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Re: Creamy Goodness - Version 0.1 (beta)

 February 15, 2019, 05:54:59 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.1 (beta) (Started by Creamy_Goodness January 29, 2015, 05:12:57 AM
 Board: Your Releases, older Mugen


> And now to present the latest version of my Creamy Goodness MUGEN character; Version 0.1.6. This new version features and brand new combo, which starts with the running Quick Kick attack. This will be the last update of Version 0.1, and since the next version of Creamy will be Version 0.2, I will post that update in a new thread.

Version 0.1.6 updates...
- Increased y value of VelSet state of flying knee smash (243) from -3.2 to -4 so that Creamy jumps slightly higher, giving him slightly more time to combo into aerial quick high kick 1 (268). (1/29/2019)
- Changed PauseTime of flying knee smash (243) from 20, 15 to 10, 10. (1/30/2019)
- Reduced ground.hittime of flying knee smash (243) from 20 to 10. (1/30/2019)
- Added Running[QK] long combo. (4 hit combo: Running[QK], QK, QK, HK) (1/30/2019)

> The updated version of Creamy - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.1.6).zip
    

Re: Creamy Goodness - Version 0.1 (beta)

 September 02, 2018, 05:49:32 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.1 (beta) (Started by Creamy_Goodness January 29, 2015, 05:12:57 AM
 Board: Your Releases, older Mugen


> After yet another long ass break from this thread, I present to you Version 0.1.5 of my Creamy Goodness MUGEN character. This version has a new 11 hit combo that begins with his running Quick Punch attack, and ends with his Hypercane 3-Pack super attack. The combo can be tricky to pull off, and requires one energy stock to finish, but it inflicts up to 460 points of damage on the opponent, which is nearly half of a normal character's full health. Enjoy.

Version 0.1.5 updates...
- Replaced and added blue hit boxes to first frame of Sure You Cane - QP - CT from 256. (358) (6/19/2018)
- Replaced missing second frame of Sure You Cane - QP - CT from 256. (358) (6/19/2018)
- Replaced missing third frame of Sure You Cane - EX - CT from 256. (428) (6/19/2018)
- Reduced ground.velocity of high straight end candy cane thrust (241) from -10 to -6 to make it easier to combo into standing candy cane backswing. (261) (6/25/2018)
- Reduced ground.slidetime of high straight end candy cane thrust (241) from 10 to 6 to make it easier to combo into standing candy cane backswing. (261) (6/25/2018)
- Deleted hit boxes around attacking foot of first frame of quick ground kick (215), so that it takes 4 ticks to hit instead of 1. (6/25/2017)
- Hypercane 3-Pack (3100) is now performed by entering F, HCF + QP instead of HCF + HP. (6/26/2017)
- Removed diagonal joystick motions of Hypercane 3-Pack (3100) in order to make it easier to perform. (6/26/2017)
- Removed diagonal joystick motions of Pixie Stick Stunner (370) in order to make it easier to perform. (6/26/2017)
- Added Running[QP] long combo. (11 hit combo: Running[QP], QP, HP, QP, HP, HP, QK, HP, Forward, HCF + QP) (6/26/2018)

> The updated version of Creamy - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.1.5).zip
    

Re: Creamy Goodness - Version 0.1 (beta)

 March 19, 2017, 08:31:22 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.1 (beta) (Started by Creamy_Goodness January 29, 2015, 05:12:57 AM
 Board: Your Releases, older Mugen


@GDPenguin

“PS. Any animation projects I could check out? Looks like you've got some talent hidden somewhere :)

> Thank you very much. Unfortunately, I don't really have too much in the way of animation projects, but I have been working on a multitude of projects on an on and off basis for over a decade. Since we're on the subject of MUGEN, there is another character I've been working prior to Creamy Goodness. The character is known as Brandy Oteigh, my judoka elf, and she's been on hold for several years. Perhaps I'll start working on her again after I officialy release Creamy, but that remains to be seen.


> Brandy Oteigh's official project page...

http://creamyg.jdluke.com/Games/MUGEN/Characters_-_Brandy_Oteigh.html


> Brandy's field tests and the first two parts of a three part series that I call The Making Of Brandy...

http://creamyg.jdluke.com/CGF/VG_Projects/MUGEN(fs).html


> Besides MUGEN, I've also done some work on Quake 2 add-ons. My latetst project was making a plugin player model (PPM) of my pretty nephew Austin's online persona called Austavin. Here is Austavin's offical project page...

http://creamyg.jdluke.com/Games/Quake2/PPMs_-_Austavin.html


> A short promotional video of Austavin's PPM...

http://www.dailymotion.com/video/x44b2i9_quake-2-austavin-promo_videogames


> Stepping away from video game based projects, I've put together some animated shorts, which are similar to the AMVs which are popular on YouTube...

http://creamyg.jdluke.com/CGF/Animated_Shorts/CGF_-_Animated_Shorts%28fs%29.html


> And finally, a short music video to celebrate 100 videos on Creamy Goodness Films...

http://www.dailymotion.com/video/x19eu9p_hundred_music


> Enjoy. :)
    

Re: Creamy Goodness - Version 0.1 (beta)

 February 28, 2017, 05:23:49 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 0.1 (beta) (Started by Creamy_Goodness January 29, 2015, 05:12:57 AM
 Board: Your Releases, older Mugen


> Sorry for resurrecting a super old topic, but I've got another update for my Creamy Goodness beta character. Version 0.1.4 comes with a new combo, plus some minor bug fixes as well. As is the case with every update, here's the official list of changes...

Version 0.1.4 updates...
- Added QK short combo (5 hit combo: QK, QP, QP, QP, HP) (2/20/2017)
- Added blue hit boxes to attacking hands of some previously completed combo attacks (2/20/2017)
- Deleted hit boxes around attacking hand of first frame of Standing quick jab (200), so that it takes 4 ticks to hit instead of 1. (2/20/2017)
- Changed PauseTime of Standing quick jab (200), from 10, 5 to 10, 7. (2/20/2017)

> The updated version of Creamy - http://creamyg.jdluke.com/Projects/MUGEN/Characters/Creamy_Goodness/CGX_Creamy/CGX_Creamy(v0.1.4).zip
    

Re: Rucheca (Teaf): Creamy edit

 October 03, 2016, 10:05:50 PM View in topic context
 Posted by Creamy_Goodness  in Rucheca (Teaf): Creamy edit (Started by Creamy_Goodness October 02, 2016, 06:19:35 PM
 Board: Edits & Add-ons


@Left4Joker

> OK, try the downloads now, they're fixed. Enjoy. :)
    

Re: Rucheca (Teaf): Creamy edit

 October 03, 2016, 09:39:34 PM View in topic context
 Posted by Creamy_Goodness  in Rucheca (Teaf): Creamy edit (Started by Creamy_Goodness October 02, 2016, 06:19:35 PM
 Board: Edits & Add-ons


@Left4Joker

"Just a heads up: Your Samurai Jack is offline ;D
Edit: And Dan too."

> Thanks for the heads up. I'll look into that.
    

Rucheca (Teaf): Creamy edit

 October 02, 2016, 06:19:35 PM View in topic context
 Posted by Creamy_Goodness  in Rucheca (Teaf): Creamy edit (Started by Creamy_Goodness October 02, 2016, 06:19:35 PM
 Board: Edits & Add-ons


> Besides Shartel, I've also nerfed Rucheca, also created by Teaf. Rucheca is heavily projectile based, and can pummel her opponent from a distance non-stop. So I focused on weakening said projectiles, and lengthening some of their wind up times.

