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Virtua Richie (kenmasters2812)

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Messages by Virtua Richie (kenmasters2812)

    

Re: Fei Long by Varo Hades and Bahamian King

 August 26, 2021, 06:17:36 pm View in topic context

    

Re: Fei Long by Varo Hades and Bahamian King

 August 26, 2021, 01:03:09 pm View in topic context

That Fei Long is a mess, but I respect the fact that you are trying to salvage it.

Here's one issue, hes doing insane chip on his rekkas on block.
Saw this on the POTS vs CVS2 toruney.
https://streamable.com/l20v43

cheers pexxer, I neglected to check block damage TBH :D
I'll collect more feedback before the next update, but this will be on top of the (probably long) list
    

KM2812's Edits: Blue Mary, Leona, Shingo, Andy updated (14/11/2021)

 August 26, 2021, 12:35:34 pm View in topic context

Downloads Here:

https://drive.google.com/drive/folders/1igEBphXo3NPvHunMbLVOgfPTqk7niaoJ?usp=sharing

Blue Mary By: Infinite and Dampir

Spoiler, click to toggle visibilty

Leona By: Infinite and Dampir

Spoiler, click to toggle visibilty

Andy Bogard By: Infinite and Dampir

Spoiler, click to toggle visibilty

Shingo Yabuki By: Infinite, K666Orochi and Troy

Spoiler, click to toggle visibilty


Fei Long By: Bahamian King and Varo Hades

Spoiler, click to toggle visibilty



    

Re: Korean Dock by Vegaz Parelli & Burning Soul

 August 24, 2021, 10:23:43 am View in topic context

Love what you did here. Especially the parallax on the floor and looping the music. I'm seeing 2 problem though:

The bottom of the floor cuts off when fully zoomed out which makes a black strip. The top of the stage cuts off as well when the characters are high and its zoomed out.

Looks like you need to edit the bound high/bound low to fix this stuff (or z-offset for the floor)

thanks for the feedback. I did all my testing in Ikemen GO and neglected MUGEN 1.1 :D . This is now fixed along with further tweaks and a 40px bump in superjump height
    

Re: Korean Dock by Vegaz Parelli & Burning Soul

 August 23, 2021, 04:35:06 am View in topic context

heh noice bro
I like the changes a lot. Nice! I've seen quite a few of my works edited but this might be my favorite.

Glad you guys like it! I didn't want to change the original too much as it was great the way it was, but I wanted to be able to use it in a crazy build with characters super jumping allover the place.

I will miss the water effect you did the previous one, but this one is better.

sometimes, simple is better :)

Hi buddy! I'm new here, but I see some of your edits and really like it all. This one interests me, but when I try to download it, the download stops because of a "virus detected", is that possible? Thank you in advance for the response.

It's most likely a false positive being reported by your virus scanner, but here's an alternate download link anyway:

https://drive.google.com/file/d/1EyuRct8ajO0Rp2zEEfv38AxmyM8UlSFe/view?usp=sharing


    

Re: Rowen's Releases - Kazuya (v2.0)

 August 21, 2021, 03:09:27 pm View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dan Hibiki (v2.0.4) - Rowen's PotS Releases (Started by RagingRowen September 22, 2020, 12:27:39 pm
 Board: Your Releases, 1.0+

Hey Rowen

I noticed that Kazuya comes to a dead stop for 4 frames before he transitions from dash to run, which feels a bit odd.

The transition is a lot smoother when you remove the 1st sprite of the run animation (which is a standing sprite) and have Kazuya at his running speed as soon as he's in state 100:

Code:
[State 100, Velocity]
type = VelSet
trigger1 = time >= 0
x = Const(velocity.run.fwd.x)

Code:
[Begin Action 100]
Clsn2Default: 2
  Clsn2[0] = -3, -99, 25, -78
  Clsn2[1] = -24, -85, 25, 0
LoopStart
110,0, 0,0, 5
110,1, 0,0, 5
110,2, 0,0, 5
110,3, 0,0, 5
110,4, 0,0, 5
110,5, 0,0, 5

Other than the above, this is a great release. Appreciate your work!
    

Korean Dock by Vegaz Parelli & Burning Soul

 August 21, 2021, 08:10:12 am View in topic context

I don't know how the original slipped under my radar but I love it, probably more than my own edit of NeoGouki's version! Here it is with a couple of tweaks:

- deltas for higher super jump
- tweaked colours (alt SFF with original colours included)
- music with start/end loop points

Preview:


Download Here:
https://drive.google.com/file/d/1EyuRct8ajO0Rp2zEEfv38AxmyM8UlSFe/view?usp=sharing

Original by Vegaz and Mete
https://mugenguild.com/forum/topics/korean-dock1-1-only-vegaz-and-mark85-187937.msg2455529.html#msg2455529
    

Re: (Big Goenitz Update) Rowen's PotS/Infinite Edits

 June 29, 2021, 03:28:44 pm View in topic context
 Posted by Virtua Richie (kenmasters2812)  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Hey Rowen,

Goenitz can cancel crouch light kick into itself before the active frames

https://streamable.com/l16djd

also its the startup is 7 frames, crouch medium is 6f, and hard is 5f. not sure if intentional
    

Re: Osaka Stadium Shiyo style (CVS2)

 June 24, 2021, 07:36:13 am View in topic context

    

Re: Osaka Stadium Shiyo style (CVS2)

 June 24, 2021, 06:06:00 am View in topic context

I like this edit a lot!

