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O Ilusionista

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Messages by O Ilusionista

    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 April 05, 2021, 09:49:51 PM View in topic context
 Posted by O Ilusionista  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 PM
 Board: Your Releases, 1.0+

Just to update the topic:

Fighter Factory Studio 3.6 released!

From Virtualltek's post at Patreon:

Hello!

Today, I'm proud to release Fighter Factory Studio 3.6. This version is the major step forward in Fighter Factory history.

Since the first version, the program was designed to edit characters, and specific tools for fonts and stages was planned (Font Factory is the only one that was born). The never released version 3.1 has BGs support, but implementing that was a challenge, as Fighter Factory 3 is, still, focused on chars, so Studio comes to the rescue. This version is designed to support a greater feature set, and it's modularity allows pretty much everything to be supported, that's my final goal.

The first step is done, backgrounds are widely used across the engine, so this editor will highly improve workflow speed and quality of life when working with this type of content. Fonts, System Pack and advanced editing/debugging features comes next.

Changes:

• Image editor no longer asks to discard changes after saving and navigating to another sprite.
• Added contiguous option to Magic Wand.
• Increased maximum Zoom level.
• An active search no longer moves cursor position while going to another editor.
• Changed format for exporting config from options to include everything in a single file.
• Welcome dialog don't show if the program finds an existing configuration.
• Improved search & replace functions to use the advanced search functionality.
• Added support to captures on regular expression replace mode (%1, %2, ...).
• Fixed some crashes while applying settings.
• Fixed selection mask not moving alongside pixels on image editor.
• Fixed a bug that might cause sprites to be incorrectly linked.
• Made changes on Sprite explorer (thumbnails) to be more generic, so now it's not exclusive to Animations editor.
• Sprite explorer can be used on Image editor to insert sprites as individual layers.
• Implemented a Play function for Image editor, so it hides all layers and then on, one at a time.
• Implemented Save layers as individual sprites (the layer's name defines the sprite identifier).
• Made a lot of changes on all presets and iconsets for the new features (including moving OnionSkin to Animations panel, which makes more sense).
• Updated the Reference Documentation (scripting documentation is on the way).
• Fixed some crashes while editing commands.
• Fixed some crashes while trying to edit a FightFX Project.
• Fixed Issues showing twice for virtual files like Animations on stages and BGs (stuff from .def).
• Updated syntax highlight for stages, storyboard, system.def and fight.def.
Implemented complete BGs support (work for Stages, Motif and Storyboard).
• Implemented Controllers panel to edit BG controllers.
• Implemented Stage panel to edit Stage specific options (affecting BG preview).

Download: http://fighterfactory.virtualltek.com
Original post: https://www.patreon.com/posts/fighter-factory-49363625

Very special thanks to all Patrons for making this possible without taking forever. You rock!

Thanks to my friends Tyler Young and Douglas Baldan for the amazing support and extensive testing.

Thanks to the community for the feedback and support all over these years of work.• 
    

Re: Avengers: United Battle Force

 March 28, 2021, 04:50:17 PM View in topic context
 Posted by O Ilusionista  in Avengers: United Battle Force (Started by O Ilusionista May 14, 2013, 05:02:48 PM
 Board: Gaming

Preview of the new Vision mode - White Vision - to hitch a ride on the series hype :) Gameplay recorded by Psykai again.

This mode has a new special - Down Up + attack - that passes through enemies to hit them in the back. During the half of the movement (when it becomes transparent), it is intangible - it cannot be hit but it also cannot hit anything, becoming tangible in the second half of the movement.

Vision also gained a unique passive ability: it is the only character in the game that recharges power over time, as the game used to be.

I took the opportunity to balance some other things.
    

Re: O's WIPS

 March 19, 2021, 02:08:34 PM View in topic context
 Posted by O Ilusionista  in O's WIPS (Started by O Ilusionista November 18, 2012, 08:32:25 PM
 Board: Projects

Quick video to show some changes to the Robot Master Mayhem project:
- Jump cancel (press Up while doing air combos to jump again)
- air dash cancel (press FF or BB doing air combos to cancel into dash)
- Otg bounce combos (each char will have at least one OTG attack)

Amazing combo recorded by Ortox

    

Re: Avengers: United Battle Force

 March 16, 2021, 12:57:53 PM View in topic context
 Posted by O Ilusionista  in Avengers: United Battle Force (Started by O Ilusionista May 14, 2013, 05:02:48 PM
 Board: Gaming

Thanks buddy!

