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SHADOWLADY by MGMURROW updated 6/3/19 (Read 40587 times)

Started by MGMURROW, April 29, 2009, 07:56:06 am
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SHADOWLADY by MGMURROW updated 6/3/19
#1  April 29, 2009, 07:56:06 am
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    • https://sites.google.com/site/mgmurrow/
UPDATED 7/29/09 happy birthday Nephew!!!

please leave feedback for updates. (the SF3SHADOWLADY is for the sprite style).









whats new in the update

-replaced Kikouken with Big Bang Laser
-replaced Shadow Tensei Ranka with Hazan tenshuu kyaku
-added Tenshou kyaku
-removed the bad alpha counters triggers(now works without changestate in 150)-POTS
-fixed the alpha counter ending animation from changing to state 0 after the hit
-changed the guard break/stun animation
-added the missle dust to the missle attacks-optional
-added SF3 and alpha storm dizzy/stun guage-optional
-added the wall hit explod and sound to the air throw and alpha counter
-added the arm to the air throw
-added the charge commands for the fireball and spinning bird kick-bluebomer4evr
-changed the dizzy animation and dizzy sounds
-added SF3 parry explode animation
-added SF3 electricity to the forcefield states
-fixed the lose by time animation
-added the clns2 to the taunts
-changed to nothitby sctrls to hitby in forcefield states-POTS
-changed the alpha counter triggers to work correctly-POTS
-changed animation in states 5100-5160-5170-5110-POTS
-fixed animation and velocities for state 5431(Hit Ground Roll alive)-POTS
-fixed velocities for state 5340(Hit Ground Roll dead)-POTS
-added a trigger to limit the throw distance-POTS
-removed the crouch medium to light kick combo-POTS
-added the missing basic combo chains-POTS
-changed the hitpause of the fireballs-POTS
-changed "Hyakuretsu!" shout during lightning kick to only saying it once-POTS
-added alpha storm lifebar portrait-shulbocka at infinity
-added envshakes to spinning bird kicks
-reversed the air medium and heavy punches
-changed to hitvels of air heavy attacks and added the fall value-POTS
-fixes walk in intro velocity-POTS
-added damage dampener to the air attacks
-added posadds/velocity to crouching heavy punch/standing heavy and medium kicks/launcher-POTS
-added posadds to standing medium punch far and standing heavy punch back-POTS
-fixed the afterimage on the Guard Break/stun
-fixed the ticks on the heavy jump kick/heavy jump punch
-changed the time p2 recovers in the final justice-POTS
-added damage dampener to missle attack if in a hyper state
-changed the spinning bird kick landing ticks to match p2 recovery time-POTS
-cut dizzy recovery time in half(non button mash)-POTS
-moved dizzy triggers to -2 states and added ignorehitpause to dizzy changestate-POTS
-changed the movetype=I in the dizzy state so she can now be thrown-POTS
-changed the CLNS2 on the standing/crouching gethits to match the standing/crouching CLNS2-POTS
-changed initial velocity of normal attacks to 0-POTS
-lowered the hitpausetime for all light attacks-POTS
-added ground.cornerpush.veloff = 0 to sweep and launcher-POTS
-changed air hit velocities to 0 for light/medium attacks-POTS
-changed state 200 combo abilities to match state 205-POTS
-removed crouching medium kick to crouching medium punch comboability-POTS
-changed the ending animation of standing hard punch back
-added screenbound to Hazanshou/Flip Kick-POTS
-fixed the light animations and ticks to match arcade-POTS
-removed crouching medium kick to crouching medium punch comboability-POTS
-added the crouching light/medium to standing heavy comboability-POTS
-added the jump light kickand jump medium punch to jump medium kick comboability-POTS
-removed the blank intro-POTS
-changed clns on jump hard kick-POTS
-lowered the getpower and givepower on the lightning/spinning bird kicks and drill attacks
-lowered the dash speed-POTS
-added landing dust to state 5341(hit ground roll alive)
-added ctrlset to jump state to stop repeated attack during normal jump-POTS
-changed the animations for the jump light kick and jump medium kick
-added the crouching lights/medium punch to crouching medium kick comboability-POTS
-changed the neutral jumping animations to "hold up" commands-POTS
-added velocities to all normal attacks-POTS
-changed some of the code to make shadowlady dizzy quicker
-added missing clns2 to shadow zankuu-POTS
-decreased the hittime of the light attacks to remove infinites-POTS
-increased the ground.velocity of light attacks-POTS
-added a var(16) to detect SJump Ctrlset-POTS
-removed Posadd from jump state-POTS
-removed invulnerability from overhead attack-POTS
-added Missing chains from State 246 into sHP, cHP and cHK-POTS
-lowered the aerial super missiles damage when they connect successfully during an air combo-POTS
-changed the jump.fwd to add more horizontal arc to the jump
-changed hittimes for shadow zankuu to stop fireballs from missing
-changed the cancellability of normal attacks into supers/hypers to match the versus system-POTS
-added posadds to guard break and states 245,246-POTS
-added triggers to destroy missles if round is over
-added triggers to remove projectile cancel to drill attack when drill isnt present
-changed the guardflag for the Hazanshou so now you can block low
-removed the ability to combo standing light punches into theirselves-POTS
-worked on the big portrait and added the alpha storm bars portrait
-added missing hitspark to Hazanshou/Flip Kick and added hitadd on landing
-tweeked ctrl time of air spinning bird kick
-fixed p2 animation when killed by the guard break
-added p2bodydist x >=0 to nothitby in hyper states so shadowlady can be hit from behind
-added missing sounds and landing explode to spinning bird kicks
-thanks to POTS for the open source character from which i used code and FX(big bang laser)

