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Messages by Trololo

    

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 26, 2020, 10:13:35 AM View in topic context
 Posted by Trololo  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

OK, Fixed Cody (and Balrog with 1 single fix) is uploaded.
PeXXeR, I'll leave getting TOO deep in 'Rog fo later times, OK? I'm kinda out of Mojo to do stuff with this Cody I REALLY went deep with.

Awesome! May I edit a few sprites for Cody?
I didn't really understand the question. Maybe you can clarify the stuff?

Wow! Trololo's back!
I never left. It's just my tempo you better get used to: I'm usually too lazy to finish the stuff I make, and what DOES get finished get released. Hence my title of "The Laziest Thing Alive".

I'm really put off by his Punches using Kick Hit-Sounds.
Well, it's Balrog, pal. He is a Hands-only character, meaning that 2 sets will not work for him. So, I had to stick with 1. And I choose Leg Set because, IMHO, it imitates the sound of BOXING GLOVES very well. Like, try to listen to his hits with that logic in mind (but his LK which is legit SKIN CONTACT with his elbow so he has the Punch Sound).

His Run lacks dust like Cody.
OK, Fixed.

Sandbag Throw uses a Kick Hit-Sound instead of a Slam Sound.
Well, actually he uses BOTH of the sounds at the same time. Why? To add some "OOMPH!" to the throw. With a single sound, it doesn't even remotely feel like a strong and painful move.

His lifebar portrait is not the default palette (The pupil on his eye is missing, which the current palette doesn't have).
Well, that's the way of older palette usage I'm sticking with. Every time you save SFF with him, he will save its portrait with palette 1,1, which is Palette A, while Default seats on palette X, aka 1.4. So, you'll have to manually change and save the Default palette for FF3 every time to fix the thing. Maybe I better look up the way palettes are designated in JMM's chars nowadays...

His custom combo spark is slightly misaligned when standing.
This I justify with me using Jesuszilla's 'Rog as reference for a lot of stuff in this remake. He is known for his accuracy, so I don't have the reasons to doubt THIS position for Custom Combo spark.
    

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 26, 2020, 06:44:58 AM View in topic context
 Posted by Trololo  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

Thanks for feedback.
When you use HP and HK Cody will constantly grunt if you spam them you will hear the " ha ha" all the time and can get grading on the years.
Why not make the sounds NOT to play everytime he punches or kicks or at least some of them.
Because, once again, SFA3. He does that there too.

With Cody I cant pick up the knife, when I try to pick it up I can hear the sound of it being picked up but nothing happenes.
I dunno, it gets the knife just perfectly for me, and alone and against himself. Maybe you're doing something wrong?

His Level 1 Supers don't have (MAX) (Meaning they have Level 2 Variants) next to their names.
Last Dread Dust is marked with the wrong command in the readme.
It's probably better to say when Bud Spray is to be done next to the command, it's kinda misleading at first.
OK, I'll fix the ReadMe. But I don't think I need to clarify something about Bad Spray. I've listed it in Move Details afterall.

Run only has 1 step sound, and there's no startup dust and sound on it.
Got it, fix it.

The Dust FXs for his specials and supers are kinda odd when they're not Hi-Res.
While I can agree with you on THAT, I have to admit: Hi-Res doesn't really work with THIS kind of dust when Cody literally slaps the dirt at the enemy's face.

The Knife Pick-Up command is a bit too strict. I'd just making it so you can hold the Direction button down like with throws.
Well, it IS supposed to be strict. But don't worry, there IS a trick to make it easier: try to not press the buttons at the same time. Press the Punches the moment you've RELEASED the Down button. It works much better like that.

His Bad Stones could do with Land FX when they hit the ground, it's kinda empty when they do as of now.
While I can agree with that in indeed looks kinda empty, I'll tell you, that Landing Explod will be too much. They don't have the impact of full-body to create such wave of dust.

Last Dread Dust just isn't right without any weapons used, but I can understand if it was due to the lack of sprites for both sffs.
Well, at least Cody still faceplants the enemy to the wall. And does the good dust at the beginning. xD

Does he not have any Super-Cancels?
No, he doesn't. He didn't have those in SFA3, and I tell you what: even if he had them they'd be useless: 3 out of 4 of his Specials knock the enemy down. Considering that one super doesn't go further than initial hit on the falling enemy and the other one can juggle only in the corner, I'd say it's going to be a waste to implement. And the 4th one is Bad Stone, which is too slow to even try to execute on enemy close enough for supers to contact.

