YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
-Whiplash- is Offline
Contact -Whiplash-:

-Whiplash-

Contributor

Messages by -Whiplash-

    

Re: Raditz MVC1 Style

 February 18, 2018, 07:51:16 am View in topic context
 Posted by -Whiplash-  in Raditz MVC1 Style (Started by -Whiplash- February 17, 2018, 09:06:17 am
 Board: Your Releases, 1.0+

Hey guys I just realised I forgot to add the hyper afterimages. they're there now.

Sorry to bug you guys but if you could all re-download it would be great.
    

Re: Raditz MVC1 Style

 February 18, 2018, 07:08:15 am View in topic context
 Posted by -Whiplash-  in Raditz MVC1 Style (Started by -Whiplash- February 17, 2018, 09:06:17 am
 Board: Your Releases, 1.0+

Quote
I like this style of Raditiz a lot, and his sprites fit the style good too. I agree the combo-ability could be a little more engaging though. Even if that is how most the chars play in MvC, that doesn't mean he absolutely has to himself. Welcome the beauty of MUGEN. He could still play exactly like an MvC character, but can also bring some of his own flavor to the table even if it's subtle, like decreased pushback. Imitation is the purest form of flattery, but innovation is the purest form of creativity. Creativity is the art of self expression.
You're right, He doesn't have to. But I Wanted him to.

...why is his xscale smaller than his yscale?
As opposed to CPS resolutions, DBZEB's sprites are properly proportioned from the get-go.
.9, .9 should be fine, .75, .9 looks way too weird.

Liking what I see though!


Done, This also give his attack a lot more reach, so certain moves COMBO better.

Quote
-Dashing with normal inputs and then crouching right after while maintaining forward can cause the dash effect and sound to repeat itself, alongside causing Raditz to stop dead in his tracks

I'm not sure if this is really a bug? sound like you are crouch cancelling your dash on like frame 1. Regardless, I've moved the effects to frame 2.

Quote
-Wallhit audio almost always cuts off (and in turn makes ending a match with Exciting Year really awkward when there's no music lol)

Fixed.

Quote
-Is j.HK freezing after an air chain from a launcher supposed to be intentional? I mean I don't have a problem with it at all, but it looked pretty funny when I did an aerial rave and whiffed my j.HP, only to land a j.HK close to the ground and still have him frozen. :P

Yes, it is, that's an oversight however, I've fixed it now.

Quote
Personally I think his sounds are really loud but that could be my setup, so who knows.

Lol, I just made them louder too, since they were really low before.

Quote
Good shit, hombre. I'm a fan. :D

Thank you very much!

    

Re: Raditz MVC1 Style

 February 17, 2018, 08:37:39 pm View in topic context
 Posted by -Whiplash-  in Raditz MVC1 Style (Started by -Whiplash- February 17, 2018, 09:06:17 am
 Board: Your Releases, 1.0+

he does still need the slowdown when you've KO'ed the opponent.

Fixed, sorry.

I agree with the ground combo-ability. It seems like there's too much pushback for me to do a simple zigzag chain,

This is intended, it's how it was for almost everyone in mvc, you can see it yourself:

Go Play MVC.

Pick Ryu.

If you get more than 2 hits trying to do Light punch -> Medium Punch -> Heavy Punch I'll give you a medal.

With raditz, try LP/LK -> Crouching MP -> HK/C.HP
    

Re: -Whiplash-'s WIPs: MVCVS, in that order. Evil Ryo on hold.

 February 17, 2018, 09:07:19 am View in topic context
 Posted by -Whiplash-  in -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold. (Started by -Whiplash- June 22, 2015, 09:50:15 pm
 Board: Projects

    

Raditz MVC1 Style

 February 17, 2018, 09:06:17 am View in topic context
 Posted by -Whiplash-  in Raditz MVC1 Style (Started by -Whiplash- February 17, 2018, 09:06:17 am
 Board: Your Releases, 1.0+

Hey guys, I've been working Raditz (in MVC1 style) and He's done.

