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Messages by Sir Ghostler

    

Re: Karin Kanzuki released

 January 27, 2025, 04:21:36 am View in topic context
 Posted by Sir Ghostler  in Karin Kanzuki released (Started by Sir Ghostler January 22, 2025, 03:36:09 am
 Board: Your Releases, 1.0+

    

Karin Kanzuki released

 January 22, 2025, 03:36:09 am View in topic context
 Posted by Sir Ghostler  in Karin Kanzuki released (Started by Sir Ghostler January 22, 2025, 03:36:09 am
 Board: Your Releases, 1.0+



This is a project that has been in the works for a while, but I was able to finally finish her up this month. Her gameplay is a weird kind of mix between Street Fighter and Melty Blood along with some other ideas tossed in. I hope it's at least fun, lol.

My version also has a new and from-scratch running animation thanks to the amazing talent of @Inktrebuchet and @Pin-point, and I ripped for her an intro animation that was new and exclusive to Street Fighter Alpha Anthology that I don't think any other Karin has had before. Hopefully these two animations will see good use by the community!

Feedback would be greatly appreciated! I hope you enjoy her!

Link: https://1drv.ms/u/c/5b690b18325d8f08/EdRAlyhK0DJMotfhMSoM4gIB5sZ-MChi6I3NzXxnSG2v_g?e=xWLWLQ
    

Re: Character of the Month: July 2024 Voting

 September 04, 2024, 02:35:11 am View in topic context
 Posted by Sir Ghostler  in Character of the Month: July 2024 Voting (Started by Basara Bogard August 20, 2024, 01:31:45 am
 Board: Contributions of the Month

I also want to thank everyone who nominated and voted for Diana (and also Akko)! We're really happy to see people liked her so much that she ended up winning Character of the Month. Thank you all so much! :)

Mods, please give Shim a CotM Winner star. Diana was a collaborative effort. He deserves to have the award as much as I do.
    

Re: Atsuko Kagari released

 July 31, 2024, 08:27:45 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Akko has been updated. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Corrected the spawn timing of the particles for the ex version of Boiling Flame - Rise of Determination.
- High jump and run jump velocities have been tweaked.
- The assist selector can now be exited with the start key.
- I forgot to mention that one of the previous updates added ownpal = 1 to all Explods, lol.
- I also forgot to mention that one of the previous updates removed the invincibility from the second part of ex Boiling Flame - Rise of Determination, lol.

Please redownload her.
    

Re: Diana Cavendish released

 July 31, 2024, 08:19:41 am View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Diana has been updated again. https://1drv.ms/u/s!AgiPXTIYC2lbokUYVQQs4oZxZcMG?e=a5Ur2v
- Whiff sound and voice now play on the correct frame for 2B.
- Fixed an issue with one of the freeze states that would leave the opponent below the floor and with the wrong statetype.
- Tweaked the behavior of one of the freeze states for when the opponent is defeated while in said state.

Please redownload her.
    

Re: Diana Cavendish released

 July 30, 2024, 08:25:50 am View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Still found this error after the update. The whiff sound and voice on 5B, 2B and j.5B still plays separately and not at the same time. Also, I noticed the whiff sound and voice on 2B specifically plays after it hits the opponent and not when it connects.

Other than that, that should be all for her and the same goes with Akko.
The whiff sound and voice play at the same time for all the attacks you've mentioned. Though I didn't notice 2B played them a frame later than they should, I'll correct that.

I have a better suggestion. Why not have the current slide 2C as a 3C instead? That way if you still want to keep it as a slide, she can have both a normal trip and slide at the same time like Akko (Even though her 2C headbutts the opponent upward into the air, it still causes fall).
I think I actually tried that at one point. I just think the slide stands out more when it's a default normal, and it doesn't necessitate a 3C since it still ultimately functions as a sweep. Akko needed a sweeping 3C because her 2C was an anti air leaping headbutt.

It's just that Shim made those group 420 sprites already and kinda wasteful if they didn't get used in any shape or form.
It sucks that some animations went unused, but that's just something that can happen when developing a character from scratch. It wasn't until sometime after her basic normals were already complete that I thought of a slide to make her kit more unique. I'm only human, I don't have perfect foresight. I would have vastly preferred that the idea for the slide came to mind from the very beginning so that Shim didn't waste time and effort making the previous sweep animation, but it is how it is.

