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YochiThMaster333

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Messages by YochiThMaster333

    

Re: Lifebars won't work on EVE 1.1

 May 09, 2024, 05:49:30 pm View in topic context
 Posted by YochiThMaster333  in Lifebars won't work on EVE 1.1 (Started by gothmoneytrooper May 09, 2024, 03:50:09 am
 Board: M.U.G.E.N Configuration Help

As far as I know, these lifebars are designed for 640x480 screenpacks/motifs (and they actually come from a different screenpack actually), and Everything vs Everything is 320x240 screenpack. If your lifebars' resolution is different than screenpack's, lifebars can be either smaller (for example: 320x240 lifebars on 640x480 screenpack) or bigger (for example: 640x480 lifebars on 320x240 screenpack).
    

Re: Character of the Month: March 2024 Voting

 April 19, 2024, 09:59:53 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: March 2024 Voting (Started by Lyrica April 18, 2024, 04:01:35 pm
 Board: Contributions of the Month

Johnny Cage and Dan
    

Re: Character of the Month: February 2024 Voting

 March 23, 2024, 06:18:44 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: February 2024 Voting (Started by Lyrica March 18, 2024, 02:57:11 pm
 Board: Contributions of the Month

Voted for Waddle Dee and Matt.
    

Re: Character of the Month: January 2024 Voting

 February 24, 2024, 09:36:06 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: January 2024 Voting (Started by Lyrica February 21, 2024, 02:01:40 pm
 Board: Contributions of the Month

Voted for Nice Boat and Vargfren
    

Re: Character of the YEAR: 2023

 February 10, 2024, 08:40:55 am View in topic context
 Posted by YochiThMaster333  in Character of the YEAR: 2023 (Started by Lyrica February 03, 2024, 07:00:54 pm
 Board: Contributions of the Month

Peppino and Joker
    

Re: Character of the Month: December 2023 Voting

 January 18, 2024, 09:53:02 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: December 2023 Voting (Started by Lyrica January 18, 2024, 03:28:29 pm
 Board: Contributions of the Month

Mario & CF Ryu.
    

Re: Cyber Sub-Zero released

 November 27, 2023, 01:46:51 pm View in topic context
 Posted by YochiThMaster333  in Cyber Sub-Zero released (Started by YochiThMaster333 November 24, 2023, 10:00:44 am
 Board: Your Releases, 1.0+

- Not a big deal but pressing LP right after P2 gets up will still trigger a throw attempt despite Mugen making chars unthrowable
Will fix that one.

- Cryo Bomb could use a freeze effect rather than blue flames
I've could to use the effects seen in Borg117's Mortal Kombat Project, but doing so without asking would make him know my location, so I went for the way how it was somehow represented by UMK3 v0.71 Genesis ROM hack.

- If you do Dive Kick close to the ground the char lands before it can hit
Might fix that one.

- Shouldn't dial combo 1 knock down? On that note all of those combos end the same way
The original combo (of Unmasked!Sub-Zero from MK3) did not knock the opponent down, that's why I kept in that way.

- Fatalities make the camera zoom out if available
Because opponent's (not their leftovers) position is set to 9999, this usually happens. Will change to a bit different thing like OMEGAPSYCHO did to not mess with the camera.

- Shouldn't a double freeze freeze yourself?
Will implement the Double Ice Backfire later.

- His fireballs don't interact with other fireballs (I forget if that's a thing in MK)
Correction: Ice Balls. In UMK3, Sub-Zero's Ice Ball cannot interact with other projectiles.

- Freeze fireball hitbox doesn't need to be that big
How the hitboxes should be sized anyway?

- The super's pause effect is misplaced
Will fix that as well.

- The super's freeze status lasts way too long
Because Ice Beam in MK9 freezes the opponent longer than before. Maybe I should make the frozen status time shorter.

- The AI sometimes "runs while already running"
There's the reason why readme file has "The AI code is not perfect, but I tried." in "Things I'm really aware of".

- He has a human KO scream
This is because all cyber ninjas in (U)MK3 share the same voice clip as Kano, Jax, Shang Tsung and Ermac, so I kept it that way.

