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RagingRowen

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Messages by RagingRowen

    

Re: Custom Dee Jay Release

 February 24, 2024, 09:14:26 pm View in topic context
 Posted by RagingRowen  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

My only extreme gripe is the inputs coz you have to be hella quick for the charge super inputs and Super Jumps. It's also strange to have Sunrise Festival as QCF,QCB as opposed to QCFx2 like in 6.

I also kinda feel like the damage levels are a bit much, but it's probably okay coz of the limited combos.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 19, 2024, 12:54:26 am View in topic context
 Posted by RagingRowen  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

I'll be keeping an eye on this, and maybe even be willing to test it if progress is made.

I'm kinda wondering about the L>M>H combos when it's only 4 attack buttons, unless it's like the MvC2 way.

That's fair enough. About the Darkstalkers rep, I'd suggest Morrigan, she has the better looking sprites made by Li-Kun, she is basically the only face Darkstalkers has and also it would keep the amount of girls and guys in the roster more balanced.

Why not both? /j

But yeah, Morri's likely the easier pick from the two, but both wouldn't be a bad idea for the sake of keeping to the original roster plan while still adding familiar faces.
    

Re: Character of the YEAR: 2023

 February 18, 2024, 07:27:47 pm View in topic context
 Posted by RagingRowen  in Character of the YEAR: 2023 (Started by DeathScythe February 03, 2024, 07:00:54 pm
 Board: M.U.G.E.N Discussion

I congratulate Somebody, and applaud the runner ups, Violin Ken and Karma.
    

Re: OHMSBY-styled Cloud Strife (v1.0)

 January 23, 2024, 02:36:09 pm View in topic context
 Posted by RagingRowen  in OHMSBY-styled Cloud Strife (v1.0.1) (Started by RagingRowen December 24, 2023, 01:22:52 pm
 Board: Your Releases, 1.0+

    

Re: Dan Hibiki (v2.0.2) - Rowen's PotS Releases

 January 22, 2024, 10:08:30 pm View in topic context
 Posted by RagingRowen  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+

Already mentioned this to you in discord, but basically Dan proceeds to switch to the vs Sagat winpose after ending the round with Otoko Michi
https://streamable.com/davzft

Forgot about that. Fixed that in v2.0.2

- Fixed the Vs. Sagat winpose overlapping Otoko Michi's winpose, also made it only play at the end of matches.
- "Yattaze!" removed from Otoko Michi.
- EX Koryuken has extra starting distance via PosAdd instead of Velset.
    

Re: Dan Hibiki (v2.0.1) - Rowen's PotS Releases

 January 19, 2024, 04:55:42 pm View in topic context
 Posted by RagingRowen  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+

Updated to Version 2.0.1
- Added the fake liedown state, disabling the mash-to-wakeup mechanic.
- Fixed usage of normal Gadouken FX when Shinkuu Gadouken is destroyed.
- Fixed being able to Fall Recover from Shissou Buraiken.
    

Re: Dan Hibiki (v2.0) - Rowen's PotS Releases

 January 17, 2024, 11:48:11 pm View in topic context
 Posted by RagingRowen  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+

Dan updated to v2.0!

- CS by KOFHERO77 applied.
- A couple of Win Quote changes.
- Minor Frame Data changes.
- Movement velocity adjustments, mainly for the Long Jumps.
- Various sprites changed those from PotS' version (resized).
- Tweaked Intro 2 so he no longer rolls too far forward before snapping to starting position.
- Standing MK can now special cancel off the 1st hit.
- Slight rework of Gadouken. Secret juggle version omitted, normal version less safe, EX version doesn't knockdown but you can link afterwards like in SFV.
- Pose at the end of EX Dankuukyaku changed.
- Danretsuken added.
- LVL1 Shinkuu Gadouken startup increased.
- Some Chouhatsu Densetsu flexes changed.
- New Miss Animation for Shissou Buraiken.
- Otoko Michi damage decreased slightly, also includes an adjusted win pose.
- Some misc. tweaks.

This is an update I've been wanting to tackle since the CS was released, and finally got around to really doing it this month, with a bit of a start made in the latter 2023. There aren't too many gargantuan changes but what's there should be satisfactory.

Hope y'all appreciate the update, and don't hesitate to report an issue or two.
    

Re: Rowen's WIPs

 January 17, 2024, 12:11:43 am View in topic context
 Posted by RagingRowen  in Rowen's WIPs (Started by RagingRowen May 13, 2019, 08:36:14 pm
 Board: Projects

    

Re: Rowen's WIPs

 January 15, 2024, 02:20:33 am View in topic context
 Posted by RagingRowen  in Rowen's WIPs (Started by RagingRowen May 13, 2019, 08:36:14 pm
 Board: Projects

    

Re: OHMSBY-styled Cloud Strife (v1.0)

 January 11, 2024, 05:31:30 pm View in topic context
 Posted by RagingRowen  in OHMSBY-styled Cloud Strife (v1.0.1) (Started by RagingRowen December 24, 2023, 01:22:52 pm
 Board: Your Releases, 1.0+

can you try improve his ai and add new backward animation for next update someday?