other things but i cannot remember them all

the big portrait is ugly and incomplete but will do until the next update

from the readme file


                                            MOVE LIST

SPECIALS
Lightning Forcefield               F,D,DF, PUNCH
Tenshou kyaku                      F,D,DF, KICK
Missle Attack                         D,DB,B, PUNCH
Kikouken/Fireball                   D,DF,F, PUNCH
Hazanshou/Flip Kick               D,DF,F, KICK
Drill Attack                              F,DF,D,DB,B, PUNCH
Spinning Bird Kick                   D,DB,B KICK
Lightning Kick                          KICK, KICK, KICK

HYPERS
Shadow Forcefield                   F,D,DF, 2PUNCHES
Big Bang Laser                        D,DF,F, 2PUNCHES
Galaxy Missle                           D,DB,B, 2PUNCHES ground/air
Shadow Zankuu/Air Fireball      D,DF,F  2PUNCHES in the air
Houyoku-Sen/Lightning Kicks    D,DF,F, 2KICKS   
Shadow Tensei Ranka               F,D,DF, 2KICKS
Shadow Final Mission                D,DB,B, 2KICKS
     
                 
THROWS
GROUND THROW                 HOLDFORWARD/BACK  Z
AIR THROW                         HOLDFORWARD/BACK  Z

ALPHA COUNTER
COUNTER CHARGE               HOLDBACK+A(EASY)
                                            B,DB,D,+B
                                            B,DB,D,+c

LIE DOWN RECOVERY ROLL
FORWARD                             F,KICK
BACK                                    B,KICK

RECOVERY ROLL
FORWARD                            B,DB,D,KICK
                                           F,KICK(EASY)
BACK                                  B,KICK(EASY)

ADVANCED GUARD PUSH
2/3 PUNCHES WHILE BLOCKING

DIZZY
WHEN DIZZY MUST PRESS BUTTON 10 TIMES TO UNDIZZY

DAMAGE DAMPENER
1 FOR NORMAL ATTACKS
1 FOR SPECIAL ATTACKS
1 FOR HYPER ATTACKS

LEVELS OF AI
EASY AI
HARD AI

                                             CREDITS

  First God for putting me on this earth and giving me the abilities and understanding for this.