Why not remove it completely when she's normal jumping? I think the dust effect goes well along with the super jump sound. Also, I don't think it should appear when she's air jumping since it doesn't when Akko tries to float. Plus it doesn't make sense for dust to appear airborne as her feet is already off the floor. The air dash on the other hand does as it's coming out of the broom.
I wouldn't want to remove the dust particles from normal jumps, and I think it would be inconsistent to remove them from the air jump when the air dash has them.

Thanks again for the additional feedback. :)

---

There will be another update for Diana soon.
    

Re: Diana Cavendish released

 July 28, 2024, 04:33:48 pm View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Diana has been updated. https://1drv.ms/u/s!AgiPXTIYC2lbokUYVQQs4oZxZcMG?e=a5Ur2v
- Fixed a few sprite errors.
- Whiff sound and voice now play on the same frame for 2A.
- Whiff sound and voice now play on a later frame for j.5B.
- High jump and run jump velocities have been tweaked.
- The assist selector can now be exited with the start key.
- Updated the readme.

Please redownload her.
    

Re: Diana Cavendish released

 July 26, 2024, 04:17:15 am View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Even though that frame was relatively quick, it's still kinda jarring as the tip of her hair is detached, the elbow of her right arm and 2 pixels of her left shoulder are missing. Hopefully Shim fixes it.
I let Shim know about it. It'll either be fixed by him or myself.

Speaking about 2C, the actual 2C sprites that use group 420 are unused and the current 2C is the exact same as the 66C. I think they should be different as the current 2C looks better as a rush down command than a move that trips the opponent.
I changed 2C into a slide because it makes for a more interesting normal, both visually and functionally. Akko's 5C and 2C were like this, I wanted Diana to have at least one. The sprites being shared with 66C isn't an issue to me.

Another method I can think of is to add an effect below their feet when they do it like in the MvC games. But it's not that high when jumping forward or backwards, that's why I compared it with PotS's characters since it's works somewhat similar and though of it that way so it doesn't look too identical to the normal one.
I think the most I would add is some kind of dust effect.

---

An update for Diana and Akko will be released soon-ish.
Spoiler, click to toggle visibilty
    

Re: Diana Cavendish released

 July 25, 2024, 11:20:41 am View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

-Sprite (1,0) could use some fixing as there are some pixel errors with the dress.
I can't believe I missed that one, lol.

-The swish sound on 5B, 2C and j.5B doesn't play simultaneously along with her grunt sounds.
From what I checked, there was only one normal where the whiff sound and voice clip didn't play on the same frame, and it was 2A. It probably would've taken me way longer to find if you didn't bring this up though.

-It would look nice if the opponent has palfx if they get hit by her ice attacks, Barrier and Luna Luna (The same could work with Akko with her Fire attacks, Sucy's smoke projectile and Shiny Arc).
Adding PalFX to these moves feels unnecessary, imo. Maybe I will add some to Akko's fire based attacks for opponents who do not have a burned compatibility animation. I'll have to think about it.

-The Assist Select should be selected with the taunt button so you don't have to wait for the round 1 animation to appear and doesn't clutter the screen (And the Assist Ready sound effect plays once it's selected).
I'll look into implementing this.

Now after comparing her with Akko, I noticed their super jump height when doing it upwards for both of them is exactly the same as the normal one. I think it should be slightly higher and add afterimages since it looks exactly the same as the normal jump aside from the sound effects. It should stay until they start falling to the ground or if Diana's Air Jump and Akko's Float.
AfterImage is something I don't think I would add, but I will increase the high jump height.

Thanks for the feedback. :)
    

Re: Atsuko Kagari released

 July 23, 2024, 09:50:40 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Akko has been updated again, lol. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Updated some compatibility animations.
- Updated the initial position of the projectile for all versions of Boiling Flame - Shot of Determination.
- All projectile attacks now have Width applied to them.
- Updated Unfaltering Slide and the heavy hits of Unyeilding Yay Tackle to no longer OTG.
- Updated the typical crouch hurtbox to no longer be wider than the typical stand hurtbox.

Please redownload her.

---

Also, Diana has been released! https://mugenguild.com/forum/msg.2559934
    

Diana Cavendish released

 July 23, 2024, 09:45:41 am View in topic context
 Posted by Sir Ghostler  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+





Spoiler, click to toggle visibilty

A second collaboration project between myself and @Shimmering Brony. Someone wanted to commission Shim to sprite Diana, so we worked together to bring her to life. Like with Akko, I did the programming and designed most of the moveset, while Shim made the sprites and animations, though I also helped with a couple of animations this time around.

Diana was actually Shim's first commissioned character. This project wouldn't have been possible without him!

Feedback would be appreciated. We hope you enjoy her!

