YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
Trololo is Offline
Contact Trololo:

Trololo

Contributor

Messages by Trololo

    

Re: M.U.G.E.N Screenshots V3

 December 12, 2017, 06:23:01 pm View in topic context
 Posted by Trololo  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Glad to realize you liked my idea. And yes, it does look better now.
And just interesting: how are you going to apply score system?
    

Re: Supreme Zangief by M206

 December 11, 2017, 06:56:51 pm View in topic context
 Posted by Trololo  in Supreme Zangief by M206 (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!

Can it be like King's system or you can break out if you do the same inputs as the grappler?

Unfortunately, I can't give a definitive answer here. But Throw Techs were made in MUGEN somehow, so maybe...
    

Re: Supreme Zangief by M206

 December 11, 2017, 06:34:17 pm View in topic context
 Posted by Trololo  in Supreme Zangief by M206 (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!
    

Re: M.U.G.E.N Screenshots V3

 December 11, 2017, 01:57:00 pm View in topic context
 Posted by Trololo  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion


Lifebars design start.

Wow. THat's actually really well. Even gives me a vibes of SFA2.
And a suggestion: how about to show slightly more of characters portraits? What about using whole space here instead of face only?
Edit: a more proper demonstration. But still without your colors there too...
    

Re: Raiden

 December 11, 2017, 08:30:48 am View in topic context
 Posted by Trololo  in Raiden (Started by Knuckles8864 December 10, 2017, 10:50:34 am
 Board: Your Releases, 1.0+

Congratulations on the release, Knux.
Got no problems with Raiden but the same inability to do Destruction Drop.
BTW, because of Random, I decided to slightly tweak Jumping Lariat Drop. I hope you'll like it.

I tried my very best to make everything in order, but will definitely check out the tweak. :)

Well, the tweak isn't about getting something wrong in the move, but about making it look better.
And you know, I've found a problem after all. You've got a misaligned hitsparks in jumping kicks. But that's still a minor.
Also, you totally missed my palettes I did for early CS variations. Should I update them?
Spoiler, click to toggle visibilty
    

Re: Street Fighter V

 December 11, 2017, 08:00:48 am View in topic context
 Posted by Trololo  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

Well, for me personally most uninteresting of an upcoming batch is Falco. I don't think we need 63-Ed.
And of course Blanka will be fun! This is SF5, baby! The game, where most classic characters got tweaked into something almost new, but familiar and funnier than ever before! So, even E.Honda when he will come is going to be much better!
    

Re: Street Fighter V

 December 11, 2017, 07:46:00 am View in topic context
 Posted by Trololo  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

Why is Blanka back?  I can't think of any legit reason for him to be in this game.

Because he is classic, enjoyable and beloved by people character. Are there any more reasons required, especially after the groundbreaking horror of a character named Menat? Or also great, but also kinda unnecessary character like Abigail?
    

Re: Street Fighter V

 December 11, 2017, 05:51:04 am View in topic context
 Posted by Trololo  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

I really hope that Cody Travers, the one who was the hero against Mad Gear, was arrested and was always bored with everything, turned to be the fuckin MAYOR of Metro City :V



And then he enters fight again because he got bored to sit in the office for every day. xD
Man, I really love the upcoming Season. It has 5 really interesting characters out of 6, which is really good!
    

Re: Raiden

 December 10, 2017, 12:57:50 pm View in topic context
 Posted by Trololo  in Raiden (Started by Knuckles8864 December 10, 2017, 10:50:34 am
 Board: Your Releases, 1.0+

Congratulations on the release, Knux.
Got no problems with Raiden but the same inability to do Destruction Drop.
BTW, because of Random, I decided to slightly tweak Jumping Lariat Drop. I hope you'll like it.
    

Re: Feilong (Pots Style) by Varo Hades - Updated 12/9/17

 December 10, 2017, 12:12:20 pm View in topic context
 Posted by Trololo  in Feilong (Pots Style) by Varo Hades - Updated 12/12/17 (Started by BahamianKing100 December 09, 2017, 08:42:05 pm
 Board: Edits & Addons 1.0+

Have to admit, that's quite a worthy attempt at Fei-Long. Have to admit, it even feels better than Rei's version, no offence. But he got problems, so here goes critics:
-Why did you list moves in readme people restricted to do, like Rekkykyaku 1 and Rekkashingeki?
-The situation with damage inputs for Supers feels insane. MAX versions of supers differ from Normal versions for just 20-30 Damage Points. As far as I know, a difference of damage between different types of super must be at least noticeable.
-HK whiffs KFM then close.

-Chokkarakusho's physics feels so wrong...
-Suggestion: if you go along Flaming version of Final Kick for Ryu Yassai, then add THIS controller onto codes of kick, because the way you did it move doesn't look right at all.
Code:
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
Believe me: THIS is what you want to strive for.

-Also a suggestion: take away some time from Flame in the same kick. It just feels wrong then still flaming in still rising direction Fei-Long, in fact, is already landing.
-And another one: I tried to unlock Rekkukyaku 1 for me and understood, why did you lock it. I was simply unable to do it because of Rekkukyaku 2. So, maybe you'll change a command for R2 for something like it was in SF4: "B, DB, D, DF, F, k". Works great for me, now I can use both versions of this move.
-LK and MK Rekkukyaku 1, the second hit may not land on the enemy if he isn't cornered.