> Deleted custom Kuromaru upside-down sprite (9005, 0).
> Standing quick spark (200) now does 10 damage.
> Second quick spark (205) now does 10 damage.
> Added one tick to the first four frames of horizontal icicle (210).
> Horizontal icicle (210) now does 25 damage.
> Added one tick to the first seven frames of standing downward icicle (215).
> Standing downward icicle (215) now does 40 damage.
> Added one tick to the first four frames of standing quick flame (220).
> Standing quick flame (220) now does 30 damage.
> Added three ticks to the first four frames of standing hard flame (225).
> Standing hard flame (225) now does 60 damage.
> Crouching quick spark (400) now does 15 damage.
> Added one tick to the first four frames of crouching downward icicle (410).
> Crouching downward icicle (410) now does 25 damage.
> Added two ticks to the first four frames of crouching heart flame (420).
> Crouching heart flame (420) now does 40 damage.
> Aerial spark (600) now does 20 damage.
> Aerial icicle (610) now does 30 damage.
> Aerial flame (620) now does 50 damage.
> Energy drain (800) now does 40 damage.
> Standing lightning bolt (1000) now does 15 damage.
> Aerial lightning bolt (1005) now does 20 damage.
> Flash dash (1010) now does 70 damage.
> Added four ticks to the first four frames of flash dash animation (1011).
> Standing ice shield (1100) now does 40 damage per ice ball, totaling up to 160 damage.
> Increased spread of ice balls of standing ice shield (1100).
> Ice trap (1110) now does 20 damage per hit, totaling up to 40 damage.
> Added two ticks to the first four frames of standing fireball (1200).
> Standing fireball (1200) now does 60 damage.
> Aerial fireball (1205) now does 60 damage.
> Fire flash (1210) now does 40 damage.
> Added six ticks to the first four frames of lightning strike super (1500).
> A vertical hit of lightning strike super (1500) now does 40 damage per hit, totaling up to 160 damage.
> A horizontal hit of lightning strike super (1500) now does 160 damage.
> Each hit of orbiting ice ball super (1510) now does 20 damage per hit, totaling up to 200 damage.
> Each hit of pheonix super (1520) now does 50 damage per hit, totaling up to 200 damage.
> Magic rain ultimate (1900) is now a Level 3 super.
> Applied Wood's Rucheca voice pack.
> Decreased Defence from 100 to 80.
> Lowered magic panel (4800) by 15 pixels.



http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Rucheca(CGX01).zip
    

Shartel (Teaf): Creamy edit

 October 02, 2016, 04:50:38 PM View in topic context
 Posted by Creamy_Goodness  in Shartel (Teaf): Creamy edit (Started by Creamy_Goodness October 02, 2016, 04:50:38 PM
 Board: Edits & Add-ons


> Now that the five characters I've buffed for the upcoming Double Jeopardy 2016 tournament have been released, it's time to move on to the nerfed characters. I will begin with Shartel by Teaf, and while the original version is an absolute beast on the battlefield, this edit should be slightly more managable. I couldn't get Shartel's difficulty down to a level that I could be satisfied with, but I'll take what I can get.

> Deleted custom Kuromaru upside-down sprite (9005, 0).
> Added one tick to each frame of downward sword slash (210).
> Added two ticks to the first three frames, and one tick to the rest of the frames of the upward sword slash (240).
> Added one tick to each frame of crouching sword slash (410).
> Added two ticks to the first two frames of crouching sword launcher (440).
> Standing quick uppercut (200) now does 10 damage.
> Downward sword slashes (210 and 211) now do 30 damage.
> Flying butt check (220) now does 25 damage.
> Back roundhouse kick (230) now does 20 damage.
> Upward sword slashes (240 and 241) now do 40 damage.
> Upward sword slashes (240 and 241) can now only hit once per attack.
> Crouching quick uppercut (400) now does 10 damage.
> Crouching sword slash (410) now does 30 damage.
> Sliding kick (420) now does 20 damage.
> Crouching sword launcher (440) now does 30 damage.
> Aerial quick slash (600) now does 10 damage.
> Aerial downward sword slash (610) now does 30 damage.
> Aerial heel kick (630) now does 25 damage.
> Aerial upward sword slash (640) now does 50 damage.
> Back toss (800) now does 50 damage.
> Quick pouncing heel kick (1000) now does 25 damage.
> Hard pouncing heel kick (1010) now does 60 damage.
> S3 version of rising sword slash (1020) is now triggered by (F, D, DF, x) instead of (B, D, DB, y).
> Velocity of quick rising sword slash (1020) is now (2, -7) instead of (-2, -10).
> Quick rising sword slash (1020) now does 40 damage.
> Velocity of hard rising sword slash (1030) is now (3, -10) instead of (-1, -12).
> Hard rising sword slash (1030) now does 80 damage.
> Added three ticks to the first three frames of the sword ground pound (1040).
> Sword ground pound (1040) now does 75 damage if sword strikes opponent.
> Sword ground pound (1040) now does 50 damage if quake effect strikes opponent.
> Spinning sword slash (1050) now does 30 damage per hit, totaling up to 90 damage.
> Added weakspot to spinning sword slash (1050), so that Shartel becomes dizzy for three seconds if hit at least 70 ticks into attack.
> Backbreaker (1060) now does 100 damage.
> Shartel now has 15 AirJuggle points instead of 30.
> Six slash combo super (1500) now does up to 200 damage.
> Superslash super (1510) now does 150 damage.
> Super sword ground pound super (1550) now does 420 damage if sword strikes opponent.
> Super sword ground pound super (1550) now does 250 damage if quake effect strikes opponent.
> Shartel can no longer combo into Super sword ground pound super (1550).
> Super backbreaker super (1560) now does 350 damage.
> Applied Wood's Shartel voice pack.



http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Shartel(CGX01).zip
    

General Stage Request

 September 25, 2016, 09:55:02 AM View in topic context
 Posted by Creamy_Goodness  in General Stage Request (Started by Creamy_Goodness September 25, 2016, 09:55:02 AM
 Board: Requests


> I'm planning on recording another MUGEN AI tournament next month, and I need more stages for the main part of the event. Right now, I'm asking anyone to suggest any stages that meet the following criteria...

- must be low res and WinMugen compatible
- must be a character neutral stage (can't officially belong to any character)
- must not be a training stage (that requirement has already been met)
- must have a BGM

> That's all for now.
    

Rai Bakuoh (Ryoga): Creamy edit

 August 16, 2016, 05:46:24 PM View in topic context
 Posted by Creamy_Goodness  in Rai Bakuoh (Ryoga): Creamy edit (Started by Creamy_Goodness August 16, 2016, 05:46:24 PM
 Board: Edits & Add-ons


> And now for the fifth and final character I've buffed for the Double Jeopardy 2016 MUGEN AI tournament I plan to record later this year. This time around, it's Rai Bakuoh from Sunsoft's Waku Waku 7 game.