  POTS at mugen guild for all the coding help. there is soo much he has helped me out with that
it is next to impossible for me to remember it all. he has helped me on my other releases and
with my WIPs that in turn transfered over from them to SHADOWLADY. I CANNOT PUT IN WORDS ALL THE
RESPECT HE DESERVES.  RESPECT TO THE FULLEST!!!

  Winane at mugen guild for the AI Triggers.  RESPECT!!!!

  BBHood for the open source missle code.  RESPECT!!!!

  Alchemist at mugen-infantry for all the code help. RESPECT!!!!

  Beximus at mugen-infantry for all the code help. RESPECT!!!!

  Mr. Fong at Random Select for his help on the damage dampener system and for his permission
for me to share the code - IF YOU USE YOU BETTER GIVE HIM CREDIT. RESPECT!!!!

  Ryou Win for explained how to start codeing the AI with the triggers and variables that had
to be coded.

  Zweifuss for the sprites.

  To anyone else i forgot thanks to them too.

to do list

-add the  boss AIs

https://sites.google.com/site/mgmurrow/

link under the shadowlady pic(click on shadowlady picture)

ps - the hyper portraits can be turned off in the cns file at the bottom, look for this

[State -3,Hyper Portrait]
type=VarSet
trigger1=1
v=19
value=1            ;Hyper Portrait on = 1, off = 0

[State -3,Missle Dust]
type=VarSet
trigger1=1
v=17
value=0            ;Missle Dust    on = 1, off = 0

[State -3,Stun Meter]
type=VarSet
trigger1=1
v=13
value=1            ;Stun Meter Alpha Storm = 1, SF3 = 2, off = 0

PLEASE ENJOY

MGMURROW
Last Edit: June 04, 2019, 03:21:04 am by MGMURROW
Re: SHADOWLADY by MGMURROW updated 4/28/09
#2  April 29, 2009, 02:55:57 pm
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0.0 wooo good work

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I want no blood from that girl doctor--not until we're both sweaty and naked and shes  screaming my name. >_<
Re: SHADOWLADY by MGMURROW updated 4/28/09
#3  April 29, 2009, 04:26:58 pm
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Awesome.
Re: SHADOWLADY by MGMURROW updated 4/28/09
#4  April 29, 2009, 07:34:41 pm
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... return of the dead  ;D

good news  :D
Re: SHADOWLADY by MGMURROW updated 4/28/09
#5  April 30, 2009, 02:31:10 am
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Nice solid character.

Your coding experience does show on this one.

You're gonna add BOSS AI later along the road???
Her AI is already "pretty cheap-o" as is, even on level 3...but then again IT IS Shadow Lady...Not that this is bad or anything. :P

Some Visual Suggestions:
- For one, I think some effects given a certain degree of semi-transparency could favor this character more.(like the half-moon on first pic and thunder effects)
- The hyper portraits are a resized echo of her sprite...Surely you can come up with something better.
(please don't use the horrid MvC triangle template...So cliche)
- A Background Effect Anim for the Hypers would be nice as well...like the ones Magus uses for his Jill, Ironman, etc.
(Don't know if you'd need to ask for those or if they're from an existing game)

Anyways, these are just suggestions and you can chose to ignore if you like...your char is still pretty cool atm.

Good job. BTW, do you have an available patch to fix the small palette issues with your Hulk char? Or maybe someone released a patched SFF? just checkin.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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Last Edit: April 30, 2009, 02:39:03 am by MaxBeta
Re: SHADOWLADY by MGMURROW updated 4/28/09
#6  April 30, 2009, 02:50:11 am
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You're gonna add BOSS AI later along the road???
Her AI is already "pretty cheap-o" as is, even on level 3...but then again IT IS Shadow Lady...Not that this is bad or anything. :P

