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ELECTR0

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Messages by ELECTR0

    

Re: Iron Muscle Bomber (Alpha)

 November 04, 2012, 04:23:29 pm View in topic context
 Posted by ELECTR0  in Iron Muscle Bomber (Alpha) (Started by teddylam November 01, 2012, 11:32:36 pm
 Board: Your Releases, 1.0+

Anything I release is open source and just glad the stage could help you out, good luck with the rest of your project.
    

Re: KillaCroc' Pyro Updated

 October 28, 2012, 06:37:51 pm View in topic context
 Posted by ELECTR0  in KillaCroc' Pyro Updated (Started by zvitor October 21, 2012, 08:05:21 pm
 Board: Your Releases, 1.0+

Theres a couple of issues here and there, but i'm really liking the progress on this Pyro :)
    

Re: WarZone Screenpack Custom Ports

 September 11, 2012, 09:41:49 am View in topic context
 Posted by ELECTR0  in WarZone Screenpack Custom Ports (Started by Ehat September 09, 2012, 07:58:00 am
 Board: Your Releases, 1.0+

Yea, that is a ton of work to go in and edit each and every single port. Your ports look really good and small errors are ok. Only time they need all that editing is if something really sticks out. Saikoro is right though to give a tip on how to improve the ports, but hopefully when Mugen 1.1 drops colorloss will be a thing of the past. Nice work Hat Man! :beam:
    

Re: WarZone Screenpack Custom Ports

 September 09, 2012, 08:34:04 pm View in topic context
 Posted by ELECTR0  in WarZone Screenpack Custom Ports (Started by Ehat September 09, 2012, 07:58:00 am
 Board: Your Releases, 1.0+

After I convert an image to 256 colors it usually looks ruff in some spots, so I copy the image again and place it on top of the converted image using Gimp paint program and this helps make the image look better. I'm not saying that you wont need to go in and touch up the image, but a copyed version applied to the converted image helps me out a lot.

Original converted image at 256 colors


Copyed image again onto converted image with Gimp
    

Re: Mugen 1.1, alpha 4

 September 05, 2012, 06:40:57 am View in topic context
 Posted by ELECTR0  in Mugen 1.1, alpha 4 (Started by Seravy September 02, 2012, 07:02:42 pm
 Board: M.U.G.E.N Discussion

Obviously the Mugen engine is trying to mimic all the features from every fighting game that has ever been released as best it can. So there is no ONE game that Mugen is based upon. KFM"s design is no different than 90% of fighting games out there where they have a dark haired guy wearing a karate gi and sparing gloves. Mugen is not a game but a tool to make a game. Basically theres no need to discuss this any further and get back on topic. With that said, can someone fill me in please on how beam attacks work with zooming? I read over at the Elecbyte forums where someone commented on that you can set screen distances one, two, three times etc.. to tell FX when to stop. I would like to go ahead and start making Ending FX for beams on characters I want to add to my game when it goes public, so more help in understanding would be nice.
    

Re: Mugen 1.1, alpha 4

 September 02, 2012, 11:35:42 pm View in topic context
 Posted by ELECTR0  in Mugen 1.1, alpha 4 (Started by Seravy September 02, 2012, 07:02:42 pm
 Board: M.U.G.E.N Discussion

I was actually wondering how beams would be affected in the zoom featured stages, so i'm glad to hear that you can set screen distances or just make the beam have an actual ending. It shouldn't be that hard to wip together an ending sprite for MvC style Ryu Hyper Hadoken etc... I hope the testers help Elecbyte out to squash any problems so we can get our hands on this new toy soon.
    

Re: Interactive Stages Database

 August 17, 2012, 08:56:48 am View in topic context
 Posted by ELECTR0  in Interactive Stages Database (Started by Cybaster June 20, 2011, 07:33:50 am
 Board: M.U.G.E.N Discussion

Yes it basically does the same thing but just a whole lot easier to implement, seeing how it's just one trigger that can work with every stage.
    

Re: New Alpha Version for Public

 August 10, 2012, 11:53:45 pm View in topic context
 Posted by ELECTR0  in New Alpha Version for Public (Started by ELECTR0 July 27, 2012, 03:13:49 pm
 Board: M.U.G.E.N Discussion

In fact I imagine that a new form of balance will need to be implemented because of the new zoom feature, for example, fireball based characters will be dramatically more powerfull & maybe need to be toned down damage wise or maybe have less health, while characters with little or no fireballs will have a tougher time reaching there opponent & maybe need to have better defense or more health to compensate.

Samurai Shadown has zoom and I never felt any unbalance between projectile and non-projectile characters, there should be no problem in fights like Zangief vs Ryu, remember only 1 Hadouken can be on screen at once.

Again i'll have to play around with it to see for myself, i'm just worried about fighting my brother & friends who like to run away & fireball all day just because I like to rock T.Hawk. As for excitement I can't cull it, even if the testers get it first. Just knowing the ball is rolling is good enough for me right now. Wonder if they will let a few new peeps test it as well. Guess well know soon.
    

Re: New Alpha Version for Public

 August 10, 2012, 11:37:32 pm View in topic context
 Posted by ELECTR0  in New Alpha Version for Public (Started by ELECTR0 July 27, 2012, 03:13:49 pm
 Board: M.U.G.E.N Discussion

Well of course :) I'm talking about tweaking them to play in my game for myself, which is something I enjoy doing. I guess I should have been more clear on that
    

Re: New Alpha Version for Public

 August 10, 2012, 11:24:42 pm View in topic context
 Posted by ELECTR0  in New Alpha Version for Public (Started by ELECTR0 July 27, 2012, 03:13:49 pm
 Board: M.U.G.E.N Discussion

Yea alpha has got all the new goodies. In fact I imagine that a new form of balance will need to be implemented because of the new zoom feature, for example, fireball based characters will be dramatically more powerfull & maybe need to be toned down damage wise or maybe have less health, while characters with little or no fireballs will have a tougher time reaching there opponent & maybe need to have better defense or more health to compensate. I look forward to playing around with the new engine & tweaking my old characters, fun, fun.
    