I think I did a decent job Emulating MVC1 and also making raditz fun to play!

If you find any bugs let me know!

Download



Spoiler: Screenshots (click to see content)

Spoiler: Movelist (click to see content)

There's a half-assed Palette template included in the zip, if you make any palettes there let me know, and I'll add them.

This will probably be the last character I make for a while. I'm gonna start working on MVCVS again.
    

Re: Message to all MUGEN fans

 February 16, 2018, 11:20:36 pm View in topic context
 Posted by -Whiplash-  in Confused on why I'm in the shit thread after I kept threatening to shit (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

    

Re: Message to all MUGEN fans

 February 15, 2018, 03:20:26 am View in topic context
 Posted by -Whiplash-  in Confused on why I'm in the shit thread after I kept threatening to shit (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

Ok
    

Re: -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold.

 February 04, 2018, 11:05:20 am View in topic context
 Posted by -Whiplash-  in -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold. (Started by -Whiplash- June 22, 2015, 09:50:15 pm
 Board: Projects

Thanks guys, I've now finished all the specials (save one variant on the air version of Wednesday special)

Spoiler: lots of images (click to see content)
    

Re: -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold.

 February 03, 2018, 09:08:30 am View in topic context
 Posted by -Whiplash-  in -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold. (Started by -Whiplash- June 22, 2015, 09:50:15 pm
 Board: Projects

Hey everyone, I've put Evil Ryo on the backburner due to some sprites I need to get made. (Might do them myself at some point, but I'm too busy at school right now.)

On the plus side, that means Raditz (and my MVCVS template) are back in full speed.

I just finished Raditz's Throws, which means specials are next.


    

Re: [Theme Thread] CVS Sprite thread

 January 30, 2018, 01:00:15 am View in topic context
 Posted by -Whiplash-  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

My bad, I didn't realise what topic we were in. (I thought this was his sprite topic)

No, Morrigan isn't CVS.
    

Re: [Theme Thread] CVS Sprite thread

 January 30, 2018, 12:51:02 am View in topic context
 Posted by -Whiplash-  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

to be fair, cammy just reused her SFA Sprites in CVS2, so that would work for a CVS cammy.
    

Re: Graphicus Sprite Extravaganza

 January 19, 2018, 03:52:54 am View in topic context
 Posted by -Whiplash-  in Graphicus Sprite Extravaganza (Started by Graphicus November 29, 2015, 07:47:08 pm
 Board: Graphics

Can you make Shuma-Gorath.

Or Cable if he's too complicated.
    

Re: -Whiplash-'s WIPs: Evil Ryo, Raditiz, MVCVS, in that order.

 January 01, 2018, 09:53:00 pm View in topic context
 Posted by -Whiplash-  in -Whiplash-'s WIPs: Raditiz, MVCVS, in that order. Evil Ryo on hold. (Started by -Whiplash- June 22, 2015, 09:50:15 pm
 Board: Projects

Hey guys, Incase you didn't know, both Quint and Professor Zoom are out:

http://mugenguild.com/forum/topics/quint-public-beta-95-released-182308.0.html
http://mugenguild.com/forum/topics/professor-zoom-182384.0.html

Working on evil Ryo, I still want pals if you guys want to make them.

Raditz will be worked on once Evil Ryo is done. All of Evil ryo's Basics are done, and I've started working on specials.
Made some teleports animations:





Working on Ko'ou Ken now.

Also if anyone has idea for "evilifying" Ryo's Move names please let me know.

Assume I'm using the CVS2 movelist as a base.
    

Re: Happy New Year 2018. Everyone here at MFG :D

 January 01, 2018, 06:34:48 am View in topic context
 Posted by -Whiplash-  in Happy New Year 2018. Everyone here at MFG :D (Started by Insert Account Name January 01, 2018, 12:31:36 am
 Board: All That's Left

Happy new year, everybody.
    

