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Amanojaku

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Messages by Amanojaku

    

Re: Dysentery Intensified (Oregon Trail Stage)

 July 13, 2024, 01:19:31 am View in topic context
 Posted by Amanojaku  in Dysentery Intensified (Oregon Trail Stage) (Started by ShiroTori July 13, 2024, 12:51:16 am
 Board: Your Releases, 1.0+

Ha, this is kind of awesome. Nice work!
    

Re: All Characters Updated + Waha released (6/22/2024)

 June 29, 2024, 09:14:37 am View in topic context
 Posted by Amanojaku  in All Characters Updated + Waha released (6/22/2024) (Started by Amanojaku June 23, 2024, 05:29:18 am
 Board: Your Releases, 1.0+

Your Waha edit is really solid--very glad more people are editing Nijikaku characters. I found a minor bug however, the Wahadama doesn't bind to her while she's charging it up. For example, it'll detach itself if the opponent walks into her. Like I said though, very solid edit!

Fixed and updated, thank you for your feedback!
    

Re: Blissgate released (6/28/2024)

 June 29, 2024, 04:21:11 am View in topic context
 Posted by Amanojaku  in Blissgate released (6/28/2024) (Started by Amanojaku June 23, 2024, 05:17:48 am
 Board: Your Releases, 1.0+

Welcome back, these stages were all very ahead of their time initially and the updates are very appreciated.

Thanks, all we need is for the likes of EXShadow, MOTVN, etc. to also make a comeback and we can get this party going again.
    

Re: All Characters Updated + Waha released (6/22/2024)

 June 29, 2024, 04:15:39 am View in topic context
 Posted by Amanojaku  in All Characters Updated + Waha released (6/22/2024) (Started by Amanojaku June 23, 2024, 05:29:18 am
 Board: Your Releases, 1.0+

Ya welcome, and I admit I was disappointed since I liked the character when I tried Guillotine Gen a while back so I edited him myself to add back the Slanted Guillotine. Just as easy as transferring the code and sprites (with a bit of extra work to get the palettes and position right) from the old version. Still I do understand your reasoning for removing it.

Groovy. It's great to know someone likes a creation enough they're willing to put in the work to modify it to their taste (it's how my Fubuki and Waha came about after all).

I think your Kasumi was one of the first characters I found. It's a great boss character! Welcome back! Thanks for the updates!
Your welcome, glad to know my creations were still providing enjoyment all these years I was away.
    

Re: All Characters Updated + Waha released (6/22/2024)

 June 24, 2024, 04:56:57 am View in topic context
 Posted by Amanojaku  in All Characters Updated + Waha released (6/22/2024) (Started by Amanojaku June 23, 2024, 05:29:18 am
 Board: Your Releases, 1.0+

Yo! Hey it's been awhile. I'm glad to see you updating your stuff and back around. :) I'll try these out relatively soon and get back with you.

Oh damn, you're still kicking around with MUGEN huh? I still play around with your Mai and Sagat. Incidentally, I've noticed quite a few of the old guard also releasing new content after years of inactivity over the past couple of years, which is a strange coincidence. Thanks for trying out my stuff!

Why'd you remove the anti-air Guillotine from Guillotine Gen? Was it too "unbalanced"?
Also Fubuki can still power charge even if she has max power.

The Flying Guillotine turned out much more powerful than I ever anticipated. With it's huge range and quick speed, it can absolutely dominate the horizontal space. Having it dominate the vertical space too ended up being a bit much. I found that removing the Slanted Guillotine gave GG an anti-air "weakness" to balance out his overpowering ground game.

Funny thing about Fubuki's power charge. I now remember catching this issue some time ago, but apparently I never got around to fixing it. Thanks for testing my characters and helping me re-catch it!
 
    

Re: All Stages Updated (6/22/2024)

 June 24, 2024, 04:23:06 am View in topic context
 Posted by Amanojaku  in Blissgate released (6/28/2024) (Started by Amanojaku June 23, 2024, 05:17:48 am
 Board: Your Releases, 1.0+

You might've forgotten to upload Dreams of Green.

Other than that, man it's been a while since I've seen your creations. Kung Fu Theatre was pretty dope as hell. Still kept with the stage interactivity with Guillotine Gen?

Dreams of Green is bundled with The End, as it's the non-nuke variant of that stage. And yeah, playing Guillotine Gen on Kung Fu Theater will still yield extra obstacles. Glad you enjoy my stages.
    

Re: All Characters Updated + Waha released (6/22/2024)

 June 23, 2024, 07:37:17 am View in topic context
 Posted by Amanojaku  in All Characters Updated + Waha released (6/22/2024) (Started by Amanojaku June 23, 2024, 05:29:18 am
 Board: Your Releases, 1.0+

    

All Characters Updated + Waha released (6/22/2024)

 June 23, 2024, 05:29:18 am View in topic context
 Posted by Amanojaku  in All Characters Updated + Waha released (6/22/2024) (Started by Amanojaku June 23, 2024, 05:29:18 am
 Board: Your Releases, 1.0+



Updates both new and old. Also decided to fix up a character I did extensive modifications on back in the day. These characters all make use of 1.1 features (including the undocumented Zoom sctrl), so they won't work in older MUGEN.

