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OrochiWeapon2000

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Messages by OrochiWeapon2000

    

Re: Hugo Released

 March 02, 2025, 08:17:07 am View in topic context
 Posted by OrochiWeapon2000  in Hugo Released (Started by Koop February 12, 2025, 07:05:19 pm
 Board: Your Releases, 1.0+

Just took Hugo back to the lab followed by some arcade runs, and I can definitely see and feel the improvements. Great job! ;D I found a couple more notes in addition to what Staubold reported:

- When the opponent hits the ground after a far "Ultra Throw", they still take no damage when hitting the ground. It might also give the slide a little more "umph" if the opponent moved a little further back during the slide. As it is now, it kinda looks like they slide almost in place since they don't move much. :sweatdrop:

- A few times during my arcade runs, I would use his Standing B (far) to try and get some distance, only to get thrown out of the attack entirely with ground normal/special/super throws, even though Hugo was already in the air at the time I was grabbed. Getting hit during a Standing B (far) also brought me immediately back into a standing hit state, which leads me to believe that his Standing B's statetype is "S" throughout the attack. His Crouching Y also has a similar problem. Oddly enough, this issue was also present in his Crouching Y in SvC. However, in SF3, once Hugo is in the air during these attacks and gets hit, it definitely sends him into an aerial hit state.

- I noticed that Jumping B and the Jumping Knockdown Attack (or Jumping Z) share the same animation. Just an idea, but perhaps a suitable alternative animation to use may be the animation at the end of the "Meat Squasher" special? Given Hugo's massive size, it would likely make Hugo's jumping Knockdown Attack one of the strongest jumping Knockdown Attacks in ANY KoF-styled character. But I think that given all his other animations, that one in particular just seems like it would fit pretty well. He'd be like a jumping wall! :eaugh:

- I definitely noticed the absence of that ability to juggle after the Shooting Back Breaker was removed. It was my bread and butter for a while, and pretty fun while it lasted, lol! But for the sake of being thorough in my reporting, I still felt I had to include it. :sweatdrop: There does seem to be a sort of middle-ground though: When Shooting Back Breaker connects as a counter, the juggle is still possible. I think that's actually a fair way to allow for some amount of craziness. ;D

- When used in isolation, and not as a follow-up to "Ultra Throw" or any other combo, connecting with a Shooting Back Breaker does a pretty hefty bit of damage. This is VERY apparent when using the aforementioned Shooting Back Breaker "Counter" juggle, as the damage is a whopping 593! :mwhoa: Considering that's just a 3-hit combo that ends in a Level 1 super, it *might* need some looking into. :sweatdrop:

- "Meat Squasher" looks off once Hugo begins running while holding the opponent. It seems like the position of the opponent doesn't stay locked in place and instead moves toward Hugo as he's in motion, even going completely through Hugo by the end of the attack. This is even more noticeable when performing the move anywhere outside of the corner (with Hugo facing away from the corner).


- I can think of only one set of solutions for the "issues" regarding his jumping strong attacks (specifically his Jumping B and Jumping D+y), but they would probably lead to Hugo being harder to play overall, as well as deviating a bit too much (I think) from the way he plays in the sources. The idea would be that for the Jumping B, it would probably "look" better if he went into the recovery state seen at the end of his Standing B (far) animation when he hit the ground; and for the Jumping D+y, to have him go into the same animation he would when hitting the ground at the end of a Moonsault Press/Megaton Press. However, as I mentioned before, I'm pretty sure that would just make an already slow-moving character feel "clunky" as well. This is just a long-winded way to say that what you've got now feels like the best it can be when compared to the original sources. :mthumbs:

- While I do agree that throwing an opponent into ropes probably shouldn't K.O. them, in both SvC and SF3, they *did* still receive some damage. In this case, it was more of a "it was like that in the sources" kinda thing than a personal opinion, lol. Tizoc in Garou:MotW also inflicts damage when he tosses the enemy to the ropes in a similar-styled attack (HCF+LK).

As he is now, Hugo is still an excellent and well-made character, as are all your other works. :thumbsup: I'll continue to report any of my other findings here.
    

Re: Hugo Released

 February 27, 2025, 02:54:35 am View in topic context
 Posted by OrochiWeapon2000  in Hugo Released (Started by Koop February 12, 2025, 07:05:19 pm
 Board: Your Releases, 1.0+

Additional notes:
- The issue with Hugo's standing idle animation not displaying properly seems to have been resolved in the latest nightly build of IKEMEN. Still a strange issue to have happened in the first place, but it appears to have been an issue with the engine and not the character itself. Same goes for Dan as well.