Another move I'd like to see added would be his Double Kick, from SF4 Omega Mode and SF5, using health like Maki's Reppukyaku and Haggar's Lariat.
Sorry, but I have to ignore this one. I just don't think it will fit. Plus, proven by Varo's version, this thing can be outright cheap in the corner, but totally useless otherwise. What I would like to see is Zonk Punch, this one can be useful as a pretty fast way to hit through projectiles. But we don't have the sprites for FF outfit, so yeah...

Oh I forgot to mention Cody has an empty portraits folder.
Well, one more problem os having 2 SFFs- you can't really stock up of the ports, since you need them for BOTH versions.

All of Cody's supers and Ruffian Kick has no envshake when they hit.
Damn, I forgot about those. Will add them, BUT SELECTIVELY. Now that I see them I actually like them more without shaking.

I'm so flattered to see my name on the credits, I love this one. Good job.
Actually, now that I see it, I made a mistake on CSing the handcuffs, I put them 7 colors instead of 8, I hope it's not a big deal.
Dude, you've made the CS I used- you go to the Credits. And don't worry, it IS no big deal.

I'll reply for Balrog and upload fixed Cody later. Busy RN.
    

Cody by Trololo Released (+Balrog Seriously Updated)

 February 25, 2020, 03:39:54 PM View in topic context
 Posted by Trololo  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+



Well, what can I say... I've finally finished something new. And, basically, remade something old...
I'm too lazy to make videos right now and stuff, so here are just the links. Feeling rusty, haven't posted here in ages.
All you need to know is in ReadMe files. If you'll find any mistakes and bugs in both- feel free to tell me about them.
Download Cody
Download Balrog
    

Re: M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN*

 February 19, 2020, 05:38:11 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

I like the quality of that new animation. It's smooth and fluid.
But have to admit, it kinda feels wrong: I just don't feel his hitting leg. Like it skips the mainframe of animation, the moment to connect, and goes straight to recovery. Also because of that, his leg feels short.
Besides, you gave too dark likes to his muscles. It's not really a minus, but this will clash with the rest of sprites being SFA Style and all...
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 February 16, 2020, 09:16:38 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

You fixed the viewer's left angle, but you still need to work on the viewer's right ankle. Try it like that:


if you check carefully i've "improved" the right ankle too.. are you able to check it frame by frame? so you can suggest me the exact sprite number to fix in the animation.. ;) ;)

thanks in advance. ;) ;)

funny thing is muay thai teachers would wack you with a stick if they saw you lifting your foot like that. especially in linear kicks since it's one of the common movements a seasoned muay thai practitioners would watch to see where the attack would be coming from.
that's why you see a lot of muay thai practitioners practice to be flat footed instead on toes, plus being flat foot give you more balance too.  but then again on toe kicks in visual looks more natural.

Please, look at the animation I was referring to before saying something completely irrelevant.

I don't think any Muai Thai teacher will object to basic mechanics.
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 February 13, 2020, 11:13:18 PM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Now this one looks much better. But there is still a problem with the viewer's right foot's bandages. Sure, you prolonged it for some frames, but it still blinks as something shorter at the beginning and the end.
Well, other than that it's a really good job.
    

Re: S. Jetstream stuff

 February 13, 2020, 07:54:19 AM View in topic context
 Posted by Trololo  in S. Jetstream stuff (Started by S. Jetstream August 20, 2015, 08:09:46 PM
 Board: Graphics

Well, the problems with the head are pin-pointable, especially comparing to the left sprite:
-Make the forehead bigger (or, basically, delete some hair from there).
-You don't need the cheekbones to be THAT noticeable. Add some lightning to his cheeks.
-The shape of the head looks weird too. It looks too... square, I dunno? You need to make his head more round AND to put his face slightly forward (In fact, I'd say you need to make it more diagonal, from forehead where it is to chin being tilted forward).
Overall not a bad sprite!
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 February 12, 2020, 09:45:07 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Yeah, that Elbow looks nicer now.
And I dunno, I think the newer HP animation looks worse than the older one. The legs shading change in one single frame is a sore in the eye, while in older anim the shading is consistent. Bandages on the feet change their forms too. Again, unlike the older anim.
You better try and look at the previous frame while making a new one to try and make it all more consistent, OK?
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 February 05, 2020, 05:59:25 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