Re: Quint public beta .95 Released

 December 31, 2017, 08:51:27 am View in topic context
 Posted by -Whiplash-  in Quint public beta .95 Released (Started by -Whiplash- December 26, 2017, 10:17:58 pm
 Board: Your Releases, 1.0+

All these issues have been fixed!
    

Re: Professor Zoom

 December 31, 2017, 05:14:35 am View in topic context
 Posted by -Whiplash-  in Professor Zoom (Started by -Whiplash- December 31, 2017, 02:04:15 am
 Board: Your Releases, 1.0+

Dope! I'll check it out.. 1 thing that always confused me is the differentiation between Reverse Flash and Zoom lol

off the video alone, I know I'll probably change the size of the char to match the other Flash(es) in Mugen

It's quite simple, really, the reverse flash is a concept, every flash has one:
Jay Garrick's is the rival
Wally west's is Zoom (not Professor Zoom!)
Bart Allen's is Inertia
and Barry Allen's is Professor Zoom.

There's also a New 52 character called "Reverse Flash" but since rebirth we pretend he doesn't exist, it helps that he's dead too.

This the Professor Zoom version, The "new 52 Mode" is based on his New 52 Version, who had time-based abilities, which Zoom (wally west's reverse flash) also had.
Zoom is my fave reverse flash, and I had lots of ideas for him, which is why I made the "New 52 mode" for him, if he ever got his own voice clips, you could just edit his costume a bit and have a Zoom char made out of that mode.

Update:

- time stop no longer wall bounces after a wall bounce has been used
- gaurdsparks no longer travel up even if the opponent doesn't during reverse hurricane
- quantum counter now works when facing either side
- negative speedforce fury now really uses 3 meters
- damage on heavy punch lowered when using the clone
- clone no longer builds meter
- Terminal velocity now works properly on airborne opponents
- you can now spawn projectiles during time stop, you can only spawn 1 hyper projectile and two special projectiles, however.
- Can't do Reverse Hurricane in New 52 mode
    

Professor Zoom

 December 31, 2017, 02:04:15 am View in topic context
 Posted by -Whiplash-  in Professor Zoom (Started by -Whiplash- December 31, 2017, 02:04:15 am
 Board: Your Releases, 1.0+

Hey guys, after a long time. (I think a year?) Zoom's done.

Spoiler: images (click to see content)



https://1drv.ms/u/s!AsC-tMCYJYcZnMVgaxI1bdzWR9dfJA

He has a New 52 mode that changes his moves. (accessed by holding start while selecting him)

Spoiler: movelist (click to see content)


I'd like to thank Mon-el/Flashello for making the sprites and DukeNukem 2417 for the voice and both for being helpful and supportive during what turned out to be a 1.5 year long process, due to all the time I had to stop due to real life, as such, I don't know how good a lot of the older things I made actually are.

Feedback and bugs are much appreciated!
    

Help with clones

 December 28, 2017, 11:21:26 pm View in topic context
 Posted by -Whiplash-  in Help with clones (Started by -Whiplash- December 28, 2017, 11:21:26 pm
 Board: M.U.G.E.N Development Help

Hey guys, so I'm trying to make a character clone themselves like Zero in UMVC3 (or Lilith's dark force)

Basically the character creates a clone that does the same moves after a slight delay. That got the clone working for the most part except...

I can't get the delay to work right, as such, I found a Lilith with the required move and tried to copy paste the code from that. It's uh... not working right, the clones functions mostly how it's intended, but it repeats any animation I do's first few frames a second time, this should be happening.