- You *should* normally be able to connect with a Monster Lariat after landing an Ultra Throw, but I've been unable to do so at all during my testing.

- When the opponent is tossed to the corner immediately following his kick throw, you *should* be able to connect with a Megaton Press immediately afterward (at least in SF3 anyway).

- Shouldn't the standing Knockdown Attack be special/super cancellable?

- When using F + LP as a cancel, should it not also be special/super cancellable outside of Max Mode? Or was it left as it currently is intentionally? Not really a big deal, but I thought I'd ask for the sake of clarity.

- In SvC, when Hugo lands a Giant Palm Bomber on an airborne opponent, it causes them to slide when they hit the ground. That's currently not the case in your version, though I'm unsure if that was intentional or not. :sweatdrop:

- Further testing of the "Ultra Throw" command grab shows that not only does impact with the wall do no damage when it should, but if the opponent isn't close enough to a wall to be bounced off it (as is the case in most stages with a zoom feature), landing on the floor does no damage either.

- Just an idea, but speaking of the "Ultra Throw" when the opponent doesn't bounce off the wall; might it look better if the opponent slides on the ground rather than just hitting the ground?

- I feel like this style of Hugo with Blow Back/Critical Wire capabilities would probably be a terrifying thing. Not a bug report, but just something that crossed my mind during testing. :sweatdrop:

- When using Shootdown Back Breaker, Hugo is able to then juggle with a standing/crouching LP or LK, which can be cancelled into another Shootdown Back Breaker. Is Hugo being able to juggle after the Shootdown Back Breaker intentional? Not a complaint or anything, as it leads to some interesting combo routes. It was just never possible in any of the games Hugo was in (SF3 or SvC).

- Nice touch on allowing the last hit of Hammer Mountain to be cancelled into a Shootdown Back Breaker. I've always felt like that should've been a thing for Hugo in the source games.  :mthumbs:

I managed to find a couple of fun combos with Hugo, including a 19-Hit, 100% damage combo:

https://streamable.com/sl1saw
*Opponent in corner* - Giant Palm Bomber (Strong) > Giant Palm Bomber (Light) > Standing LP > Standing LP > Standing LP > Ultra Throw (Special Cancel) > Shooting Back Breaker (Light) > Standing/Crouching LP (juggle) > Megaton Press (Super Cancel)

https://streamable.com/xmiei5
*Opponent in corner* - (Max Activation) > Giant Palm Bomber (Strong) > Giant Palm Bomber (Light) > Standing LK > F+LP (cancel) > Giant Palm Bomber (Light, Special Cancel) > Standing LK > F+LP (cancel) > Giant Palm Bomber (Light, Special Cancel, Max Mode ends) > Standing LP > Hammer Mountain (Super Cancel) > Shootdown Back Breaker (Strong, cancelled from last hit of Hammer Mountain) > Gigas Cross Breaker
    

Re: Hugo Released

 February 13, 2025, 01:29:37 am View in topic context
 Posted by OrochiWeapon2000  in Hugo Released (Started by Koop February 12, 2025, 07:05:19 pm
 Board: Your Releases, 1.0+


I like this hugo but why does it disappear if I leave it still and if I move it the char appears, how do I remove that error or does it not work in ikemen?

I tried Hugo out in IKEMEN as well, and to be specific, Hugo's standing (idle) animation doesn't display as it should (Clsns still show though). But, all other animations and Clsns seem to be present. A similar issue can be found in your Dan as well, though in Dan's case, none of his animations are shown correctly aside from his effects. When using Mugen 1.0/1.1, these issues don't seem to be present. Not sure why it happens at all, but it's very strange indeed...

Aside from that oddity, the character is pretty solid. Just a couple of things I noticed (the following tests were all done in MUGEN 1.1):

- "Ultra Throw" does no damage when it should (upon impact with the wall).
- One big issue Hugo seems to have is that when jumping, he tends to land back onto the ground before any of the stronger attack animations can even finish (jumping Y; jumping D+y; and jumping B), making his jump-in game almost non-existent. To be fair, this "issue" was also present in the source game, but after checking both the source version and your conversion almost side by side, it seems to be more of a problem in your conversion of Hugo.

