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Diek Stiekem

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Messages by Diek Stiekem

    

Re: Street Fighter All-Stars : Feng Shui Edition

 July 23, 2024, 11:02:28 pm View in topic context
 Posted by Diek Stiekem  in Street Fighter All-Stars : Feng Shui Edition (Started by RagingRowen July 23, 2024, 05:13:21 pm
 Board: IKEMEN Releases

Grats on the release RR!
    

Re: Solo (Strider series, MvC style) released

 July 21, 2024, 02:44:47 pm View in topic context
 Posted by Diek Stiekem  in Solo (Strider series, MvC style) released (updated!) (Started by Diek Stiekem July 14, 2024, 01:57:11 pm
 Board: Your Releases, 1.0+

hes pretty fun only 2 things i have are 1 his air QCF 2P super just pushes the enemy out of it after 1 hit, so its kinda useless in its current form, (im on ikemen so idk if this isnt a thingin mugen)

id suggest having it hold the enemy in place if they get caught in it.

and his ground qcf 2K super could be slowed down a bit since it tracks -so- aggressively. otherwise as i said, pretty fun char

Thanks for the feedback!
I fixed the things you pointed out :)

File updated in the 1st post, redownload away folks!

<Diek Stiekem's Version 1.0>
- Fixed an issue where the opponent would fall out of the air version of Plasma Burst
- Slowed down the velocity of the Tracker Projectile
- Added 2 new palettes
    

Solo (Strider series, MvC style) released (updated!)

 July 14, 2024, 01:57:11 pm View in topic context
 Posted by Diek Stiekem  in Solo (Strider series, MvC style) released (updated!) (Started by Diek Stiekem July 14, 2024, 01:57:11 pm
 Board: Your Releases, 1.0+

With the MvC Collection being announced I felt like doing an MvC style character.
Original sprites and version were done by Boh.
(Due to limited sprites some of his normals share the same animation but he has a full moveset otherwise)

There might be some issues since I never did an MvC character before so feedback is welcome.

<Updated Version 1.0>
- Fixed an issue where the opponent would fall out of the air version of Plasma Burst
- Slowed down the velocity of the Tracker Projectile
- Added 2 new palettes
















Download the bounty hunter here:
https://www.mediafire.com/file/0ejjsr94z4j4kz7/Solo.rar/file
    

Re: Samus Beyond - Final Release

 July 14, 2024, 01:44:40 pm View in topic context
 Posted by Diek Stiekem  in Samus Beyond - Final Release (Started by Varia31 July 14, 2024, 06:06:34 am
 Board: Your Releases, 1.0+

A wonderful tribute to Samus!
    

Re: [Theme Thread] CVS Sprite thread

 July 13, 2024, 09:28:35 pm View in topic context
 Posted by Diek Stiekem  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

    

Re: FeLo's Horror Circus

 July 13, 2024, 12:37:35 pm View in topic context
 Posted by Diek Stiekem  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

Beautiful work!
    

Re: Diek Stiekem's Edits - Hayato Kanzaki edit released

 June 16, 2024, 06:37:08 pm View in topic context
 Posted by Diek Stiekem  in Diek Stiekem's Edits - Hayato Kanzaki edit released (Started by Diek Stiekem September 10, 2021, 11:32:58 am
 Board: Edits & Addons 1.0+

Something new in the first post ;)
I don't spend a ton of time on Mugen these days but I wanted to get some Star Gladiator love out there :)
    

Re: KarmaCharmeleon's WIP thread: Akira

 January 11, 2024, 10:53:20 pm View in topic context
 Posted by Diek Stiekem  in KarmaCharmeleon's WIP thread: What is next? (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Looking slick!
    

Re: Nexus Games released Lucia (POTS style)

 December 26, 2023, 11:24:33 pm View in topic context
 Posted by Diek Stiekem  in Nexus Games released Lucia (POTS style) (Started by Diek Stiekem December 22, 2023, 12:55:04 am
 Board: Found Releases 1.0+

    

Re: Voice A.I Characters Patch Sound Files Released

 December 26, 2023, 12:34:22 pm View in topic context
 Posted by Diek Stiekem  in Voice A.I Characters Patch Sound Files Released (Started by JolarValenflower December 24, 2023, 01:26:24 pm
 Board: Resource Releases

    

Nexus Games released Lucia (POTS style)

 December 22, 2023, 12:55:04 am View in topic context
 Posted by Diek Stiekem  in Nexus Games released Lucia (POTS style) (Started by Diek Stiekem December 22, 2023, 12:55:04 am
 Board: Found Releases 1.0+

    

Re: Burning Osaka 2.0 1.1

 December 13, 2023, 07:14:23 pm View in topic context
 Posted by Diek Stiekem  in Burning Osaka 2.0 1.1 (Started by creativeprecursor December 12, 2023, 09:20:32 pm
 Board: Your Releases, 1.0+

Great looking stage!
    

