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Messages by DW

    

Re: The CS Discussion Thread

 February 22, 2020, 04:38:40 PM View in topic context
 Posted by DW  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 AM
 Board: Sprite Projects

Oh my bad lol. Yeah, I wasn't 100% sure about who did it, though I'm pretty positive someone had put up a concept somewhere. I might keep looking, probably not though. At any rate, I made a couple pals for Cassandra:


Moonlight


HellKnight Updated!
    

Re: Hey, would ya like some "SMASH '4' 3DS" graphics?

 February 20, 2020, 02:15:22 AM View in topic context
 Posted by DW  in Trying to rip "SMASH '4' 3DS" graphics (Started by NDSilva February 19, 2020, 07:57:34 PM
 Board: Idea Engineering

Does the 3DS version have every char from the Switch version? Either way, I think it'd be nice, though IDK how time consuming this is. It could also be used to trace over them for a different sprite style. I'm not the biggest fan of 3D models being put in a 2D format like this, because it always just looks off. Still, this could open up a cool opportunity to get some quality Nintendo chars converted.
    

Re: The CS Discussion Thread

 February 14, 2020, 11:55:10 PM View in topic context
 Posted by DW  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 AM
 Board: Sprite Projects

@davismaximus:

Got tired of searching around. Did you CS Arthur from Ghouls and Ghosts? Or was that just a concept you put up somewhere? Or was that even you lol? If so, which version was it? Was it the updated Gladia version or the older IMT one?
    

Re: All Chars Update(2018-19) Careful what you wish for...

 February 05, 2020, 09:57:28 PM View in topic context
 Posted by DW  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 PM
 Board: Your Releases, older Mugen

No. That's a custom bond thing between Kojiro and myself. It's not so much the chars, rather it's the authors collaborating.
    

Re: Fighting Game Player diagnosis

 February 05, 2020, 01:37:20 AM View in topic context
 Posted by DW  in Fighting Game Player diagnosis (Started by lui February 04, 2020, 10:29:06 PM
 Board: All That's Left

Quote
"DW likes to play rushdown chars or cancer and their playing style is meme trash and hyper gimmicky.
In tournaments DW tends to drown in pools.
DW also is chill af and blames their losses on their character or opponent.



Lol wtf? I thought this was gonna ask you some questions or something. Nah, it's just put a name in and get some random BS. I am pretty rushdown heavy though and chill af. So, at least it got that part right.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 February 02, 2020, 11:48:50 PM View in topic context
 Posted by DW  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 PM
 Board: Your Releases, older Mugen

I honestly have no clue what's causing that... o_O Ryuko Ranbu doesn't actually send p2 to a custom state. It just re-stands(forces them to the ground) them on the initial hit. Zetsu Ryuko is the one that custom states p2 through it's entirety. That's very interesting. Robert moves forward during the move, but the hits seem to be having a negative vel effect on Jugs. Pulling him towards Robert, instead of pushing him away. That has to be something with Jugs.

I don't have him, but I'll DL and give it a look over. If for no other reason, other than I'm genuinely curious.
    

Re: The CS Discussion Thread

 February 02, 2020, 10:56:04 PM View in topic context
 Posted by DW  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 AM
 Board: Sprite Projects

I guess I shouldn't just assume everyone may know where a char is from... Yes, she is from RotD. Her name is Cassandra.





It's a nice take. Despite Ohgaki's fetishes, he is a very talented spriter. Gives them more of a "KoF" appeal. In this case though, I'd have to side with the original sprites. I always liked the way they look and Sean(Altly)'s sprite style reminds me a lot of it.
    

Re: The CS Discussion Thread

 February 02, 2020, 10:31:06 PM View in topic context
 Posted by DW  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 AM
 Board: Sprite Projects

What? "I'd be neat to see a full sprite sheet or Sff"? No clue what you're saying. At any rate:





Updated it to include the FX and got rid of duplicate colors. Also changed the colors on her legs to make it easier to tell apart from the inner pink skirt thingy. Fixed an issue with her small portrait as well. A few pixels were sharing colors wrong in the last template. Everything should be good to go with this one.
    

