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Swanky

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Messages by Swanky

    

Re: Tree Of Erebus Stage 1.1 & 1.0

 March 27, 2024, 11:15:17 pm View in topic context
 Posted by Swanky  in Tree Of Erebus Stage 1.1 & 1.0 (Started by MatreroG March 22, 2024, 01:12:23 pm
 Board: Your Releases, 1.0+

Stunning work as usual.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24)

 March 21, 2024, 03:08:59 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

I did look at him at one point and I'm not very interested in doing him.

Also mailed Logansam about permission for releasing a Shazam edit a while back. Didn't get an answer which means that he is off the table for now.
    

Re: Poison Ivy MvC-ish Edit for 1.0 (updated Feb-11th-24)

 March 03, 2024, 02:38:07 pm View in topic context
 Posted by Swanky  in Poison Ivy MvC-ish Edit for 1.0 (updated Mar-3rd-24) (Started by Swanky January 30, 2021, 11:46:08 am
 Board: Edits & Addons 1.0+

I have updated Poison Ivy... again. click!

Update 1.06
- added safety checks to 236P and 214P specials to better prevent infinites.
- sHP, sHK & 214K now have fall.recover = 0 in order to make 214K combos work (better). Not the most elegant way I admit but it works. (thanks PotS)
- changed juggle points back to 15 but lowered atk value to 90 from 100 because more juggling fun
- dialed back the 214KK hyper damage a little
- added hyper armor / boss checks to several attacks so they trigger a different hitdef so those attacks remain useful when fighting them.
   You can add more characters to var4 in statedef -2 if necessary
- 236K should now be able to hit downed enemies
- added Alpha Counter
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24)

 February 14, 2024, 08:12:02 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

Small heads up:
I am currently working on Shazam by Logansam, edited by Prospectone.
Fun character but woefully inconsistent in its combo ability. My aim is to normalize him so he makes nice within the MvC-ish setting.



Current Changelist
 - normalized his health / atk / def values
 - Removed AI cheats
 - streamlined AI command input (still work to be done)
 - fixed inconsistent frame & hitstun data on normals for combos
 - shortened some specials start up frame data a bit to allow for better comboing
 - reworked Hyper damage values
 - added Alpha Counter (code by MystikBlaze)
 - added HyperComboFinish BG (sprites by Winane)
 - added quotes
 - fixed incorrect Super Jump changeanim
 - some stuff regarding damage dampening


Will also be pushing another small update to Poison Ivy in the next couple of days.
- added safety checks to QCF P and QCB P specials to better prevent infinites. Her Hyper Plant Grab is specifically excempt from this.
- changed juggle points back to 15 but lowered atk value to 90 from 100 because more juggling fun
This will make her have a couple of longer juggle combos and should elevate her gameplay a good bit. Max combo damage as per testing is 500 - 600 which may be a little high, I'll have to see and run some more tests.

Have set my sights on Black Adam by Dr.Doom and Trexrell after. Looks fun and has potential, but also a boat load of issues as of now.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24)

 February 11, 2024, 08:30:08 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

Update to Poison Ivy

Update 1.05 - Still needs a bit more testing.
- changed some anim frame times for QCF K and QCB K moves
- changed QCB K position from 10 to -10 on P2 and vel y to -10. This will launch P2 on hit, and the position slightly behind P2 will lauch them into Poison Ivy for
   more combo potential.
- changed QCB KK hyper damage from 250,10 to 350,10. More inline with other damage supers and also needed because this thing is otherwise useless with its high
   startup time


Also released an edit for Toni's Supergirl. Requires said character.

Changelog
- touched up her AI, it's a lot more aggressive and consistent with their moves now
- reworked some of the damage values - hyper damage values specifically, to make them pop a little more.
   - Max damage should be somewhere in the 500s per combo (some of the after hyper juggling / combo extension is weird)
- Added a Hyper Combo Finish BG (by Beximus) and changed method to helper which is more consistent with sound effects
- new Portrait, old one is now 9000,2

Her gameplay is untouched. As said, not sure she needs anything else.

Click!
    

Re: Poison Ivy MvC-ish Edit for 1.0

 February 11, 2024, 08:23:09 pm View in topic context
 Posted by Swanky  in Poison Ivy MvC-ish Edit for 1.0 (updated Mar-3rd-24) (Started by Swanky January 30, 2021, 11:46:08 am
 Board: Edits & Addons 1.0+

I have updated Poison Ivy.
Changelog:
Update 1.05
- changed some anim frame times for QCF K and QCB K moves
- changed QCB K position from 10 to -10 on P2 and vel y to -10. This will launch P2 on hit, and the position slightly behind P2 will lauch them into Poison Ivy for more combo potential.
- changed QCB KK hyper damage from 250,10 to 350,10. More inline with other damage supers and also needed because this thing is otherwise useless with its high startup time

Update 1.05 expands on this by reworking QCB K into another tool that can launch and / or juggle enemies, opening them up for more combo setups. Try experimenting
with sHK into QCB K into any combo you want. Keep your eyes on the amount of juggle points you have and set them up with QCF mP for a massively damaging Hyper Combo.

