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Re: Streets of Rage 2 Bonus Game + 6 Chars

 August 18, 2015, 03:29:53 pm View in topic context
 Posted by Unstabler  in Streets of Rage 2 Bonus Game + 12 Chars (Updated 6/30/2022) (Started by K-Fox September 05, 2014, 04:51:54 pm
 Board: Your Releases, 1.0+


This is an awesome bonus game, thanks!

Just a few minor issues I noticed:
  • When you successfully hit an enemy with Raiden's torpedo attack (Raiden by Omegapsycho), the enemy is not pushed back - it stays frozen in place while hit by attack

1. That sounds like a character-specific problem. I'll check out the character myself to see what is wrong. There may be something I can do to 'fix' this problem.

That would be great, thanks.  This same "freezing" problem also occurs when successfully hitting an enemy with Liu Kang's bicycle kick (MKII Liu Kang by Omegapsycho)

Also, when Scorpion's harpoon attack (Scorpion by Omegapsycho) successfully connects, it makes the enemy sprite temporarily disappear, and only sometimes it pulls the enemy sprite towards you.  If the enemy sprite does come towards you, they are not dizzy.

I also noticed that with some characters, when they successfully perform a throw attack against an enemy, the enemy's sprite appears misaligned (e.g. Sagat by DivineWolf)

Screenshots:
Spoiler, click to toggle visibilty
    

Re: Streets of Rage 2 Bonus Game + 6 Chars

 August 17, 2015, 01:10:10 pm View in topic context
 Posted by Unstabler  in Streets of Rage 2 Bonus Game + 12 Chars (Updated 6/30/2022) (Started by K-Fox September 05, 2014, 04:51:54 pm
 Board: Your Releases, 1.0+

This is an awesome bonus game, thanks!

Just a few minor issues I noticed:
  • When you successfully hit an enemy with Raiden's torpedo attack (Raiden by Omegapsycho), the enemy is not pushed back - it stays frozen in place while hit by attack
  • When an enemy successfully defends against an attack (e.g. Barbon), it still results in the successful hit sound effect rather than the "attack blocked" sound effect
  • In some stages like JeanBureau's Australian Outback, the powerups are hidden by foregrounds.  I'm not sure if there's anyway to ensure they are always visible?
    

Re: APR/13/2015 MKII LIU KANG Released & Some other MK chars update.

 April 22, 2015, 01:28:20 pm View in topic context
 Posted by Unstabler  in NOV/08/2015 KINTARO from MK2 RELEASED (100% REMAKE) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, 1.0+

Loving this Liu Kang, thanks!

One minor thing I noticed is that you cannot charge LK to perform the bicycle kick while blocking.  In arcade MKII however you can.

Please disregard.  For some reason now it seems to work.  Thanks.
    

Re: MAR/08/2015 Shang Tsung, Rain, New Ermac Release and All MK1 roster Update.

 March 09, 2015, 09:49:04 pm View in topic context
 Posted by Unstabler  in NOV/08/2015 KINTARO from MK2 RELEASED (100% REMAKE) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, 1.0+

Another phenomenal release and excellent updates Omegapsycho!  Thank you!

Not sure if this is a bug but I was trying to throw Shang Tsung as various characters (e.g. Ryu by PotS, Guile by Jmorphman) and the throw would frequently fail even when I was standing right beside him.
    

Re: FEB/13/2015 JADE from Mortal Kombat II Released

 February 22, 2015, 08:33:07 pm View in topic context
 Posted by Unstabler  in NOV/08/2015 KINTARO from MK2 RELEASED (100% REMAKE) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, 1.0+

As usual, loving your latest MK releases Omegapsycho!

Just a few very minor things I noticed:

  • When each of Kitana's Fan Throw and Fan Slice, and Baraka's Blade Slice and Shredder hit an opponent, they should trigger the opponent to make a get-hit scream (similar to hitting them with a jumping kick or uppercut)
  • The in-game pause screen images for your MK characters are awesome but they cut off when using widescreen screenpacks (e.g. Legacy)  Is there any chance you will include a widescreen version of these pause menus in future updates?
  • Your MK characters each have default Power of 3000, but since they can't use a power meter, should this be changed to 0 instead?

Thanks again!
    