> Replaced icon (9000, 0) with one based on his Win animation (180).
> Recolored and resized portrait (9000, 1), and cropped it to 120 x 140 pixels.
> Increased Attack from 70 to 100.
> Increased Defence from 80 to 100.
> Rai now has 15 AirJuggle points instead of 6.
> Applied Shared Palette to all sprites except for the first two.
> Counter jab (113) now does 40 points of damage instead of 63.
> Standing quick jab (200) now does 15 points of damage instead of 23.
> Subtracted one tick from each of the first two frames of standing quick jab (200).
> sparkxy of standing quick jab (200) is now -10, -50 instead of -10, -76.
> Second standing quick jab (201) now does 10 points of damage instead of 23.
> Rai can no longer combo second standing quick jab (201) back into first standing quick jab (200).
> Standing hard uppercut (210) now does 45 points of damage instead of 57.
> Standing hard jab (211) now does 40 points of damage instead of 57.
> First blow of Rolling Knuckle (212) now does 25 points of damage instead of 54.
> Second blow of Rolling Knuckle (212) now does 45 points of damage instead of 57.
> Standing quick roundkick kick (230) now does 20 points of damage instead of 26.
> Standing hard axe kick (240) now does 45 points of damage instead of 63.
> Added two ticks to each of the first six frames of Futtobe Kyaku (241).
> Futtobe Kyaku (241) now does 60 points of damage instead of 63.
> Kaminari Da Kyaku (242) now does 65 points of damage instead of 120.
> Pisoton (245) now does 30 points of damage instead of 50.
> Crouching quick jab (400) now does 15 points of damage instead of 23.
> Added one tick to the first frame of Crouching quick jab (400).
> Reduced ground.slidetime of crouching quick jab (400) from 4 to 2 to make it easier to combo.
> Reduced ground.velocity of crouching quick jab (400) from -4 to -2 to make it easier to combo.
> Rai can no longer combo crouching quick jab (400) into crouching hard upward jab (410).
> sparkxy of crouching quick jab (400) is now -10, -20 instead of -10, -30.
> Second crouching quick jab (401) now does 10 points of damage instead of 23.
> Reduced ground.slidetime of second crouching quick jab (401) from 4 to 2 to make it easier to combo.
> Reduced ground.velocity of second crouching quick jab (401) from -4 to -2 to make it easier to combo.
> Rai can no longer combo second crouching quick jab (401) back into first crouching quick jab (400).
> Rai can now combo second crouching quick jab (401) into crouching hard upward jab (410).
> Crouching hard upward jab (410) now does 40 points of damage instead of 37.
> Crouching quick ground kick (430) now does 10 points of damage instead of 28.
> sparkxy of quick ground kick (430) is now -10, 25 instead of -10, -5.
> Foot sweep (440) now does 30 points of damage instead of 72.
> sparkxy of foot sweep (440) is now -10, 25 instead of -5, 2.
> Aerial quick jab (600) now does 15 points of damage instead of 20.
> Aerial hard uppercut (610) now does 50 points of damage instead of 20.
> Knockdown Attack Air (611) now does 50 points of damage instead of 57.
> Crouching hard uppercut (612) now does 50 points of damage instead of 97.
> Added two ticks to each frame of Knockdown Attack Stand (613).
> Knockdown Attack Stand (613) now moves Rai forward with a velocity of 8 instead of 6.5.
> Knockdown Attack Stand (613) now moves Rai upward with a velocity of -3 instead of -1.95.
> Knockdown Attack Stand (613) now does 60 points of damage instead of 57.
> Quick flying kick (630) now does 20 points of damage instead of 26.
> Hard flying axe kick (640) now does 50 points of damage instead of 70.
> Headbutt of punch throw (800) now hits on the sixth tick instead of the fifth.
> Headbutt of punch throw (800) now does 40 points of damage instead of 10.
> Hard jab of punch throw (800) now does 50 points of damage instead of 20.
> Hard jab of punch throw (800) now adds a second hit to the combo counter.
> Ground quick Inazuna Cannon (1000) now does 15 points of damage instead of 30.
> There can now be two ground quick Inazuna Cannon (1000) projectiles present on screen at once instead of one.
> Reduced ground.hittime of ground quick Inazuna Cannon (1000) from 18 to 10 in order to prevent infinite combos.
> Ground Super Inazuna Cannon super (1020) now does 25 damage per hit instead of 30, totaling up to 200 damage instead of 240.
> Increased velocity of ground Super Inazuna Cannon super (1020) from 5 to 12 in order to prevent infinite combos.
> Ground Super Inazuna Cannon super (1020) no longer gives back power.
> Aerial quick Inazuna Cannon (1030) now does 25 points of damage instead of 50.
> Aerial hard Inazuna Cannon (1031) now does 25 points of damage instead of 60.
> Aerial Super Inazuna Cannon super (1032) now does 28 damage per hit instead of 57, totaling up to 224 damage instead of 456.
> Increased velocity of aerial Super Inazuna Cannon super (1032) from 6, 5 to 10, 8 in order to prevent infinite combos.
> Aerial Super Inazuna Cannon super (1032) no longer gives back power.
> Dai Kaiten Hig Jump (1100) now does 120 points of damage instead of 140.
> Quick Inazuna Crash (1200) now does 40 points of damage instead of 100.
> Hard Inazuna Crash (1201) now does 60 points of damage instead of 130.
> Super Inazuna Crash super (1202) now does up to 260 damage instead of 340.
> Super Inazuna Crash super (1202) no longer gives back power.
> Quick Inazuna Upper (1300) now does 40 points of damage instead of up to 75.
> Quick Inazuna Upper (1300) now hits only once instead of three times.
> Increased juggle of Quick Inazuna Upper (1300) from 1 to 5.
> Hard Inazuna Upper (1302) now does 30 damage per hit instead of 25, totaling up to 90 damage instead of 105.
> One power stock is now required to do the Super Inazuna Upper super (1304).
> Super Inazuna Upper super (1304) now does 50 damage per hit instead of 45, totaling up to 250 damage instead of 225.
> Added an extra 30 tick delay to the beginning of Super Inazuna Upper super (1304).
> Super Inazuna Upper super (1304) no longer gives back power.
> Eliminated Renda (1306 and 1307).
> Chou Chikara Gourai Dengeki Ken (1400) is now a Level 2 super.
> Chou Chikara Gourai Dengeki Ken (1400) now does 405 damage instead of 595.
> Added 25 ticks to the first frame of Chikara Gourai Dengeki Ken (1400).
> Chou Chikara Gourai Dengeki Ken (1400) no longer gives back power.
> Applied BGPalFX state controllers to Chou Chikara Gourai Dengeki Ken (1400) to darken background.
> Applied PalFX state controllers to Chou Chikara Gourai Dengeki Ken (1400) to make Rai flash different colors.
> Gourai Tempest (1500) is now a Level 2 super.
> Gourai Tempest (1500) now does 19 damage per hit instead of 120, totaling up to 342 damage instead of 2160.
> Added 30 ticks to the first frame of Gourai Tempest (1500).
> Gourai Tempest (1500) no longer gives back power.
> Applied BGPalFX state controllers to Gourai Tempest (1500) to darken background.
> Applied PalFX state controllers to Gourai Tempest (1500) to make Rai flash different colors.
> Reduced ground.velocity of Gourai Tempest (1500) from -10, -7 to 2, -7.
> Reduced guard.velocity of Gourai Tempest (1500) from -3 to -1.
