic context
 Posted by Antagonist  in Changing Sprpriority of Lifebars (Started by DW December 12, 2013, 10:12:50 pm
 Board: M.U.G.E.N Configuration Help

In fight.def search for all ".layerno" parameters. Then change the value to 0 or 1.

For example:
p1.bg0.layerno = 2    change to    p1.bg0.layerno = 0
    

Midknight and Raven stages from Eternal Champions: Challenge from the Dark Side

 November 06, 2013, 06:59:59 pm View in topic context

Belgrave Square Labs (Midknight's stage)


Shengo Village (Raven's stage)


BGM included.

DOWNLOAD (Located at Stages -> Eternal Champions CftDS Section)
    

Re: Juli + All Chars Updated

 November 06, 2013, 06:50:57 pm View in topic context
 Posted by Antagonist  in Juli + All Chars Updated (Started by DW October 20, 2013, 04:11:23 pm
 Board: Your Releases, older Mugen

@Antagonist: I wanted to add your custom pals, but the pal scheme of them were all over the place... :-\ I couldn't/don't know how to fix them. The same may be apparent for your small pic, but I forgot to check and added it anyway. If you update them, I'll add them ASAP.

Here you go:

Fixed palettes

But you don't have to update the whole thing for two mere pals, lol. (The portrait was fine btw).
    

Re: Charlotte

 October 06, 2013, 12:23:23 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Tri-Slash overrides rolling.  If I'm in a defensive position and I want to roll forward, I end up doing Tri-Slash instead as I was charging, so it buffers it.  Rolls should take priority over moves I would think.

You're right. Fixed.
    

Re: Charlotte

 September 24, 2013, 10:17:01 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

    

Re: Charlotte

 September 23, 2013, 10:46:22 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Sorry for taking so long, but at last UPDATED:

- Added new sparks for slashes.
- Added blood.
- Fixed a bug that prevented to perform crouching attacks while running.
- Now she can perform attacks while landing.
- Removed nothitby controllers in her command knee attack and Lion Lance.
- Added invulnerability on Power Gradiation start up.
- Changed the imput command of Splash Gradiation.
- Added all of her 4 finishers from SS 4 to Splash Gradiation.
- Changed the behaviour of Violette Lunge. Now it's a single attack on standing opponents.
- Added recoil state to all her normal slashes.
- Added a suicide move to gain a full powerbar at the next round.

That's all. Hope you like the new updates.
    

Re: Charlotte

 September 16, 2013, 08:31:26 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Finally, I have decided to use the blood FX form PoTS Nakoruru, but with a lot of less transparency.



If it isn't enough then I will completely remove the transparency.
My main idea wasn't having blood, but if the majority is going to enjoy more that way then I don't mind changing it at all.

-The voice quality is low and contrasts with the high quality of the other FX like slashes

As WARPra-San said, it was like that in the source. I find strange, because some of her voices (the win and lose ones) sounds with a much better quality.


-I feel her heavy in her movement and jumps (at least she should jump a little more high), maybe to get more velocity in her basics should be fine

OK, will give it a try.


-I can't comboing any of his normal slashes, kicks and moves in general (except with Power Gradiation, but in certain times), I expected at least a basic combo inside for normal slashes (weak, medium, strong). Personally I miss some of basic combos from SS4 for her, as well a Combo Starter system

Will add some chains to her kicks and close attacks in the next update.


-I miss Power Gradiation getting more hits than just one as in you char

Yeah, it was very cool the multi-hits in SS4, but decided to go with the one-hit version of SS 5S

Thanks a lot for the feedback!


BTW, I apologize for the lack of updates but rl things are getting in my way. I'll try to have her updated as fast as I can.
    

Re: Charlotte

 September 15, 2013, 05:54:50 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Speaking about FX, what do you think of those?



If it's good enough, then I'll go with these. The updated version will be ready in a couple of days.
    

Re: Charlotte

 September 13, 2013, 02:08:51 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Hmm... IDK about that one. By right, she should still be able to get hit by crouching/standing attacks. Her clsns should determine if she can or can't get hit by a low attack. For instance, her knee command attack... Say if I do c.HP with Ryu, it won't hit her, because you're using a nothitby. However, since it's a uppercut attack, it should hit her. The nothitby makes her invulnerable to that type of attack specified period. That in turn makes it kinda cheap. I'd suggest doing this through her clsn mapping for each respective move.

Ok. Will map it through CLSN.


In addition to what Cybaster said...