Body Press Vs. KFM (MUGEN, Missed)


Body Press Vs. Ryo (SvC: Chaos, Hit)


As an example, Hugo's "Body Press" completely misses Kung Fu Man in MUGEN, while hitting Ryo (who is shorter) in the source game. Again, to be fair, it also misses characters in the source game like Kasumi and Choi entirely. But it does hit a number of others characters who are shorter than Kung Fu Man. I've even tested this on Arremer in SvC: Chaos, and it worked.

- "Gigas Cross Breaker" doesn't do much damage as a Lvl3 Super Move. Perhaps adding damage to the initial clothesline he performs during the attack would remedy that a bit?
    

Re: Jubei (sprites by Rabano) and Ryu updated (05/02/2025)

 February 10, 2025, 06:50:56 pm View in topic context
 Posted by OrochiWeapon2000  in Jubei (sprites by Rabano) and Ryu updated (05/02/2025) (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

I love that Jubei has such a simple moveset, and yet he's still plenty effective as a fighter. Absolutely badass sprite work from Rabano as well. You guys make a hell of a team! I also have to say that your Iori is among my favorite versions of him. Hell, I'm not even a particularly skilled Iori player in his source games, but your version and the way it plays is really enjoyable (especially with his Claw Mode), and I find myself using him fairly often.

I did find just a couple of bugs though (one for Iori, and one for Jubei):
Jubei -

When Jubei's Lvl3 projectile comes into contact with any other projectile or helper, the explosion still appears on the opponent.

Iori:

I came across Iori during an arcade run and the AI used a Custom Combo against me, cancelling "100 Shiki: Oni Yaki" over and over again until the Custom Combo was finished. I guarded the entire thing, and the block damage was unreal.

For clarity, I used IkemenGo (Nightly) while running these characters. I'll be sure to keep an eye out for other potential bugs with your other characters as well, and report any findings here. Again, fantastic work guys! I look forward to seeing any projects you and your team decide to work on in the future! :D
    

Re: Shovel Knight Released!

 August 23, 2024, 06:15:06 am View in topic context
 Posted by OrochiWeapon2000  in Shovel Knight Released! (Started by Gêmeos dos Jogos August 09, 2024, 11:47:20 pm
 Board: Your Releases, 1.0+

I must say, this character is actually very well made and very fun to use! I've taken him through a few arcade runs, and so far, have yet to come across anything that I'd consider a bug. Excellent work!  ;D
    

Re: Active Tag system

 January 27, 2024, 10:06:35 pm View in topic context
 Posted by OrochiWeapon2000  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I just downloaded and messed around with IKEMEN Go for the first time today, and after seeing how much more it offers in comparison to Mugen, I might have to make the change. I also went and tested this new tag system out, and I don't think I could ever go back! ;D Thanks POTS!
    

Re: NES Batman Stage 1-1 (Modified)

 December 31, 2023, 07:12:46 pm View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

Thanks for helping me grow a bit more as a creator! ;D I really appreciate your patience and suggestions in helping me get this right.
    

Re: NES Batman Stage 1-1 (Modified)

 December 31, 2023, 05:08:34 pm View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

Ah... See, I'm still fairly new to stages, only having made a couple of rather simple ones in the past. When I turned debugbg off, and everything went back to black, I thought it was all good. :sweatdrop: Now I know better, and going forward, I'll use the black bg as per your suggestions. :)

Thanks again! Archive updated!  ;D
    

Re: NES Batman Stage 1-1 (Modified)

 December 31, 2023, 12:32:38 am View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

While creating this stage, I went back and forth between checking it with debugbg on and off just to see if there were any obvious issues, but aside from the pink transparent areas, nothing else showed. I personally use Mugen 1.1b, so even though I made this stage with 1.0 and 1.1b in mind, I suppose it's possible that it's an issue with 1.0.

I'll look into it further and do what I can to fix the issue if I see it pop up on my end. Thanks again for checking out the stage, as well as for the feedback.
    

Re: NES Batman Stage 1-1 (Modified)

 December 30, 2023, 08:37:40 pm View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

I think I know what you're reffering to (multiple sprite afterimages, correct?), but I didn't see that while I was testing things out. I'll check again to be sure...

