http://randomselect.piiym.netHosted Creations -> Hosted Characters -> RaposoFeedback are welcome. Edit: Here, a patch file:http://www.mediafire.com/?m3mbfgjpmtjCurrently asking KFM to put everything together.
Fix the link. DarkRaven : try http://randomselect.piiym.net/ instead."Hold direction" moves require to release the direction held before inputing the next ? (like, release b before tapping f) it's not really intuitive for those using a keyboard, and it doesn't bring much to those using a stick/pad.Both supers have a superspark on his feet.
Eh, you can't really blame him making it a charge command character when Washizuka himself is a charge command character. He's just tougher to use.
Nobody's complaining about him being a charge character, just the nature of the motion. Compare b ,f , slash to b, f+slash. Kinda like, Hom's Remy from GMs page. His flash kick motion drives me crazy sometimes and his cmd isnt conventional.
Yes, I'm not talking about him being a charge character but about how it was coded.On a keyboard, for a charge command, you hold the direction, then just press the other direction and hit the attack button - without necessarily releasing the first direction.The command here is coded so that you need to release the first direction before tapping the second. It's not natural on a keyboard.
That's what I do. ???I never keep holding the back button before I press the forward button. Maybe it's just the way my keyboard works, but I always release back. I didn't even know that you didn't need to release it. Maybe that's why.
Link fixed.Baiken said, June 19, 2008, 11:53:23 pm"Hold direction" moves require to release the direction held before inputing the next ? (like, release b before tapping f) it's not really intuitive for those using a keyboard, and it doesn't bring much to those using a stick/pad.Not really how I think it should be, but ok, will change.Baiken said, June 19, 2008, 11:53:23 pmBoth supers have a superspark on his feet.Hm? Where ???
Yeah, tried in both default stages and worked just fine. This plus superspark code looks ok.Also, did what Baiken told. There's no available command for this feature, right?
Tried on different stages against different enemies, andIn state 3500 which is that of the LDM, I already see[State 0, Explod]type = Explodtrigger1 = time = 1anim = f7500pos = -5,-60This is playing anim 7500 from fightfx. Then f7501. So if someone has an anim there in his screenpack...... I can't find it in the other supers, and for some reason this anim isn't numbered 7500 in my fightfx (which is the default one) so I must have missed something else... But at any rate, I double-checked and it happened in various stages and against different enemies by different authors.
You are right, and I also forgot the anim=-1 for superpause sctrl. Both fixed, thank you.Oh, and first post edited.
Posting again, just to say that the main file is fixed, patch no longer needed.Hope that covers all the most critical problems. Edit: Ok, I screwed once again. Level 1 hyper, strong version: Still displays an extra hyperspark (in case you're using the default fightfx).To fix that, just add a "anim = -1" (no quotes) under movetime parameter, at superpause sctrl, state 3010.Or just change the entire superpause for this one:[State 0, SuperPause]type = SuperPausetrigger1 = time = 0time = 28darken = 1p2defmul = 1poweradd = -1000movetime = 28anim = -1...or just be cool and download some other fightfx whose anim 30 is unexistent. Will fix the main file once I have more things to fix, or in this weekend.
at last a better conversion of ngbc washizuka for mugen btw Don Corleone, how is your SNk vs Capcom 2 project going on: http://mugenguild.com/forumx/index.php?topic=53149.0 is it discontinue or in progress? I have not heard of it again as I am looking forward to it
Thank you.SVC2 is progressing nicely by the name of Neogeo Vs Capcom.Washizuka and all characters that I'll release in near future (being Shen Woo probably the next) are going to be in it.BTW, no more bugs? Time to annoy KFM then.