Some Visual Suggestions:
- For one, I think some effects being semi-transparent could favor this character more.
- The hyper portraits are a resized echo of her sprite...Surely you can come up with something better.
(please don't use the horrid MvC triangle template...So cliche)
- A Background Effect Anim for the Hypers would be nice as well...like the ones Magus uses for his Jill, Ironman, etc.
(Don't know if you'd need to ask for those or if they're from an existing game)

Good job. BTW, do you have an available patch to fix the small palette issues with your Hulk char? Or maybe someone released a patched SFF? just checkin.

will add bossAI in an update, as for the semi-transparent fx i will see how it looks with it.  as for the hyper portrait, i was going for the tatsunoko vs capcom look where the portrat does the hyper animation but had problems with the explode moving across the screen and some superpauses didnt have moving animations so after spending alot of time trying i didnt want to remove it completely but this is why i added the option to remove the portraits in the -3 state

as for hulks sff i am thinking on it but it will take alot of time because of the custom animations. if it were just basics i could replace them quikly with a spritepack. but maybe if i have time.

thanks for the feedback

MGMURROW
Re: SHADOWLADY by MGMURROW updated 4/28/09
#7  April 30, 2009, 03:00:50 am
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As for the hyper portrait, i was going for the tatsunoko vs capcom look where the portrat does the hyper animation but had problems with the explode moving across the screen and some superpauses didnt have moving animations so after spending alot of time trying i didnt want to remove it completely but this is why i added the option to remove the portraits in the -3 state

Oh wow, I now I understand.
That IS a pretty cool effect, I agree...must've been a bitch to emulate.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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Re: SHADOWLADY by MGMURROW updated 4/28/09
#8  April 30, 2009, 06:26:11 am
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Re: SHADOWLADY by MGMURROW updated 4/28/09
#9  April 30, 2009, 01:05:29 pm
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wow for the love of baby Jesus, this is one hell goody  :sugoi:

And yes I'll be waiting for Boss AI too  ;)


† Today you beg for your life, but one day you will beg me for your death †
Re: SHADOWLADY by MGMURROW updated 4/28/09
#10  May 01, 2009, 01:28:08 am
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After some test I find that her power increase unreasonable fast  o_O

I mean it like she have infinite Power and super to use all the time  :P
And her super really powerfull...

I believe that is little unfare  :-\


† Today you beg for your life, but one day you will beg me for your death †
Re: SHADOWLADY by MGMURROW updated 4/28/09
#11  May 01, 2009, 03:15:11 am
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I was touched by the respect comment :-* and decided to test the char:

- Her Alpha Counters don't work because of bad CMD triggers, chars don't have ctrl=1 while guarding. Also shouldn't have distance requirements etc, check my triggers for those
- Recovery Rolls are too long, she rolls more than the screen's length
- When she's in her anim 5341, she should be moving back a bit, not staying in place
- The animation when she falls from "animtype=Hard" is all messed up. e.g. take my Shin Gouki and shoot a fireball close to her
- Her feet slide during intro 191 and she makes the screen move in some stages

- Did you keep the original alignment from the rips? Her feet move way too much during normal attacks (and not just because some normals lack their posadds)
- Speaking of posadds, the entire char would work better if they were there, not only would the sprites be aligned but also she'd be moving forward a bit while chaining
- Far roundhouse should move a bit forward if done while holding forward
- Repeating jumping attacks should only be allowed in super jumps
- Close normal attacks don't feel natural in a MvC-style char, but no big deal
- Similar to the above, neutral jump attacks should be actually "holding up" attacks (see MvC Ryu)
- Jumping fierce and roundhouse should make P2 fall to the ground if used in a combo
- Her forward dash is way too fast, she can do teleporting attacks with them
- Her throw activates from too far away
- Comboing from her throw is fun. Feels wrong, but it's fun. Ideally that'd be a (slower) command throw or something
- DF+c has weak attack hitpause. She could also end up closer to P2
- SMP doesn't chain into SHP, CHP doesn't chain into (any) HK.  There may be more holes in the chains, not sure
- Comboing from CMP to CMK then back is kinda silly
- Could use higher hitvels, normal attacks barely push P2 back (...old "Brazillian MvC" style)
- Another MvC rule (since it seems the base of the gameplay): all normal moves (except overheads, which she doesn't have) should be cancellable at any time

