I had that problem with the medium one and fixed it, but never noticed it on the hard one. Then I remembered I'm using Mugen 1.1, so I tried it on Mugen 1.0, and yeah, he does go backwards there. I guess there's some difference in how decimal rounding is handled between the two? I'll see about fixing it.
Backwards movement on Shoryukens should be fixed now, please redownload. Let me know if you notice anything else funny, because this apparent difference in rounding between 1.0 and 1.1 could have caused more problems that I didn't foresee.
You should be able to. The Dreamcast SGS follows the typical Capcom rule of allowing multiple button press input moves to cancel any normal, and I coded mine that way. Try cancelling out of the second hit of the close standing hard kick, that seems to be the easiest way to get it to cancel a normal.
felineki said, August 24, 2014, 01:54:03 amUpdate: Akuma lost 35 pounds and grew 5 and a half inches thanks to the Aspect Ratio diet! And you can too! Now his sprites and movements all take into account the CPS systems' funny pixel aspect ratio and are thus more representative of how the game plays when displayed properly.Also various fixes and tweaks including a polishing of the cornerpush system and the recreation of a glitch with regards to dizzies and juggle limits that I only heard about recently.Download LinkWOW.I need to know him again.Now it's more acceptable!
Thank you felineki for the update... Staubhold said, May 12, 2014, 10:56:58 pmWhat about the typical Vega/M.Bison intro?Or a taunt for his "Custom mode"?
TBH, I never liked scaling of characters in MUGEN. I always preferred them in their natural sprite with all the pixels displayed.But any update is good, I suppose. Thanks for the update.
Most things are now relative to the xscale and yscale parameters, so changing those back to 1 and 1 will make most things work the way they did before. The things that would need changing manually are the other size parameters (height, width, etc.) and the ground hit velocities. Those have their former values commented out next to the new ones. Maybe in the next update I'll include an alternate non-aspect ratio-corrected setup.
Another problem I found, when Rajaaboy's Urien reflect your Gouki's Gou Hadouken, he can't perform another Gou Hadou again, this same goes for Zanku Hadouken
I didn't even think projectile reflection was possible in Mugen. I'll look into it, I guess.Edit: Okay, I think I've got it figured out. I'll post an update later tonight.
I'm seeing the unused Hadouken fadeout sprites! God you got everything covered haven't you?...no chance of a HDR style is there? Not sprites, hell no, I mean gameplay and shit. With the silly bouncy air Hadouken? Unless you actually mentioned it before?
Update: Projectile reflection issue fixed, and alternate files included for a non-aspect ratio-corrected setup. Sorry it took longer than I had said earlier.Download Link
I really like how accurate this Akuma is and how he has tons of different ways to play as him. One thing I do need to address though is that if you pre-determine Akuma's Mode to CPS1, it won't function properly. Other than that, great release!
This is one of my favorite chars ever. Excellent work on him, you studied deeply on his proprieties[I mean, making him incredible accurate to the original game, fixing everything on him and work hard on these char or in codings or in his sprites aspects].Your Gouki are awesome, keep it up man!
Sorry if I am bumping this, but for some reason MUGEN crashes after several seconds if he fights in Simul. Any possibilities this will be fixed?
I'm pretty sure felineki is working on a new update, if you pay attention to some of the posts in the screenshots v3 topic.