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Virtua Richie (kenmasters2812)

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Messages by Virtua Richie (kenmasters2812)

    

Re: Guy Stage - SFA2 - Originals by 0megaturb0 and NeoGouki

 November 08, 2020, 12:36:34 PM View in topic context

Thank you everyone who has tried the stage! I've done a minor update to a couple of things that I noticed which have bugged me...

- Changed the sprite scale so that it's closer to the correct 0.8333 to 1 (0.875 so that you don't lose too much stage width)
- added a couple more parallax layers: inside of the left side building, and the appartment buildings in the far distance
- tweaked the floor colours so that they appear to have more texture and depth.

here's a quick vid:
https://streamable.com/3lupzn

here's the update:
http://www.mediafire.com/file/yhg4qw4lcdd96m3/madgearKM2812b.zip/file
    

Guy Stage - Mad Gear Hideout (SFA2) - Updated

 November 07, 2020, 05:19:26 AM View in topic context

    

Re: Sunset2019

 November 05, 2020, 06:30:22 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Sunset2019 (Started by Charles_2011 November 04, 2020, 11:53:48 AM
 Board: Your Releases, 1.0+

    

Re: Roof2020

 October 30, 2020, 01:18:30 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Roof2020 (Started by Flowrellik October 29, 2020, 10:38:24 PM
 Board: Your Releases, 1.0+

I forgot to mention, if you'd like to add loop points for roof2020.mp3 not necessary but nice to have for those long ass 4v4 turns mode fights, where you wouldn't want to hear the music fade out.

Code:
[Music]
bgmusic = sound/roof2020.mp3
bgvolume = 255
bgmloopstart = 56977
bgmloopend = 12567871
    

Re: Roof2020

 October 30, 2020, 12:19:53 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Roof2020 (Started by Flowrellik October 29, 2020, 10:38:24 PM
 Board: Your Releases, 1.0+

Stunning. The colour mixing, the dragon boat implementation with the alpha blended sprites and its BG Ctrls, deltas for the background layers all on point!

Minor nitpick: the foreground sign and lights have slower scrolling deltas than the lower half of the parallaxed floor, but other than that, it's near perfection.

I am probably biased to this style, but this is my favourite stage of the year. Thank you for your work!
    

Re: Ibuki Released- Blue Mary Updated

 October 19, 2020, 05:47:33 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Ibuki Released- Blue Mary Updated (Started by Infinite Daze October 10, 2020, 01:00:39 AM
 Board: Your Releases, 1.0+

The ground bounce for Ibuki and Mary don't feel right. I don't think your older characters had these (minor) issues.

Ibuki

Her axis seems misaligned, and she doesn't transition well between bounce states/animations:
https://streamable.com/v1bjkn

Here's what I think it should look like:
https://streamable.com/2wk0mm

Mary

In anim 5051 (going up) the last element has a time of -1, which means it never changes to 5061 (going down), making it looks like her legs fall through the floor, making the transition to ground bounce look very odd:
https://streamable.com/map1i2

It should look like this:
https://streamable.com/0eawii

Besides that, both characters are solid as always. Thanks for your work!

    

Re: Mirante - Original Stage

 October 08, 2020, 06:14:31 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Mirante - Original Stage (Started by Wou Mugen October 03, 2020, 05:38:28 PM
 Board: Your Releases, 1.0+

I am surprised at the lack of attention this stage has received. The sprites, the colours, the parallax. It all works well together! Nothing feels out of place.
    

Re: Grécia - Original Stage

 September 14, 2020, 06:51:55 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Grécia - Original Stage (Started by Wou Mugen September 12, 2020, 09:00:31 AM
 Board: Your Releases, 1.0+

This is very nice, reminds me a of the Greenhouse stage in KOF Neo Wave. To my eyes, the parallax is spot-on and so are the colours. None of the sprites look out of place and look like they belong in that environment
    

Re: Energy Mountain2019 - X2

 September 03, 2020, 05:19:26 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Energy Mountain2019 - X2 (Started by Charles_2011 August 23, 2020, 06:28:16 PM
 Board: Your Releases, 1.0+

I now have a chance to get through the backlog of trying your work. I like this a lot!
    

Re: SSF2 Cammy Stage - Shiyo style - UPDATED

 September 03, 2020, 05:16:15 AM View in topic context

Thanks guys! I struggle with getting the colours right the most. Still not 100% happy with it, and probably gonna revist it later, but this will do for now :P
    

Re: SSF2 Cammy Stage - Shiyo style parallax and zoom (sort off)

 September 02, 2020, 05:23:58 PM View in topic context

I've now updated (or downgraded, depending on your taste) this stage.

