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Trololo

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Messages by Trololo

    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (2023 Release)

 June 04, 2022, 03:19:25 am View in topic context
 Posted by Trololo  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (2023 Release)

 June 04, 2022, 02:19:02 am View in topic context
 Posted by Trololo  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

Crazy theory. Of course, I don't expect this to happen at all:

Spoiler, click to toggle visibilty
รง


Spoiler, click to toggle visibilty
    

Re: Street Fighter 6 (PS4/PS5) (2023 Release)

 June 03, 2022, 04:59:32 pm View in topic context
 Posted by Trololo  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

OK, I'm browsing SF6 page on Caps' site, and noticed one interesting thing: they enter Easy Command mode, so to speak.


The second image, however, reveals something I'm much more fond of: multiple Super Art are finally back.
And, just for the sake of clarification, the game WON'T be limited for PS4 and PS5, they also confirmed PC and Xbox Series X|S.
Here is the link if you want to read it yourself. It contains much interesting info.
    

Re: Street Fighter 6 (PS4/PS5) (2023 Release)

 June 03, 2022, 11:31:46 am View in topic context
 Posted by Trololo  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

how about you keep those comments in fucking SPOILERS, huh?!
some people, like me, are trying to avoid spoilers, and you are making this task IMPOSSIBLE!

My bad. I's just my interactions about such stuff aren't too often for me to think about spoilering crap.
    

Re: Street Fighter 6 (PS4/PS5) (2023 Release)

 June 03, 2022, 06:57:16 am View in topic context
 Posted by Trololo  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

Spoiler, click to toggle visibilty
    

Re: Air Fireball

 May 30, 2022, 09:51:05 am View in topic context
 Posted by Trololo  in Air Fireball (Started by Charles_2011 May 30, 2022, 03:54:37 am
 Board: M.U.G.E.N Configuration Help

Can you PM me that Ryu you've got? I guess, it'll be better if I'll look into it myself, and then explain you, what and how to do.
    

Re: Air Fireball

 May 30, 2022, 06:41:54 am View in topic context
 Posted by Trololo  in Air Fireball (Started by Charles_2011 May 30, 2022, 03:54:37 am
 Board: M.U.G.E.N Configuration Help

Well, describe me the problem at hand then, precisely. What exactly works not the way you extept it to?
    

Re: Air Fireball

 May 30, 2022, 05:51:23 am View in topic context
 Posted by Trololo  in Air Fireball (Started by Charles_2011 May 30, 2022, 03:54:37 am
 Board: M.U.G.E.N Configuration Help

It works the same as the basic Hadoken. The main differences are in:
-CMD code: StateType = A.
-You will have to code velocities, depending on how you want this move to behave, and a landing state, if you'll need to resort to physics = N.
-Projectile itself will use both X and Y in its velocities, and you'll need to code it hitting the ground too.
Those are the basic differences though, the details are up for you to work up.
    

Re: Character of the Month: March 2022 Voting

 May 17, 2022, 03:10:17 pm View in topic context
 Posted by Trololo  in Character of the Month: March 2022 Voting (Started by Basara Lapis May 02, 2022, 07:02:36 pm
 Board: Contributions of the Month

Gouken and Dio. Good luck to all contestants though!
    

Re: Street Fighter Alpha Series

 May 05, 2022, 04:39:30 pm View in topic context
 Posted by Trololo  in Street Fighter Alpha Series (Started by Trololo September 29, 2018, 04:21:17 am
 Board: Games Vault

Good to know you're back with this collection ;) you know you can get my help anytime, and also you can use anything of my collection on MFFA, Also, I replaced the Birdie image with the correct colors that was posted before

Thanks. And of course I'll be sing stuff from your collection. I mean, the chars I pointed out for you are exactly those I just took the links from yours collections, and later checked them out here. And sorry, but these aren't exactly the correct colors for Birdie. Trust me, I edited that damned message a lot lately, I would place it there if he would have X-Ism 1 palette, but that's his X-Ism 2 palette. Thanks for concerns though, maybe I just need to finally take myself in hands and boot up photoshop.

At any rate, the irony, while I said I couldn't promise I'll be actually expanding the stage selection I did exactly that. Now each stage has multiple authors to pick from, and each of these stages, for the sake of safety, were saved on my Mediafire too, so if something dies there - write it to me, I'll replace the link.
======[EDIT]=======
Finally took some if my time and made the Birdie portrait have proper colors.
    