You fixed the viewer's left angle, but you still need to work on the viewer's right ankle. Try it like that:
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 February 04, 2020, 07:46:54 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Tiger Cannon animation- great.
Elbow animation- now here we have problems. The viewer's right ankle shall NOT be static in a movement like this. And look at the viewer's left toes, you need to fix them too to be more straight on the ground instead of spinning with the leg like that.
    

Re: RIP Fray - One of my best friends is gone

 February 01, 2020, 11:35:05 AM View in topic context
 Posted by Trololo  in RIP Fray - One of my best friends is gone (Started by Sean Altly February 01, 2020, 09:50:42 AM
 Board: S.H.A.D.E.s of Manhattan 3

My condolences, Sean. I hope she's at better place now.
    

Re: M206 Project Thread: Pag.16 *NEW SFV TIGER CANNON REDRAWN*

 January 31, 2020, 06:05:08 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Well, with standard Tiger Shot, you could work some more on the viewer's left leg, it transits too snappy comparing to torso. Really like new Tiger Cannon.
    

Re: M206 Project Thread: Pag.16 *NEW USF4 FOCUS ATTACK REDRAWN*

 January 29, 2020, 11:26:13 AM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Damn, that looks indeed nice now. Good job!
    

Re: Does this thing exist?/who is the author?/etc. thread.

 January 24, 2020, 12:41:51 PM View in topic context
 Posted by Trololo  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

    

Re: [ Welcome to G-Corporation ]

 January 23, 2020, 06:10:11 AM View in topic context
 Posted by Trololo  in [ Welcome to G-Corporation ] (Started by MASTA_R4V3N2 January 23, 2020, 04:00:40 AM
 Board: Fighting Games

I'm much more concerned that I can't even Google the site.
I mean, if someone invites you to a forum, the forum must be made already, right? But no, nothing MUGEN Related regarding "G-Corporation"...
Kinda a reason for disbelief, you know...
    

Re: M206 Project Thread: Pag.16 *NEW SFV CROUCH MID KICK*

 January 09, 2020, 02:11:46 PM View in topic context
 Posted by Trololo  in M206 Project Thread: Pag.17 *NEW SFV TIGER SPIKE /FOCUS ATTACK REDRAWN* (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

Heh. Nice anim, pal.
    

Re: Hong Kong/Mansion/Rusia/WaterfallDojo - Stages Update

 January 06, 2020, 02:21:35 PM View in topic context
 Posted by Trololo  in Hong Kong/Mansion/Rusia/WaterfallDojo - Stages Update (Started by Charles_2011 January 06, 2020, 01:06:55 PM
 Board: Your Releases, 1.0+

Most of the images are unavailable indeed.
But I liked what I've seen. Especially Russia (Aurora).
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 December 21, 2019, 02:26:18 PM View in topic context
 Posted by Trololo  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 AM
 Board: Projects

...dude, if you think, that adding an SFF with literal drawn child pornography in char is MISTAKE, then I wonder, what is a WRONGDOING for you...
We really COULD call his 9/11 a mistake, indeed. A bad joke it was. We COULD call his Allaku Akbaring Dan a mistake, a slightly better joke. But THIS...
Sorry, but you can't defend him here.
Now really, mods. Lock this thread now. I think this message will be a perfect ending for this thread.
    

Re: (Yuri by Quickfist) Rowen's PotS/Infinite Edits of Varying Quality

 December 19, 2019, 08:02:14 AM View in topic context
 Posted by Trololo  in (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Heh. Taking on Evil Ken, huh?
Well, here is my suggestion: you better try and do the MSSC Versions of Original as MAX Versions of all the MAXable supers, as you did with Shoryureppa.
    

Re: FeLo's Horror Circus

 December 18, 2019, 07:16:13 AM View in topic context
 Posted by Trololo  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 AM
 Board: Graphics

Go with the right one.
Or, better yet, maybe you can think about NORMAL MvC3 portrait?