I'm sadly not the AI expert around here, and the backdash anim (if that's what you're refer to) isn't really enough to warrant an update tbh.
    

Re: Character of the Month: December 2023 Nominations

 January 08, 2024, 02:07:17 pm View in topic context
 Posted by RagingRowen  in Character of the Month: December 2023 Nominations (Started by DeathScythe January 03, 2024, 03:34:20 pm
 Board: Contributions of the Month

I'll stack the nominees a bit more

Kappa by NRF - 3
Toph Beifong by pulloff - 3
The SUPA fighter by Vic - 3
    

Re: Art of Fury 2 : Ultimate Garou

 January 08, 2024, 12:38:22 am View in topic context
 Posted by RagingRowen  in Art of Fury 2 : Ultimate Garou (Started by CCIronmugen January 04, 2024, 09:53:43 pm
 Board: Art of Fury 2

Gave this a shot today.
I'm digging the FF3-esque select screen, and the more dramatic, explosive FX like what's in the Real Bout games. It gives it an overall aesthetic that's less KOF-like but still feels authentic as a Neo-Geo-style game.
I'm also fond of some of the supers, like the addition of Wild Ambition P-Powers and some cool original moves like Sabaki da zo!, Nuclear Crush, and the Super Clara super.

Some things I noticed include:
1. Yuri and John have their DPs as F,D,F as opposed to F,D,DF (RDP in the case of John)
2. Double Half Circle commands seem pretty strict, but that's probably a me thing.
3. Yamazaki's tapping required for the max level Drill could be lessened a tiny bit.
4. On the topic of Yamazaki, you can also go through him if he's lying facedown.
5. John plays KOF superpause sounds unlike the other chars.

I'd critique the lack of AI, but I'm sure that will be attended to at a later date.

I had more feedback, but I lost it by accident.
I'm liking it so far. Shows that you've still got it after 2 decades (or so).
    

(Dudley by a good few) Rowen's PotS Edits

 January 07, 2024, 03:12:05 am View in topic context
 Posted by RagingRowen  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+

Dudley's now available!

It was based on a version by Buckus, but was converted to PotS by a certain Mr. and then the likes of BurningSoul and KM2812 came along and made a fair few adjustments, and now I'm tagging in with adjustments of my own.

He's obviously not gonna be perfect, mainly because the original character wasn't PotS-style to begin with, but hopefully it's dandy enough for y'all.

Edit: Updated!
- Added more missing sounds to certain moves.
- Jet Upper invincibility changed.
- Ducking's invincibility removed in favor of a proper low hurtbox.
- Increased recovery on Corkscrew Blow and Cross.
    

Re: Character of the Month: November 2023 Voting

 January 05, 2024, 02:08:26 am View in topic context
 Posted by RagingRowen  in Character of the Month: November 2023 Voting (Started by Basaraくん December 20, 2023, 05:40:17 pm
 Board: Contributions of the Month

Meant to reply this hours ago. But a big congrats to Karma for winning with another hit!
    

Re: alternate sff for K by "ikaruga"

 January 02, 2024, 11:44:05 pm View in topic context
 Posted by RagingRowen  in alternate sff for K by "ikaruga"  (Started by dampir January 02, 2024, 05:02:51 pm
 Board: Edits & Addons 1.0+

Only gripe I have with this set is the CS is a bit incorrect at certain points, mainly when it comes to the belts on his jacket. For example, his arm belts don't have some of their colors in his idle stance (Sprites 10 and 11) and the CS is isn't actually on the belt for 100,0 (and part of Crow Bites' land anim). Also the pelvic area (blue on pal 4) goes to the jacket's color for part of his forward walk. The main belt's also kinda off on his Crouching HP.
These are obviously not the only areas with this problem, but these are pretty noticeable and I'm pointing them out to give you a quick idea.
On second note, maybe 0,10 and 0,11 could be swapped because the eyes closed (blinking) sprite should have less frames than the open ones.

Despite this, I still find this edit to be of interest. Are you free soon?
    

Re: Suzaku Castle Custom Stage For IKEMEN-GO

 January 02, 2024, 03:50:09 am View in topic context
 Posted by RagingRowen  in Suzaku Castle Custom Stage For IKEMEN-GO (Started by Tiger-Boy August 18, 2023, 11:54:48 pm
 Board: IKEMEN Releases

A bit late here, but I gotta say it's pretty sleek but here's 3 nitpicks:
1. The Destructible Banners aren't centred. The right banner is further from the corner than the left and is on screen when fighters are at their starting positions.
2. Part of the floor next to the right banner looks like it originally had the bottom of its sprite over it.