> Reduced air.velocity of Gourai Tempest (1500) from -10.5, -8.5 to 0, -4.
> Reduced airguard.velocity of Gourai Tempest (1500) from -5.5, -4.5 to 0, -2.
> Added Waku Waku 7 Harahara Attack Motion Start background (80) to Bukurai Hurricane (1600).
> Rai's AI now has a 5% chance of using the Ground Super Inazuna Cannon super (1020) when 150 pixels away from the opponent or further while standing on the ground.
> Rai's AI now has a 5% chance of using the Aerial Super Inazuna Cannon super (1032) when 100 pixels away from the opponent or further while airborne.
> Rai's AI now has a 5% chance of using the Super Inazuna Crash super (1202) when between 50 and 150 pixels away from the opponent, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into the Super Inazuna Crash super (1202) after standing hard uppercut (210).
> Rai's AI now has a 5% chance of using the Super Inazuna Upper super (1304) when 20 pixels away from the opponent or closer, and opponent is on the ground.
> Rai's AI now has a 10% chance of using the Super Inazuna Upper super (1304) when 30 pixels away from the opponent or closer, and opponent is airborne.
> Rai's AI now has a 50% chance of using the Chou Chikara Gourai Dengeki Ken (1400) when 50 pixels away from the opponent or further while standing on the ground.
> Rai's AI now has a 50% chance of using the Gourai Tempest (1500) when 40 pixels away from the opponent or closer while standing on the ground.
> Rai's AI now has a 90% chance of using the Bukurai Hurricane (1600) when 150 pixels away from the opponent or closer while standing on the ground.
> Rai's AI now has a 10% chance of using ground quick Inazuna Cannon (1000) when between 50 and 150 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into ground quick Inazuna Cannon (1000) after standing hard uppercut (210).
> Rai's AI now has a 10% chance of using ground hard Inazuna Cannon (1010) when 150 pixels away from the opponent or further while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 10% chance of using the aerial quick Inazuna Cannon (1030) when 100 pixels away from the opponent or further while airborne.
> Rai's AI now has a 10% chance of using the aerial hard Inazuna Cannon (1031) when 100 pixels away from the opponent or further while airborne.
> Rai's AI now has a 30% chance of using Dai Kaiten Hig Jump (1100) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 30% chance of using quick Inazuna Crash (1200) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into quick Inazuna Crash (1200) after standing hard uppercut (210).
> Rai's AI now has a 30% chance of using hard Inazuna Crash (1201) when between 30 and 60 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 60% chance of using quick Inazuna Upper (1300) when 20 pixels away from the opponent or closer, and opponent is on the ground.
> Rai's AI now has a 90% chance of using quick Inazuna Upper (1300) when 30 pixels away from the opponent or closer, and opponent is airborne.
> Rai's AI now has a 90% chance of comboing into quick Inazuna Upper (1300) after standing quick jab (200).
> Rai's AI now has a 90% chance of comboing into quick Inazuna Upper (1300) after crouching hard upward jab (410).
> Rai's AI now has a 60% chance of using hard Inazuna Upper (1302) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Rai's AI now has a 90% chance of using hard Inazuna Upper (1302) when 40 pixels away from the opponent or closer, and opponent is airborne.
> Rai's AI now has a 30% chance of using standing quick jab (200) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into second standing quick jab (201) after standing quick jab (200).
> Rai's AI now has a 30% chance of using standing hard uppercut (210) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 30% chance of using standing hard jab (211) when between 15 and 25 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 60% chance of using Rolling Knuckle (212) when between 15 and 70 pixels away from the opponent while running, and opponent is on the ground.
> Rai's AI now has a 30% chance of using standing quick roundkick kick (230) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 30% chance of using standing hard axe kick (240) when between 15 and 30 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 30% chance of using Futtobe Kyaku (241) when between 30 and 50 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 60% chance of using Kaminari Da Kyaku (242) when between 50 and 100 pixels away from the opponent while running, and opponent is on the ground.
> Rai's AI now has a 60% chance of using Pisoton (245) when 20 pixels away from the opponent or further while airborne and 100 pixels above opponent or higher.
> Rai's AI now has a 60% chance of using crouching quick jab (400) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into second crouching quick jab (401) after crouching quick jab (400).
> Rai's AI now has a 60% chance of using crouching hard upward jab (410) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into crouching hard upward jab (410) after second crouching quick jab (401).
> Rai's AI now has a 90% chance of comboing into crouching hard upward jab (410) after crouching quick ground kick (430) when 15 pixels away from the opponent or closer.
> Rai's AI now has a 60% chance of using crouching quick ground kick (430) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into crouching quick ground kick (430) after crouching quick jab (400).
> Rai's AI now has a 90% chance of comboing into crouching quick ground kick (430) after second crouching quick jab (401).
> Rai's AI now has a 60% chance of using foot sweep (440) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
> Rai's AI now has a 90% chance of comboing into foot sweep (440) after crouching quick ground kick (430).
> Rai's AI now has a 60% chance of using aerial quick jab (600) when between 12 and 20 pixels away from the opponent while airborne, and nearly level with opponent.
> Rai's AI now has a 60% chance of using aerial hard uppercut (610) when 12 pixels away from the opponent or closer while airborne, and between 0 to 50 pixels below opponent.
> Rai's AI now has a 60% chance of using Knockdown Attack Air (611) when 12 pixels away from the opponent or closer while airborne, and nearly level with opponent.
> Rai's AI now has a 60% chance of using crouching hard uppercut (612) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
> Rai's AI now has a 30% chance of using Knockdown Attack Stand (613) when between 60 and 80 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 60% chance of using quick flying kick (630) when between 15 and 30 pixels away from the opponent while airborne, and between 0 to 30 pixels above opponent.
> Rai's AI now has a 60% chance of using hard flying axe kick (640) when between 20 and 40 pixels away from the opponent while airborne, and between 0 to 30 pixels above opponent.
> Rai's AI now has a 30% chance of using punch throw (800) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
> Rai's AI now has a 50% chance of using crouch (11) when 25 pixels away from the opponent or closer while standing on the ground.
> Added one new palette.