Waha
- 6 button gameplay
- New moves
- Uh... other stuff... it's been over a decade so I don't recall everything I did.

Guillotine Gen
Spoiler, click to toggle visibilty

Kasumi Todo
Spoiler, click to toggle visibilty

Li Xiangfei
Spoiler, click to toggle visibilty

Arcade Gamer Fubuki
Spoiler, click to toggle visibilty


Link is in my signature.
    

Blissgate released (6/28/2024)

 June 23, 2024, 05:17:48 am View in topic context
 Posted by Amanojaku  in Blissgate released (6/28/2024) (Started by Amanojaku June 23, 2024, 05:17:48 am
 Board: Your Releases, 1.0+


A quick and simple stage. I guess once you get bitten by the creation bug again it sticks around for a while.

My other stages:
Spoiler, click to toggle visibilty

Link is in my signature.

    

Re: Looking for ways to make a character not repeat palettes

 June 19, 2022, 05:51:44 pm View in topic context
 Posted by Amanojaku  in Looking for ways to make a character not repeat palettes (Started by iara June 18, 2022, 07:50:09 pm
 Board: M.U.G.E.N Development Help

Mugen 1.1 beta tester here. This is actually a known bug that was reported to (and acknowledged by) Elecbyte back in the day. Alas, it wasn't fixed before they vanished into the ether again.

There is a workaround, though. I'm guessing you're using the same button to select all 8 characters. The fix is to use two different buttons to select characters 7 and 8. So for example, if you use button "a" to select characters 1-6, then use button "b" to pick character 7 and button "c" to select character 8. Note that if you use the same different button ("b" for example) to pick 7 and 8, then 8 will once again default to palette 1.

Hope this helps.
    

Re: Problem with tile

 June 09, 2022, 06:25:30 pm View in topic context
 Posted by Amanojaku  in Problem with tile (Started by DeCeballos June 08, 2022, 07:13:40 pm
 Board: M.U.G.E.N Configuration Help

I believe the effect you're wanting can be accomplished with the "window" parameter, which specifies which area of the screen an element can appear in.

Quote
window = x1(screen left), y1(screen top), x2 (screen right), y2 (screen bottom)

The part in bold is the one which will do the trick. The x1,y1 coordinates start at the top-right (0,0), while the x2,y2 is the bottom left. What numbers these will be is determined by what the native resolution (localcoord) of your stage is. So for example, if your stage is LR 320x240, then the default would be:

Quote
window = 0, 0, 320, 240

Since you want don't want the animation to appear below a certain point on the screen, then subtract how far up the screen you want the smoke to start appearing from the y2 value. So for example, if the point is 40 pixels above the bottom of the screen, then it would be (240 - 40)--

Quote
window = 0, 0, 320, 200

--and the animation won't be drawn outside those points. You'll need to adjust the numbers based on what your localcoord and where you want the start point to be, but it should do the trick. Note that if you're using Mugen 1.1, then you might want to opt for the updated "maskwindow" parameter, which uses coordinates based on the CENTER, rather than the far right (consult the "bgs" file in the "docs" folder for more info).

Hope this helps!
    

Re: Gouken

 January 04, 2013, 05:07:16 pm View in topic context
 Posted by Amanojaku  in Gouken- Updated 01/26/2013  (Started by Infinite Daze January 02, 2013, 12:51:16 am
 Board: Your Releases, 1.0+

There you go, making me rejigger my roster yet again :P A few small things that jumped out at me:

 - His KO sound most often comes from the opposite side of the screen Gouken is on (and occasionally from both sides at once). I see that a helper is playing the KO sound, so make sure the helper is spawned from the same location as the character.

 - The AIR file included with the Japanese SND wasn't updated at the same time as the one included with character proper (not sure if anything was changed/updated in the standard one).

Overall a very fine release and another great addition to my roster.
    

Re: Sagat

 December 18, 2012, 02:53:17 pm View in topic context
 Posted by Amanojaku  in Sagat + KFG update...? (Started by DivineWolf December 09, 2012, 04:29:06 am
 Board: Your Releases, older Mugen

    

Re: Sagat

 December 18, 2012, 02:09:34 pm View in topic context
 Posted by Amanojaku  in Sagat + KFG update...? (Started by DivineWolf December 09, 2012, 04:29:06 am
 Board: Your Releases, older Mugen

Ah, Sagat. I used to main as him back in the day (and by back in the day I mean when Hyper Fighting was brand new in the arcades...god I feel old :skull:). Another great release from you, as usual.

Special Note:
I already know about Tiger Storm not connecting fully of some chars. I've done the best I could with it on my coding skill alone.

Looking at the coding, pretty much the way to fix this is to keep the enemy in a custom state when he knocks them into the air rather than allowing them to go to their own hitstates. Every character has different fall velocities, hence why some get hit fully, some only partially, and some get whiffed completely. With a custom state you can manually control the enemy's velocities and ensure everyone falls at the same speed (and will be in the same position when Sagat unleashes the final blast).
    