- Some debug messages about trying to use sounds 5,0 and 5,1 which don't exist
All cyber ninjas in (U)MK3 don't have any of the attacking voice lines, but I forgot to remove leftovers of it.

- One time I got behind him while he was doing the super and it froze me from behind
Might shorten the hitboxes of it.

- You're blocked from using some freezing moves while P2 is frozen but not others
Are you playing in Simul (or Tag in IKEMEN's case) mode? Simul mode is normally not designed for many characters, which even The_None warns you about that. Will remove restrictions by adding Double Ice Backfire.

Something else I have found while playing as him:

- When the opponent is frozen by Ice Ball, you can use Ice Beam to freeze the opponent without problem, but when you try to hit frozen opponents with Ice Ball again, they will be no longer frozen.
It won't be the case if I implement Double Ice Backfire.

Another one: If you kill P2 with a freezing move (namely the super) you have to wait a pretty long time for them to unfreeze before the round ends.
Will fix that one.
    

Cyber Sub-Zero released

 November 24, 2023, 10:00:44 am View in topic context
 Posted by YochiThMaster333  in Cyber Sub-Zero released (Started by YochiThMaster333 November 24, 2023, 10:00:44 am
 Board: Your Releases, 1.0+


My second Mortal Kombat character. This one is based on Mortal Kombat 9 Cyber Sub-Zero (LK-52O) but done in (U)MK3 style. Featuring special moves he had in Mortal Kombat 9, one super move, two fatalities with one being his first Fatality from Mortal Kombat 9 and the other one being the classic Spine Rip fatality, and two other finishers borrowed from other cyborg ninjas (Cyrax's Animality and Sektor's Friendship). I also had to use "Frankenspriting" for things like standing animation, win pose animation, and slide special move.

Download him here:
https://sites.google.com/site/yochismugensite/my-creations/charactersytm/mortalkombat-chars
UPD Nov30: The character has been updated to notably implement the Double Ice Backfire.

Like always, any feedback is welcome.
    

Re: Character of the Month: October 2023 Voting

 November 18, 2023, 10:45:53 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: October 2023 Voting (Started by Basara Lapis November 17, 2023, 01:29:20 pm
 Board: Contributions of the Month

Went for Cirno and Tails.
    

Re: Vortigon from Chaos Faction

 November 04, 2023, 12:16:05 pm View in topic context
 Posted by YochiThMaster333  in Vortigon from Chaos Faction (Started by DeluxeGamer705 November 03, 2023, 09:43:28 pm
 Board: Your Releases, 1.0+

I've removed its shadows by replacing the "Helper" coding with a regular projectile coding, but there's a problem - it now only hits one opponent instead of two at once. I tried to remove the projectiles from Flamethrower's shadows when it was still a helper-based move, but I couldn't do it, so despite the regular projectile coding fixing it, I broke it by making it hit only one opponent instead of two.  :shocked2:
I'll still try fixing it though.
You don't need to swap the flamethrower's helper code. You can put AssertSpecial state controller into flamethrower's helper code and use noshadows flag, while also turning on ignorehitpause in the same AssertSpecial state controller.
    

Re: Kurtis Stryker from Motral Kombat 3 released

 November 04, 2023, 11:09:52 am View in topic context
 Posted by YochiThMaster333  in Kurtis Stryker from Motral Kombat 3 released (Started by YochiThMaster333 November 02, 2023, 06:03:48 pm
 Board: Your Releases, 1.0+

Just tested him out, he's pretty fun! Some feedback after playing a few matches:
-Explosion effects on his projectile casts shadows
Will definitely fix that one.

Two big problems gameplay-wise: his jumping punch doesn't chain into a ground combo and he cannot cancel his jabs into specials.
-As has been said, he can't go into his strings from air attacks and he can't cancel his jabs into specials
Will be definitely implemented in the update.

-Are the close normals (elbow and knee) supposed to be able to hit airborne opponents? They whiff completely on falling enemies and are the only attacks that force an airborne enemy into fall recovery.
Nope. Will fix that one as well.

-Missing corner pushback when juggling an enemy with jabs
Will implement that one as well.