http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Rai(CGX01).zip
    

Arina Makihara (NHK): Creamy edit

 August 16, 2016, 05:32:22 PM View in topic context
 Posted by Creamy_Goodness  in Arina Makihara (NHK): Creamy edit (Started by Creamy_Goodness August 16, 2016, 05:32:22 PM
 Board: Edits & Add-ons


> Alright, I've got yet another MUGEN character edit for you guys. This time, it's Arina Makihara from Sunsoft's Waku Waku 7 game. Arina is the fourth of five characters I've buffed for the Double Jeopardy 2016 MUGEN AI tournament I plan to record later this year.

> Fixed palette issue of icon (9000, 0) and portrait (9000, 1) by setting Shared Palette of icon to "OFF".
> Raised character by two pixels by changing draw.offset from 0, 0 to 0, -2.
> Standing quick jab (200) now does 10 points of damage instead of 37.
> Second standing quick jab (201) now does 10 points of damage instead of 37.
> Hard jab (210) now does 40 points of damage instead of 90.
> Hard jab (210) now only hits on the sixth frame instead of the fourth and sixth, increasing wind up time from 5 ticks to 8.
> Standing high kick (230) now does 20 points of damage instead of 43.
> Standing roundhouse kick (240) now does 30 points of damage instead of 70.
> Crouching quick jab (400) now does 10 points of damage instead of 32.
> Increased ground.velocity from -4 to -2 of crouching quick jab (400) in order to speed up comboing into second crouching quick jab (401).
> Increased ground.velocity from -4 to -2 of second crouching quick jab (401) in order to speed up comboing into crouching ground kick (430).
> Second crouching quick jab (401) now does 10 points of damage instead of 32.
> Crouching hard uppercut (410) now does 50 points of damage instead of 82.
> Crouching ground kick (430) now does 10 points of damage instead of 40.
> Foot sweep (440) now does 30 points of damage instead of 100.
> Aerial quick uppercut (600) now does 10 points of damage instead of 37.
> ground.velocity of aerial quick uppercut (600) is now 0 instead of -4.
> air.velocity of aerial quick uppercut (600) is now 0, -3 instead of -1.3, -3.
> Second aerial quick uppercut (601) now does 10 points of damage instead of 37.
> Aerial downward jab (610) now does 40 points of damage instead of 90.
> Second aerial downward jab (611) now does 30 points of damage instead of 90.
> Aerial butt smash (630) now does 20 points of damage instead of 40.
> Disabled second butt smash (635).
> Flying kick (640) now does 50 points of damage instead of 110.
> Tyudan (710) now takes 35 ticks to hit opponent instead of 27.
> Tyudan (710) now does 30 points of damage per hit instead of 90, totaling up to 60 damage.
> Body Toss (800) now does 70 points of damage instead of 78.
> Buttock Bounce (801) now does 70 points of damage instead of 72.
> Ground Slam (880) now does 100 points of damage instead of 78.
> Ground Slam (880) is now a special throw instead of a normal throw.
> Hasira alternate state (900) is now performed by entering D + BK instead of BP + BK.
> Aura of Hasira alternate state (900) now does 90 points of damage instead of 35.
> Uncharged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage instead of 70.
> Short charged star projectiles (1000, 1010, 1020, 1030) now do 40 points of damage instead of 80.
> Short charged star projectiles (1000, 1010, 1020, 1030) now take 13 to 21 ticks to charge instead of 13 to 24.
> Medium charged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage per hit instead of 23, totaling up to 60 damage.
> Medium charged star projectiles (1000, 1010, 1020, 1030) now take 22 to 51 ticks to charge instead of 25 to 36.
> Long charged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage per hit instead of 23, totaling up to 100 damage.
> Long charged star projectiles (1000, 1010, 1020, 1030) now take 52 ticks to charge instead of 37.
> Super Heart Attack supers (1150 and 1160) now do points of 150 damage instead of 62.
> Quick Spinning Kick (1200) now does 15 points of damage per hit, totaling up to 45 damage instead of 66.
> Arina can now combo into Quick Spinning Kick (1200) after standing roundhouse kick (240).
> Hard Spinning Kick (1290) now does 20 points of damage per hit, totaling up to 80 damage instead of 86.
> Arina can now combo into the Super Spinning Kick super (1300) after Hard Spinning Kick (1290).
> Initial hits of Arina Upper (1400) now do 20 points of damage per hit instead of 36, totaling up to 40 damage instead of 72.
> Follow up hits of Arina Upper (1400) now do 8 points of damage per hit instead of 25, totaling up to 32 damage instead of 100.
> Arina Super Upper super (1500) now does 35 points of damage per hit instead of 40, totaling up to 210 damage instead of 240.
> Disabled follow up hits of Super Arina Upper super (1500).
> Raging Arina super (3000) is now a Level 2 super.
> Raging Arina super (3000) now does a total of 430 points of damage instead of 300.
> Roast Rabbit supers (4000 and 4200) are now a Level 3 supers.
> Up version of Roast Rabbit supers (4000 and 4200) now does 320 points of damage per hit instead of 140, totaling up to 960 damage instead of 420.
> Up/forward, forward, backward, and up/backward versions of Roast Rabbit supers (4000 and 4200) now do 240 points of damage per hit instead of 140, totaling up to 960 damage instead of 560.
> Down/forward and down/backward versions of Roast Rabbit supers (4000 and 4200) now do 160 points of damage per hit instead of 140, totaling up to 960 damage instead of 840.
> Down version of Roast Rabbit supers (4000 and 4200) now does 480 points of damage per hit instead of 140, totaling up to 960 damage instead of 280.
> Arina's AI now has a 5% chance of using the Ground Super Heart Attack super (1050) when 100 pixels away from the opponent or further while standing on the ground.
> Arina's AI now has a 90% chance of comboing into the Ground Super Heart Attack super (1050) after Hard jab (210).
> Arina's AI now has a 5% chance of using the Aerial Super Heart Attack super (1060) when 100 pixels away from the opponent or further while airborne.
> Arina's AI now has a 5% chance of using the Super Spinning Kick super (1300) when between 50 and 100 pixels away from the opponent, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into the Super Spinning Kick super (1300) after Hard Spinning Kick (1290).
> Arina's AI now has a 5% chance of using the Super Arina Upper super (1500) when 15 pixels away from the opponent or closer, and opponent is on the ground.
> Arina's AI now has a 10% chance of using the Super Arina Upper super (1500) when 20 pixels away from the opponent or closer, and opponent is airborne.
> Arina's AI now has a 90% chance of comboing into the Super Arina Upper super (1500) after crouching hard uppercut (410).
> Arina's AI now has a 50% chance of using the Raging Arina super (3000) when between 50 and 200 pixels away from the opponent, and opponent is on the ground.
> Arina's AI now has a 90% chance of using the Ground Roast Rabbit super (4000) when 100 pixels away from the opponent or further while standing on the ground.
> Arina's AI now has a 90% chance of using the Aerial Roast Rabbit super (4200) when 100 pixels away from the opponent or further, and opponent is below Arina.
> Arina's AI now has a 30% chance of using Tyudan (710) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 30% chance of using Ground Slam (880) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 20% chance of using ground horizontal star projectile (1000) when 100 pixels away from the opponent or further while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 20% chance of using ground diagonal star projectile (1010) when 100 pixels away from the opponent or further while standing on the ground, and opponent is airborne.
> Arina's AI now has a 90% chance of comboing into either ground diagonal star projectile (1000 or 1010) after hard jab (210).
> Arina's AI now has a 20% chance of using aerial horizontal star projectile (1020) when 100 pixels away from the opponent or further while airborne, and opponent is airborne.
> Arina's AI now has a 20% chance of using aerial diagonal star projectile (1030) when 100 pixels away from the opponent or further while airborne, and opponent is on the ground.
> Arina's AI now has a 30% chance of using Quick Spinning Kick (1200) when between 20 and 80 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into Quick Spinning Kick (1200) after standing roundhouse kick (240).
> Arina's AI now has a 30% chance of using Hard Spinning Kick (1290) when between 20 and 100 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 30% chance of using Arina Upper (1400) when 15 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 60% chance of using Arina Upper (1400) when 20 pixels away from the opponent or closer while standing on the ground, and opponent is airborne.
> Arina's AI now has a 90% chance of comboing into Arina Upper (1400) after crouching hard uppercut (410).
> Arina's AI now has a 30% chance of using standing quick jab (200) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into second standing quick jab (201) after standing quick jab (200).
> Arina's AI now has a 30% chance of using hard jab (210) when between 15 and 25 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into hard jab (210) after second standing quick jab (201).
> Arina's AI now has a 30% chance of using standing high kick (230) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 30% chance of using standing roundhouse kick (240) when between 20 and 35 pixels away from the opponent while standing on the ground, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into standing roundhouse kick (240) after standing high kick (230).
> Arina's AI now has a 90% chance of comboing into spinning blast kick (241) after standing roundhouse kick (240).
> Arina's AI now has a 60% chance of using crouching quick jab (400) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into second crouching quick jab (401) after crouching quick jab (400).
> Arina's AI now has a 60% chance of using crouching hard uppercut (410) when 15 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into second crouching hard uppercut (411) after crouching hard uppercut (410).
> Arina's AI now has a 60% chance of using crouching ground kick (430) when between 20 and 30 pixels away from the opponent while crouching, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into crouching ground kick (430) after second crouching quick jab (401).
> Arina's AI now has a 60% chance of using foot sweep (440) when between 20 and 30 pixels away from the opponent while crouching, and opponent is on the ground.
> Arina's AI now has a 90% chance of comboing into foot sweep (440) after crouching ground kick (430).
> Arina's AI now has a 60% chance of using aerial quick uppercut (600) when 15 pixels away from the opponent or closer while airborne, and opponent is above Arina.
> Arina's AI now has a 90% chance of comboing into second aerial quick uppercut (601) after aerial quick uppercut (600).
> Arina's AI now has a 60% chance of using aerial downward jab (610) when between 12 and 20 pixels away from the opponent while airborne, and opponent is level with or below Arina.
> Arina's AI now has a 90% chance of comboing into second aerial downward jab (611) after aerial downward jab (610).
> Arina's AI now has a 60% chance of using aerial butt smash (630) when 12 pixels away from the opponent or closer while airborne, and opponent is below Arina.
> Arina's AI now has a 60% chance of using flying kick (640) when between 20 and 30 pixels away from the opponent while airborne, and opponent is level with Arina.
> Arina's AI now has a 50% chance of using Crouch (11) when 30 pixels away from the opponent or closer while standing on the ground.
> Added getpower and givepower values to all normal and special attacks equal to their poweradd values.