Re: Mortal Kombat II BARAKA Released & KITANA Update

 January 26, 2015, 06:18:11 pm View in topic context
 Posted by Unstabler  in NOV/08/2015 KINTARO from MK2 RELEASED (100% REMAKE) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, 1.0+

YES!  Thank you again Omegapsycho!  :D
    

Re: Rolento (updated 01/18/15)

 January 19, 2015, 05:56:56 pm View in topic context
 Posted by Unstabler  in Rolento (updated 01/22/15) (Started by Jmorphman December 23, 2014, 12:58:41 am
 Board: Your Releases, 1.0+

He has a bug with his take no prisoners super on 2 on 2 battle. When he catches both opponents at the same time with his take no prisoners super & is about to hang them mugen freezes.
I can't reproduce this?
Spoiler, click to toggle visibilty
the second target is dropped to prevent that MUGEN bug that causes this.

I did however notice that if you hit one opponent, and then a few ticks later the other opponent walks or jumps onto the wire hitbox, they will also be hit. But then the move fails to proceed to the hanging point anyway, it just activates a failsafe and ends the move. But I just fixed that and now the only way both opponents can be hit with the wire is if they're hit at the exact same time.

I also found a mugen game freeze bug with your Ryo & it happened on 2 on 2 battles as well. Same situation but with his Moko Raijinsetsu....both opponents get hit by it & mugen freezes.
this though, I did get to work. I'll apply the same solution I did to Rolento for Ryo.

By way of background, this issue with Rolento was previously discussed here.  However it may now be fixed?
    

Re: Eternal Champions: Challenge From the Dark Side Sprite rips

 January 11, 2015, 06:36:25 pm View in topic context
 Posted by Unstabler  in Eternal Champions: Challenge From the Dark Side Sprite rips (Started by Glisp November 23, 2010, 06:09:46 am
 Board: Resource Releases

Thanks for the tip on the color emulation and using Trident's stage.  Just to clarify, Gens cannot generate Lua scripts, but it can run them.  The script itself would have to be coded based on the hitbox data stored in EC's memory addresses.  Finding the correct memory addresses that correspond to the hitboxes is a complicated and tedious process.  I believe Felineki used the mame debugger to find source-accurate hitbox data for his SSF2T Akuma.
    

Re: Eternal Champions: Challenge From the Dark Side Sprite rips

 January 10, 2015, 06:11:52 am View in topic context
 Posted by Unstabler  in Eternal Champions: Challenge From the Dark Side Sprite rips (Started by Glisp November 23, 2010, 06:09:46 am
 Board: Resource Releases

This is awesome, thanks.  It's funny I just noticed your posting as I just recently started playing Challenge from the Dark Side for the first time (I grew up playing the original EC)  I also just learned how to rip sprites and was thinking of ripping a full sprite sheet of either Trident or Xavier who are my favorite characters, and possibly learning how to code them.  I too would love to see more source accurate EC characters in Mugen.

Edit: I also learned recently that since Gens supports Lua scripts, it may be possible to generate source-accurate hitboxes for both EC games with the right lua script.  See:
http://combovid.com/?p=956
http://ystc.ru/gens-lua.html
    

Re: Dec/27/2014 Mortal Kombat 2 KITANA by OMEGAPSYCHO Released

 December 28, 2014, 04:45:49 am View in topic context
 Posted by Unstabler  in NOV/08/2015 KINTARO from MK2 RELEASED (100% REMAKE) (Started by OMEGAPSYCHO November 03, 2013, 10:00:09 am
 Board: Your Releases, 1.0+

YESS! Thank you my friend!
    

Re: Gill, Vega, & Wolverine by Froz

 December 27, 2014, 07:57:36 am View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, 1.0+

For Wolverine, the following attacks do not show blood when connected even when blood option is turned on:
  • Standing Fierce
  • Both throws
  • Fatal Claw (this may be intentional)
    

Re: Gill, Vega, & Wolverine by Froz

 December 26, 2014, 09:20:59 pm View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, 1.0+

Sorry I did not realize, apologies if I offended you Froz.  Thanks again for sharing.
    

Re: Gill, Vega, & Wolverine by Froz

 December 26, 2014, 09:03:07 pm View in topic context
 Posted by Unstabler  in Gill, Master Bison (Vega) & Wolverine by Froz (Started by Froz December 26, 2014, 07:24:34 pm
 Board: Your Releases, 1.0+

Thanks for this release!  I LOVE what you did with Wolverine!  He's almost perfect!

My only nitpick is that his AI seems non-existent.  Any chance of an AI patch in a future release?
    