Re: Character of the Month: November 2012 - Nominations (Recount, nominate again)

 December 07, 2012, 03:19:04 pm View in topic context

Wolfgang Krauser by Infinite - 2
Billy Kane by Infinite - 2
Andy Bogard by Ikaruga - 1
    

Re: Dhalsim, Aoko, and Arcueid - 12/02/12

 December 06, 2012, 10:04:42 am View in topic context
 Posted by Amanojaku  in Dhalsim, Aoko, and Arcueid - 12/02/12 (Started by Rajaa Retired December 01, 2012, 04:16:43 pm
 Board: Your Releases, 1.0+

Your Dhalsim has always been my personal fave, however many times you've re-engineered him over the years :mmhmm:

BTW, found a minor bug:
 
- When you win, Dhalsim tries to go into invalid victory states (state 186, state 188, etc.).
    

Re: Character of the Month: Amount of Nominations - Discussion

 December 04, 2012, 06:20:24 pm View in topic context
 Posted by Amanojaku  in Character of the Month: Amount of Nominations - Discussion (Started by TRUEMicah December 03, 2012, 10:56:19 am
 Board: Feedback

I haven't read through the entire topic and won't have time until the end of the day, but to be more representative, I think we should only allow 3 characters to be nominated per user.

Actually, thinking about it, this may be an even better solution than simply lifting the limit. There's already a limit to the number of characters we can choose when the actual voting takes place, so a nomination limit, say 3-5 chars per user, would make sense and would seem to address most of the gripes I've read.

Rajaa would get to keep his 20 character limit.

Everyone would get a chance to participate since no 3 members would get to monopolize the available nomination slots.

I think it would also greatly address the whole issue of how many nominations a single author could have. In order for all of Ikaruga's characters to become candidates, for example, would require differing nominations from at least nine to twelve different members, which, while possible, would be highly unlikely.

Also it means that you'll have to actually pick and choose which characters you'd REALLY like to see nominated, rather than simply copy/pasting a laundry list of everything under the sun.

Regardless, if some kind of a limit is to remain in place, whether characters or authors, then there HAS to be a limit on nominations as well. Otherwise the crux of the problem (the limited nominations decided by only a handful of people, the majority of the forum not getting a chance to participate) would remain.
    

Re: Character of the Month: Amount of Nominations - Discussion

 December 03, 2012, 05:21:28 pm View in topic context
 Posted by Amanojaku  in Character of the Month: Amount of Nominations - Discussion (Started by TRUEMicah December 03, 2012, 10:56:19 am
 Board: Feedback

Oh wow. So I wake up to discover not only did COTM nominations start late last night, but apparently ended as well. Looking at the list I can see most of the ones I would've nominated are already candidates (though I would've added a nomination for Infinite's Billy Kane...), but for all intents and purposes the majority of the forum never even got a chance to participate since it all occured when many are asleep (U.S. time anyway).   

Two Characters a person? Nominations within nominations? Extended poll?

I think the solution is rather more simple than that: Get rid of the 20 character limit. Or if there must be one, have it so the limit doesn't kick in unless there are less than 20 candidates after a certain amount of time (say, a week). This will eliminate the problem of "block voting" taking up limited slots as well as give time for everyone to participate, because as it is the majority of this months nominees were decided by only 3 people.

    

Re: Wolgang Krauser

 November 11, 2012, 03:46:11 am View in topic context
 Posted by Amanojaku  in Wolgang Krauser (Started by Infinite Daze November 10, 2012, 03:11:52 am
 Board: Your Releases, 1.0+

Looks like another character I'll be adding. A few minor things:

 - His winquotes vs. M. Bison/Vega are the same as the quotes vs. Geese, which is a bit odd as he calls him "Geese".

 - Speaking of winquotes, there are a number of typos in several of them...though since this is an SNK character I suppose that's strangely appropriate  :P

I'm gonna have to start making some more room in my roster as November is already shaping up to be a great month for character releases.
    

Re: Li Xiangfei

 November 07, 2012, 10:17:30 am View in topic context
 Posted by Amanojaku  in Li Xiangfei [Updated 11/7/12] (Started by Amanojaku November 05, 2012, 04:25:49 am
 Board: Your Releases, 1.0+

A bit of concern....

- I can't jump while running with her. Is this intentional?

Crap, I fix one problem with the running and end up breaking something else.  No it's not intentional and has been updated (along with a few minor sound bugs I discovered.) Also modified the hitsounds to try and give them more (ahem) "punch".

Are those sprites straight from RB with no editing? I have to agree with FerchogtX that her sprites look very well refined, in a CVS definition. If RB is that comparable to CVS, I should check out some rips somewhere... You more then likely touched them up though.

I added hair color and eyes to all the RB sprites (so I could make some interesting palettes), but that's it.

There's also quite a few KOF exclusive sprites mixed in that I had to heavily modify to better match her RB ones (not always 100% successfully but, eh, I think they're close enough). Those were a major PITA, let me tell you.

And finally there are lots of custom/frankensprites, mostly on her winposes and intros, like the one against herself (oh, and the one with Mai... :mmhmm:).