http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/arina(CGX01).zip
    

Roy (liero116)

 August 06, 2016, 07:41:41 AM View in topic context
 Posted by Creamy_Goodness  in Roy (liero116) (Started by Creamy_Goodness August 06, 2016, 07:41:41 AM
 Board: Edits & Add-ons


> The next character edit for my upcoming Double Jeopardy 2016 MUGEN AI tournament is Roy, originally created by liero116. Roy was originally made for MUGEN 1.0+, and the groove system made the character difficult to edit for WinMugen. So I decided to completely rebuild the code from the ground up, and so the cns and cmd files are not just edited from the originals, but completely new files. Roy's moveset is largely different from the original version, so I'll list it here...

> Special Attacks
- Quick Barrel Roll Swing - QCB, QP
- Hard Barrel Roll Swing - QCB, HP
- EX Barrel Roll Swing - QCB, BP
- Quick Power Wave - QCF, QP
- Hard Power Wave - QCF, HP
- EX Power Wave - QCF, BP

> Super Attacks
- Home Run Smash (Level 1 Super) - QCB, QCB, QP
- Home Run Smash (Level 2 Super) - QCB, QCB, HP
- Seismic Stomp (Level 3 Super) - QCF, QCF, HK



http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/roy(CGX01).zip
    

Re: Hashi Vs. Roy - Faulty Throws

 April 28, 2016, 06:35:55 AM View in topic context
 Posted by Creamy_Goodness  in Hashi Vs. Roy - Faulty Throws (Started by Creamy_Goodness April 25, 2016, 08:28:16 AM
 Board: M.U.G.E.N Development Help


@Cyanide

> I followed your advice on editing Hashi's punch throw, and what do you know it worked. Roy, and every other character I tested Hashi's throw on aligned properly, so now both issues with Hashi throwing Roy are solved.

> Thank you all for you responses. I think I'm done here, so I can now mark this topic Solved.
    

Re: Hashi Vs. Roy - Faulty Throws

 April 27, 2016, 01:30:15 AM View in topic context
 Posted by Creamy_Goodness  in Hashi Vs. Roy - Faulty Throws (Started by Creamy_Goodness April 25, 2016, 08:28:16 AM
 Board: M.U.G.E.N Development Help


> Another thing I'd like to point out is that the alignment of Hashi's punch throw works on every other character I've seen except for Roy. Not only that, but every other character I've tested against Roy had their throws work just fine against him. Now, I don't know if this has anything to do with the problem, but when I was looking at the sffs of many different characters in Fighter Factory Classic, sprites 5001, 0 and 5002, 0 of every character I checked was linked to sprite 5000, 0. In Roy's case, his 5001, 0 and 5002, 0 sprites were not linked to any other sprite. I would like to link these two sprites to 5000, 0 to see if that fixes the alignment problem, but FFC does not appear to offer any way to do this, and several Google searches resulted in no help at all.
    

Re: Hashi Vs. Roy - Faulty Throws

 April 26, 2016, 09:28:08 PM View in topic context
 Posted by Creamy_Goodness  in Hashi Vs. Roy - Faulty Throws (Started by Creamy_Goodness April 25, 2016, 08:28:16 AM
 Board: M.U.G.E.N Development Help


> OK, I've fixed the palette issue with Roy's thrown animations. I created a temporary animation that featured all 63 victim sprites shown for 10 ticks each, and found that only the nine thrown forward sprites (5070 range) had the faulty background, even though they were showing up just fine in the sff file with the Transparency activated. When I checked out the main palette, I found that both the first index and the last index (background color) were the same color (0, 0, 0). So I opened the three thrown forward sprites in Adobe Photoshop, changed the main palette's first index color to 5, 5, 5, re-applied the palette to the sprites, saved the sprites, and re-imported them into Roy's sff in Fighter Factory. After doing all this, the palette issue was now solved, even for the rest of Roy's palettes that I did not change. So now, all I have to do is fix the alignment issue in Hashi's punch throw and I'm good to go.


@Knuckles8864
@Cyanide

> I could download the latest version (5.0) of Hashi, but it won't do me any good. I'm still using WinMugen, but the latest version of Hashi is compatable only with Mugen 1.0 and above, so I wouldn't be able to use it. So I guess my only option is to edit my copy of Hashi manually.
    

Re: Hashi Vs. Roy - Faulty Throws

 April 26, 2016, 07:59:40 AM View in topic context
 Posted by Creamy_Goodness  in Hashi Vs. Roy - Faulty Throws (Started by Creamy_Goodness April 25, 2016, 08:28:16 AM
 Board: M.U.G.E.N Development Help


@Cyanide

> I don't know what remappal is and I've never used it before. Anyway, I've checked Roy's sff file again with Transparency activated, and found no sign at all of any errant background colors. I don't know what else I can do, so I'm posting a copy of my edit of Roy as it is now, and maybe someone more knowledgeable than me at MUGEN coding can find an answer.

http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Roy(CGX00).zip
    

Hashi Vs. Roy - Faulty Throws

 April 25, 2016, 08:28:16 AM View in topic context
 Posted by Creamy_Goodness  in Hashi Vs. Roy - Faulty Throws (Started by Creamy_Goodness April 25, 2016, 08:28:16 AM
 Board: M.U.G.E.N Development Help


> I recently finished a complete overhaul of the coding of Liero116's Roy for use in an upcoming MUGEN AI tournament. However, I've noticed that Roy has a problem when caught in the throws of Andreas Borghi's Hashi. When caught in the punch throw, Roy's head is supposed to be aligned with Hashi's hand, but instead, Roy is standing near ground level. When caught in the kick throw, Roy's transparency disappears, resulting in a black square surrounding him. This transparency problem also happens with some other characters, such as Borghi's Noroko and Byakko's Kim Kaphwan. The funny thing is that when I tested the transparency of Roy's thrown sprites in Fighter Factory, the appeared to be just fine. Anyone have any pointers on how to fix these issues?


> Hashi's punch throw in game...




> Roy's correctly aligned punch throw victim sprite...




> Hashi's punch throw victim frame...




> Hashi's kick throw in game...




> Roy's kick throw victim sprite with transparency activated...




> Hashi's punch throw victim frame...


    

Nerfing help

 March 12, 2016, 07:48:41 AM View in topic context
 Posted by Creamy_Goodness  in Nerfing help (Started by Creamy_Goodness March 12, 2016, 07:48:41 AM
 Board: M.U.G.E.N Development Help


> I'm holding another MUGEN tournament this year, and I plan to include three of Teaf's characters in my roster. These particular characters are overpowered for the tournament, and I've already taken a crack at nerfing two of them. (Shartel and Rucheca) However, despite my best efforts, they're still way too powerful for most of the other characters to compete with. Here is the complete list of changes I made to each of the characters in question...