Re: MORTAL KOMBAT 2 NEW character Trailer by OMEGAPSYCHO

 November 16, 2014, 12:02:40 pm View in topic context
 Posted by Unstabler  in MORTAL KOMBAT 2 NEW character Trailer by OMEGAPSYCHO (Started by OMEGAPSYCHO November 16, 2014, 04:52:20 am
 Board: Projects

Yes!!
    

Re: NoZ's Legacy Custom Portrait Thread

 November 11, 2014, 01:49:19 am View in topic context
 Posted by Unstabler  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Edits & Addons 1.0+

As a huge fan of this screenpack and Omegapsycho's characters, I thought I'd share some small and lifebar portraits I made:

Small 9000,0:
Spoiler, click to toggle visibilty

Lifebar 9000,3:
Spoiler, click to toggle visibilty
    

Re: NoZ's Legacy Custom Portrait Thread

 October 14, 2014, 08:22:25 pm View in topic context
 Posted by Unstabler  in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
 Board: Edits & Addons 1.0+

Great portraits everyone!  NoZ has truly outdone himself with Legacy and has now made me a widescreen convert (though I'm still trying to get the hang of converting my stages)

Requesting photos set for the following characters, i picked some images just to give an idea but if better images could be found im not really married to any of these.

E. Honda
Spoiler, click to toggle visibilty

Dhalsim
Spoiler, click to toggle visibilty


I would also greatly appreciate ports of E.Honda and Dhalsim.  Thanks!

    

Re: Mortal Kombat X (Last update on 10.06.14)

 June 11, 2014, 05:25:27 pm View in topic context
 Posted by Unstabler  in Mortal Kombat X / XL (Started by "Bad News" Hoffmann June 01, 2014, 08:19:49 pm
 Board: Fighting Games

    

Wanted M.U.G.E.N Tools

 June 02, 2014, 06:17:22 am View in topic context
 Posted by Unstabler  in Wanted M.U.G.E.N Tools (Started by Unstabler June 02, 2014, 06:17:22 am
 Board: Idea Engineering

As previously mentioned, I was thinking that I would like to try and program some new tools for M.U.G.E.N, and I was wondering if the community could provide some suggestions/feedback on this subject, or direct me to an existing list of wanted tools (if it exists).

Some examples of tools I was thinking of include:
  • A tool that runs through the code of selected characters and tries to catch and display as many coding errors as possible.  A possible example of the types of errors that could be caught are listed here.
  • Similarly, perhaps a tool that can catch common coding omissions/suggestions as listed here for characters and here for stages.
  • A tool that would automatically generate an animated GIF preview of selected stages.  This could be useful for providing previews of stages without having to record videos and upload them on YouTube.
  • A tool that provides a window that lets you easily adjust parameters of a particular stage and preview those changes in a window without having to constantly re-open M.U.G.E.N
  • A tool that converts characters or stages to different M.U.G.E.N versions
  • A tool that generates an HTML reference guide for all chosen characters.  It would provide all stats, provide all movesets with visual command inputs and animated GIFs of each of your character's moves.
  • A tool that goes through your M.U.G.E.N directory and lets you know if there are any characters, stages, or background musics currently not being used.
  • Similarly, a tool that goes through selected characters or stages and lets you know if there are any sprites, sounds, animations, or command inputs that are unused.
  • A tool that converts M.U.G.E.N code files into HTML files that would link each stated M.U.G.E.N trigger and StateDef parameter to its definition as stated on the Elecbyte format, and color codes user variables, constants, etc. for easier viewing
  • A tool that adjusts all stages so they will maximize their zoom without showing any gaps
    

Re: Best development software to create an opensource version of MUGEN?

 May 29, 2014, 07:13:56 pm View in topic context
 Posted by Unstabler  in Best development software to create an opensource version of MUGEN? (Started by Unstabler May 26, 2014, 02:09:09 am
 Board: M.U.G.E.N Discussion

Thanks for the reply.  I had heard of I.K.E.M.E.N. but I did not know it was open-source.  I also just noticed xnaMugen, an abandoned open-source project, on MFG forums, JMugen (another open-source clone) and a bunch of other MUGEN clones as discussed on RandomSelect.

Since there are already a few clone engines in development, I may redirect my efforts to instead trying to create some valuable MUGEN tools.
    

Re: Which Resolution Do You Run/Want To Run MUGEN At?

 May 29, 2014, 07:05:40 pm View in topic context
 Posted by Unstabler  in Which Resolution Do You Run/Want To Run MUGEN At? (Started by two4teezee May 27, 2014, 04:22:41 am
 Board: M.U.G.E.N Discussion

640x480 windowed