What's new?
+ Re-coloured - so that the pixelation isn't so jarring
+ Some sprite cleaning
+ Tweaked deltas and scale deltas (i didn't like the overly exaggerated scale deltas on the buildings)
+ Minor optimizations
+ Included Cammy theme music from USF2 with propper loopstart and loopend in the .def



Download:
http://www.mediafire.com/file/le96h7jfd259nhd/englandKM2812.zip/file
    

Re: KOF XI Spain - Fake Shiyo Style - Low Res demaster

 August 23, 2020, 03:47:19 AM View in topic context

Thank you all for trying the stage! I'll have another one in the works soon, possibly KOFXI Italy, and might also rework my KOF98 Italy as the sprites weren't re-scaled in the best way.

I may upload an arcade play through some time soon...ish :P
    

KOF XI Spain - Fake Shiyo Style - Low Res demaster

 August 19, 2020, 02:55:15 PM View in topic context

Pillars with ancient/medieval architecture are almost a trope for stages of this style. Here's another!



Download here
http://www.mediafire.com/file/687k1zmwb5a5r8u/spainKM2812.zip/file


Features:
- Will give you eye strain if you look at the excessively parallaxed floor for too long
- Will probably look awful in Mugen 1.0
- Obligatory 2XXX in the file name

Enjoy!

Credits:
Shiyo Kakuge for camera data
Original author (Ryo2005?) for sprites
    

Re: Dudley by Mr.Ansatsuken

 July 29, 2020, 08:19:11 PM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

1) It seems like his normals are slower,was this change intentional?
2) Super cancel flag thingy is kinda a part of how supercancels are done from what I saw in other pots characters,I might have made a mistake and used a var that is being already used, hence why the parry wouldnt work
3) I also think you made a mistake, Rolling Thunder is a lv3 but it can be cancelled from both var(6) and 11 whilte CorckScrew Cross is also a lv3 but it can only be cancelled from var(6).normally you can only cancel it from var(6)(based on other pots characters,I fixed it
4) Any reason to move MaxMode/Custom Combo config from txt file to -3?
Link in first post is updated with Kenmasters fixes as well 1 or 2 additional fixes

Hey Mark85

1) I've made no changes to the anim speed of the normals, though I did increase the ground x velocity of hit vels for jabs cause it was possible to do 5/6 hits if you mash jabs, most POTS / CvS2 chars only let you connect 3, and even now I can sometimes manage 4 hits. other than that, i haven't touched the normals
2) Super cancels seem to be working ok even without that extra super cancel flag reset. TBH I wanted to swap out the parry code to Jmorph and DW's method, but i didn't have time to study it and implement it.
3) cheers, I must've had a brain fart!
4) I moved the Max/CC config to -3, because Max mode seems to be broken from the version that I was working off, so I assumed you left it off by default. I moved it to -3 until it can be fixed, so that no-one uses it for now.

https://streamable.com/nfd3k6


Also this is looking more like a WIP topic, but hey, progress!

Edit:
Nevermind, I think I found the issue. Blank animation #1 that the max mode helper needs isn't actually blank, the blank anim is #4. I'll PM you with the fix!

Edit 2:
Also, i think i know what you mean now by slower normals? I disabled the extra gravity sctrls in jumping normals, because this made Dudley fall twice as fast like Vega, because the physics of the states is already "A". It just felt wrong :/ - althought it might make more sense if you only triggered them in custom combo
    

Re: Dudley by Mr.Ansatsuken

 July 29, 2020, 02:09:55 PM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

Really appreciate it KM2812. :)

But...
- Dudley's grunts aren't in again. Again, the sound values in the states are wrong.
- Are you remove the parries?

I worked off the last version where Mark applied your fixes were applied via code copy/paste (downloaded from the first post).

I wasn't observant enough to notice the missing sounds (my very bad LOL) and the parries were either extremely strict (or maybe they just randomly didn't work most of the time), but I am able to do them more consistently on your version and Ansatsuken's

I will work from your upload and add the sounds and fix the parries


Update on 29/07/2020  please re-download

+ Feedback from Gui:
   - Parry system not working - Fixed - caused by var(21) being reset in  state -3 by (redudndant?) Super Cancel flag code?
   - Missing grunt sounds - Fixed
+ Throw command requires back or forward input
+ P2 alignment for back + punch throw
+ Reduced speed of EX Machinegun Blow, Dudley crosses screen in 14 ticks instead of 6!!!
+ Damage tweaks for Lv.3 Supers
+ Damage tweak for custom combo
+ Add004 compatibility:
   - Removed custom lie dead state 5150 causing a resurection
   - Disabled Simul mode specific sctrls in Supers that caused Dudley to snap to far left or far right of screen
    

Re: Dudley by Mr.Ansatsuken

 July 27, 2020, 10:57:43 PM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

I don't usually post my edits cause they're really not that great, but Mark85/mete asked me to upload it so that the character can be updated. So here it is...