Re: [W.I.P.] Street Fighter Alpha Series

 May 04, 2022, 01:51:45 pm View in topic context
 Posted by Trololo  in Street Fighter Alpha Series (Started by Trololo September 29, 2018, 04:21:17 am
 Board: Games Vault

I'm sorry for bumping the thread, but it seems, that a single message cannot contain too much hyperlinks. So, I'll have to restructurize it and make the Stage Selection a different message, just for the sake of making myself some free links. Besides, I've got the plans to expand the stage selection with multiple versions for each, depending on authors (but I can't promise it'll actually happen though...), so I'll need them here too. Don't worry, my work on keeping this thing alive and expanding it bit-by-bit it still going. Would be neat if you'd check out the Player Select section and helped with any characters marked as "Missing".





STAGE SELECT

STREET FIGHTER ALPHA
  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)

STREET FIGHTER ALPHA 2
  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)

STREET FIGHTER ALPHA 3
  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)


    

Re: Street Fighter All-Stars - Version 1.0

 April 29, 2022, 11:20:41 am View in topic context
 Posted by Trololo  in Street Fighter All-Stars - Version 1.05 (Started by RagingRowen April 29, 2022, 12:20:54 am
 Board: Your Releases, 1.0+

Shit, then just merge these Movelist files properly and put a single file in the root folder, on the plain sight. Again, the same Root folder has many sub-folders, so hiding extra folder in them, even if the folder is uniquely named, is exactly that: HIDING. These folders is not just something you look into, you know?
And feel free to hit me up if you'll have problems with fixing anything mentioned. I'll give a hand.
    

Re: Street Fighter All-Stars - Version 1.0

 April 29, 2022, 07:12:17 am View in topic context
 Posted by Trololo  in Street Fighter All-Stars - Version 1.05 (Started by RagingRowen April 29, 2022, 12:20:54 am
 Board: Your Releases, 1.0+

Heh. You finally did it, eh?
Congratulations, pal! I'll try this stuff out.
=======[EDIT]========
OK, here is some fair feedback:
-First, and most importantly, it would be neat to have a unified MoveList for all the characters, since you deleted these out of their own folders. Sure, you have a lot of characters we might know moves for, but you also have new moves for some of them, and you have Retsu, at this point literally custom character.
-You could try and make some more difference between SuperPause SF. It might just me be, too used to P-Style and all, but at least LVL1 and LVL2 effects look the same to me.
-A fair warning: IKEMEN does NOT understand 2-Button and 3-Button commands. Maybe there are some workaround to make these work, but I know none I'd like to mess with.
-I'm not sure if Ryu's Rage Move is supposed to be invincible. AFAIK, moves like this are supposed to be tanky. Just asking, was that intended?

-I really like the effects for connected Shin Shoryuken for Ryu, but you could try and make that screen darkening go away fluidly instead of just spoofing out of existence.
-TBH, the animation of Ken's last kick in Shippu Jinrai Kyaku looks a little bit weird. But nothing serious.
-Alex's Boomerang Raid generates lost of Ground Hit sounds and effects. Maybe you need some help fixing that?

-Dan doesn't have alternative palettes. He only has a pink one.

-Also, Dan's Rage Move makes no sense. While most of Rage Moves in your game are fast AF and safe to the boot, Dan's is just a basic taunt, with nothing safe in it. Maybe you'll try to inspire with the way he handled his taunts in SF5?
-If done close enough tot he ground, Dan's EX Airborne Dankyaku just lands instead. With moves that defy gragity it's a good tone to use "animelemtime(x)>=" trigger along with that you already have in ChangeState for Langing, just to make sure character won't start landing before he does his part (aka reaches animelem X).
-Hissho Buraiken has too much positive HitVels, resulting in enemy pushing Dan back. ot that the move loses connection, but it would look better if it wouldn't push him like that.
-The same thing fro Dan's LVL3 as with Ryu's Shin Shoryuken: with more fluid fade-in after it's done it would look better.
-Maybe you better make Sagat's F+LK and F+HK a little bit slower on startup? I remember Tiger Teleport being more comfortable to execute in SF4's, and I did that on PS3 D-Pad too (meaning, it's comfortable enough there to execute with a single finger).
-Add "removeonhit = 1" to scar explode in Sagat's Rage Move. If he'll get hit while starting it, the Explod not disappearing is noticeable.

-Cammy's stage actually has a name: Fraserburgh Castle.
-Is this an intended hitbox for Spin Knuckle?

-Cammy's QCBx2+2k triggers Burn effects on the enemy. Again, is that intended?

-----Now, let me just show you my utmost respect for adding Retsu in your project. SF1 for Life, bahbee!-----
-Retsu's LPs don't have a Whoosh sound. Like, literally all of them.
-Retsu's QCF+P super doesn't have AfterImages.
-Retsu has Deadly Rave type of move... Talking about lack of Movelist again.
Overall your project feels really good. Once again, big congratulations on release, pal!
    