-The "z" button doesn't do anything so it feels weird when its used as part of the fatality commands
Read the answer to the question "Why did you change the blocking input from a separate button to a more conventional input?" in readme file why it is used for fatalities input. However, I might try to change blocking input from what Pneophen did to "hold the block button".

-Unlike every other move, Baton Sweep has no hurtboxes on the attacking limb
Will add the hurtboxes to his arm (but not to the weapon because weapons are not limbs)

-Letting the super projectiles hit OTG would make juggling into his super feel a lot better, IMO.
Will implement that one as well.

-Speaking of OTG, sweep looks like it should be able to hit lying down opponents, but doesn't.
Wait, it should? Other MK characters for normal MUGEN like those of Pneophen (including Juano16's MK2 Ninjas) and OMEGAPSYCHO don't add "D" (downed, i.e. when the opponent is in LieDown states) to their sweep attack's hitflag. Are you playing with Mike Obrecht's characters whose sweep attack can hit lying down opponents?

-The hitdef on his gun special should be attr = S, SP instead of attr = S, SA
In Ultimate Mortal Kombat Trilogy romhack, MK2 Jade is still hit by Stryker's gun despite she is being immune to projectiles. If the player IS the projectile itself, this would cause some problems if fighting against FourthRhyme's The Bully (who negates every projectile move every time) or SM853's Mario edit (who uses his cape to reflect the projectiles in proper way (albeit unblockable reflected projectile that is not actually enemy's projectile, but is actually a projectile in enemy's projectile sprites), unlike OMEGAPSYCHO's Motaro, who, while he is immune to projectiles like in source game, spawns his own projectile instead). Good examples of a character with at least one move misattributed as "projectile" despite it not being a projectile move include Crocok 6's Incineroar and Shazzo's characters like his Super Mugen Bros Mario (who is called as "SMBZ Mario" by fans just because he uses sprites from Mario & Luigi Superstar Saga (the same sprites that were used in actual SMBZ), yet he never had colored hammer)

And some nitpicks:
-Damage seems a bit low overall.
I think I can try to adjust the damage a bit more.

-Uppercut recovery should go directly into stand instead of crouching again.
Should fix that as well.

-Some collision boxes are a little strange, high jabs and high kick are way too vulnerable to jumping attacks because the blue box covers so much of his attacking limb. And why does the 1st hitbox of his uppercut miss against crouching opponents?
For uppercut's hitboxes, I will fix that one, even though it is not supposed to hit crouching opponents in original UMK3. For high punch/jab and high kick hurtboxes, I'll probably fix that one in some kind by decreasing their size (if that doesn't work, probably remove the hurtboxes).

-Long hitpauses look weird without hitsparks
2D Mortal Kombat games used blood instead of hitsparks, so only shortening the hitpauses will work.

-Double projectile could use some more recovery time.
I forgot that MKT Stryker's Double Grenade special has more recovery time than just a single Grenade

-Baton Toss hit animation looks weird on other MK chars, they end up flying through the air in an awkward position.
Because every MK chars creator is different, it is sure looks weird. For Mike Obrecht's Mortal Kombat characters, sprite index 5070 is used when Sub-Zero got hit by a sweep attack, something that I am unable to fix. Pneophen's GOAT MK characters (Sub-Zero, Ermac, and Raiden) from the past, along with Juano's MK2 Ninjas (as they're based on Pneo's Sub-Zero) do not have certain animation frames for a complete throw to use special sprites. For OMEGAPSYCHO's MK characters, this will be fixed as I will use the extra sprites (and that animation will be used when facing against my character as well).
    

Kurtis Stryker from Motral Kombat 3 released

 November 02, 2023, 06:03:48 pm View in topic context
 Posted by YochiThMaster333  in Kurtis Stryker from Motral Kombat 3 released (Started by YochiThMaster333 November 02, 2023, 06:03:48 pm
 Board: Your Releases, 1.0+


After being inspired by OMEGAPSYCHO, Mike Obrecht, Pneophen, Juano16, and many others who did their own Mortal Kombat conversions, I decided to give a shot on making at least one Mortal Kombat character for normal MUGEN (not MKP), and for the first one I made Kurtis Stryker, because no one would make him for normal MUGEN until now. So far, he has the entire move set from Ultimate Mortal Kombat 3 plus some moves from Trilogy, 4 finishers, and 1 custom super move.