Hopefully I haven't introduced an infinite... Still needs a bit more testing.

    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-04-22)

 February 08, 2024, 02:58:37 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

*Blows away some dust* *cough* *cough*
Alrighty... By some weird cosmic alignment and some other happenstances I wound up back at MUGEN again. Yay.

I've begun working a bit on Toni's Supergirl because she's a nice character that just needed a few touch ups. Not sure if she actually needs anything else because she's perfectly functional and pretty much bug-free. AvX bounce mechanic would work but not sure about it. Will likely release her later.

Change List so far:
- touched up her AI, it's a lot more aggressive and consistent with their moves now
- reworked some of the damage values - hyper damage values specifically, to make them pop a little more.
   - Max damage should be somewhere in the 500s per combo (some of the after hyper juggling / combo extension is weird)
- Added a Hyper Combo Finish BG (by Beximus)
- new Portrait, old one is now 9000,2

Also, I *AM* aware that my edits have been uploaded to mega and other filehosters and are part of the collections over at MugenFreeForAll. This has been done without my consent and I cannot and will not confirm these are kept up to date. If these break your game, your computer or even your relationship I will not care.
    

Re: Stadium Ruins (Garou MOTW 2 Beta)

 August 17, 2022, 10:48:53 am View in topic context
 Posted by Swanky  in Stadium Ruins (Garou MOTW 2 Beta) (Started by PotS July 09, 2022, 05:38:20 pm
 Board: Your Releases, 1.0+

This goes unexpectedly well with other MvC-ish graphics stages. Thanks for the upload, appreciate it.
    

Re: Spawn MVC2

 August 17, 2022, 10:41:52 am View in topic context
 Posted by Swanky  in Spawn MVC2 (Started by JJkoolaid May 12, 2022, 09:03:34 pm
 Board: Your Releases, 1.0+

Sorry for the delayed response here.
Yeah I figured bullets spawning in close may be a gameplay issue, still feels weird shooting through an opponent. Difficult to find a solution that doesn't allow infinites up close while preserving overall combos I suppose.
The jumping back as supposed in MK11 is not the issue itself, just the FX give off a strangely delayed feeling of when it happens. Maybe make a small explosion charging up effect so it feels more impactful instead of the enemy just falling down after a short duration? Right now it feels like someone pressed a pause button for a moment.
Tested the incorrect QCFy on the mugen default screenpack, both under standard and directx renderers.
€ You could try making the bullet fx an explod inside the helper instead of the helper animation, see if that helps.
    

Re: Spawn MVC2

 July 30, 2022, 10:22:49 am View in topic context
 Posted by Swanky  in Spawn MVC2 (Started by JJkoolaid May 12, 2022, 09:03:34 pm
 Board: Your Releases, 1.0+

Hm... none of the issues I reported have been fixed. For instance, his QCFy still looks like this for me:

    

Re: Bridge Of Wisdom Stage 1.1 & 1.0

 July 15, 2022, 11:39:26 am View in topic context
 Posted by Swanky  in Bridge Of Wisdom Stage 1.1 & 1.0 (Started by MatreroG July 13, 2022, 11:06:27 pm
 Board: Your Releases, 1.0+

A worthy successor to the Temple of the Fist
    

Re: Demon Shrine Stage 1.1 & 1.0

 June 21, 2022, 09:32:32 am View in topic context
 Posted by Swanky  in Demon Shrine Stage 1.1 & 1.0 (Started by MatreroG June 15, 2022, 11:33:43 pm
 Board: Your Releases, 1.0+

It does for me, just checked.

It's a great looking stage. Not exactly my cup of tea, but original and well done.
    

Re: Newest And Tallest Avenger Stage 1.1 & 1.0

 May 26, 2022, 04:48:35 pm View in topic context
 Posted by Swanky  in Newest And Tallest Avenger Stage 1.1 & 1.0 (Started by MatreroG May 25, 2022, 10:41:12 pm
 Board: Your Releases, 1.0+

Great stage. New MvC-ish stages are rare these days and those that look this unique, even more rare. Thank you very much for this.
    

