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Bringing Reu's characters to the new Mugen (Read 23298 times)

Started by PotS, October 09, 2009, 09:54:12 pm
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Re: Bringing Reu's characters to the new Mugen
#181  December 26, 2009, 06:14:08 am
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If Ken starts a move and P2 performs a super to blow through it with invulnerability, he should lose to it (there are exceptions of course)


That's all I ask for  :pleased:

And BBHood, your BBH is perfect! I still love to pair her up in a 2v2 with PotS chars. 

:iloveyou: (me) :rifle: (meanie)
Last Edit: December 28, 2009, 07:43:08 pm by Grappler_Master
Re: Bringing Reu's characters to the new Mugen
#182  December 26, 2009, 11:41:14 am
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I'm both happy and sad at the same time :) :(
Re: Bringing Reu's characters to the new Mugen
#183  December 26, 2009, 05:15:02 pm
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Some visual things:

- Tech Hit anims (might also make their throws techable)


- Electric burns from Metsu Hadouken make the electrocuted anim appear, which they now have


- Krizalid has full color now, as requested



I'm thinking of letting people make a new set of palettes for them for a fresher look, opinions?
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Re: Bringing Reu's characters to the new Mugen
#184  December 27, 2009, 04:28:34 am
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Quote
(might also make their throws techable)

Please

Quote
Electric burns from Metsu Hadouken make the electrocuted anim appear, which they now have

Nice

Quote
Krizalid has full color now, as requested

Who?  :_blank:


Quote
I'm thinking of letting people make a new set of palettes for them for a fresher look, opinions?

What's there to lose? Have at it!  :whip:
Re: Bringing Reu's characters to the new Mugen
#185  December 27, 2009, 07:06:45 am
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Quote
Krizalid has full color now, as requested

Who?  :_blank:
The gay-looking SNK boss character Evil Ken effortlessly impales with his fist for great justice.
Seriously and that's just his coat.  YOu don't want to see what he has on UNDER it.  What is that, man-lingerie over tights?
Re: Bringing Reu's characters to the new Mugen
#186  December 27, 2009, 09:08:23 am
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Quote
Krizalid has full color now, as requested

Who?  :_blank:
The gay-looking SNK boss character Evil Ken effortlessly impales with his fist for great justice.
Seriously and that's just his coat.  YOu don't want to see what he has on UNDER it.  What is that, man-lingerie over tights?
...gnii?


hey Pots, i haven't played those 2 evils for a while but i remember 2 things: them having 2 bugs from the moment they start charging until they max out...there's a clone appearing sometimes, which i couldn't reproduce for EvilRyu but here it is for EvilKen (they also actually get stuck when they max out for a while):  


and also EvilRyu can walk and charge at the same time as shown in the following:



i don't know if it's because i have a really old version but here it is anyways:

; Player information
[Info]
name =Evil Ryu
displayname =Evil Ryu
versiondate =12,13,2000
mugenversion =11,22,2000
author =Reu and Kingtigre
pal.defaults = 2,3,6,4,9,12

; Player information
[Info]
name ="Evil Ken"
displayname ="Evil Ken"
versiondate =12,13,2000
mugenversion =11,22,2000
author ="Reu"
pal.defaults =2,3,1,4,5,6,7,8,9,10,11,12

hope it helps somehow
Re: Bringing Reu's characters to the new Mugen
#187  December 27, 2009, 02:01:39 pm
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Are those some edited versions?  Those bugs aren't happening with the latest releases.
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Re: Bringing Reu's characters to the new Mugen
#188  December 27, 2009, 02:14:05 pm
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those bugs are a whole new to me... and i play with Evil Duo a LOT xD ( my fave chars) so i guess those are edited or really old versions o_o Looking foward  to see what are you going to surprise us with PoTS great job :P
Re: Bringing Reu's characters to the new Mugen
#189  December 27, 2009, 06:28:43 pm
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damn  i got it this year (i don't remember when though) on Reu's official tribute website...
Re: Bringing Reu's characters to the new Mugen
#190  December 27, 2009, 10:06:39 pm
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I think those are bugs that form when editing the Duo in Fighter Factory or MCM. Does Ken also leave behind frozen dust sprites when he uses running flash moves? e.g. D,D,D,(any)P

If so, that's what I think is causing it. Happens to me a lot, so I re-download them.
Re: Bringing Reu's characters to the new Mugen
#191  December 27, 2009, 11:54:27 pm
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your dumb
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Bringing Reu's characters to the new Mugen
#192  December 27, 2009, 11:57:11 pm
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you could have him in that pos but have a palfx going when he gets shocked....also electric effects work too


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Re: Bringing Reu's characters to the new Mugen
#193  December 28, 2009, 04:53:26 pm
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Reu's characters have some comments in the animations that don't go well with editing in Fighter Factory, yeah.

Please
Done:


I think the whole cartoony skeleton revealing shocking animation makes them lose their seriousness.
Sorry for the cliché, but why so serious? :XD:
Shin Akuma, Gill and Jedah all can get shocked without ever being dubbed clowns.  They'll keep that special animation, but I'm not yet sure if Metsu Hadouken will keep triggering it.
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Re: Bringing Reu's characters to the new Mugen
#194  December 28, 2009, 04:57:05 pm
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Re: Bringing Reu's characters to the new Mugen
#195  December 28, 2009, 04:59:02 pm
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You'd lose your seriousness too if you were being electrocuted into soiling yourself. :-X
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Re: Bringing Reu's characters to the new Mugen
#196  December 28, 2009, 08:17:18 pm
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Done

Cool!

but I'm not yet sure if Metsu Hadouken will keep triggering it


Are you thinking of balancing the Metsu Hadouken >:D? If so I think you should just lower the number of hits to a set amount rather than the set time it has now.

This is good both ways;

The opponent will know that after x hits the effect is over, rather than guessing. :sweatdrop:

And Ryu will be guaranteed his damage regardless of invulnerable states the opponent uses. :curtain:

Nerfs that i think should be applied are disabling the move until the full effect is over :stop:, and the after effect's attacks should be blockable. :wall:

IMO: The Metsu Hadouken >:D is an extremely powerful/effective move than gives reu the slight over-hand against ken (when played by humans).

Opinions ;)
Last Edit: December 30, 2009, 04:33:51 am by Grappler_Master
Re: Bringing Reu's characters to the new Mugen
#197  December 29, 2009, 03:49:52 pm
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I already did ninja nerfs to Metsu Hadouken.  It's still overpowered but makes you feel less hopeless now.
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Re: Bringing Reu's characters to the new Mugen
New #198  December 30, 2009, 12:06:54 am
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Well if you're going to include shocks you like you should make it blue.

Like this:

Last Edit: June 19, 2012, 08:00:19 pm by GMONEY
Re: Bringing Reu's characters to the new Mugen
#199  December 30, 2009, 01:06:45 am
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I don't know...the current shock looks good to me


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Re: Bringing Reu's characters to the new Mugen
#200  December 30, 2009, 02:11:31 am
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If you're seriously bothered by a shock animation you can just delete animation 7696 later.

O yeah, i know for a fact someone else stated this but you should make custom hitsparks.
(NOT THE OVERUSED CVS ONES)
Mugen 1.0 supports purdy hi-res common sparks, so individual character sparks will be seen less in the future I think.  Maybe I should actually remove their block sparks instead...
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