- Lightning Forcefield has no feeling of impact, feels weak. Needs better hitpauses and hitsounds
- Lightning Forcefield should only be invulnerable to projectiles while she actually has electricity around her, and have a bit less range. Though I'd make it invulnerable to everything during that time, not sure how it works in the original
- Her Kikouken animation lasts way too long
- Spinning Bird Kick recovery is too slow. Fixing this would also allow you to then shorten P2's hittime, it's too long
- Aerial Spinning Bird Kick shouldn't have all those posadds, she doesn't have her feet on the ground
- Should have no limit for air fireballs in the screen, and allowed to throw them multiple times during super jumps (going by MvC rules). Her physics during that move also don't feel right
- Somehow her Kikouken is absorbing two hits of other projectiles instead of one, try making their hitpause 0
- Hazanshou and Spinning Bird Kick have flipped commands if you consider past games
- Lightning Kick shouldn't be an overhead. Also she should only shout "Hyakuretsu!" once
- Letting normal moves cancel the recovery of specials makes her a bit too easy to abuse, but it's alright I guess

- "Shadow Forcefield" looks like a redundant super, only makes the movelist needlessly longer
- Always loved BBH's BBH (heh) missile super ;P
- Houyoku-Sen looks much cooler when she uses both legs
- Shadow Final Mission leaves her at a disadvantage when it hits, P2 should only get up as she finishes taunting. Speaking of that, would look cooler if she just yawned or crossed her arms, doing both is weird

- The super zoom effect needs work
- Why is the screen black during Kikoushou?
- During Kikoushou, Chun-Li should flash the same colour as the sphere, not always blue
- Readme: the command for Recovery Roll is just F/B
- She doesn't get dizzy
- Large portrait could look much better
- I disagree with the transparencies comment, graphics are fine

Char has its issues but is definitely fun overall, could use more polishing and if you fix all that it'll already improve a notch.  Also she has more things that make her a Chun-Li than a Shadow Lady, could stand to have some moves replaced if you're still going to work on her.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: SHADOWLADY by MGMURROW updated 4/28/09
#12  May 01, 2009, 03:25:38 am
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Spoiler, click to toggle visibilty
:o


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Re: SHADOWLADY by MGMURROW updated 4/28/09
#13  May 01, 2009, 08:46:24 am
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I was touched by the respect comment :-* and decided to test the char:

the comment to you was very well deserved as you know, your help through the last couple of years has helped me more than even i know and in turn has allowed me help alot of others.

-ill check the alpha counter triggers and fix
-recovery rolls were overlooked, light=in place, medium=in front of p2 and hard=behind p2(no matter how far they are away, i thought this is how they were in versus games but dont really remember)
-will check the animations and the intro sliding, i left the original alignment for all the animations(i even stopped croping them in the sff after the intros) so i dont know why the feet move soo much but will check/fix/add along with posadds
-jumping fierce and roundhouse falling when in a combo- the roundhouse i will fix, as for the fierce, i figured since the animation is an upward hit it would look funny knocking you down(i could reverse the medium and fierce where the medium hits up and the fierce hits down, i will check)
-will check/fix the combo problems along with the little hitvels
-all normal moves are cancellable at any time. i thought you had to atleast make contact to cancel?
-she has an overhead:  command=y+b, this is where if you are crouch blocking you will get hit right(turtleing)
-the lightning forcefield only invulnerable to projectiles while she actually has electricity around her

[State 1500]
type=NotHitBy
trigger1=time=[4,26]
value=SCA,NP,SP
time=1

[State 1500]
type=Helper
trigger1=AnimElem=4,=0
name="forcefield"
postype=P1
stateno=1501
helpertype=normal
keyctrl=0
ownpal=1
ignorehitpause=1
persistent=0
ID=ifelse(var(40)=2,1502,ifelse(var(40)=1,1501,1500))

every animation last 1 tick until recovery at time=27, is my coding wrong somewhere because that is what i was trying for?