Re: The CS Discussion Thread

 February 02, 2020, 06:49:54 PM View in topic context
 Posted by DW  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 AM
 Board: Sprite Projects

**Updated**

Ignore the top rows of colors for now. I added duplicates for the FX on accident... :( Will fix/update later. Hoping to inspire someone like @Infinite Intel.: or @Zzyzzyxx: to make her. :D
    

Re: RIP Fray - One of my best friends is gone

 February 01, 2020, 06:23:12 PM View in topic context
 Posted by DW  in RIP Fray - One of my best friends is gone (Started by Sean Altly February 01, 2020, 09:50:42 AM
 Board: S.H.A.D.E.s of Manhattan 3

Condolences my friend. May she RIP.
    

Re: Last game you finished + 4 lines review.

 January 30, 2020, 04:52:11 PM View in topic context
 Posted by DW  in Last game you finished + 4 lines review.  (Started by Sookoll May 30, 2010, 07:06:56 PM
 Board: Gaming

Code Vein(PS4)

Out of all the games I've played that are "Souls" like, this is the only one that kept me engaged in it. It has a coherent and mostly interesting story, good char development and personalities, great fast paced combat and dozens of options, and is not too cheap with BS deaths.

It's honestly surprising because I'm not into anime, but I find the aesthetic of this game very befitting of it all. I really like how they made it you can change things up on the fly. Leveling up, you don't have to commit to specific stats like the Souls games. Dex, Strength, etc. are determined by "Blood Codes", which can be changed at any time once acquired. I've beaten it twice so far. You have to play through it at least 3 times I believe to get all the Blood Codes. I'm on my 3rd play through now.

Three trophies away from getting a platinum. I've been experimenting more in this play through. I never used a bayonet in my first two runs, though now I'm trying it out. Unfortunately, I didn't save Eva in my first runs, so I don't have access to her gun. Though I hear it's one of the best in the game. Companions weapons are usually good overall. Or at least useful in some way. Io's halberd actually isn't that good(imo), but it has a nice perk that can give you 25% resist to physical attacks for a short duration.

I've heard various people say this game is easier than Souls games. Mainly due to you can have an AI companion always. This only makes it a bit easier though to me. Honestly, the companion is really only good for res'ing you if you go down. They have to give up their own HP to do it tho, so, they'll usually get killed shortly after helping you. A lot of the time, they just got in my way, or really didn't do anything to help. As far as attacking a boss or something goes. Save for Yakumo, I'll admit, he is the best companion overall. Io is wife and all, we know, but she's not that great against bosses. She goes down pretty easy, like Mia, and their damage output is pretty meh.

At any rate, if you've ever been curious about a "Souls" like game, though have never played one, I recommend this one very much.  It's a bit intimidating at first with all the Gifts, Blood Codes, etc., though it's actually pretty straight forward. You also can change things as you progress, as leveling only effects flat bonuses in HP and attack. You don't have to commit to any build. Change things based on your preferences. There's also tons of char customization options and they let you do this anytime you're at home base. Very well made game that takes the formula of Souls, and adds it's own spin and aesthetic.

8.5/10
    

Re: Kobe Bryant is dead...

 January 29, 2020, 02:34:25 AM View in topic context
 Posted by DW  in Kobe Bryant is dead... (Started by Bane84 January 26, 2020, 09:01:06 PM
 Board: All That's Left

Being a big fan and lover of basketball, and being a SG myself to boot, I am very saddened by this. Kobe was a guy I admired and aspired to be like on the court. He's top 5 in my all time best SGs and top 20 of greatest players ever to play.

May he and the others RIP.
    