And here is a full stage gameplay with Iceman, played and recorded by my friend and a damn good player Psykai



Passive Iceman skills:
- Full immunity to freezing attacks (cannot be frozen, does not take damage)
- Absolute Zero - recharges part of the power when hit by freezing attacks
- Ice Pick - High resistance (75%) to cutting attacks
- Ice armor - 25% increased resistance to all types of attacks, except flaming.
- Knockdown resistance - Resistant to the first attack that knocks a character down (some attacks still drop him on the first hit)
- Pyrophobia - 45% more damage when receiving fire attacks.

⚠️ ⚠️ Also, showing a very important change on the game: ⚠️⚠️
Now your power meter does not recover on its own over time, which directly affects the difficulty of the game.

Ways to recover your power:
- When hitting an enemy with any normal hit * - all
- When hit by enemies * - all
- Power items (blue or yellow crystal) - all
- When hit by certain types of attacks (only a few, such as Iron Man against electrical attacks)
- When using the CHARGE command (hold jump + special, just a few)
* the amount of power recharged varies from character to character.
    

Re: Spec Ops Vegatron Stage (Shadaloo's Command Center)

 March 14, 2021, 06:16:28 PM View in topic context
 Posted by O Ilusionista  in Spec Ops Vegatron Stage (Shadaloo's Command Center) (Started by O Ilusionista March 13, 2021, 06:11:53 PM
 Board: Your Releases, older Mugen

    

Re: Spec Ops Vegatron Stage (Shadaloo's Command Center)

 March 13, 2021, 09:00:14 PM View in topic context
 Posted by O Ilusionista  in Spec Ops Vegatron Stage (Shadaloo's Command Center) (Started by O Ilusionista March 13, 2021, 06:11:53 PM
 Board: Your Releases, older Mugen

Thanks guys :)
    

Spec Ops Vegatron Stage (Shadaloo's Command Center)

 March 13, 2021, 06:11:53 PM View in topic context
 Posted by O Ilusionista  in Spec Ops Vegatron Stage (Shadaloo's Command Center) (Started by O Ilusionista March 13, 2021, 06:11:53 PM
 Board: Your Releases, older Mugen

======== | Info| ========

• STAGE INFORMATION : #97 Shadaloo’s Command Center (Vegatron Stage)
• Game of Origin : Original ( Original – Street Fighter Spec Ops)
• Resolution : 320 * 240
• Mugen Version : Winmugen Plus (compatible with Mugen 1.0)
• Animation: Yes
• Music: yes
• Superjump: yes

======== | Credits | ========
Stage – Scar, Ethan Lives and O Ilusionista
Music by wizzywhipitwonderful (CPS2 Originals – Hauzer (Final Arrangement)

========| Preview |========




========| DOWNLOAD |========

http://brazilmugenteam.com
    

Re: Heroes stages - Titan Tower

 March 13, 2021, 06:11:18 PM View in topic context
 Posted by O Ilusionista  in Heroes stages - Titan Tower (Started by Reginukem March 10, 2018, 12:21:14 AM
 Board: Your Releases, older Mugen

Nice work! And good to see you still around, buddy.
    

Re: Mr. X Concert stage

 March 13, 2021, 06:08:46 PM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

    

Re: O's WIPS

 March 04, 2021, 02:11:23 PM View in topic context
 Posted by O Ilusionista  in O's WIPS (Started by O Ilusionista November 18, 2012, 08:32:25 PM
 Board: Projects

And here is the preview of the new introduction of the Mega Man Robot Master Mayhem project. I had never studied the intros documentation and as I thought it could get better, I decided to study a little about it and learned some new tricks :)

I took advantage and redid the text part of the game, which now uses a font that fits the game better, with animation and sounds!