Download here

What's been done:

- Super cancelling
- Small jump, running small jump, running jump, neutral long jump
- Some very sketchy damage and dampener tweaks for specials, supers, and custom combo
- Attack value in Player Data reset back to 100
- Tweaked hit velocities for ground light attacks, specials and supers
- Fix debug flood for supers
- Fixed missing afterimage during backwards roll/evade
- Removed extra gravity in jumping normals
- Fixed wrong sprite in light ducking animation
- Change timing of animation for ground hit / ground bounce
- Corkscrew Cross is now Lv.3. Hit pause times and clsns also tweaked
- Lv.1 Rolling Thunder using correct superpause fx now
- Fixed p2 alignment during punch throw
- Machine gun punch has more rapid hit pause times, like an actual machine gun

Keep in mind this is still pretty much Buckus's Dudley butchered by that weirdo Mr. Ansastsuken, which was further butchered by a bunch of other people including myself, so expect this character to still be gutter trash as my fixes were also quite sketchy.

Edit on 29/07/2020
- fixed issues raised by Gui and other tweaks
    

Re: Dudley by Mr.Ansatsuken

 July 25, 2020, 08:28:35 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

Dudley still can't cancel specials into supers. Also Lv.1 rolling thunder can still cancel into itself
https://streamable.com/k0mwr6

I did my own fixes
- Used var(5) for cancel check
- Assigned var(6) for super cancel checking, and made the triggers less strict
- Kept var(11) for max cancel check

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg 

I suggest you use 3 vars for cancel checking like most authors like Jmorph, DW and Infinite do

One last suggestion. Instead of using CPU commands and a var for AI activation, just use the AILevel trigger.
Anyway, that is enough from me, good luck with Dudley

    

Re: Dudley by Mr.Ansatsuken

 July 24, 2020, 06:18:54 PM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

Max Rolling Thunder is meant to be lv2
I fixed other issues you mentioned,link in first post is updated

In that case, you might want to consider making it a level 3, since it's already doing massive damage, and it's using a Level 3 Super Portrait and effects. Also the level 1 version is using level 2 effects

Also level 1 Rocket Uppercut and Rolling Thunder can cancel into itself,  check trigger2 for both commands...
"trigger2=var(5) || var(11)" should be "trigger2=var(5) || var(35)"

https://streamable.com/iigj5l

 
    

Re: Dudley by Mr.Ansatsuken

 July 24, 2020, 07:00:21 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

redownloaded him and it fixed the previous issue but I noticed he has this with the light version of this move specifically

+ In Command.cmd statetype != A is missing from Light ducking triggers
Code:
;---------------------------------------------------------------------------
;Light Ducking
[State -1, Light Ducking]
type = ChangeState
value = 1150
triggerall = statetype != A ; <<<----- Oops this line is missing
triggerall = var(7) != 1
triggerall = command = "HCF_a"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2=var(5)

+ Not all of the hits on Cork screw cross connect because of corner push, doesn't combo after 7th hit...
https://streamable.com/0dcvq7

+ Super cancelling doesn't work (not sure if intentional) because the cancel check vars in statedef -3 are disabled,
Code:
[State -3, MAX Cancel Reset] ;<------ uncomment these 
type=VarSet
trigger1=1
var(11)=0
ignoreHitPause=1

[State -3, MAX Cancel Check]
type=VarSet
trigger1 = stateno = 3000  && movecontact
trigger2 = stateno = 3010  && movecontact
trigger3= stateno=3050  && movecontact
var(11)=1
ignoreHitPause=1

+ In the command.cmd, the trigger2's for supers should be:
Max Cancellable:
Code:
trigger2=var(5)||var(35)||var(11)
Super Cancellable
Code:
trigger2=var(5)||var(35)
+ Also the Power trigger for Max Rolling Thunder should probably just be
Code:
triggerall = power >= 3000
otherwise you'll be able to do it when power>=2000
    

Re: Dudley by Mr.Ansatsuken

 July 23, 2020, 07:46:20 AM View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

I'm not sure if you've updated your download link because...

https://streamable.com/73tcgi

- Debug Flood
- His legs spaz out during Run Stop animation because it has a few frames of run animation in it.
- You should probably use Run Stop states/animations for the ducking specials because his legs spaz out.
- Dudley feels slippery and slidey because he still has friction in his jump start and jump land states. You should velset = 0,0 at the statedefs