-will check the air spinning bird kick posadds and the forcefield "impact" and try to find something that fits-any suggestion with hitsounds?
-when you were able to throw air fireballs multiple times while superjump alot of feedback said it was cheap and should be changed.
-Houyoku-Sen looks much cooler when she uses both legs: i am using this one on chun li.
-Shadow Final Mission leaves her at a disadvantage; this is why i made her unhitable until after her "taunt" but i will fix it
-She doesn't get dizzy; the gets dizzy very easily with certain characters for some reason(but they seem to be my original shadowlady and shin akuma) will need to check this out
-as for the zoom and portraits i hate both but some liked it, this is why i added the option to turn off the zoom(also i dont really know how to improve the zoom effect)

deman i will lower the power increase

got to get fixing

and thanks for the feedback from everyone

also could someone help me out on her big portrait please

http://img522.imageshack.us/img522/5339/bigportraitcopy.png



every time i resize it messes up for some reason

thanks

MGMURROW

P.S. POTS i thought you were making a versus style character? i need a real versus style base to go off of.

Last Edit: May 01, 2009, 08:59:51 am by mgmurrow
Re: SHADOWLADY by MGMURROW updated 4/28/09
#14  May 01, 2009, 10:23:46 am
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(i could reverse the medium and fierce where the medium hits up and the fierce hits down, i will check)
Sounds good.

Quote
-all normal moves are cancellable at any time. i thought you had to atleast make contact to cancel?
Nope.

Quote
-the lightning forcefield only invulnerable to projectiles while she actually has electricity around her
If you turn on Clsn display and advance Mugen frame by frame, you can clearly see that she's invulnerable for 9 frames after the electricity disappears.  Either adjusting the time or using numhelper triggers instead would fix it.

And that reminds me, the NotHitBy Sctrl malfunctions when it's used with specific attack types, you should use a HitBy instead. Something like (untested):

[State 1500]
type= HitBy
trigger1= numhelper(1500) || numhelper(1501) || numhelper(1502)
value= SCA, AA, HP, AT
time= 1

Quote
-will check the air spinning bird kick posadds and the forcefield "impact" and try to find something that fits-any suggestion with hitsounds?
Check my Geese's Thunder Break/Ryu's Denjin Hadouken maybe.

Quote
-when you were able to throw air fireballs multiple times while superjump alot of feedback said it was cheap and should be changed.
Yeah, I guess she can either do that or have gravity, but not both (MvC Akuma stops midair when doing them, etc).

Quote
-Shadow Final Mission leaves her at a disadvantage; this is why i made her unhitable until after her "taunt" but i will fix it
There's more to being at a disadvantage than being hittable, hehe, P2 gets a free jump-in/crossup for instance.

Quote
-She doesn't get dizzy; the gets dizzy very easily with certain characters for some reason(but they seem to be my original shadowlady and shin akuma) will need to check this out
I hit her with like 20 fierces from Ryu and nothing. ??? Chars getting dizzy in Mugen doesn't make much sense btw, unless it's meant as a nerf or something.

Quote
P.S. POTS i thought you were making a versus style character? i need a real versus style base to go off of.
Yeah I need to finish one one of these days.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: SHADOWLADY by MGMURROW updated 4/28/09
#15  May 02, 2009, 06:13:48 am
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-recovery rolls were overlooked, light=in place, medium=in front of p2 and hard=behind p2(no matter how far they are away, i thought this is how they were in versus games but dont really remember)

That's actually not correct, the distances traveled by a recovery roll are independent of P2's position.