-And yeah, 3 buttons for power charge, so people with the keyboard couldn't use power charge.
-I'm not the master of Fei-Long, but as far as I know, if EX version of the move, which normally does knock down your enemy, isn't doing this, that meant it was done to give player a special kind of advantage. For example, on landing EX Rekkukyaku 2 could be comboable into Supers... Just an idea, who know, how actually this move works in original game.
-BTW, about the same SF4 Rekkukyaku and video I already gave a link on... Why does Rekkukyaku 2 knock enemy down in the first place?
So, yeah... That's all for now...
    

Re: Supreme Zangief by M206

 December 07, 2017, 09:33:00 am View in topic context
 Posted by Trololo  in Supreme Zangief by M206 (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

Well, good luck with Gief, pal. I'm looking forward to seeing an upcoming extras.
    

Re: Supreme Sagat by M206 NEW left hook punch + slash bruce irvin low kick PAG.13

 December 07, 2017, 09:31:03 am View in topic context
 Posted by Trololo  in Supreme Sagat by M206 NEW elbow finishers PAG.14 (Started by M206 June 26, 2017, 05:49:35 pm
 Board: Your Releases, 1.0+

I dunno about hook, M206. It just looks like not working... I don't know, what exactly wrong...
And kick's turning segment looks strange. He does kick, he spins... Then he stops, and them BAM- and he is in recovering position. I'd personally suggest you a couple of extra frames to fill that hole.
    

Re: Street Fighter V

 December 05, 2017, 10:07:36 am View in topic context
 Posted by Trololo  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

IMHO: if you want to represent Geki- add Geki. I personally don't think someone like him or his game-mates needs someone to represent them.
And really, Abigail is screwing my mind here right now, 'cause if we're going with "One character reps another one", when he is supposed, being a fighter from the USA and ALREADY having Balrog as Mike, to represent another, a vacant fighter from USA- Joe. LMAO.
So, yeah. I REALLY hope now that .nick is correct and they are added just as Final Fight characters, even though there was no Final Fight in SF1.
    

Re: Street Fighter V

 December 05, 2017, 04:38:20 am View in topic context
 Posted by Trololo  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

More info about Arcades...
-First of all, for each game the list of characters going to be LIMITED by those, who SOMEHOW connected to the game. For example, in SF3's roster, you may find Laura, but that's because she is representing Sean. But still, I totally can't find any logical excuse for ZEKU and ABIGAIL being in SF1 Roster. This game just was kinda BEFORE Final Fight, so I dunno...




-Over 200 endings. I personally won't be happy about numbers here because I remember one picture from SF5:AE's page, where one of such "endings" is shows- one comic-book panel with the whole ending in it. So, I'm kinda not impressed at all.

-They promise us an SF3-like ability to choose the next opponent after a battle. Also, arcades are going to be customizable in the plan of rounds and difficulty.
A stream (completed) with some Arcades playing.
    

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

 December 04, 2017, 11:38:48 am View in topic context
 Posted by Trololo  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Rick Strowd! (CVS3/Pots Style)

 December 01, 2017, 04:03:46 am View in topic context
 Posted by Trololo  in Rick Strowd! (CVS3/Pots Style) Updated! 12/6/17 (Started by Prime SC November 30, 2017, 11:05:17 pm
 Board: Your Releases, 1.0+

Well, Congratulations on the release. Rick is pretty nice.
But why are his afterimages so strange? Why are they BLUE on LVL1? Why PURPLE on LVL2?
    

Re: Marvel vs Capcom Infinite Thread

 November 30, 2017, 05:12:51 pm View in topic context
 Posted by Trololo  in Marvel vs Capcom Infinite Thread (Started by Erroratu November 01, 2016, 08:51:19 pm
 Board: Fighting Games

More extra costumes are coming. Totally diggin' dat 0.

    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 November 29, 2017, 03:53:31 pm View in topic context
 Posted by Trololo  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

Well, just wanna say "Wellcome back!", Werewood. I hope you'll rehab your relationships with MFG successfully.
    

Re: Asymmetry, Transformations are possible in MUGEN.

 November 28, 2017, 04:59:09 pm View in topic context
 Posted by Trololo  in Asymmetry, Transformations and custome changes are possible in MUGEN. (Started by ink November 28, 2017, 04:30:58 pm
 Board: Development

Well, that definitely sounds crazy... I could even call it TOO crazy. And unbelievable.
Could you, please, make a video-demonstration of how it works? My brain just really can't handle even imagining such thing even working.
    

Re: Hairline W.I.P Thread: Rick Strowd (Gabriella Paused)

 November 26, 2017, 09:07:46 am View in topic context
 Posted by Trololo  in Hairline W.I.P Thread: Gabriella back on! (palette template up) (Started by Prime SC January 22, 2017, 09:23:52 pm
 Board: Projects

Yeeeeeeah... The super is kinda underwhelming, but I've got some suggestions.
-First of all, enemy's physics. It would be definitely better if he would fly up after the second hit, and when he would be falling (you can still use current sprites for that), he got that third hit in the stomach.
-Secondly, you definitely need to buff its damage. It's counter, after all...
-Add some FLASH to hits. Literally, a slight blinking of the screen with red in moments of impacts would work nicely.
-Add a clear move forward after his first hit. Just look at his legs now, and you will understand what am I talking about.
These are just suggestions, you may not follow them. But still, you definitely need to do something with it, it just doesn't look right...