Here's the relevant code I copy pasta's (yeah I'll credit them)

Code:
[State 10900, AnimDelayVar]
type = VarSet
trigger1 = root,var(7) = root,var(57)
trigger2 = SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) = root,AnimTime - root,AnimElemTime(1)
trigger2 = AnimElemNo(1 - AnimTime) = root,AnimElemNo(1 - root,AnimTime)
trigger2 = root,AnimElemNo(0) = AnimElemNo(root,AnimElemTime(1))
var(root,var(8)%12) = root,Anim
IgnoreHitPause = 1

[State 10900, AnimDecayVar]
type = VarSet
triggerall = root,var(7) != root,var(57)
trigger1 = !SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) != root,AnimTime - root,AnimElemTime(1)
trigger3 = AnimElemNo(1 - AnimTime) != root,AnimElemNo(1 - root,AnimTime)
trigger4 = root,AnimElemNo(0) != AnimElemNo(root,AnimElemTime(1))
var(root,var(8)%12) = 9999
IgnoreHitPause = 1

[State 10900, ElemDelayVar]
type = VarSet
trigger1 = root,var(7) = root,var(57)
trigger2 = SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) = root,AnimTime - root,AnimElemTime(1)
trigger2 = AnimElemNo(1 - AnimTime) = root,AnimElemNo(1 - root,AnimTime)
trigger2 = root,AnimElemNo(0) = AnimElemNo(root,AnimElemTime(1))
var(12+root,var(8)%12) = root,AnimElemNo(0)
IgnoreHitPause = 1

[State 10900, ElemDecayVar]
type = VarSet
triggerall = root,var(7) != root,var(57)
trigger1 = !SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) != root,AnimTime - root,AnimElemTime(1)
trigger3 = AnimElemNo(1 - AnimTime) != root,AnimElemNo(1 - root,AnimTime)
trigger4 = root,AnimElemNo(0) != AnimElemNo(root,AnimElemTime(1))
var(12+root,var(8)%12) = 1
IgnoreHitPause = 1

[State 10900, ChangeAnim]
type = ChangeAnim
trigger1 = var(59) > 12
value = var((root,var(8)+1)%12)
elem = var(12+(root,var(8)+1)%12)
IgnoreHitPause = 1

Relevent vars in -2
Code:
[State -2, GameTimeVar the 2nd]
type = VarSet
trigger1 = 1
var(7) = GameTime
IgnoreHitPause = 1

[State -2, EternalIncrement]
type = VarAdd
trigger1 = 1
var(8) = 1
IgnoreHitPause = 1

[State 3030, 9]
type = VarSet
trigger1 = numhelper(3605) = 0
v = 37
value = 0 


Relevent vars in -3
Code:
;time split vars-------------------------------------------------------------
[State -3, fiXOR]
type = VarSet
trigger1 = !HitPauseTime
trigger2 = var(57) < GameTime-1
var(56) = HitPauseTime
IgnoreHitPause = 1

[State -3, GameTimeVar]
type = VarSet
trigger1 = 1
var(57) = GameTime
IgnoreHitPause = 1
    

Quint public beta .95 Released

 December 26, 2017, 10:17:58 pm View in topic context
 Posted by -Whiplash-  in Quint public beta .95 Released (Started by -Whiplash- December 26, 2017, 10:17:58 pm
 Board: Your Releases, 1.0+

Hey guys, So a char I made for Robot Master Mayhem was Quint, who is Megaman from the future who's been mind controlled and sent back in time.

He's from one of the game boy Megaman games.


Download

Spoiler: images (click to see content)

Spoiler: Readme & movelist (click to see content)

I'd like to theank RAGE for making the sprites and the RMM team for being helpful and supportive during what turned out to be a 2 year long process, due to all the time I had to stop due to real life, as such, I don't know how good a lot of the older things I made actually are.

Feedback and bugs are much appreciated!
    

Re: The Nintendo News Thread

 December 09, 2017, 07:52:11 am View in topic context
 Posted by -Whiplash-  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming


I think it's time to put this game to rest.

The last area is actually the best dungeon and also has best boss in the game.

Also, I'd actually really like a mode that was JUST playing with the "you kill everything 1 hit but die 1 hit" weapon, but only if it had unlimited charge, could be fun.