And in MvC2 (and IIRC, MSH), there was only one set distance for all button presses (spanning the entire screen I believe).  I think that one's more fair because the short recovery roll in the other games allowed you to recover well before your opponent finished recovering from the move he hit you with, and that doesn't sound very fair on his end.
Re: SHADOWLADY by MGMURROW updated 7/29/09
#16  July 29, 2009, 11:28:36 pm
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shadowlady updated, read first post

have fun and enjoy

MGMURROW
Re: SHADOWLADY by MGMURROW updated 7/29/09
#17  June 04, 2019, 03:10:02 am
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    • https://sites.google.com/site/mgmurrow/
UPDATE - Happy 3rd BIRTHDAY ROXY BABY     
6/ 3/ 2019
-Added Air Hyakuretsu Kyaku/Air Lightning Kicks
-Added Air Rechishu/Lightning Kick MVCI Ender
-Added Air Hajinkyaku/Spinning Bird Kick MVCI Ender
-Added A New Intro
-Added LvL2 Hypers
-Added New Palettes
-Separated the wrist band spikes
-Separated the Eyes and Teeth
-Scaled the DANGER text & repositioned p2 side
-Added Danger Sound
-Added First Attack Sound and Text
-Added Advancing Guard Sound and Text
-Added PlayerPush to states to match my other characters
-Added Dust FX to all Super & Hyper Moves
-Adjusted some CLNS on Get Hits
-Added Electricity FX and Sounds match my other characters
-Adjusted Sound FX of Forcefield
-Added Fireball Hitting Ground FX
-Added Ability to combo Air Hypers from Supers
-Fixed being able to combo into Hypers from Air Spinning Bird Kick without having enough Power
-Fixed turning bug during fireball
-Removed Getpower from Hyper Moves
-Added facep2=1 to Attaks
-Added Missle Hit and Block Explosion Sounds
-Added Fireball Hit and Block Explosion Sounds
-Added Ground Explod FX and sound to Air Throw if P2 hits the Ground instead of the Wall
-Fixed the Palette Issue in Galaxy Missle Attacks
-Added Flames to P2 when Hit by Missle and Final Justice
-Adjusted Kill points of Special and Hyper Moves
-Fixed Sprpriority on Ground Hit/Landing FX
-Added Ground Explode FX to Air Throw Ground Hit
-Seperated Sounds and FX to Air Throw Depending on if P2 Hits the Wall or Ground
-Added Nothitby and Removed PlayerPush from P2 Aplha Counter State
-Added Hyper Startup FX to Match My other Characters
-Added Configuration to Choose between The Original Startup FX or Default Statup FX
-Added FX to Forcefield States
-Added Drill Attack Kill Points and Sound FX
-Fixed Final Justice State where No Ground Explode Would happen on Certain Characters
-Added StateType=I to Super/Hyper moves that didn't have them
-Added CLNS2 to Dizzy State for Compatability with My other Characters
-Added Sounds to Win Pose and Intro when Shadow Lady Moves her Clothes
-Added PalFX to Forcefield States
-Fixed the Palette for the Big Bang Laser Lighting Sprite
-Added Flame Fx and Sound FX to P2 When hit by Fireball
-Changed Afterimage Colors to Red
-Fixed Hazanshou/Flip Kick Missing Block Sound
-Changed Kill Points to Forcefield
-Added PalFx to Super Moves

Please test and report any errors

thanks and have fun

MGMURROW
Re: SHADOWLADY by MGMURROW updated 7/29/09
#18  June 04, 2019, 03:14:54 am
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hi, I can't seems to find the download link for your sf3 shadow lady

when will this personal crises ends? it just won't stop!
Re: SHADOWLADY by MGMURROW updated 7/29/09
#19  June 04, 2019, 03:18:06 am
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    • USA
*New Site* (W.I.P)
(Willing to host creations, just hit me up!)
https://cozysquirtlemugen.weebly.com/
Re: SHADOWLADY by MGMURROW updated 7/29/09
#20  June 04, 2019, 03:19:03 am
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    • https://sites.google.com/site/mgmurrow/
click on the pic, let me know if its not working please

MGMURROW