Yeah... I just double-checked, and didn't see it this time either. I tested the stage height with Mouser's MvC characters, as well as other characters that have superjump or flight abilities, but I didn't come across the issue you're talking about on my end, and I'm not sure what would cause it on your end. :???:
    

Re: NES Batman Stage 1-1 (Modified)

 December 30, 2023, 07:28:46 pm View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

Oh crap! I didn't even notice that! :omg: Just fixed that oversight, and I'll surely be more diligent in checking the archive prior to uploading so that doesn't happen again.

At first, I was questioning adding a blur to those two signs at all, but stage felt a tad bland for me in the end. I did try not to overdo the little bit I modified though. :sweatdrop:

Thanks for taking the time to share your opinion, and for letting me know I goofed a bit on the archive. I appreciate ya!
    

Re: Barricaded Station (Resident Evil 3)

 December 27, 2023, 06:45:54 pm View in topic context
 Posted by OrochiWeapon2000  in Barricaded Station (Resident Evil 3) (Started by PotS December 22, 2023, 10:08:23 am
 Board: Your Releases, 1.0+

This stage looks fantastic and I'm loving the flame effects. While I'm usually not in favor of a stage having zoom, it doesn't feel jarring at all here. Excellent work all around.
    

NES Batman Stage 1-1 (Modified)

 December 27, 2023, 06:01:23 pm View in topic context
 Posted by OrochiWeapon2000  in NES Batman Stage 1-1 (Modified) (Started by OrochiWeapon2000 December 27, 2023, 06:01:23 pm
 Board: Your Releases, 1.0+

Hello and Happy Holidays to everyone! I thought I'd try something a little different and make a simple stage using assets from the NES Batman game from Sunsoft, though modified with a lightly animated crosswalk light and exit sign. Should work in both 1.0 and 1.1, and includes BGM.






Give it a try, and tell me what you think.  ;D

https://www.mediafire.com/file/aqossussilowvez/NES_Batman_Stage1-1.rar/file

Archive updated as of 12/31/23!
    

Re: Alex Kidd (Updated!)

 October 08, 2023, 12:42:56 pm View in topic context
 Posted by OrochiWeapon2000  in Alex Kidd (Updated!) (Started by OrochiWeapon2000 September 21, 2023, 05:13:41 am
 Board: Your Releases, older Mugen

Alex Kidd has been updated once again! Please check the first post for the download link.  ;D

General Updates:
- Modified some animations to make them appear a bit smoother. Updated collisions accordingly.
- Modified many HitDefs, focusing mostly on pauses, vels, and damages across the board.
- Optimized some commands, like the Fireball attack and its follow-ups.
- Updated Readme, adding descriptions for new attacks, as well as updating descriptions for whatever changes were made to previous attacks.
- Added AfterImages to all Jan Ken Pon finishers for a tiny bit of flair.

Specific Updates:
- Added a new finisher to the Jan Ken Pon Combinations; "Paper Cutter".
- Made it so that the Sukopako motorcycle acts as a projectile in all forms of the "Sukopako Rush" Hyper Art.
- The Sukopako motorcycle now explodes when it hits the edge of the screen, as well as when it hits an opponent or their projectiles.
- Made it so that when the Peticopter is hit, it flashes briefly. It also has a new sound for when it gets hit.

I'm sure there are still going to be a couple more bugs that may need to be addressed, and maybe some aesthetic changes I'd like to do along the way as well. But for now, unless there's something seriously game-breaking found, I may just call this one done so I can focus more on my other characters.  :neutral:
    

Re: Alex Kidd (Updated!)

 September 22, 2023, 08:25:12 am View in topic context
 Posted by OrochiWeapon2000  in Alex Kidd (Updated!) (Started by OrochiWeapon2000 September 21, 2023, 05:13:41 am
 Board: Your Releases, older Mugen

Alex Kidd has just been updated! Here's what's been changed:

- Can no longer crouch while running. Still can't believe I didn't catch this before.  :mtongue:
- Went through just about all his attacks to change cornerpush, guardpush, damages, hitstun, guardstun, and juggle values all over the place. This should hopefully help to balance him out a little more all around. Jumping FK was especially broken prior to this change, but it should be much more balanced now.
- Changed up the way his "Shinobi Whirlwind" Super Art works a bit (especially in the corner). This change actually fixes an issue that I wasn't even aware of until today.
- Updated some details in the Read-Me here and there.  For the sake of being thorough.  :ninja:

Please re-download using the link in the first post.  :neutral:
    

Re: Alex Kidd (Updated!)