Re: Tiffany Lords Updated 12/31/2019

 January 26, 2020, 06:28:46 PM View in topic context
 Posted by DW  in Tiffany Lords Updated 12/31/2019 (Started by Rhythmical August 26, 2018, 10:10:21 PM
 Board: Your Releases, 1.0+

Choice to do what? To have a move just to have it? I just explained that she can't really follow up after the launcher. I'd imagine that one would want to use Kyosuke as a guide of sorts for her, since she was never in CvS2. Kyosuke can perform air combos, into specials, and even into his air super from his launcher. He pursuits, like MvC. Tiffany does not. Making it worthless. She can't air combo after it, she doesn't even pursuit, so why have it? It'd have to be made useful like Kyosuke, if it were to be kept.





I forgot to say in the update list by what I mean by "controlled" custom state. Currently, for MAX Groovy Special, you are using p2's default dizzy state. This isn't your fault, but a lot of time you'll have people do stuff like this:

Spoiler, click to toggle visibilty

In which case, the last hit of the super will miss, because of how they mapped their clsns. While being dizzy is a "special" state, it's technically still treated as a standing gethit animation. People should map it as such. Though they won't. So, you have to control the state yourself. This was actually already in the AIR. Which I assume Fervicate or you added as a precaution. I just made it so they'll go to said state.
    

Re: Tiffany Lords Updated 12/31/2019

 January 25, 2020, 04:15:20 AM View in topic context
 Posted by DW  in Tiffany Lords Updated 12/31/2019 (Started by Rhythmical August 26, 2018, 10:10:21 PM
 Board: Your Releases, 1.0+

This is....quite the nerf. I'm glad I kept her older version and didn't overwrite it. EX QCF + P was absolutely her best tool for getting in and punishing p2.... And you took it away.... You can add limiters to her juggle resets so that she won't infinitely juggle. Or juggle under conditions you don't want her to. You can add additional dampeners to trigger for her resets if you feel they are causing too much damage. That's called balancing. What you did is hard nerf....

While the EX counter move wasn't amazing by any means, I'd agree with Pexxer that it was a nice option. That doesn't set up for any juggle resets, just blows up p2's rushdowns and makes them have to 2nd guess things some times. I can kinda understand why you took away EX QCF + P, because you don't know how to balance it/the juggle resets. Though I have no clue why you took away the EX counter... :-\ The counter did NOT set p2 up for juggle resets from what I have here. She just does a SRK like counter that blows up p2's attack.

Tiffany's Launcher is worthless. Because unlike Kyosuke, where he can perform air combos after it, and even cancel into specials/supers, Tiffany can't do anything really after it. Maybe she can squeeze in a normal or something before p2 falls from it. If you wanted to get rid of something, it should have been this. Buster Drop is her air throw? Don't use it too often. Once again, you should have just made it so that you can't follow up after the air throw. Groovy Punch isn't a reliable juggle reset. It takes too long to charge to even be able to hit p2 with the wall bounce version. Also, even if you do manage to hit p2 with a charged version, Tiffany takes too long to recover, and often times is out of position to follow up anyway. Aside from maybe a super cancel.

I can help you balance this. Though this nerf here isn't very good. Yeah, it does stop juggles that you didn't want her to have, but it also takes away her best tools. It honestly makes her not fun to play with. I hope you'll reconsider.
    

Re: Latest versions of my characters (2015)

 January 25, 2020, 03:51:17 AM View in topic context
 Posted by DW  in Latest versions of my characters (2015) (Started by Víctorys January 24, 2020, 11:58:54 PM
 Board: Your Releases, 1.0+

My guy made SFEX Ryu lol. You've made dad proud. :karate:  His tatsus feel a bit stiff though. In terms of performing them w/o making contact with p2. It's also really hard to perform super tatsu from normal tatsus most times. Mainly due to...I can't remember EX to 2+, most of my EX knowledge currently comes from EX 3 and FEXL(which kinda doesn't count).... But I remember to perform the follow up kicks for Ryu and Kairi for their tatsu, all you had to do was just hold back and keep pressing kicks. After the initial QCB + K. I'm gonna assume you made it harder to perform air super tatsu in this respect, because of all the QCBs you have to do for the tatsu and that he can SC from it into the super version.

