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dragoon316

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Messages by dragoon316

    

Re: XXX updated and some stuff

 October 09, 2007, 03:22:39 am View in topic context
 Posted by dragoon316  in XXX updated and some stuff (Started by Basara Lapis October 08, 2007, 08:21:18 pm
 Board: Your Releases, older Mugen

Outstanding job on the palettes.  :sugoi:
The cyber-looking palette (pal6.act if I'm right) is one of my favorites for M.B. Shotoman.
    

Re: Two releases from dragoon316?!

 September 08, 2007, 03:46:30 pm View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

UPDATE: Both RyuDX and KenDX updated and available @ my site.

Both:
-Walk velocities are too fast, IMO
-Air Tatsumaki and Hadoken rest the same with any button
-Shoryuken should have a little more pausetime, IMO

Ryu:
-Lv1 Shinku Hadoken should be rests a little more (rests 120, I think with 150 should be good)

-Shinryuuken rests a little bit of energy in all his levels, in lv1&2 rests 105 and lv3 rests 130 (175 pushing buttons)... since just lv1 Shoryureppa and Shippu-Jinraikyaku rest 150 each one
-Medium D,DF,F+kick rests less energy than the other 2 (who rests the same)
Not sure if the velocities are too fast, compared to Warasaki's Ryu and Ken.
Sorry for my lack of terminoligy (sp?) but what do you mean by "rest". Is that the damage count?  ???
Wasn't sure about the pausetime for the Shouryuken.

Ken:
-Inazuma Kakoto Geri doesn't hit in some characters
-After Shoryureppa, when you get in the ground, you can hit the opponent with any button and it counts as another hit in the super and can launch him to the other side of the screen
-Other stuff Cybaster and the rest discovered (like PalFX in Hadokens)
I check the collision for his "axe-kick"
The last one was on purpose since EX and DX Super don't use JuggleCheck. Subject to change.

In general, good characters, but I still prefer your MB ;)
No surprise. I also perfer Shotoman (and Sagat DX  :sugoi:).

    

Re: Two releases from dragoon316?!

 September 06, 2007, 01:17:24 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

*looks at Demitri Maximoff's (a.k.a. Cybaster) list*
That's... alot. :o

Honestly, I don't know where to begin.  :P

The one thing I hated about WINMugen was that PalFX glitch, but I've kept the old "Projectile" codes since I'm used to them.

I had the same problem with Sagat DX concerning the corner fireball at one time. To be fixed.

I'll fix the velocities on the DP for the next update.

I haven't used afterimages on ES moves since my failed unreleased character (sorry for not mentioning this characters name, BTW).

I was thinking about changing the burn FX anyway. (Both Shakunetsu Hadouken and L3 Shinkuu Hadouken)

I screwed up on the scaling. It should've matched Ken ES Hadoukens. I didn't plan on making his ES Kuuchuu Hadouken a double, unfortunatley.

EX Moves under DX-groove weren't meant to have fall.recovery = 0. I don't know why...  :-\

I was trying to avoid something like *insert random words and/or phrases follow by of doom/of terror/etc. for his Shinkuu Hadou-BEAM.  :sugoi:

I am thinking of creating Evil Ryu as a seperate character.

I'll reduce the charge time for his Denjin Hadouken.

I used the "death" animation as a tribute to how a character loses (if his/her partner is still alive) in MSHvSF and above.

Actually, I used MCM for my *.air files.

I never figured out how to stop the random sliding.  :wall:

ziltama on September 03, 2007, 16:29:50 said:
For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.
dragoon316 said:
It was intentional to match my other characters.

Maybe I should disable the "floater" code for his Heavy Punch and ES Soukuu Hadouken.

I know I forgot to add the width code for his Kick throw. (or at least adjust it.)

It's been a while since I've played MvC2 to get the right velocities. I research it and fix the problem.


Large list I admit. Thanks for the feedback.
    

Re: Two releases from dragoon316?!

 September 05, 2007, 01:57:35 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

Strange, I'm doing just that and still nothing bad happens. This is one glitch even I can't figure out. ::)
    

Re: Two releases from dragoon316?!

 September 05, 2007, 01:36:58 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

If you jam on all the attack buttons at the same time, the characters just sit still.  After you stop hitting all the buttons, the characters will then do the auto-dizzy move.
This might only happen with a keyboard. I tried it with my PS2 joypad and nothing happen.  ???

After your characters are knocked down, during the flip-up animation, the opponent can walk through your character.
:oops: Missing collisions...

Just played SFIII again, which is the only series to use Denjin Hadouken.  No lightning from the sky; just an electrical charge effect in his palms.  Your Ryu even makes the sound fx, but just looks strange without the actual charge fx.
It's a good thing I had that electric SFX. I might have a ki effect stored away that might help.

I forgot you made M.B. Shotoman as well, but, it just looks odd if you can make the hurricane kick go lower than it usually does.
Mostly against short characters. Of course, you're screwed if they crouch lower than his kick.  :S

Also noticed another thing for both.  When charging, the dust effect is misaligned.
All my characters (thus far) use the same axis, unfortunately. It's mostly based on my custom (and unreleased) motif and spark set.