3. I'm not so sure about the abrupt shadow on this part of the castle.
    

Re: OHMSBY-styled Cloud Strife (v1.0)

 January 01, 2024, 02:59:59 am View in topic context
 Posted by RagingRowen  in OHMSBY-styled Cloud Strife (v1.0.1) (Started by RagingRowen December 24, 2023, 01:22:52 pm
 Board: Your Releases, 1.0+

    

OHMSBY-styled Cloud Strife (v1.0)

 January 01, 2024, 12:57:12 am View in topic context
 Posted by RagingRowen  in OHMSBY-styled Cloud Strife (v1.0.1) (Started by RagingRowen December 24, 2023, 01:22:52 pm
 Board: Your Releases, 1.0+

He's now at v1.0!
- Altered Forward Air Dash animation.
- For a bit of clean-up, removed most Ragna leftovers, but not all of them.
- Normals tweaked with various nerfs including animation timing changes, more cornerpush, and lower y velocities.
- 5BB animation changed.
- Changed Swing Sounds on Triple Slash.
- Added Slash FX to 2C, jC, Braver, and the falling slash of EX Climhazzard.
- Added Air Special - Slashing Blow from the Dissidia games.
- Slight tweaks to Finishing Touch.
- Compatibility with Faust's 'This is Me?' Astral Heat.


Couldn't really fix the zoom issue mentioned by PotS because of P2 going to state 5150 at the end which is universal.
But hey, Happy New Year from the British Isles, peeps!
    

Re: Rowen's PotS Edits

 December 27, 2023, 02:21:03 am View in topic context
 Posted by RagingRowen  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+

Goenitz Update:
- More AI changes.
- Double yaccel bug fixed.
- Minor Hitbox changes.
- Special Cancels from Far Stand MP & LK added, along with Super Cancels for other Far Normals.
- Uranagi non-combo startup increased to match the usual overhead standards.
- Soukatsusatsu's Slam portion polished slightly.
- Added subtle fadeout to Yonokaze's FX.
- Added Shin Aoi Hana's Movetype switching to I after the last attack.
- You can no longer recover instantly after most specials (fall.recoverTime = 120 added).
- Fixed EX Shin Aoi Hana's subtle power gain.
- Altered EX Shin Aoi Hana's movement so there's slight forward movement after each attack instead of stopping.
- The neck grab and slam of both Normal and MAX Shin Ya Otome add to the hitcount.
- Fixed Ibuki Nagayo not killing if the 1st attack doesn't connect.


I've had sparks of adding tweaks to him throughout the later half of this year, and this is the result of that.
A bit of a stealth update IAH. I've been pretty on-and-off with this one, so if he needs a tweak that I've yet to attend to, lemme know.
I have a few other unattended updates and maybe the odd new edit still in the oven that you should expect to see next year.
    

Re: OHMSBY-styled Cloud Strife (v0.9)

 December 25, 2023, 12:00:32 am View in topic context
 Posted by RagingRowen  in OHMSBY-styled Cloud Strife (v1.0.1) (Started by RagingRowen December 24, 2023, 01:22:52 pm
 Board: Your Releases, 1.0+

I'll see what I can do in terms of fixes. I'll respond to some of the more intriguing points.

- 214B would probably make a better 5C than your 5C in this style
Well Braver's mainly designed to be his main overhead, complete with a low-evading jump to it and juggle potential afterwards, so it's more special-worthy. I guess I could omit the OH property from 5C so it isn't too good.

- Throws might work better the other way around (I mean standing vs running throws)
Run Throw is meant to be more brisk compared to the Normal one (assuming you mean the stab) so I think it's fine as is.

- 2A looks like it has too many animation frames in the recovery. I think an abrupt sword transition to his back would look better than trying to make it make sense
- 5B and 2B sprite/animation alignment seems wrong (look at his feet). However fixing this would also need frame data and/or hitbox adjustments to compensate the range
You can kinda blame that on the admittedly wonky animations. I could try fiddling with 2A and 5B a bit though.

- He already has an AAA combo so maybe Triple Slash input would feel more interesting as 214A, 214A, 214A
The current command matches OHMSBY's Iori's rekka input, for the sake of consistency.


- Forward Thrust would look a lot cooler if it were a hit grab ending in his current normal throw
Not really feeling like changing the function. Plus, the move itself is from Remake, excluding the wall-bounce of course.

- I think Cross Slash should only be completed if the first hit connects
I suppose I could at the very least speed it up a bit so he isn't so wide-open during it.

- This is a common issue in the template but using the finisher in a stage with proper zoom (tensionhigh and tensionlow) leaves the camera zoomed out
Okay. Do you perhaps have an example of a fix at hand?

Your input is gladly appreciated. Will take a glance at all this when the time is right.