Re: Hauzer (Warzard/Red Earth POTS style) released (updated version 1.01)

 November 24, 2023, 01:23:49 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Hotfix update, his turns intro had a coding error which would softlock the game, this has been fixed now.
Redownload from the 1st post please :)
    

Re: Greedia Ruins (Red Earth)

 November 17, 2023, 08:56:14 pm View in topic context
 Posted by Diek Stiekem  in Greedia Ruins (Red Earth) (Started by xcheatdeath November 17, 2023, 07:53:00 pm
 Board: Your Releases, 1.0+

This is neat! Thanks for the release dude!

Coincidence or are we part of a greater hive mind? Lol
    

Re: Explod animation moving faster than it should

 November 17, 2023, 06:40:30 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Only thing I can think is the explod using the wrong animation. Make sure you don't have duplicated animations (with the same number), make sure you're editing the correct air file, etc.

It was actually a duplicate animation number I overlooked, thanks!
    

Re: Hauzer (Warzard/Red Earth POTS style) released (updated)

 November 17, 2023, 05:44:02 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Nice update, but I have some more findings:
Maybe it's just me, but it seems there isn't any difference between the high and normal jumps now, whether in jump height or distance.
The super grab is mistakenly set as a special instead of a hyper.
Also, if his lv3 super is hit by a projectile, it will not vanish once the attack is over. Even worse, attacking the flame turns it into a clone: https://streamable.com/lubfes

Thanks for poiting those out, both supers have been fixed, the file in the 1st post has been updated.

As for his sprite size, maybe I'll scale him down to the same size like RR's Alex in the future, if I have the time, since all his flame effects and such will need a lot of re-adjusting as well.

EDIT:

Stealth update with additional win pose added.
    

Re: Hauzer (Warzard/Red Earth POTS style) released

 November 16, 2023, 11:34:31 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Thanks all! :)

Nice. Some things I noticed, though:
He doesn't have a neutral High Jump. Instead, if the sound and animation is any indication, he seems to drop instantly to the ground before making a regular jump (forward and back versions work fine).
He doesn't have any step sounds for his forward and back walks.
Considering his size, things like landing from jumps should probably make the screen shake.

So yeah, apart from the high jump, it's mostly cosmetic stuff. Otherwise, it's a pretty solid release.  :thumbsup:

High Jup is fixed, his Vel set was set too low.
Added step sounds for walking and screenshake when landing from jumps.

Yeah uh... the size?
Not to be harsh but leaving the xscale at 1 on a POTS-style character using CPS sprites in 2023 of all times is a little jarring.
It's even more jarring when it's on Hauzer of all things lmao

Gonna give this a longer shot but I highly recommend switching him to xscale = .833 and repositioning his breath attacks in relation to that.

Besides that, so far all I found outside of st.HK whiffing at close proximity is that he has a goofy ahh infinite.
If you do cr.HP into light Deluge, you can loop it as cr.HP is an OTG, but it ends after a certain amount of OTGs.
However, if you manage to hit the cr.HP before they hit the ground, you can loop it indefinitely.

Aside from what I listed and what others have pointed out already, this is solid enough!  :)

I do feel you on the size but I want to keep him as intended.
st. HK hitbox has been fixed.
Thanks for pointing out the infinite, cr. HP can no longer cancel into light or medium Deluge Assault.

Updated version link is in the first post:)
    

Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02)

 November 16, 2023, 05:13:25 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

After ages in limbo I finally pulled it together and got him out there.
He's mostly a conversion of WANI's Hauzer into POTS style, with some extra bells and whistles.

As always feedback is welcome!












(Normally team mode is a good way to show off the palletes but in Hauzer's case.. XD)



Download the walking hitbox here:
https://www.mediafire.com/file/3ub7zsuxtpkw70d/Hauzer.rar/file

=====<Version History>=====

<Diek Stiekem's Version 1.02>
- Fixed his turns intro

<Diek Stiekem's Version 1.01>
- Fixed bug with Gust Flame when colliding with other projectiles
- Fixed coding for Greedia's Fall
- Added additional winpose

<Diek Stiekem's Version 1.0>
- Added walksounds
- Added screenshake when landing from jumps
- Fixed High Jump
- Removed Cr. HP into Light/medium Deluge Assault infinite

<Diek Stiekem's Version 0.9>
- 12 Palettes
- 3 intro's
- 3 win poses
- Level 3 Portrait thanks to xcheatdeath!
    

Re: Explod animation moving faster than it should

 November 16, 2023, 04:50:35 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

I've already tried  a helper as well, yet the problem persists :(
    

Re: Explod animation moving faster than it should

 November 15, 2023, 11:30:25 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Nothing seems wrong in the code. What happens when you change it to, say, 10 ticks? Or 20 ticks?
Also, if that second part of the animation (after elem 16) is identical to the first (goes back to elem 0), you don't need to put it twice. The animation will loop by itself.

If I up the amount of ticks the results stays the same.
Thanks for the heads up on the animation loop though.

[State 184, Lavia]
type=explod
triggerall = !numexplod(6005)
trigger1= AnimElem = 1

When using !numexplod the problems persists :/