> Shartel...

> Deleted custom Kuromaru upside-down sprite (9005, 0).
> Added one tick to each frame of downward sword slash (210).
> Added two ticks to the first three frames, and one tick to the rest of the frames of the upward sword slash (240).
> Added one tick to each frame of crouching sword slash (410).
> Added two ticks to the first two frames of crouching sword launcher (440).
> Standing quick uppercut (200) now does 10 damage.
> Downward sword slashes (210 and 211) now do 30 damage.
> Flying butt check (220) now does 25 damage.
> Back roundhouse kick (230) now does 20 damage.
> Upward sword slashes (240 and 241) now do 40 damage.
> Upward sword slashes (240 and 241) can now only hit once per attack.
> Crouching quick uppercut (400) now does 10 damage.
> Crouching sword slash (410) now does 30 damage.
> Sliding kick (420) now does 20 damage.
> Crouching sword launcher (440) now does 30 damage.
> Aerial quick slash (600) now does 10 damage.
> Aerial downward sword slash (610) now does 30 damage.
> Aerial heel kick (630) now does 25 damage.
> Aerial upward sword slash (640) now does 50 damage.
> Back toss (800) now does 50 damage.
> Quick pouncing heel kick (1000) now does 25 damage.
> Hard pouncing heel kick (1010) now does 60 damage.
> S3 version of rising sword slash (1020) is now triggered by (F, D, DF, x) instead of (B, D, DB, y).
> Velocity of quick rising sword slash (1020) is now (2, -7) instead of (-2, -10).
> Quick rising sword slash (1020) now does 40 damage.
> Velocity of hard rising sword slash (1030) is now (3, -10) instead of (-1, -12).
> Hard rising sword slash (1030) now does 80 damage.
> Added three ticks to the first three frames of the sword ground pound (1040).
> Sword ground pound (1040) now does 75 damage if sword strikes opponent.
> Sword ground pound (1040) now does 50 damage if quake effect strikes opponent.
> Added weakspot to spinning sword slash (1050), so that Shartel becomes dizzy for three seconds if hit at least 70 ticks into attack.
> Spinning sword slash (1050) now does 30 damage per hit, totaling up to 90 damage.
> Backbreaker (1060) now does 100 damage.
> Shartel now has 15 AirJuggle points instead of 30.
> Six slash combo super (1500) now does up to 200 damage .
> Superslash super (1510) now does 150 damage.
> Super sword ground pound super (1550) now does 420 damage if sword strikes opponent.
> Super sword ground pound super (1550) now does 250 damage if quake effect strikes opponent.
> Shartel can no longer combo into Super sword ground pound super (1550).
> Super backbreaker super (1560) now does 350 damage.
> Applied Wood's Shartel voice pack.


> Rucheca...

> Deleted custom Kuromaru upside-down sprite (9005, 0).
> Standing quick spark (200) now does 10 damage.
> Second quick spark (205) now does 10 damage.
> Added one tick to the first four frames of horizontal icicle (210).
> Horizontal icicle (210) now does 25 damage.
> Added one tick to the first seven frames of standing downward icicle (215).
> Standing downward icicle (215) now does 40 damage.
> Added one tick to the first four frames of standing quick flame (220).
> Standing quick flame (220) now does 30 damage.
> Added three ticks to the first four frames of standing hard flame (225).
> Standing hard flame (225) now does 60 damage.
> Crouching quick spark (400) now does 15 damage.
> Added one tick to the first four frames of crouching downward icicle (410).
> Crouching downward icicle (410) now does 25 damage.
> Added two ticks to the first four frames of crouching heart flame (420).
> Crouching heart flame (420) now does 40 damage.
> Aerial spark (600) now does 20 damage.
> Aerial icicle (610) now does 30 damage.
> Aerial flame (620) now does 50 damage.
> Energy drain (800) now does 40 damage.
> Standing lightning bolt (1000) now does 15 damage.
> Aerial lightning bolt (1005) now does 20 damage.
> Flash dash (1010) now does 70 damage.
> Added four ticks to the first four frames of flash dash animation (1011).
> Standing ice shield (1100) now does 40 damage per ice ball, totaling up to 160 damage.
> Increased spread of ice balls of standing ice shield (1100).
> Ice trap (1110) now does 20 damage per hit, totaling up to 40 damage.
> Added two ticks to the first four frames of standing fireball (1200).
> Standing fireball (1200) now does 60 damage.
> Aerial fireball (1205) now does 60 damage.
> Fire flash (1210) now does 40 damage.
> Added six ticks to the first four frames of lightning strike super (1500).
> A vertical hit of lightning strike super (1500) now does 40 damage per hit, totaling up to 160 damage.
> A horizontal hit of lightning strike super (1500) now does 160 damage.
> Each hit of orbiting ice ball super (1510) now does 20 damage per hit, totaling up to 200 damage.
> Each hit of pheonix super (1520) now does 50 damage per hit, totaling up to 200 damage.
> Applied Wood's Rucheca voice pack.


> So in short, I applied my own damage system to Shartel and Rucheca, but it wasn't enough to bring their power down to a reasonable level. I'm at the end of my rope here, so if someone can come up with some other way to nerf these two characters, I'm all ears.

Shartel - http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Shartel%28CGX01%29.zip

Rucheca - http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Rucheca%28CGX01%29.zip
    

Re: Hiram Yagami's Ryoko Izumo

 November 07, 2015, 01:19:41 AM View in topic context
 Posted by Creamy_Goodness  in Hiram Yagami's Ryoko Izumo (Started by Creamy_Goodness August 05, 2009, 09:11:57 PM
 Board: Edits & Add-ons


> It's been after six years since I edited Hiram Yagami's Ryoko Izumo, and I've finally gotten around to making a metric fuck ton of updates to her, mainly damage adjustments that conform to my latest MUGEN damage standards, and a custom AI. Since my initial editing of Ryoko, Yagami updated the character himself, but corrupted her with Slime / Kuromaru compatible piece of shit sprites. This latest update of mine builds on my initial edit, and has no lame hentai sprites.

