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DJMouF

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Messages by DJMouF

    

Re: Character of the Month: February 2020 Voting

 April 03, 2020, 11:04:56 PM View in topic context
 Posted by DJMouF  in Character of the Month: February 2020 Voting (Started by 【MFG】gui0007 March 19, 2020, 06:43:20 PM
 Board: Contributions of the Month

I'm pretty sure I won't win, but I'm just honored to be nominated for each char I've done. 3/3! So I call that a personal victory in my book lol.
    

Re: Card Saga Wars Online (ver. 0.6a)

 April 03, 2020, 10:12:10 PM View in topic context
 Posted by DJMouF  in Card Saga Wars Online (ver. 0.6b) (Started by TheFclass97 April 02, 2020, 09:52:05 PM
 Board: IKEMEN Releases

This the full game?
    

Re: DJMouF Goku & Vegeta ( Day B4 My Birthday) Release 02/07/2020

 April 02, 2020, 04:52:16 PM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta ( Day B4 My Birthday) Release 02/07/2020 (Started by DJMouF February 08, 2020, 12:02:44 AM
 Board: Your Releases, 1.0+

By the way.. What does the patch do for both characters?

The patch was for earlier fixes on issues that were mentioned. But I am currently doing another patch at the moment for the last issue(s) that were brought to my attention, But today I just noticed some other issues that will be fixed as well. I haven't put the updated patch yet because I couldn't figure out one specific issue until today which was: Oppoments couldn't parry certain special and super attacks. So now that fixed, I think I'll have one more issue then I'll release the newest patch on 1.1 and 1.0 versions
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 25, 2020, 12:27:19 PM View in topic context
 Posted by DJMouF  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 AM
 Board: Your Releases, 1.0+

Ok gotcha thanks man
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 24, 2020, 03:34:10 PM View in topic context
 Posted by DJMouF  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 AM
 Board: Your Releases, 1.0+

How much more do you plan to do? I;m only asking because I wanted to DL it when everything is completed as far as all update essentials.
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 March 17, 2020, 12:38:23 PM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects

Aw yeah bro I already know lol. Yeah he didn't index it. I'll do it myself once I get around to it bro. The image looks a bit blurry to me also. Maybe it's just me though
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 March 17, 2020, 12:10:19 PM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects

Asking for anyone to point me in the direction of a good/great spriter... If possible I'd like for someone to create a Justice Kick for this Gohan. But if I don't get any replies for any help then I won't worry about it...
    

Re: Character of the Month: February 2020 Nominations

 March 17, 2020, 05:12:14 AM View in topic context
 Posted by DJMouF  in Character of the Month: February 2020 Nominations (Started by 【MFG】gui0007 March 03, 2020, 03:37:46 PM
 Board: Contributions of the Month

Goku by DJMouF - 1
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 13, 2020, 04:00:16 AM View in topic context
 Posted by DJMouF  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 AM
 Board: Your Releases, 1.0+

Just now noticing this topic ever existed lol. This here is pretty epic
    

Re: DJMouF Goku & Vegeta 1.0

 March 12, 2020, 09:30:48 AM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

The transformation is power is intentional.
    

Re: DJMouF Goku & Vegeta 1.0

 March 11, 2020, 09:33:32 AM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

Ok thanks for pointing them out. I'll make sure I fix those issues and provide a patch link.
Akito I'm not sure it could be a shadow or because of the black bg, the square/rectangle shows up but I'll check it out though.
Much appreciated from you guys.
    

Re: DJMouF Goku & Vegeta 1.0

 March 09, 2020, 12:03:31 PM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

Links updated... Please let me know if there are anymore issues with these chars in 1.0. Thanks.
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 March 04, 2020, 03:40:52 PM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects



*Nothing is complete or final*

In this video, the only thing that's complete is the stances he has... I changed SSJ stance with Ultimate stance because it looks better and it helps ultimate form look a bit more exciting along with the aura and afterimage effect... (I guess exciting is the word I'm looking for lmao)

BASE MODE:
I think for base mode I'll just give him the Lvl3 Dragon Upper still figuring things out with base form.

SSJ MODE:
I'm still working on the Special Beam Cannon, it's going to have start up that pretty much ends with the SBC at the end. (Haha told I had a surprise for ssj mode). Also added the Explosive Madan. It can cancel out projectile Supers only up to a certain amount of hits. (I'll adjust the amount of hits).

ULTIMATE MODE:
I'm going to change the Lvl 3 Kamehameha into an attack I decided to make up on my own. Hopefully I can pull it off, and it'll be the first time I've seen anything like it lol, but also I'll be assigning some special attacks to each mode, for instance the new Rapid Kick Special I sprited, will only be in Ultimate form, and possibly Rapid Punches. I think those attacks have an ultimate feel to it... But please don't ask for me to make anything for this char because it's my char and I'm making this guy to the best of my abilities.

There will be a lot more to come, but always take a break to brainstorm attacks I can sprite myself and create so when i have more completed I'll post another video.
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 March 02, 2020, 09:18:14 AM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects



Just simply showing this video for the 3 different stances, transformation from ssj to ultimate, and the auras
Think I'll adjust the color of the aura in ultimate for a bit and switch the stances on ssj and ultimate...
Still have to work on an animation to go back to base form from ultimate form instead of the ssj hair effect on his hair
OAN:
A lot more to come!
-Figuring out more specials for each form
-Figuring out more supers for each form
*Not all specials and supers will be different in each form just some. Some may be different and some may be modded like I did for Vegeta. But he'll have 1 or possibly 2 exclusive Level 3 attack(s) for each form.
    