-Charlotte can't attack during her jump land state(State 52). Making jump in combos practically impossible... :-\ Add a trigger like this to all her standing/crouching normal/special/super attacks...

"StateNo = 52 || (StateNo = [100,101])"

Can just pair it up with the ctrl trigger for them all.

Wasn't aware of this, ill fix it. Thanks again.


If you run and hold DF, you can't perform any crouching basic.

Overall, this is a very nice job. I agree the hitsparks clash a little with the style, even though they're pretty.

Will look at it. Thanks!


- Flashy fx just don't go with neo geo sprites. I don't really see what's wrong with using the original fx anyway since they were made for those sprites.

My idea was adding the VI ones, but sadly weren't ripped, nor I know how to. I'm going to look for a new hitsparks, maybe I'll use the ones from the original game.


- Her Violette Lunge, while clearly based off her enhanced Bayonet Lunge from Samurai Shodown 4, just looks uninspired as a super. I'd say it should be based more on the No Contest version in which the opponent ruptures from inside and collapses but that's just me.

Didn't knew about this, but sounds a good idea. Gonna look it at the source game.


- Her medium and heavy slashes not recoiling off block looks odd even in a custom style.

You're right, I completely forgot about it. Will add the recoil anim in the next update.


- Why did you take my ability to combo in off of deep air heavy slashes away from me. This really screws her otherwise amazing cross-up she's always had.

Sorry I don't understand this very well. Do you mean combo' ing when landing or in the air?


I guess the bottom line is it's not a bad character really. It just feels too different and alien to me as one who plays Charlotte from time to time in source, as I guess is to be expected from downloading a custom version I suppose.

I'm really sorry if the character has disappointed you.
I wasn't satisfied with the conversions she has, so that motivated me to make a custom one to match my preferences. The truth it's that I haven't played the source game too serious and enough to make an accurate conversion. Even I'm not very fond of the latest games (SS V and ongoing)...

Anyways, thanks a lot for your time, suggestions and feedback.
    

Re: Charlotte

 September 12, 2013, 10:49:18 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen

Well I played with her.  IMO some of the FX don't need that much transparency, the rose looks really really strange to me. in particular.  I think she would look better if you put blood FX on her attacks, like Samurai Shodown.  Does her max super need low life?  Because I wasn't able to use it unless I used debug to reduce the life values.  While I'm on the subject, I think 216216+AY is a strange command for such a super.

- I agree, it looks weird, speacially in bright stages. I'm going to change it. Thanks for the suggestion.
- Her MAX super only can be performed at low life. About the command motion I'll change to 632146+AY, like in the "Shin" mode of SS6

I guess this is an interesting character but this kind of gameplay isn't really my cup of tea.  Sorry I don't have anything more substantial for you.

I'm sorry  :(. Anyway, thanks a lot for your feedback.


Wow, Charlotte!! :smitten: excellent, SS chars needs more love in these days. I'll test her as soon as I can, but by now congrats for the release, I'm really hype for this :D also, any plans for other SS chars in a future?? (like Iroha or Cham-Cham maybe)

I want to convert Mina with the sprites that VioFitz made some time ago. But for some reason I always give up and abandon it. So no plans on the future. Thanks!


She doesn't have the suicide move? IIRC you could do that in one round to get a full rage meter in the next round in source games.

Sounds interesting... I'll probably add it. Thanks for the suggestion.


I think the rose FX looks really nice, though, it is dependent on which pal is selected IMO. Pals where the rose is white or a light color, it does look a bit off. This is a pal where I think it looks really nice.
Spoiler, click to toggle visibilty
I sort of agree with the blood suggestion. Like what PotS' did with Nakoruru. While on that notion, I feel the SF4 hitsparks don't vibe too well with her. Mainly because the slash variants, don't really look like slashing FX. That's probably just me though.

I'll change the transparency of the rose. About the hitsparks don't know what to do... I don't like too much bloody hitsparks... maybe I'll add them, idk.


-I think her super rose combo would do nice with some edge width. She goes off screen when in or close to the corner/edge of the screen. Due to the screen being bound during the move.

This happens in the source game as well. I've tried applying edges but the move always end out off place so...  :-\


-Why does her command knee attack and sliding special throw have a nothitby/hitby applied to them?
Spoiler, click to toggle visibilty
You don't have any notes in her ReadMe about these moves have any special properties.

Intentional. The first one against crouching attacks, the second one against high ones.


-Her anti-air could use some invulnerability on start up. Or at least map her clsns on start up to have like, upper body invulnerability.

Will do.