You can have a bit more room to fight by doing a minor scale increase of background sprites, and reducing their deltas, and roughly doubling the size of the floor. I was able to increase the boundleft/right from 50 to 200, but tbh more room could probably squeezed out of it:

https://streamable.com/03zi4c

Let me know if you want me to send you my tweaks, or I can just post it here. Anyway, nicely done. I'm liking your recent works!
    

Re: Amazon River - SFA3, Blanka

 November 28, 2020, 03:48:32 am View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Amazon River - SFA3, Blanka (Started by Virtua Richie (kenmasters2812) November 27, 2020, 09:43:41 am
 Board: Edits & Addons 1.0+

Must have been a pain separating all those layers in this stage.  Great work as usual!

thanks! the floor was actually the biggest pain in the bum, figuring out how to re-colour and nitpicking certain pixels so that it doesn't look like regurgitated cabbage when the parallax is exaggerated

Great work as usual.

I do have a small suggestion:

For 16:9 versions using a 320/180 localcoord I prefer both the startzoom and zoomin to be 0.75 rather than a higher number (Learned from Beterworks Tutorial)

If you're like me and use a combination of  4:3 as well as 16:9 stages then setting the 16:9 stages to 0.75 makes the size of the characters uniform regardless of the stage dimensions.

Cheers dude. Seems I forgot to set the zoomin back to .75 from my personal build, the 16:9 .def is now updated

Thanks everyone!
    

Amazon River - SFA3, Blanka

 November 27, 2020, 09:43:41 am View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Amazon River - SFA3, Blanka (Started by Virtua Richie (kenmasters2812) November 27, 2020, 09:43:41 am
 Board: Edits & Addons 1.0+

    

Re: Metro City Skyline - SFA2 - Parallax Edit

 November 24, 2020, 01:31:58 am View in topic context

Thanks everyone! Glad you're liking it so far.

I've done a hotfix for 16:9 as I've been unknowingly running with a stagefit of 0 all along, which has borked widescreen. A proper re-working for this mode is coming.
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 24, 2020, 01:22:34 am View in topic context

Thanks for spotting this guys, seems I've been running with a stagefit of 0 all along!

I've updated the archive with a separate 16:9 def by betterhans with the recent tweaks I've done.

My bad if you've had to re-download this stage a bunch of times, this is why my day job isn't in dev! :P
    

Metro City Skyline - SFA2 - Parallax - (hotfix 16:9, boundlow for 4:3 25/11/20)

 November 23, 2020, 07:39:13 am View in topic context



Original by NeoGouki

- Parallax
- Looped music
- High jump
- 4:3 and 16:9

It takes about a minute for the elevator to reach the top. The floor looks a bit rough right now, so I'll look to fix that in the future. But for now the stage is useable. Hopefully the stage controls don't break it :P

Download:
http://www.mediafire.com/file/vqbullb70sh5gha/metrocityKM2812.zip/file


Edit: Hotfix for 16:9 in separate def file, will rewrite for true widescreen soon...ish
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 18, 2020, 07:39:13 am View in topic context

Minor update:
- 16:09 Camera config in the .def file (uncomment to enable)
- separated swing sprite, added parallax values, tweaked floor height and deltas to reduce the sliding appearance of the swing set

Thanks to beterhans and ExShadow
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 15, 2020, 09:40:45 am View in topic context

Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff


Thanks heaps! I didn't think this was possible without specifying a 16:9 localcoord, which I think messes with the fall state physics (I could be wrong). Also, I'm not sure if it's just me but the pixel scaling looks cleaner than simply using stage zoom.

I'll update the zip file later, and add a 16:9 .def file for my other stages


EDIT: Nevermind! Your method was stage zoom, but it seems I've been using the wrong values all along!
    

Re: Dan's Playground - Parallax edit - Original by cldz

 November 15, 2020, 07:55:02 am View in topic context

Thanks fellas! Took me a couple of years doing this on and off, but I'm feeling more confident doing this style of edit. The more of us doing this the merrier, with Tatsu not releasing anything (publicly anyway) for a very long time

Not that I normally take requests, but I feel like I can now have a crack at Metro City and Gairyu Isle suggested by Yuga and Flow. Can't promise a time frame but they'll be coming at some point
    

Dan's Playground - Parallax - (update -16:9 .def file 24/11/20)

 November 14, 2020, 07:50:42 am View in topic context

    

Re: Guy Stage - Mad Gear Hideout (SFA2) - Updated

 November 11, 2020, 12:50:35 am View in topic context

This is very good work. I'm curious if you could re-create the metro city skyline elevator stage the same way. It's another iconic stage.

Thank you! It'll be a lot more work, but yeah I wanted to do this too based on NeoGouki's rendition of it. I tried a few years ago but I didn't know enough or had the patience, so I'll give it another crack at some point :D

I'm glad you all liked this edit, and it's update. I have a couple more touch-ups coming in the next few weeks from some authors that I like