For the denjin hadoken, you could ask POTS. His Ryu has it, and is open-source, so you could gather lightning sprites..
Concerning the lightning effect, you could also check my nxc_Ryu, it has one made by Bloodstorm. Just contact me if you want the full version of it.
I was gonna ask P.o.t.S if I can use his Ryu's Joudan Sokutou Geri sprites instead. As for the lightning effect, I let you know if I need it.  ;)

BTW, thanks for all the feedback thus far, everyone.  :2thumbsup:
    

Re: Two releases from dragoon316?!

 September 04, 2007, 05:14:56 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

For future revisions, you should rename the def file the same name as the 7z file to avoid "newb" problems.
Mostly intentional, but I've done worse.  >:D

For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.
It was intentional to match my other characters.

Also for both, there's no dizzy sound or dizzy star/birds animation.  In addition, after your characters are knocked down, the opponent can walk over them TO THE OPPOSITE side.
I never planned on adding dizzy stars/birds to my characters. As far as them walking over and crossing to the other side; that never happen to me before.

If you jam on buttons for both, Ryu will pause and then perform his auto-dizzy or roll.  It also occurred while jamming on buttons for Ken's shinryuken.  After he lands, he either rolls or does the auto-dizzy.
I need more details on this.

Ryu's jab dragon punch arcs out a little too far.
To be checked...

Ryu's ES Hurricane Kick is perhaps a little too controllable.  Having it controllable is good, but I would have it move around at half the current speed.  Also, I probably wouldn't have the ES hurricane kick be able to go down lower than the regular hurricane kick height.
Wasn't a problem with M.B. Shotoman (which used simular code to Ryu).

The first hit of Ryu's Shin Shoryuken (if connects) should cause a vacuum effect and suck the opponent in.  Also, I'm not sure if it was intentional to allow Ryu to hit the opponent on the way down.  Maybe have the opponent travel higher faster and fall faster.

For Ryu's Denjin Hadouken, there's need to be a charging fx in his palms (+/- lightning from the sky).  Otherwise, it looks like Ryu is having a seizure!
Too bad I don't have thunder effects or energy particles.

It seems odd that Ryu's largest fireball is his air ES fireball.
I'll scale it to match Ken's ES Hadouken.

For Ken's crazy kicks, the opponent is set into stun mode for way too long.  I understand this was done to combo into the follow-up kick, but this never comboed in the original games.  Also, the roundhouse krazy kick should be knockdown.
The timing is a bit harsh. I don't know about making his D,DF,F+Roundhouse attack a knockdown, but it might work (for his axe-kick follow-up, maybe  :-\).

For Ken's Ryusenkyaku, he goes too high and too far for each respective kick button.
I'll check the velocities for all three.

Ken's es hurricane is a great idea.  It should also have a vacuum effect after the first hit.  If you barely connect with the opponent, some of the hits miss and looks odd.

Ken's Shippu-Jinraikyaku needs some work.  Maybe having a vacuum effect would also help here.  The end hurricane kick goes up too high as well.
Vacuum effect: This could work. I've fix the velocity of the Tatsumaki follow-up.

Ken's Hadou-Shouryuu is an interesting concept, but it seems like it needs to do more if a single hit is going to take off half the life bar.  This is also a move where it would benefit from having your own hit sparks & burn effects included to make it look more dramatic.
One hit should be effective enough. I don't like to add hit sparks or burn effects to my characters because of possible load times. Also, I wasn't planning on adding anything else (except maybe fix the BGPalFX if the attack connects).

Cool, I like your DX creations (even when their AI is very hard :sadgoi:)... and I don't say to you before, but I liked your Shoto*****, very original :sugoi: congratulations!!


[size=4pt](just wait your character being crushed by my Eric, hehehe...)[/size]

I appreciate you liking my M.B. Shotoman but try to refrain from using the "special N-word" around me.
I am Black after all. ;P

[size=5pt]*Calls Jesse Jackson*[/size]
    

Re: Two releases from dragoon316?!

 September 04, 2007, 03:55:00 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

Try this:

In the "Chars" folder in your MUGEN folder, create the folders, RyuDX and KenDX.
Unzip both .7z files in the respective folders.

    

Re: Two releases from dragoon316?!

 September 04, 2007, 03:07:38 am View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

The most I can tell you is make sure the folder and the *.def file match.
    

Two releases from dragoon316?!

 September 03, 2007, 08:06:50 pm View in topic context
 Posted by dragoon316  in Two releases from dragoon316?! (Started by dragoon316 September 03, 2007, 08:06:50 pm
 Board: Your Releases, older Mugen

Decided to release two new characters today.
Both Ryu and Ken ver. DX are available @ my site. Get em' both @ http://www.freewebs.com/dragoon316

Enjoy and please leave commets.

Here some screenshots:
Ryu DX



Ken DX

    

Re: What programs do YOU use to edit sprites?

 September 03, 2007, 07:20:04 pm View in topic context
 Posted by dragoon316  in What programs do YOU use to edit sprites? (Started by Azasuke Kaijin September 03, 2007, 06:28:52 am
 Board: Development

Paint Shop Pro 4. 'nuff said.