I would suggest "modernizing" this, like they did with Blair's follows to Shoot Kick. Just have the follows be one kick presses. There's really no sense in having to perform additional quarter motions for rekka type moves like this. Especially when said chars have conflicting commands with QCF/B x2 super motions. It makes it more complicated than it needs to be. Also, he can't SC from SRK into air super tatsu and that makes me sad. :( Cuz he can in the EX series.

I'm not gonna leave a list of stuff, as you're just releasing these for the sake of it. However, honestly it wouldn't take you much to fine tune these and just release them officially... Well, I say that having only played with Ryu and Cyborg. There's only a handful of people that could finish these properly and give them the finishing touch they need. Sad that you aren't motivated to do so, so close to the finish line. Though I can relate, especially now. IDK tho... I may be willing to update these to my current status. Well... Everyone save for Ken... And Evil Ken... I could consider him(Evil Ken), but I'd need a better voice than that edited Hugo voice... :gonk: Didn't somebody send you some custom voices for him?
    

Re: How long does it take you (on average) to make a character?

 December 02, 2019, 06:39:09 PM View in topic context
 Posted by DW  in How long does it take you (on average) to make a character? (Started by Kolossoni October 08, 2019, 10:46:45 AM
 Board: M.U.G.E.N Discussion

Depends on a lot of factors, like 2OS pointed out. The complexity of the char comes into question as well. For someone really simple, like KFM, it took a little over a month. For Hiryu however, it took about 5-6 months, because of all the goddamn helpers and nuance.

Motivation definitely plays a role as well. Along with work and other stuff. I'd said about 3-4 months on average. With like, a one month minimum, even for the easiest of chars.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 November 26, 2019, 06:32:38 PM View in topic context
 Posted by DW  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 PM
 Board: Your Releases, older Mugen

I'm not making my char 1.0. If I get someone to do AI for them, they will more than likely use AILevel as opposed to var. This makes them incompatible with Win, tho that's it. I'll retain their default versions and put them up as "DW[char name]". I'm not putting char specific winquotes. Doesn't matter to me.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 November 23, 2019, 03:43:38 AM View in topic context
 Posted by DW  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 PM
 Board: Your Releases, older Mugen

I'll test to confirm. Sounds more like whoever you got chipped out with may have something like, indefinite time(-1) for the last frame of said state. Without a time stipulation to send them to their lie dead state, the match won't end until Mugen forces it to end. We'll see though.
    

Re: Jin Kazama

 November 23, 2019, 03:39:58 AM View in topic context
 Posted by DW  in Jin Kazama (Started by Infinite Intel. November 22, 2019, 06:04:30 PM
 Board: Your Releases, 1.0+

I was actually about to contact you and ask you about him. I thought I had missed this or something. Congrats on your release. I'll be trying him out and getting back with you.
    

Re: Suprizle's WipHouse: Jin Saotome!

 November 23, 2019, 03:37:11 AM View in topic context
 Posted by DW  in Suprizle's WipHouse: Jin Saotome! (Started by Suprizle July 10, 2012, 11:46:50 AM
 Board: Projects

Very nice color separations. I'll try to crack out a pal for each one respectively....but...don't hold me to it. :P I love all the options it gives them, but get discouraged with making pals for such extensive CSs. I actually like the 1-2-3 level super layout you have. I get down with C-Groove lol. I don't think you have the meter attack gain mechanic tho. Up to you tho. If you do decide to keep it, maybe you can add the ability to cancel lv2 supers into specials like C-Groove. Along with applying the meter attack increase mechanic. Wouldn't be much trouble at all.