That's it really. Feels very nice and solid. Is she CS'd? Not sure, but some of her pals lead me to believe she is. Nice job on her. I like the super FX change up you gave her. Do you plan on updating your other chars with that? For consistency sake between all your chars. Nevermind my OCD... :ninja:

Only her effects are separated. If I apply the super FX to other chars it only will be to Fighter, since I want to left the other two accurate.
Lots of thanks for the feedback and suggestions.


- I think the FX could use some retouching (some slash FX, Rose being transparent looks really weird and stuff)

As stated before I'll change the rose transparency. About the slash FX, what ones do you think it looks weird?

- Splash Gradiation lacks some impact for an ultimate move, you could use one of the finishers from SS4. Use this vid for a reference:
  [youtube]http://www.youtube.com/watch?v=2Qsf7O5u1Qk[/youtube] From 3:29 to 3:58

Wow, thanks for the video, now I've got some ideas. I'll see if I can implement these.


- If you add blood don“t make it transparent, is blood no strawberry juice

I'm not sure about the blood yet. Thanks for the feedback and the ideas.
    

Charlotte

 September 12, 2013, 05:15:26 pm View in topic context
 Posted by Antagonist  in Charlotte (Started by Antagonist September 12, 2013, 05:15:26 pm
 Board: Your Releases, older Mugen



Features a custom gameplay.
DOWNLOAD

More screenshots:
Spoiler, click to toggle visibilty
    

Re: Divine W.I.P.'s

 September 01, 2013, 06:58:46 pm View in topic context
 Posted by Antagonist  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

could you please upload the MB in PNG or PCX format? What's there now is currently JPG.

It's a PNG, but mediafire adds .jpg to the image name. It wasn't indexed, so here is another version now with different colors, so she looks a bit less like Bison (I was thinking of this concept as...   ...doll commander?  :???:).



Still looks wrong to me so if someone wants to give a try...


@Antagonist:

Do you have it set to where you can't receive PMs? I at first thought it was MFG acting funny when I tried to PM you about Fighter those months back. Still can't PM you now though... :-\
Also, methinks Antagonist's mailbox may be full~

About the pm's, yes, I've disabled them.

Speaking about Fighter, will you ever go back and add a MB/Shock to her too?

Well, I'm really lazy when it comes to my characters... plus I lack on inspiration.
    

Re: Divine W.I.P.'s

 August 31, 2013, 11:50:28 pm View in topic context
 Posted by Antagonist  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

Here is another Midnight Bliss concept by me:


I didn't like too much the previous one you posted (looks too much like Jill), so I did another one. Probably it lacks a lot of details or looks wrong, idk...
Anyway, use the one you like the most.
    

Re: Divine W.I.P.'s

 August 26, 2013, 02:55:58 pm View in topic context
 Posted by Antagonist  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

2 Custom palettes:





And a cs'ed small portrait from Namco x Capcom:
based on this one:
    

Re: M.U.G.E.N Screenshots V2

 August 25, 2013, 07:49:03 pm View in topic context
 Posted by Antagonist  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

    

Re: Battle Arena Toshinden 2 Lifebars (WIN and 1.0)

 July 25, 2013, 02:58:36 pm View in topic context
 Posted by Antagonist  in Battle Arena Toshinden 2 Lifebars (WIN and 1.0) (Started by Antagonist July 24, 2013, 08:36:07 pm
 Board: Your Releases, older Mugen

    

Re: Battle Arena Toshinden 2 Lifebars (WIN and 1.0)

 July 24, 2013, 11:10:06 pm View in topic context
 Posted by Antagonist  in Battle Arena Toshinden 2 Lifebars (WIN and 1.0) (Started by Antagonist July 24, 2013, 08:36:07 pm
 Board: Your Releases, older Mugen

Thanks for the kind words.

Sorry for the error in the 1.0 version. It's the first time I code something for 1.0 (I'm still using winmugen). Anyways, I've uploaded a new version for localcoord 640x480. Please download again.
    

Battle Arena Toshinden 2 Lifebars (WIN and 1.0)

 July 24, 2013, 08:36:07 pm View in topic context
 Posted by Antagonist  in Battle Arena Toshinden 2 Lifebars (WIN and 1.0) (Started by Antagonist July 24, 2013, 08:36:07 pm
 Board: Your Releases, older Mugen

Previews:

Single mode:


Simul mode:


Turns mode:


Download  (located at the addons section)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 23, 2013, 07:50:26 pm View in topic context
 Posted by Antagonist  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

In that case, no sorry.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 23, 2013, 06:25:24 pm View in topic context
 Posted by Antagonist  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests