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Messages by Flamekyo

    

Re: Evolution 2. (1.0) Collaboration with GrayFox/BIGBOSS

 July 11, 2012, 09:12:59 pm View in topic context
 Posted by Flamekyo  in Evolution 2. (1.0) Collaboration with GrayFox/BIGBOSS UPDATED7/26/2012 ! (Started by QuickSilver July 11, 2012, 09:05:23 pm
 Board: Projects

Looking really Nice,

Im definitely looking forward to this, i like the fact that the select screen isnt OverKill with 50+ Slots.

Keep it up.
    

Re: Observation V

 June 23, 2012, 05:19:47 am View in topic context
 Posted by Flamekyo  in Observation V (Started by Flamekyo June 23, 2012, 03:17:11 am
 Board: Your Releases, older Mugen

Bro, I really like your stage but I can already point out a lot of things.

- On both left and right floor edges look out for a solid vertical line that looks like it is part of the planet background. You could have avoided that with deltas or less numeric values on your left and right bounds.
- There's gradient colorloss on the leftmost blue monitor with the text and some of the edges on those monitors look too sharply cut.
- The honeycomb grid applied on the floor looks too flat and unidimensional instead of creating a sense of perspective.
- The black sections that separate the glass windows do not connect with their appropriate shadows on the floor.
- To much black on the top...could've been more interesting up there since it is a superjump stage.
- And my biggest gripe of all is that with all these days ahead left for submission you could've easily come up with a parallax solution for the floor adding code value to the stage.

I'm sorry if any of this sounds like bashing but as a fellow competitor and follower of your stuff I had to put it out there.

I still enjoy this stage a lot though.

Well, here's the thing, with all of the Updates im working on, DeadPool, Cinder, Couple of my LowRes Stage etc...... I wanted to release the stage now so i can finish the Updates, but then again, you're right about the amount of time, lol    guess i didnt think this out all the way  ;P

But that doesnt mean i wont be updating this stage in the future, after the Competition.

Thanks for the feedback.
    

Observation V

 June 23, 2012, 03:17:11 am View in topic context
 Posted by Flamekyo  in Observation V (Started by Flamekyo June 23, 2012, 03:17:11 am
 Board: Your Releases, older Mugen

    

Re: Stage Creation Competition 2012

 June 23, 2012, 03:16:55 am View in topic context
 Posted by Flamekyo  in Stage Creation Competition 2012 (Started by ExShadow June 04, 2012, 04:41:34 pm
 Board: M.U.G.E.N Discussion

    

Re: The Untold Grounds

 June 15, 2012, 05:44:37 am View in topic context
 Posted by Flamekyo  in The Untold Grounds (Started by Insigniawarfare June 13, 2012, 04:00:12 am
 Board: Your Releases, older Mugen

Nice Stage Nero,

This isn't for the Competition...?  I wonder what stage is for the competition  :ninja:
    

Re: DeadPool Update 2, 6/2/12

 June 15, 2012, 05:26:30 am View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

feedback:
-"Aerial rave" message will appear on any combo containing 4 hits or more along with the heavy version of the Katana-Rama move even if you didnt launch the opponent in the air

-I know the heavy version of Katana-Rama is supposed to OTG, but there should be a limit to the amount of times he can OTG in one combo because if you just spam the Heavy version of Katana-Rama in the corner it becomes an infinite

-is it just me or is the damage dampener too strict?

-he is missing his forward+Medium overhead attack

-The heavy version of gun trigger should aim in an upward angle and the light version should shoot low like in MvC3

-in MvC3 Deadpool's teleport would cause him to selfdestruct and deal a small amount of damage to him if you used the teleport 3 times in a row on the third time.

-if this is supposed to be an "MvC3" deadpool where is his X-Factor?

nitpick:
Y U NO MAKE HIM MOONWALK WHEN WALKING BACKWARDS  D:<



overall not a bad deadpool, Very nice job :)

Aerial Rave sound shouldn't appear unless you do an air combo, including Air to Ground, to OTG, but ill look into it, i might have missed something.

The Katana Rama Heavy OTG is being fixed, im gonna make it so that the enemy can recover after being OTG'd into Chimichanga

The Damage dampener is being tweaked a bit, and Damage on the Supers have been raised.

About his Forward-OverHead Medium Kick, im trying to edit some sprites to make that move, so hopefully on the next update he will have it.
This also goes for his Diagonal Up Trigger, and MoonWalk ( Well maybe, been having a hard time trying to make his moonwalk  :P )

Im working on making the teleport move so that after he does it three times, his belt explodes and makes him fall down. Again, Hopefully this will be in the next update.

X-Factor wasn't included due to the amount of damage he already gives,( which is also being tweaked )

Also, most of the Feed Back given earlier is also being worked on, especially that : Air to Ground, into OTG Repeat infinite, UMvC3 stated about.

Thanks for the FeedBack.


I can't download D-Pooly...  :(

please re-upload the download link...

The Link works fine for me,  here's the Direct Link, let me know if it still doesn't work.

http://www.sendspace.com/file/kow5r1



Note - Sorry for the delay on DeadPool Update 3, i've been a bit busy working on my Stage Entry for the Stage Competition.


Thanks for the Feedback.
    

Re: THE NEXUS SCREENPACK ALTERNATE LIFE BARS!

 June 11, 2012, 11:38:44 pm View in topic context
 Posted by Flamekyo  in THE NEXUS SCREENPACK ALTERNATE LIFE BARS! (Started by SOLIDUS SNAKE June 11, 2012, 05:40:06 am
 Board: Your Releases, 1.0+

Dam, Good Shit.

Been waiting for these, well worth the wait.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 June 08, 2012, 01:18:56 am View in topic context
 Posted by Flamekyo  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Didn't know whether to put this in Requests or here......



Im assuming this stage is by Motvn, but i dont know the name nor where to download it.

Please help.
    

Re: M.U.G.E.N Screenshots V2

 June 08, 2012, 01:02:40 am View in topic context
 Posted by Flamekyo  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

Dam NoZ,

Good Stuff so far..........  for now  >:D
    

Re: Stage Creation Competition 2012

 June 05, 2012, 12:23:29 am View in topic context
 Posted by Flamekyo  in Stage Creation Competition 2012 (Started by ExShadow June 04, 2012, 04:41:34 pm
 Board: M.U.G.E.N Discussion

    

Re: Stage Creation Competition 2012

 June 04, 2012, 08:46:21 pm View in topic context
 Posted by Flamekyo  in Stage Creation Competition 2012 (Started by ExShadow June 04, 2012, 04:41:34 pm
 Board: M.U.G.E.N Discussion

Oh Hell Yeah,

I'm definitely in  :twisted:
    

Re: DeadPool Update 5/31/12

 June 03, 2012, 07:16:43 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

A little better....but there are still a couple of things that need to be addressed.

-Quick Work should not have a pose at the end, since Deadpool in Marvel 3 is able to, with proper timing, dash at the target and combo while they are in the air.
-Katanarama L and M should not launch the opponent into the air when done on a standing opponent, instead the should just knock down so that they can't be combod after unless M Katanarama is cancelled to Chimichangas.
-Deadpool should be able to chain from a stand to crouch attack or vice versa.  For instance, your Deadpool cannot combo off crouching L to standing M and H.
-Standing S still has way too much velocity.  Deapdool shouldn't move forward all that much during the move.
-The gun burst on aerial Trigger Happy is misaligned as Deapdool falls.  It should be bound to the gun to look right.
-Aerial L Ninja Gift still OTGs when it shouldn't.
-Deadpool's crouching L in Marvel 3 is his low toe kick thing, what you have here as crouching M.
-He should be able to cancel any of his Trigger Happy specials into any of his Ninja Gifts.  Right now he can only cancel to the one with the corresponding button. 
-I also forgot to mention that L Trigger Happy should have him crouching, to catch short opponents.

Do you own a copy of Ultimate MVC3 yourself?  If you do, I can give you much greater detail of feedback.  It's hard to explain all the other things I see wrong with him.  Much better than the original though, nice update.


Quick Work has been fixed.

Katana Rama L and M knock the opponent down instead of launching them, although i might give Katana Rama M a small Y-Boost.

The crouch attacks chaining to standing attacks and vise versa is an easy fix.

Ill decrease the velocity on standing and crouching S.

The gun burst FX can be fixed with added bindtime or bindtoroot, easy

Aerial L Ninja Gift, no longer OTG's.

Crouch L is being changed to the toe kick.

I can make it so that every Trigger Gun can cancel into any Ninja Gifts.


I have UMvC3, but not at the moment, i lent it to my nephew, hopefully ill get back by the end of this week.

------------------------------



DeadPool Update 2 has been released, check first post :

Update Info
Spoiler, click to toggle visibilty

Note - Button Layout has been switched back.
    

Re: DeadPool Update 5/31/12

 June 01, 2012, 11:38:07 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

MvC3 announcer is better IMO and MvC2's is overused

Also
Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?
I miss the old layout aswell :(

MvC3 announcer it is then.

Yeah, i like the original layout my self, i only changed it because it seemed more easy when played with on a JoyStick.

I will switch it back.

Thanks
    

Re: DeadPool Update 5/31/12

 June 01, 2012, 06:55:59 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

Uploading a video of the infinite soon, youtube is being a butt

Here it is, I like doing the infinite, especially for combos like at the end
http://www.youtube.com/watch?v=FOunp13WSz4&feature=youtu.be

Light, Medium, Heavy, Launcher, Air heavy, Air heavy, double jump, Air heavy, air heavy, jump, Air heavy, Air heavy, repeat

reminds me of MVC2 lol

Nice, Thanks for uploading this video, i wasn't aware of this infinite, it's an fix any how.


Nice update hes getting much better but what i said in the first page.

During Deadpool back grab the placement of your opponent needs to be change.
Edit: If you cant just change the placement of the opponent cause im not really sure since i have never made a character then maybe it would look right if he teleports behind your opponent after he stabs your foot then shoot him in the back of the head into that direction.
Also during his happy trigger super if he gets hit when he does it his super background does not disappear.
Also he still can do a 13 hit combo while your opponent is in mid air just by punching him i think that should be lower some more.

Here is the video about the grab and the super.

[Youtube]http://youtu.be/2xMyR3L3cac[/youtube]

I've been trying to the fix the grab, and having him teleport behind the opponent is a good idea, im gonna try that.

Air Punch combo with be lowered like i said earlier.

And the Hyper BG is an easy fix as well.

Thanks for the feedback.

Next update will have a combo announcer as well, still deciding whether to use MvC2 announcer or MvC3 announcer, IDK.
    

Re: DeadPool Update 5/31/12

 June 01, 2012, 12:54:30 am View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?

I can change it back if you want, not a big deal really, pretty simple to fix.


feedback

after launcher you can just spam the punch attack and take out almost half of the opponents health, i suggest either limitting how much you can hit with that OR adding a damage dampener cause that is just to much.

he does not need envshake in all his basic attacks? that is just a mess why do that. a little is fine (though you need none) but it gets to the point i can see the underlining black on the training stage in mugen. you normally don't need env shake on a characters basics unless its like someone massively big.

his taunt button you should get a more comic looking effecting and make it NOT reverse itself when playing backwards that is to say the word taunt won't be backwards. so essentially 2 different sprites for the anims.

his gutting time messes up in the corner horribly on the last hit he misses and the super BG NEVER goes away. I think you should change the effects on the slash to blood and straight slashes while putting p2 into a custom state that would both look better as well as fix this bug. also if you miss with gutting time he starts floating in the air till you hit again. you should also give the gutting time super a sword sound when it hits rather than a generic punch/kick sound.

thats all i noticed nice update still. a few things were definitely fixed gutting time needs alot fixing though.



Ill fix the punch attack so that it gives off less damage, ill also set it so that you can only do 3 hits maximum with the punch attack to limit any potential spamming.

Adding slash sounds to the cutting time will be an easy fix and adding slash FX is a good idea too.

The envshake could be exclusive to strong attacks and supers, will fix.

As for the Cutting Time problem with the hyper bg, i've been trying to fix it and it will be fixed in the next update, i plan on adding a Combo Announcer as well.


Thanks for the feedback bro, really helpful.

    

Re: DeadPool Update 5/31/12

 May 31, 2012, 11:03:02 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

DeadPool has been Updated

Check first post.

Update Info
Spoiler, click to toggle visibilty



Air combos dont work/connect at all with characters (Well, except himself)

I tested the combos, ground and air on KFM and they worked OK, if they work on him then they should work OK on other characters as well..... ill look into it if it's still a problem.

Spoiler, click to toggle visibilty



Note - Forgot to mention this in the Update Info, poweradd has been amped up, small update on that, nothing major.



Also, if you find any other bugs or if something still seems wrong, please let me know.

Thanks.
    

Re: DeadPool

 May 30, 2012, 11:57:39 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

Quote
The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,      my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   

Thanks for the Info Bro, really helpful

No problem sir. This is a very good char. All he needs is some fine tuning, and he'll be a great char. "Cutting Time" works the same as Sabretooth's "Berserker w/e....." where he dashes back and forth, cutting the opponent. I'm not trying to tell you what to do, sorry if it came off like that. It's fine if you want to keep it that way, it's all about your personal preference sir. Looking forward to his updates.  :)

Thanks Bro, yeah i really appreciate this feedback, i've been working on him for a while and i want him to be good, nonetheless fun to play with.

Update will be released, hopefully today, i caught a small cold so i got to go get some medicine and i wont be home for a couples hours.