Thanks to HyperVoiceActing for recording Dr. Wily's voices :) And for the support of all RMM team - you guys are great.

    

Re: Street Fighter Spec Ops 2021

 March 01, 2021, 03:36:59 PM View in topic context
 Posted by O Ilusionista  in Street Fighter Spec Ops 2021 (Started by O Ilusionista January 01, 2020, 04:36:22 PM
 Board: Projects

Spec Ops Saturday - with a new stage "Research Point 46754 (Sevil Nathe Stage) by AVPboy
Video 2 - Sevil Nathe vs Blaze Agent




Spec Ops Code K new stage done by AVPBoy. Can you recognize all the cameos? Very old Mugen players will do it ;)
    

Re: Mr. X Concert stage

 February 25, 2021, 02:10:17 PM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

Here is a preview of the updated stage with parallax
    

Re: Mr. X Concert stage

 February 24, 2021, 06:43:32 PM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

I love this stage, nice one O Ilusionista

Thanks buddy.

Ops, looks like I made a mistake and forgot to include the music!. Fixed now.
Also, now the ground has parallax. Thanks MatreroG for the help :)

Download on the same link
    

Re: Mr. X Concert stage

 February 24, 2021, 12:13:09 AM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

)
I like that tune a lot. I choose to use an original SOR2 tune because:
- I would like to bring a nostalgia
- The tune I used on the stage is Mr. X theme from SOR2.
    

Re: Mr. X Concert stage

 February 23, 2021, 06:57:46 PM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

Thanks buddy. Kimono made a great concept for sure and I wanted to code it and adding some of my own, like the lasers :)
    

Mr. X Concert stage

 February 23, 2021, 02:13:42 PM View in topic context
 Posted by O Ilusionista  in Mr. X Concert stage (Started by O Ilusionista February 23, 2021, 02:13:42 PM
 Board: Your Releases, older Mugen

INFO ==========
First release of 2021 and I will start with an original scenario, based on the series Streets of Rage: Mr. X Concert. The idea and the sprites are from Kimono, and I did the programming and added new animations.


IMAGES ==========




VIDEO ==========


STAGE INFO  ==========

• STAGE INFORMATION : #96 Mr. X Concert
• Game of Origin : Original (Streets of Rage + Original)
• Sprites by: Kimono
• Resolution : 320 * 240
• Mugen Version : Winmugen Plus (compatible with Mugen 1.0)
• Animation: Yes
• Music: yes
• Superjump: yes


DOWNLOAD: http://brazilmugenteam.com
    

Re: Street Fighter Spec Ops 2021

 February 20, 2021, 08:30:48 PM View in topic context
 Posted by O Ilusionista  in Street Fighter Spec Ops 2021 (Started by O Ilusionista January 01, 2020, 04:36:22 PM
 Board: Projects

I remember that a Balrog edit was planned many years ago, but he differed in one thing: afro hair.

Yes, Ethan decided to change him.

Let's start another Street Fighter Spec Ops event - Spec Ops Saturday.
Video 1 - Alpha Doll & Killer Bee x G Project and Code K
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 17, 2021, 01:18:13 AM View in topic context
 Posted by O Ilusionista  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 PM
 Board: Idea Engineering

Oh, nice work on the screenpack.
    

Re: Street Fighter Spec Ops 2021

 February 14, 2021, 06:53:33 PM View in topic context
 Posted by O Ilusionista  in Street Fighter Spec Ops 2021 (Started by O Ilusionista January 01, 2020, 04:36:22 PM
 Board: Projects

So I think I need to finish the Street Fighter Spec Ops week with something special...

Will you get the references? ;)

    

Re: Neo Geo x Capcom (NGxC) - Battle For Destiny

 February 13, 2021, 08:39:15 PM View in topic context
 Posted by O Ilusionista  in Neo Geo x Capcom (NGxC) - Battle For Destiny (Started by Ryu From Streets™ September 13, 2020, 09:59:58 PM
 Board: Projects

That is awesome, really.
I loved the zoom code when the characters execute a hyper move. Do you mind sharing the code?