Link: https://1drv.ms/u/s!AgiPXTIYC2lbokUYVQQs4oZxZcMG?e=a5Ur2v
    

Re: Atsuko Kagari released

 July 20, 2024, 03:20:54 pm View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Akko has been updated. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Fixed a debug error with the cut in portrait.
- The hitsparks for Shiny Arc and Sucy's assist now have some positional variation.
- Sucy's assist and Lotte's assist have been tweaked to make the animation transition from their assist to depart state smoother.
- I forgot to mention that the last update added more particles to Shiny Arc, lol.

Please redownload her.
    

Re: Atsuko Kagari released

 July 19, 2024, 04:43:26 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down.
Like PotS said, the documentation states the animation is optional, and there's code within the common1.cns to detect if a character has that animation or not.

Your Custom Gouken and Reuben Kee styled Shin Akuma also have this animation and it's on KFM by default. It's not just OHMSBY's custom state specifically, but others that may use it. If I keep forcing her in that custom state consistently, it will become debug flood and may cause M.U.G.E.N to eventually crash. So I don't believe it's something you should ignore.
I get where you're coming from, that the issue present with OHMSBY's custom state could be easily sidestepped if I were to add animation 5035 to Akko, and that is true. At the same time though, I don't think I should have to add something optional to my character in order to address a flaw with someone else's. I know it's an insignificant addition, literally a single animation, and maybe I'll change my mind on this in the future, but I just don't want to clutter up my .air file with animations that I don't need.

I already gave my opinion to Sir Ghostler but I'd like to reiterate that this is a lovely, well-made char.
Thank you! :)
    

Re: Atsuko Kagari released

 July 16, 2024, 07:19:16 pm View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

That's fine, it was mostly a suggestion since the fightfx's dust is layered in front by default and usually is in the MvC series. Also, I seem to have found another debug error on her. She gets an in state 853: change to invalid action 5035 debug error if she gets put into a custom state that slams her to the ground without bouncing. I tried my Shovel Knight P2's air throw on her and it doesn't cause that for other characters outside OHMSBY's style, so I think Akko may be missing a required state.
It's probably because Akko doesn't have anim 5035. Since it's an optional animation (which is why I chose not to add it), that error is technically an issue with OHMSBY's custom state. It should detect if the victim has that animation and switch them to a different one if they don't.

OHMSBY's Kirby already has the trigger to give him Ice since I requested him to add it in a long time ago, so it should work right away assuming her name goes into a first and last name basis like Akko. I had no idea it's been that long since Shim had been quiet about it for some time. Did took a look at the demonstration video and it's getting me hyped for Diana more than ever. The last time I tested Akko, I didn't have Chamber of Time. Now I got it on Steam playing it on my Steam Deck OLED. Look forward to her release.
It was me who was quiet about the character, lol. Shim was happy for me to reveal progress after he made that initial preview video, but I didn't really have any to show off as I was barely moving forward with the character. Only until a few-ish months ago did I have something substantial to display.

I'm glad you're excited for Diana. I had fun making her and I'm pretty satisfied with how she turned out overall.

Luckily I don't think I have anymore since most of the major issues I already pointed out a while back. If Diana shares some of the debug errors as Akko, hopefully those gets fixed too since she shares the same base.
Thanks again for all your feedback. :)
    

Re: Atsuko Kagari released

 July 16, 2024, 01:25:42 pm View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Love the new portrait as it fits the entire screen now. However for some reason, it causes an in state 10510 expression truncated to integer debug error every time a ex special and super was used. That was not the case when the big portrait was previously recycled, so it shouldn't cause that debug error when it appears. Since it's much bigger now, I think it should be layered in front of her so it's closer to the Marvel Super Heroes vs Street Fighter aesthetic. Also, it would look better if the brown dust effects were layered in front of her too as they are behind her on all of her animations.
Thanks for mentioning the debug error with the ex special portrait, that will be fixed. I don't think I'll change the portrait and dust layering, but I still appreciate your thoughts on them.

I hope this update means Diana Cavendish is much closer to release soon. Since Akko's attacks are mostly Fire based, I figured Diana's would be Ice once I saw Shim's preview video a year ago to fit the copy abilities for OHMSBY's Kirby.
Diana is ice based, yeah. Giving the two opposing elements was a detail I thought about all the way back when Akko was first being worked on. Complications on my end of development are why Diana has taken so long, but I'm hoping she can be released maybe this month. She really just needs some visual touch ups here and there and she's done. I recently made a demonstration video for her if you're interested in checking that out.