> Standing back chop (210) now does 30 points of damage instead of 25.
> Standing front chop (215) now does 25 points of damage instead of 30.
> AnimType of second hit of standing uppercut (220) is now Hard instead of Medium.
> AnimType of standing downward chop (225) is now Hard instead of Medium.
> AnimType of standing knee kick (230) is now Light instead of Medium.
> Standing knee smash (245) can now be comboed into spinning heel kick (255).
> AnimType of high roundhouse kick (250) is now Hard instead of Medium.
> ground.type of high roundhouse kick (250) is now High instead of Low.
> Flying knee smash (260) now does 40 points of damage instead of 20.
> Crouching medium back chop (410) now does 20 points of damage instead of 15.
> Crouching hard palm thrust (420) now does 30 points of damage instead of 40.
> Set AnimType of crouching medium ground kick (440) to Medium.
> Added one tick to all frames of forward roll animation (460).
> Rolling palm thrust (460) now does 60 points of damage instead of 50.
> Rolling ground kick (470) now does 55 points of damage instead of 45.
> Two handed push (710) now does 50 points of damage instead of 90.
> Hard side flying kick (750) now does 50 points of damage instead of 90.
> Back breaker (800) now does 60 points of damage instead of 75.
> Back breaker (800) now can be trigger from 10 pixels away from opponent instead of 3.
> Ippon Seionage (850) now does 75 points of damage instead of 60.
> Ippon Seionage (850) now can be trigger from 10 pixels away from opponent instead of 13.
> Tomoe Nage (900) now does 75 points of damage instead of 60.
> Tomoe Nage (900) now can be trigger from 5 pixels away from opponent instead of 3.
> Heaven Toss (950) now does 100 points of damage instead of 90.
> Changed pausetime of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 0, 0 in order to prevent opponent from bouncing away from attack.
> Changed ground.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 4, -3 in order to prevent opponent from bouncing away from attack.
> Changed air.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 1, 0 in order to prevent opponent from bouncing away from attack.
> Quick Bosatsusho (1000) now does 6 damage per hit instead of 5, totaling up to 24 damage instead of 20.
> Medium Bosatsusho (1010) now does 7 damage per hit instead of 5, totaling up to 56 damage instead of 40.
> Hard Bosatsusho (1020) now does 7 damage per hit instead of 5, totaling up to 84 damage instead of 60.
> Subtracted five ticks to the fifth frame of Kou Ken wind up animation (1030).
> Lariat Drop (1200) now once again does 130 points of damage instead of 70.
> (QCB, F + (x, y, or z)) will now trigger Shoulder Throw (1300) instead of (HCF + (x, y, or z)).
> Super Shoulder Throw (1300) can now be entered in 20 ticks instead of 15.
> Super Shoulder Throw (1300) now does 120 points of damage instead of 140.
> Nagasi (1400) now does 100 points of damage instead of 110.
> Ippon Seionage reversal slam (1500) now does 140 points of damage instead of 110.
> Quick Hien Ken (1600) now does 40 points of damage instead of 74.
> Medium Hien Ken (1610) now does 60 points of damage instead of 79.
> Hard Hien Ken (1620) now does 80 points of damage instead of 84.
> Increased forward velocity of hard Hien Ken (1620) from 10 to 12.
> Disabled Tomoe Dan (1700).
> (QCB, F + (x+y, x+z, or y+z)) will now trigger Tomoe Hia (1900) instead of (HCB, F + (x, y, or z)).
> Added one tick to all frames of Hao Shou Ko Ken wind up animation (13500).
> Commented out NotHitBy state controller of Hao Shou Ko Ken (13500), making it possible to interrupt the attack.
> Activated CLSN Standard of CLSN2 box of first frame of Hao Shou Ko Ken's fireball throwing animation (13502).
> (HCF + (x, y, or z)) will now trigger Hao Shou Ko Ken (13500) instead of (F, HCF + (x, y, or z)).
> The command for Hao Shou Ko Ken (13500) can now be entered in 20 ticks instead of 30. 
> Shin-Bosatsusho super (1800) now does up to 240 points of damage instead of 150.
> Level 1 Izumo Dan super (2000) now does 150 points of damage instead of 200.
> The command for all three versions of Izumo Dan super (2000, 2010, 2020) can now be entered in 30 ticks instead of 20. 
> Changed Pause state controller of Hien Hou Ou Kyaku super (3000) to SuperPause, making it possible to interrupt the attack.
> Hien Hou Ou Kyaku super (3000) now does a total of 200 points of damage instead of 150.
> Tenchi Haouken super (3300) now does 200 points of damage instead of 180.
> Changed Pause state controller of ShinRyuu Ken super (3500) to SuperPause, making it possible to interrupt the attack.
> Added four ticks to the first frame of ShinRyuu Ken super (3500).
> ShinRyuu Ken super (3500) now does full damage without the need to jam on "c".
> Changed air.velocity of all hits of ShinRyuu Ken super (3500) to 1, -5 in order to prevent opponent from bouncing away from attack.
> ShinRyuu Ken super (3500) now does up to 540 points of damage.
> Changed Pause state controller of Buster Wolf super (3700) to SuperPause, making it possible to interrupt the attack.
> Buster Wolf super (3700) now does up to 400 points of damage instead of 320.
> Otosi super (3800) now does 500 points of damage instead of 450.
> Ryoko's AI now has a 5% chance of using Shin-Bosatsusho super (1800) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Level 1 Izumo Dan super (2000) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 50% chance of using Level 2 Izumo Dan super (2010) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 90% chance of using Level 3 Izumo Dan super (2020) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Hien Hou Ou Kyaku super (3000) when between 50 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Tenchi Haouken super (3300) when 30 pixels away from the opponent or closer.
> Ryoko's AI now has a 50% chance of using ShinRyuu Ken super (3500) when 20 pixels away from the opponent or closer.
> Ryoko's AI now has a 50% chance of using Buster Wolf super (3700) when between 100 and 150 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 50% chance of using Otosi super (3800) when 40 pixels away from the opponent or closer.
> Ryoko's AI now has a 30% chance of using Tomoe Hia (1900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Hao Shou Ko Ken (13500) when 200 pixels away from the opponent or further.
> Ryoko's AI now has a 20% chance of using any version of Bosatsusho (1000, 1010, 1020) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Kou Ken (1030) when between 40 and 60 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 60% chance of using Quick Close Kick Crunch (1100) when 30 pixels away from the opponent or closer, and opponent is airborne and 60 pixels above Ryoko or higher.
> Ryoko's AI now has a 30% chance of using Medium Close Kick Crunch (1110) when between 30 and 60 pixels away from the opponent.
> Ryoko's AI now has a 30% chance of using Hard Close Kick Crunch (1120) when 60 pixels away from the opponent or further, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Lariat Drop (1200) when between 150 and 200 pixels away from the opponent.
> Ryoko's AI now has a 60% chance of using Super Shoulder Throw (1300) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Nagasi (1400) when 40 pixels away from the opponent or closer.
> Ryoko's AI now has a 90% chance of using Ippon Seionage reversal slam (1500) when 30 pixels away from the opponent or closer, and both Ryoko and opponent are crouching.
> Ryoko's AI now has a 60% chance of using Quick Ryuzansho (12000) when 20 pixels away from the opponent or closer, and opponent is airborne.
> Ryoko's AI now has a 60% chance of using Medium Ryuzansho (12010) between 20 and 40 pixels away from the opponent, and opponent is airborne.
> Ryoko's AI now has a 60% chance of using Hard Ryuzansho (12020) between 40 and 60 pixels away from the opponent, and opponent is airborne.
> Ryoko's AI now has a 30% chance of using Raioh Ken (13200) when 30 pixels away from the opponent or closer while airborne.
> Ryoko's AI now has a 30% chance of using standing downward chop (225) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using flying knee smash (260) when 40 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using rolling palm thrust (460) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using rolling ground kick (470) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using back breaker (800) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Ippon Seionage (850) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Tomoe Nage (900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 90% chance of using Heaven Toss (950) when 10 pixels away from the opponent or closer, and both Ryoko and opponent are airborne.
> Swapped Palettes 3 and 9.
> Swapped Palettes 5 and 12.
> Swapped Palettes 6 and 8.

> Link - http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Ryoko_Izumo(v3.00_CGX02).zip

> Once again, enjoy. :)
    

Re: Luigi (N64Mario & TMasta): Creamy edit

 September 19, 2015, 10:08:22 PM View in topic context
 Posted by Creamy_Goodness  in Luigi (N64Mario & TMasta): Creamy edit (Started by Creamy_Goodness September 19, 2015, 09:59:01 PM
 Board: Edits & Add-ons


@MLGPoliwhirl

"Download link?"

> Oh yes of course, my bad. Fixed.