Re: DJMouF Goku & Vegeta 1.0

 February 29, 2020, 01:45:13 PM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

I'll definitely look into Falcon's Iori because I'll be more familiar with the coding since it'll be similar to what I have. Thanks for pointing that out Solid. I;ll check it out and see what I can do to fix this so I can released these guy for yall.
    

Re: DJMouF Goku & Vegeta 1.0

 February 28, 2020, 02:26:44 PM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

Ok I found out what the issue is, but it looks like it's something that can't be solved to my knowledge or simply I'm not really sure on what to do. I'll explain more. This code below is located in the system.def file named, "Palette-Initialization" and it's significance is to allow Vegeta and Goku to have the Palette change for clothes and when transforming to Super Saiyan. (more so for Vegeta because his hair doesn't change meanwhile Goku has different sprites but the palette change is so the hair won't change back to black when placed in a custom state from the opponent.) So once I got rid of this code, the EX Flash showed up with no problem... But unfortunately, the color change within hair or clothes, after transforming, was no longer valid or should I say visible (His hair will just remain black). In fact for those who have the previous 1.0 versions you can try it out for yourselves to see what I mean. I thought maybe it could be a variable issue but it's not. I believe it's a 1.0 issue because if I play with the updated 1.0 (with all the fixed issues other than this issue but not released yet) versions in a 1.1 mugen engine while keeping this code, everything works perfectly fine. So this is the only issue in the 1.0 conversion that's left that needs to be solved in order for these guys to be playable in mugen 1.0 engine. If anyone finds a solution please let me know ASAP.


; Palette-Initialization
[Statedef 5900]
type = S

[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
value = 0
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
fvalue = 0

[State 5900, Character Palette 1 (LK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 1
var(11) = 1   ;CHANGE THIS LINE
[State 5900, Character Palette 2 (MK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 2
var(11) = 2   ;CHANGE THIS LINE
[State 5900, Character Palette 3 (HK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 3
var(11) = 3   ;CHANGE THIS LINE
[State 5900, Character Palette 4 (LP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 4
;var(11) = 1   ;CHANGE THIS LINE
var(11) = 4   ;CHANGE THIS LINE
[State 5900, Character Palette 5 (MP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 5
var(11) = 5   ;CHANGE THIS LINE
[State 5900, Character Palette 6 (HP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 6
var(11) = 6   ;CHANGE THIS LINE
[State 5900, Character Palette 7 (start + LK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 7
var(11) = 7   ;CHANGE THIS LINE
[State 5900, Character Palette 8 (start + MK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 8
var(11) = 8   ;CHANGE THIS LINE
[State 5900, Character Palette 9 (start + HK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 9
var(11) = 9   ;CHANGE THIS LINE
[State 5900, Character Palette 10 (start + LP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 10
var(11) = 10   ;CHANGE THIS LINE
[State 5900, Character Palette 11 (start + MP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 11
var(11) = 11   ;CHANGE THIS LINE
[State 5900, Character Palette 12 (start + HP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 12
var(11) = 12   ;CHANGE THIS LINE

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
value = 5901
    

Re: DJMouF Goku & Vegeta 1.0

 February 28, 2020, 01:09:14 PM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+

Issue is not solved. I double checked and I've already gotten rid of the zoom code completely as well as saving the def file as 1.0
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 February 28, 2020, 12:57:24 PM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects

Aw yeah! Thanks bro. I appreciate your contribution. I'll be sure to give cred bro
    

Re: EB_Gohan W.I.P. (Pots Memo Template)

 February 27, 2020, 01:07:28 AM View in topic context
 Posted by DJMouF  in EB_Gohan W.I.P. (Pots Memo Template)  (Started by DJMouF June 10, 2019, 07:11:25 PM
 Board: Projects

Ok don't quote me on it just yet, but I do plan to go ahead and add Gohan's ultimate form, but it can only be done when you're in ssj mode. I've already created 3 different stance animations, so I think it'll turn out ok. So he'll be the biggest project so far because I'm going to make some (not all) exclusive attacks for each mode smh... But anyways..... Normal stance will be a completely different stance from ssj and ultimate form. The default base stance that was shown in the last video, will be his ultimate form's stance. I'll keep ssj's stance the same. So base form will actually have a different simple look to it so you can tell the difference between Normal and ultimate form since hair is basically the same color. I'll possibly add some type effect to him in ultimate form as well. I'll post a video once I make the transformation and effects for his ultimate form.
    

Re: DJMouF Goku & Vegeta ( Day B4 My Birthday) Release 02/07/2020

 February 25, 2020, 11:03:47 AM View in topic context
 Posted by DJMouF  in DJMouF Goku & Vegeta ( Day B4 My Birthday) Release 02/07/2020 (Started by DJMouF February 08, 2020, 12:02:44 AM
 Board: Your Releases, 1.0+

man that looks gorgeous lol but yeah I know. I don't think that'll be something I'll be able to fix but I'll check and see what I can do. And thanks bro