Re: Spawn MVC2

 May 13, 2022, 10:40:34 am View in topic context
 Posted by Swanky  in Spawn MVC2 (Started by JJkoolaid May 12, 2022, 09:03:34 pm
 Board: Your Releases, 1.0+

Currently the best Spawn out there. Feels a bit edgy here and there, mostly because the animations are not very fluid in places; missing sprites and all that. Not holding it against you. Cape "animation" during FF is close to giving me a seizure though.
Other stuff that I found (in Mugen 1.0):
- QCF x will miss if the opponent is close
- QCF y will miss if the opponent is close, projectiles aren't masked
- QCF b (the grab) has a noticeable and slightly awkward delay between him jumping back and the knockdown effect of p2.
- all characters that I've tried (Mai, Spawn, Bloodrayne and Spider-Man) give a debug flood with x state has no 0th partner warning.
    

Re: All stages updated to Mugen 1.0

 April 16, 2022, 08:02:47 pm View in topic context
 Posted by Swanky  in All stages updated to Mugen 1.0 (Started by PotS April 14, 2022, 06:45:20 pm
 Board: Your Releases, 1.0+

Guess I need to update some of my stages then. Great to see you return to update your old works. Although me using an MvC ish styled mugen it makes me miss super jump on some of these stages. :(
    

Re: The Negative Zone Stage 1.1 & 1.0

 March 31, 2022, 11:15:16 pm View in topic context
 Posted by Swanky  in The Negative Zone Stage 1.1 & 1.0 UPDATED (Started by MatreroG March 30, 2022, 08:13:54 pm
 Board: Your Releases, 1.0+

It looks certainly unique and of this kind of stage, there aren't a lot. Very solid and consistent work. :)

The one thing that stuck out for me a little the small rock debris floating around in the background. It looks like it's only one layer and makes it a little stale over time. It's not very noticeable during fights especially when you're an active combatant but if you're just looking at it it feels a little flat.
    

Re: US Airfield (3 - Street Fighter 2 stages)

 March 18, 2022, 11:06:37 pm View in topic context
 Posted by Swanky  in US Airfield (3 - Street Fighter 2 stages) (Started by ELECTR0 February 24, 2022, 11:42:33 pm
 Board: Your Releases, 1.0+

This is a great rendition of one of the most iconic stages I can think of. Stellar work all around, and thank you for including both 1.0 and 1.1 defs.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-04-22)

 February 08, 2022, 03:40:14 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

Updated Jubilee's Patch. She's now hosted with the main patch archives on Moddb.com. See first post for Download link.
V1.1 update
- Her Spark Wall now has range dependant on button strength. Medium and Heavy versions don't reflect anymore. Heavy version throws higher and further, with a little more damage.
- This also affects her counter since the 1320 anim now has more range. Deals little damage overall but knocks the opponent away.
- Some touch ups to her damage values and scaling, feels more consistent overall now (you may want to tone done the overall attack power in case you deal too much damage as I usually play with 150% life values)
- Her normals give 20% more power.
- 236x ground & aerial startup faster by 5 frames (slightly more consistent in combos, still dependent on RNG)
- couple of touch ups to her AI, should be slightly less derpy now

Also added a small preview video to first post. Probably need to get some better footage some time, and make Morrigan's hard ai a bit less spammy.

Comic characters done right are my favorites to have in Mugen. I have enough Ryus, Kens, Jin Kazamas, etc. i don’t get excited for any new versions of them because they’ve been done right way too many times.. so when a character from a comic or TV series is done good Capcom style it automatically has my attention

I think I suggested Martian Manhunter by efrencortes a while ago. There’s a problem with his super jump button. Might be some other slight things that could be adjusted.

Someone did. Still haven't checked out that character. Neither had time yet to work on any other projects. Still working on other -non-Mugen- projects; I just squeezed in some work after I got permission to release Phoenix.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-04-22)

 February 05, 2022, 09:44:19 am View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

Hey Swanky, how you doin? I just want to say the work you have done for your characters is really good. It's nice and always cool when guys like you work on custom Marvel characters and getting them the proper work done on them, since custom, fanmade, and unofficial comic book characters have infamous history of not being the best made or programmed.

Thank you for your kind words. While I agree that some comic book based characters could be better it's still a lot of hard work making them in the first place. We should be grateful all of of them were made in the first place! :)

    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-23-21)

 February 04, 2022, 06:46:40 pm View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-11th-24) (Started by Swanky January 20, 2021, 10:24:40 am
 Board: Edits & Addons 1.0+

I've pushed Mr. Sinister, Omega Red, Phoenix and Scarlet Witch over into the main download file on moddb.
Mr. Sinister, Omega Red and Phoenix have received minor updates over the past few days; see their respective topics on the updates.