 September 21, 2023, 06:24:00 am View in topic context
 Posted by OrochiWeapon2000  in Alex Kidd (Updated!) (Started by OrochiWeapon2000 September 21, 2023, 05:13:41 am
 Board: Your Releases, older Mugen

He seems pretty good just testing him from the command line but there are some things that do irk me like how his normals have very little pushback and unsafe frame advantage (the Prinny training char I use with JUS chars says both his standing LP and LK are -5 on hit) and how he can crouch while running, though that may not be as big of a deal since not a lot of people pick up on it. Making him a rekka-focused fighter because of the common RPS theme of the games is an interesting choice (I do have a bit of a problem pulling off the HCB paper route ender), as is focusing on some of the stuff from Shinobi World like the fireball ability from when you vault off a pole, though there are some areas that could've been better like the Peticopter's physics. The spritework is top notch, hope the NGPC Rockman update goes well too.

Thanks for the feedback! I do intend to make adjustments to his all his attacks along the way. The running crouch definitely got by me, but I'll take care of that ASAP. Also, his Paper Finisher hasn't been implemented yet, but that's also being worked on in the very near future. As for the Peticopter's physics, I originally gave it more freedom of movement, and made it so that when you release a direction, he just stays in place. But I figured I'd make that at least a bit closer to the source game. Admittedly it's not as perfect as I'd like, but I'll keep messing with it until I get it at least a little better.

Baby steps, right?  :kugoi:
    

Alex Kidd (Updated!)

 September 21, 2023, 05:13:41 am View in topic context
 Posted by OrochiWeapon2000  in Alex Kidd (Updated!) (Started by OrochiWeapon2000 September 21, 2023, 05:13:41 am
 Board: Your Releases, older Mugen

Hi everyone! It's been too long since I've been able to dabble in anything M.U.G.E.N. related. But now that I've got some time to do so, I've gone back to update some of my old works.

First up is Alex Kidd!  ;D



Feel free to inform me of any bugs, questions, comments, etc. Currently, he's lacking at least one "Jan Ken Pon: Finisher" (Paper), and that should be coming pretty soon. From there, I'll be adding some additional intros/outros, along with any necessary balancing that needs to be done. He *should* work just fine on Mugen 1.0/1.1, as that's what I've been using to test the character, but I admit, I may be a bit rusty.  :P

Download him here! - https://www.mediafire.com/file/975l1kifhl79iuz/AlexKidd.rar/file

Mini Rockman is next!  :)
    

In search of SF3 Makoto by NHK and SFA3Max/Double Upper Small Portraits

 December 12, 2021, 08:24:30 pm View in topic context
 Posted by OrochiWeapon2000  in In search of SF3 Makoto by NHK and SFA3Max/Double Upper Small Portraits (Started by OrochiWeapon2000 December 12, 2021, 08:24:30 pm
 Board: Requests

Hello peoples! I'm searching for SF3 Makoto by NHK. I'm also looking for sprite rips for Street Fighter Alpha/Zero 3 Max/Double Upper. Specifically, the small portraits of the portable exclusive characters Ingrid, Maki, Yun, and Eagle.

Thanks in advance for your time!
    

Re: 8-Bit Stuff by OrochiWeapon2000.

 March 08, 2015, 11:41:31 pm View in topic context
 Posted by OrochiWeapon2000  in 8-Bit Stuff by OrochiWeapon2000. (Started by OrochiWeapon2000 December 08, 2012, 11:47:57 am
 Board: Graphics

Here's some of my newest stuff:
Carnage:


Sentinel (Sentinel Force):


Nash (updated):


I've got a few more that I made, but I'm gonna hold off on them for a little bit.
    

Re: 8-Bit Stuff by OrochiWeapon2000.

 February 10, 2015, 06:09:57 pm View in topic context
 Posted by OrochiWeapon2000  in 8-Bit Stuff by OrochiWeapon2000. (Started by OrochiWeapon2000 December 08, 2012, 11:47:57 am
 Board: Graphics

- You're correct. :) The prices listed are the prices for the bead sprites I get commissioned to make. And I only charge a penny per pixel! :D
- I definitely agree with you about Nash's eye. But I'll have to change his whole head/face as well. I just added the sprite I had already made for him, but I haven't had a chance to go back and update it yet.
- Firebrand isn't supposed to be too tall, but I suppose I could increase his size just a little.

Thanks for the feedback! :)