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KoopaKoot's W.I.P like thread (Current: Ryo Sakazaki) (Read 37542 times)

Started by Koop, February 06, 2009, 05:49:42 pm
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Poll

2K2 explosion or XI explosion

2K2
6 (42.9%)
XI
8 (57.1%)

Total Members Voted: 13

Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#101  May 20, 2009, 12:35:13 am
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gangsta mode plz
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Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#102  May 20, 2009, 11:50:46 am
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I was looking through Kong's sprite rips, and I saw sprites of her bouncing on springs.  I have never ever seen that in either Vamp Savior or MvC2; where did Kong get those?

...please don't tell me you're using CvS hitsparks. D:

What's wrong with those?  I say go for those, plus the DS ES and EX sparks from CFJ as well (but maybe without that lame EX rainbow cycling shit; I never did like that, probably because it made ripping sprites exclusive to EX moves insanely hard to do).
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#103  June 04, 2009, 10:05:08 pm
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I am using CVS sparks, but since I'm not doing Marvel Vs style, there shouldn't be a problem.  :P

I've been putting off Bulleta for too long. Haven't been working on her at all really.  :( But hopefully I can get some stuff done now that I have some free time.

Some questions:

-Superpause. Yes or No?
-Apparently, super gauge is endless (or goes up to 99 possibly) in Vampire Saviour. What the?
-Has anybody got JNP's complete Bulleta rips (there are some effects I want)
-Anyone good at making small portraits? *nudges Jesuszilla*

Filler image  :P :

[img height=240]http://i92.photobucket.com/albums/l28/koopakoot/AirMine.png[/img]

I was looking through Kong's sprite rips, and I saw sprites of her bouncing on springs.  I have never ever seen that in either Vamp Savior or MvC2; where did Kong get those?

They are in his VS rips as well. I'll use them for 5200 (can't let sprites go to waste).

gangsta mode plz

She's always gangsta.  8)
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#104  June 04, 2009, 10:41:51 pm
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Super pause please!


Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#105  June 05, 2009, 04:55:51 am
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-Superpause. Yes or No?
-Apparently, super gauge is endless (or goes up to 99 possibly) in Vampire Saviour. What the?

For that Darkstalkers feel, I say no superpause.  Super spark and super sound are fine, but no pause.  And no rainbow palette, I fucking hate that.  My Lilith (y'know, the one I never made) is a perfect example of this.

Also, DS characters' super gauge cap at 3 in CFJ.  That's probably what I'd go with.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#106  June 05, 2009, 10:43:37 am
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I always thought a super without superpause looked strange, but it's your call really.
As for super gauge, I'd go for the usual 3, unless it really makes her less powerful, in which case you could raise it to 5 or something like that.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#107  June 05, 2009, 12:07:10 pm
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I always thought a super without superpause looked strange, but it's your call really.
So did I, until I actually started playing the games and realized it feels just as natural as with pause.  Also makes it easier to sneak a super on P2 haha, especially with Jedah (or any of such throws).

I agree with 3 levels, it's the Mugen standard and you don't really see people filling more than that in DS anyway.
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Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#108  June 05, 2009, 04:50:50 pm
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I don't mind no superpause when the character doesn't have an instant super (Real Bout, Duck King, Yamazaki). But if there is no superpause, then there will be the flashy rainbow palfx (sorry BBH).

[IMG height=240]http://i92.photobucket.com/albums/l28/koopakoot/SneakyKnives.png[/img]

Command attacks and all of those damned landmines have been done.




Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#109  June 06, 2009, 05:48:50 am
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What's the behavior of the landmines?  Like in Vamp Savior where they vanish harmlessly if she's hit, or like in MvC2 where they remain regardless of her state?

...there will be the flashy rainbow palfx (sorry BBH).

Oh well, no big deal.  I'll just turn the damn things off myself when she's done :P
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#110  June 06, 2009, 08:44:01 am
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They stay on screen after she's hit.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#111  June 06, 2009, 09:31:14 am
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I've got to keep my eye on this!

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Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#112  June 06, 2009, 06:47:31 pm
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  • Does this looks like the face of mercy?
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#113  June 09, 2009, 05:00:20 pm
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[IMG height=240]http://i92.photobucket.com/albums/l28/koopakoot/CutThroat.png[/img]

You know what sucks? Coding one of those throws, where you have to bind the opponents head.
You know what sucks more than that? Nearly everyone forgets to set their chars head/midpos. 

[size=5pt]In Vampire Savior the get hit was a sprite I've never seen before and nobody's ripped it. Odd.[/size]

She got a new XI, portrait, courtesy of Demonic Kirishima, but I don't think he told me the artist's name.  :-X



Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#114  June 09, 2009, 05:04:10 pm
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Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#115  June 09, 2009, 05:06:13 pm
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I never said it was difficult, I said it sucks.  :P
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#116  June 09, 2009, 05:34:08 pm
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What is important is that it looks nice on good characters, and they generally have their head.pos set properly. Who cares if the move doesn't bind well on Omega Shin Orochi Homer Lv57 ?
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#117  June 09, 2009, 07:47:49 pm
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I would be all about an Omega Shin Homer...

Anyway, Looking forward to a non-MVC style Bulleta.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#118  June 09, 2009, 07:52:03 pm
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Abayo.

Dunno about making landmines stick around, that sounds like a cheesy anti-combos move.
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Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#119  June 10, 2009, 04:29:41 am
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I say the landmine properties from both games should be combined.  If she's hit and she hasn't kicked them off yet, they vanish; if she's hit and she's already kicked them, they stay.

[size=5pt]In Vampire Savior the get hit was a sprite I've never seen before and nobody's ripped it. Odd.[/size]

Everyone in Vamp Savior have their own reactions to her throw, but I'm pretty sure they're all existing frames they already use elsewhere.  I wouldn't bother with it in MUGEN though, and just stick to a normal gethit frame.
Re: KoopaKoot's W.I.P like thread (Current: Bulleta)
#120  June 10, 2009, 04:38:54 pm
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Dunno about making landmines stick around, that sounds like a cheesy anti-combos move.

It's not like the mine goes through a portal and hits you in the back(e-cookie if you get it).  :P

Will change it so that the mine will go off (without hitting) if she is hit.

[IMG height=240]http://i92.photobucket.com/albums/l28/koopakoot/BBHspecial1.png[/img][IMG height=240]http://i92.photobucket.com/albums/l28/koopakoot/BBHSpecial2.png[/img][IMG height=240]http://i92.photobucket.com/albums/l28/koopakoot/BBHSpecial3.png[/img]

Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.