Download him here:
https://sites.google.com/site/yochismugensite/my-creations/charactersytm/mortalkombat-chars
UPD Nov20: Forgot to tell that in November 10 (or November 11 by MSK), but Kurtis Stryker has been updated thanks to people who addressed the issues.
UPD Nov24: Added movelist (like OMEGAPSYCHO did with his Mortal Kombat characters) and altered some other things. It was added for people who are bad at remembering any of the move inputs of the character they're playing as, and it can be disabled in config file.

Any feedback is welcome.
    

Re: Character of the Month: August 2023 Voting

 September 24, 2023, 04:17:17 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: August 2023 Voting (Started by Basara Lapis September 20, 2023, 03:48:22 am
 Board: Contributions of the Month

I choose Boogerman and CF1 Taffy.
    

Re: I got a C&D mail from Interplay...

 September 14, 2023, 05:28:26 pm View in topic context
 Posted by YochiThMaster333  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left


It is official, it's over, nothing to do against a videogame company who still got the rights of a fangame like mine.

Thanks to all for your support and your words, I'll make the announcements in all my social media and my site, then all Infinite Clayfare content will be removed. Maybe that's the way things are, that the good things don't last...

After I get off the IC content, I'll delete the fullgame thread and this one will be locked. Again, thanks for your support, people, it means a lot to me :)

Welp, it feels like it's all over now. You made the right choice because lawyers of such companies like Interplay are quite too aggressive, even if the IP is still owned yet is still quite inactive (i.e. no more new games since the latest installment that was released long time ago or so).
If I was a developer of ClayFighter fan games, I would always stay away from making ClayFighter fan games because of this situation.
    

Re: I got a C&D mail from Interplay...

 September 07, 2023, 05:52:44 pm View in topic context
 Posted by YochiThMaster333  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left

If I remember, something similar happened with BlazBlue? Either ways, this is absolutely pathetic. MUGEN's ToS literally states that you can not use MUGEN commercially, this is ridiculous.

Well, true, but you won't be safe from C&D letters and/or DMCA takedowns anyway, even if it is centered around one or two franchise(s) from different companies, no matter if the franchise itself is alive or "dead" (i.e. no more new games or media in this franchise but is still owned by the company, which even includes Interplay's ClayFighter), and no matter if your fangame was not meant to be made for profit, as the company or its lawyers will highly think that the fangame in question causes some copyright infringement (which it did eventually happen to our man Basara himself that I currently feel sorry for him).
    

Re: Character of the YEAR: 2022

 February 08, 2023, 04:38:08 pm View in topic context
 Posted by YochiThMaster333  in Character of the YEAR: 2022  (Started by Jmorphman February 03, 2023, 10:13:56 pm
 Board: Contributions of the Month

Voted for Shingo and Bowser.

(I've could to vote for Senator Armstrong because he's cool, but whatever)
    

Re: Character of the Month: December 2022 Voting

 January 22, 2023, 06:42:04 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: December 2022 Voting (Started by Karl/Karla January 19, 2023, 02:07:55 pm
 Board: Contributions of the Month

Voted for Sumo Santa and Shingo.
    

Re: Character of the Month: November 2022 Voting

 December 29, 2022, 05:16:57 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: November 2022 Voting (Started by Karl/Karla December 23, 2022, 05:09:50 pm
 Board: Contributions of the Month

I voted for Lockjaw and Morrigan, just like Basara did.
    

Re: Character of the Month: October 2022 Voting

 December 03, 2022, 03:23:36 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: October 2022 Voting (Started by Karl/Karla December 03, 2022, 01:31:45 am
 Board: Contributions of the Month

I chose Crewmate and Street Master Ken
    

Re: Character of the Month: November 2021 Voting

 December 23, 2021, 03:09:56 pm View in topic context
 Posted by YochiThMaster333  in Character of the Month: November 2021 Voting (Started by Jmorphman December 20, 2021, 10:16:30 pm
 Board: Contributions of the Month

I choose Wooper and Kirby.