Re: Ryu by Trololo - Remade and Released

 April 25, 2022, 09:07:28 am View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 pm
 Board: Your Releases, 1.0+

OK, made a micro-update for this guy.
-Reviewed the Close HP's timings.
-To correspond this, slightly tweaked timings of Joudan Sokutou Geri.
-Decided to lower the HitVels of Close MP to allow it connect with Shoryuken. I doubt it's the best decision though, but as long as it works, I guess.
-Now this one is more serious: I just noticed I screwed up and Ryu gained the bar with some of his specials when Custom Combo was active (kinda shows how much I care about this feature, LOL). That is fixed.
    

Re: Increase velocity properly

 April 24, 2022, 05:42:51 am View in topic context
 Posted by Trololo  in Increase velocity properly (Started by Charles_2011 April 24, 2022, 03:41:39 am
 Board: M.U.G.E.N Configuration Help

Your codes here are these:
walk.fwd  = 2.67     
walk.back = -2   
You just change these values undil you'll be satisfied. As you can see for walk.fwd, it understands floats, meaning you can try adding .1, .15. .2, and gets, picking it up until you'll be good with your walking speed
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 April 21, 2022, 10:12:56 am View in topic context
 Posted by Trololo  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 am
 Board: Sprite Projects

Requestor: Trololo
Character/Game: Ryu, Street Fighter Alpha
Evidence of progress: funny thing is, it's a post-release thing already, I'm just pushing my luck here.
Requests: Ryusokyaku (Evil Ryu's axe kick).

As I said, I'm just pushing my luck here. My sloppy headswap of CvS animation still works, but if someone IS willing to make a more proper SFA thing outta this, then please, do so. If no one wants though - no problem.
    

Re: Strange helper during Custom Combo (POTS-Infinite)

 April 19, 2022, 04:30:50 pm View in topic context
 Posted by Trololo  in Strange helper during Custom Combo (POTS-Infinite) (Started by Momotaro April 19, 2022, 04:21:44 pm
 Board: M.U.G.E.N Development Help

Well, my best bet if for you to look into State 8400 (aka Helper's State). I'm sure mistake might be hiding there.
    

Re: Akuma idea thread

 April 18, 2022, 04:32:56 pm View in topic context
 Posted by Trololo  in Akuma idea thread (Started by RedDragonCats17 April 16, 2022, 10:24:36 pm
 Board: Idea Engineering

Dude, Akuma, like Ryu and Evil Ryu, are staples of SF. You can't really bring any new ideas to them. What you described right here is what would anyone do, really.
My only suggestion is for Shin Akuma: you could try and go for SFxTK styled Misogi for his Rage Move.
    

Re: Sheng Long idea thread

 April 16, 2022, 04:05:01 am View in topic context
 Posted by Trololo  in Sheng Long idea thread (Started by RedDragonCats17 April 16, 2022, 12:54:01 am
 Board: Idea Engineering

Well, THIS legendary piece gives us some ideas to consider. I'm not sure about what kind of system do you plan, but here are my ideas I got while reading this:

-Cancel Hadoken into Hadoken! Any form is good, you can go standing to crouching, anti-air to anti-air, anything goes. However, it will by definition be an EX Move (meaning, each cycle takes up 500 MP).
-Give him Zankuu Hadoken, make it work like SF4 (aka version decides projectile's trajectory) and give it the same Spam properties too, to recreate mentioned Messatsu Go Zankuu Agyo.
-Denjin Shoryuken. Make it work similarly to Denjin Hadoke in SF3. Aka, always unblockable, but requires charge.
-----Without charge it'll work similarly to LP version, but, obviously, be unblockable and will have shitty damage.
-----Interpolation....
-----MAX Charge: LVL3 tier damage (because you not only need to charge the move to make it dangerous, but be up-close for it to work too), goes  further and higher than HP Shoryuken, multihits (in other words, works like Forbidden Shoryuken/Whiffed Shin Shoryuken). After enemy falls he get stunned too (but ONLY on maximum charge).

I'll looked into SF2 Hoax, and only thing I understood, aside from Mega-Damage and little to no recoveries from moves, is that he can do every special move in SF2. I'll thy to think of a good way to mix that in, but it'll take time.
    

Re: Ryu by Trololo - Remade and Released

 April 14, 2022, 08:50:23 am View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 pm
 Board: Your Releases, 1.0+

Heh. Nice videos. Thanks, pal! Why didn't you replace the small portrait though? He has the alt for Evil Ryu in the folder (though it's not even remotely perfect, had to use what I could).
Also, they kinda show how much of an ass is AI for this guy. Really needs more work... I just can't understand, I pick the ranges for moves' use perfectly, I measure it up with the help of AppendToClipboard with P2dist X being one of its parameters, and I test it all on KFM, with his thin hitboxes, meaning for characters with wider hitboxes it shall work even better. Why do they all always mash the hits long before the face of opponent for me? Do I miss something? Does it not count the distances between characters' AXIS Points?