Re: New Alpha Version for Public

 August 10, 2012, 10:35:31 pm View in topic context
 Posted by ELECTR0  in New Alpha Version for Public (Started by ELECTR0 July 27, 2012, 03:13:49 pm
 Board: M.U.G.E.N Discussion

Well 30 days is almost up folks, so this version of Mugen should be dropping anytime now :)
    

New Alpha Version for Public

 July 27, 2012, 03:13:49 pm View in topic context
 Posted by ELECTR0  in New Alpha Version for Public (Started by ELECTR0 July 27, 2012, 03:13:49 pm
 Board: M.U.G.E.N Discussion

    

Re: Ryu ultimate intro and ending

 September 28, 2011, 01:57:26 am View in topic context
 Posted by ELECTR0  in Ryu ultimate intro and ending (Started by ELECTR0 September 27, 2011, 05:13:36 am
 Board: Your Releases, 1.0+

Yea to bad there was no Capcom SF2 artwork of Gouken / Sheng Long to pick from.
    

Ryu ultimate intro and ending

 September 27, 2011, 05:13:36 am View in topic context
 Posted by ELECTR0  in Ryu ultimate intro and ending (Started by ELECTR0 September 27, 2011, 05:13:36 am
 Board: Your Releases, 1.0+

Here is another intro & ending I put together from the various street fighter 2 games. The new intro sprites are mostly from the super nes version of ryu's ending while the new ending is mixed up of sprites from the original street fighter 2 & super street fighter 2. I added additional text from super street fighter HD & a little of my own to make the story from start to finish feel complete.

Video : http://youtu.be/o9oniH8AtEM

Link : http://electros115.web.officelive.com/default.aspx
    

Re: Another MMO going F2P - DC Universe Online

 September 25, 2011, 01:58:05 am View in topic context
 Posted by ELECTR0  in Another MMO going F2P - DC Universe Online (Started by Gate September 19, 2011, 04:04:57 pm
 Board: Gaming

I think the game is really good & am happy it's now free for me to play but I fear the content updates will be a lot slower now.
    

Hero Clix online

 September 10, 2011, 09:29:23 am View in topic context
 Posted by ELECTR0  in Hero Clix online (Started by ELECTR0 September 10, 2011, 09:29:23 am
 Board: Gaming

Anyone playing Hero Clix Online? I just got the beta & it's really good. So far in my arinsal I have:

Ronan the Accuser
Pip the Troll
Moondragon
Thor
Mr Fantastic
The Thing
Human Torch
Invisible Woman
Doctor Doom
Doombots
Ulik
Air-Walker
The Owl
Daredevil
Kingpin
malekith
Bi-Beast
Gorilla-Man
Star Lord
Marvel-Boy
Pluto

If your interested in playing the link is up on the Hero Clix web site. It cost 2$ for the beta & you get a starter set of fantastic four & Dr Doom. After that you will need to spend money to get more characters. After the beta is over everything that you have acquired will transfer to the normal game. To get all these characters I put 10$ in my account & went to the auction house to get them.

Pics:
http://img.photobucket.com/albums/v119/hulkgray/dd.jpg
http://img.photobucket.com/albums/v119/hulkgray/gorillaman.jpg
http://img.photobucket.com/albums/v119/hulkgray/roanaarmy1.jpg
http://img.photobucket.com/albums/v119/hulkgray/pluto.jpg
http://img.photobucket.com/albums/v119/hulkgray/hogan.jpg
    

Re: City of Heroes freedom (its going free to play)

 September 10, 2011, 09:17:36 am View in topic context
 Posted by ELECTR0  in City of Heroes freedom (its going free to play) (Started by Lobo September 03, 2011, 06:35:44 pm
 Board: Gaming

City of Heroes is the best game ever made. Impossible to make a character & it not be fun to use.
    

Re: Omega Red v1.0

 September 09, 2011, 07:51:01 pm View in topic context
 Posted by ELECTR0  in Omega Red v1.0 (Started by Cyanide September 09, 2011, 10:08:31 am
 Board: Your Releases, 1.0+

Other than some minor bugs this is a perfect Omega Red.
    

Re: Ultimate Zangief Updated

 September 09, 2011, 07:45:51 pm View in topic context
 Posted by ELECTR0  in Ultimate Zangief Updated (Started by ELECTR0 September 07, 2011, 10:24:12 pm
 Board: Your Releases, 1.0+

Ok next update i'll try to speed it up.
    

Ultimate Zangief Updated

 September 07, 2011, 10:24:12 pm View in topic context
 Posted by ELECTR0  in Ultimate Zangief Updated (Started by ELECTR0 September 07, 2011, 10:24:12 pm
 Board: Your Releases, 1.0+

Here is my latest update of Ultimate Zangief. o_O

Video of new hyper http://youtu.be/aKFvERzKFj4

Link : http://electros115.web.officelive.com/default.aspx

Updated:

New lvl 3 hyper

Fixed some hitboxs but still need to rework them all

tweaked some damage

fixed 360 moves to be easier to pull off

new sprite FX from Kong's sprite packs

Communist Fist no longer an ifinite & completly invunerable. It should only go threw standing & crouching melee attacks

Readme has movelist

added priority to attacks