Thanks again for the small feedback, Akko will receive a new update soon.
    

Re: Atsuko Kagari released

 July 16, 2024, 09:03:15 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Akko has been updated again. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Fixed more sprite errors.
- The attr for the first hits of Boiling Flame - Rise of Determination have been corrected to be S.
- Ex specials and supers now give meter to the opponent. Assists now give meter to the player and the opponent.
- An inconsistency with cornerpush has been fixed.
- The juggle system has been slightly adjusted to revamp OTGs. Boiling Flame - Furious Aura can now easily OTG. However, typical normals will no longer OTG.
- There is now a unique cut in portrait for ex specials and supers.
- There is now an ex special and super finish background.
- There is now a special win quote against Diana Cavendish.
- Updated the readme.

Please redownload her.
    

Re: gouken remasterd released!!!

 February 21, 2024, 02:42:31 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd released!!!  (Started by alexlexus January 27, 2024, 12:12:34 pm
 Board: Your Releases, 1.0+

I'm very late with my reply, lol, but I wanted to say that I was honored to help with Gouken's update/revamp. As I mentioned in a previous topic, Alex was one of my first inspirations when I got started with MUGEN, so I'm really happy that I was able to assist him in improving the character. I put a lot of time and effort into the update, so I hope people enjoy it. :)
    

Re: Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi

 August 24, 2023, 08:23:55 am View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

The character sprite rips have been updated. All ripped by LarsKusanagi.
    

Re: gouken remasterd uodate WIP

 August 22, 2023, 06:10:01 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects



This will probably be the last preview from me. I'm currently updating the AI, so I wanted to show it off. AI is something I haven't had much experience with, so I'm sure it will be far from perfect, lol, but I wanted to try and at least iron out the issues present in the older versions of Gouken.
    

Re: gouken remasterd uodate WIP

 August 10, 2023, 06:22:23 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects

He looks pretty good. Gouken has always been one of my favs.
One thing that randomly crossed my mind, is you have him blocking after his air-flip move. I think it'd be cool if it was a parry. He could smash P2 down into a ground bounce. Might be an interesting way to start a combo.
But I have a feeling you're making something a little closer to source.

The updates look nice. A lot cleaner and crisp. I'm confused by the SGS though. Aside from Gouken having it at all, why is the opponent dizzy and then falls down? Looks odd. That's my only criticism. FX look nice. Moves are more cohesive and snappier. I like it.

From my understanding, due to being made before SF4 this Gouken worked more like Akuma but as a good guy. This take on the SGS is meant to purge the opponent of corruption or something like that.

Also, it's awesome seeing someone after all this time stepping up and helping alexlexus deliver a definitive version of his Gouken. Everything looks to be working a lot smoother now and, as DW said, the effects are a big improvement.

I remember when I first got into mugen around when SF4 came out, me and my friend would play as your Gouken a lot, glad to see him getting updated after such a long time. I am curious though is he supposed to play like a Marvel character? the MVC2 style portraits I'm not sure if they're just a placeholder but I feel like unifying them under what you have set up for the SGS with the more monochromatic image works better, especially since if you also want to differentiate them by strength you could have a blue/red/yellow. Either way just a small nitpick but he looks pretty promising so far!

Thanks for the compliments, guys. I'm glad you all like what's been shown off so far. :)

Alex was one of my inspirations when I was new to MUGEN. I still remember being excited whenever he would upload a YouTube video showing off his various characters years ago, haha. I'm very grateful for the opportunity to be able to collaborate with him to bring this massive update for Gouken to the community. :)

[youtube]https://www.youtube.com/watch?v=5dK97z_IYWQ[/youtube]

Another preview, this one comparing various moves between the old version and the update.

Fusion HAAAAAAAAA

Gouken was made at a time Capcom didn't have him playable until SF4. When I spoke to seth Killian at comic con 2010 he and capcom knew about my gouken. I wish Sir ghost was with me back then cause maaaaaaaaan this version is going to be sick. I was quietly working on gouken in secret. The sprites were taking the longest time and II think Ghost played an early build of what I had. Then offered Ideas to remix and revamp.

A mix of sf3\ sf4\ mvc.  I took out the guilty gear stuff like air dash but this is a balance of the games I played most. just wait and see good things are coming.   Ghost motivated me to get back on track. He brought me back from the brink of going away for good.  Life and new priorities are he reason it took so many years to get a big update like this. Major changes 

I couldn't have done it without you, bro. :muttrox:

Here is a small stream Alex did earlier showing off some more tweaks.