Please if you find any other bugs that havnt been posted already or if you think something is off.... let me know so i can fix it.
    

Re: DeadPool

 May 30, 2012, 11:25:08 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

um toss toss a spinning sword i guess would of been the better word.

my bad i confused myself i am referring to the quick work super where he says its guttin time.

Ah, gotch ya, being fixed bro.


here an image of the clone stuff(in high speed capture)






Nice, Thanks for the screen shots, really appreciate it, working in it now.
    

Re: DeadPool

 May 30, 2012, 10:55:18 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

I've been looking forward to this. Congrats on the release.

Thanks


-IMO, you should consider adding StopSnd state controllers at the start of the Gun Trigger (and its follow up) attacks. It's really easy to spam its sound clips.
-The follow up system for the Gun Trigger moves doesn't make sense to me... I can cancel into a new move by letting go of the attack button used to start the Gun Trigger attack, but I can also press that button to achieve the follow up as well? Why isn't it one or the other?
-Two sounds play when landing.
-Quickwork uses the hitsound of LP.
-Why are p1's pausetimes lower than p2's in some of the normal hitdefs?
-C.LP's ground velocity is higher than C.MP.

-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
 
Quote
ground.slidetime = 5 ,ground.hittime  = 12

Slidetime and hittime should [usually] be the same.  :yes:


Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%2)+(random%3)
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

:grrr:

Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%3)
volume = 200
channel = -1
freqmul = 1.0


-Lingering FX


-Throw in the corner


-Katana-Rama 1 -> Chimichanga is an infinite in the corner. This infinite can also be initiated from mid screen by dashing after Chimichanga because the dash goes so far.


Stopsnd controllers are being added.

As for the Gun Trigger follow, that has been fixed.

Thanks for the feedback Bro.


Considering how the sprites have been resized quite poorly, Deadpool doesn't even have a Deadpool palette and his gameplay is... While sufficient, I suppose, not really even that fun, plus the use of those ridiculously sized hitsparks on an already worried and distorted sprite set...

I'll be sticking with the classic.

Resized?

I didn't resize any sprites bro, and you said "DeadPool palette", he has 4 palettes that look similar to that of MvC3.

The hit sparks looked OK, size wise IMO


Alright, so here's a quick breakdown....


First off, there's some debug stuff going on there. Don't know if that's a problem or not. Now, when firing his guns and cancelling out of then into something like "Pineapple Surprise", the flare from his guns stay there for awhile before disappearing. As if he's still shooting his guns in that spot. Also, "Pineapple Surprise" just disappears when it hits the ground. It should bounce forward and then explode regardless. His trip is the typical low roundhouse of many chars. However, in MvC3 it's a slide. Which is good for pursuit. Perhaps that can be edited/updated in the future. He doesn't have his overhead flip kick unique attack. This is very useful in MVC3, when cancelling out of his trip if blocked, into said flip kick. Also, no Advancing Guard...?



These black "shades" or whatever appear whenever you shoot the ground while in the air. Notice it next to KFM.



When you hold back and grab, this happens. It looks weird. Also, there's no slash sounds for when DeadPool sticks his katanas into the opponents feet. And there's no slash hitspark for this.



The slash fx on this move seem to broad/big to me. Also, the opponent isn't supposed to move around while getting hit by this move. They should just stand in the middle, as DeadPool slashes them.

Supers can only be performed with x+y, when variants should be there (x+b, b+y). Also, you could make use of either c or z, making one of them x+y+b(all 3 atks) like in MvC3. Advancing Guard is very much needed. Perhaps add a counter as well. He feels pretty solid overall though. Isn't his counter Hyper supposed to be a Lv3? Feels extremely nerfed the way you have it currently. Still, thanks for the release and share.

The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,  ;P    my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   ;)

Thanks for the Info Bro, really helpful


In addition to what DivineWolf said, I have this to offer you.

-Your normal animations should be switched around. .  What you have for s.M should be s.H, and should have knock the opponent backwards more.
-What you have for c.M should be c.L.
-Your c.H needs a velocity so it will emulate the slide.
-Deadpool's S has too much velocity, it should not travel as much as you have it.
-The H version of Trigger Happy (both ground and air) is supposed to be an anti air.  What you have is a horizontal gun blast.
-Aerial L Trigger Happy should OTG.  It does not on yours.
-However, L Ninja Gift does, when it should not.
-H Ninja Gift is supposed to be a bolo that temporarily stuns the opponent.  It's a pretty essential part of Deadpool's BNB so I was a little surprised you changed it.
-When performing Ninja Gifts, Deapdool's HAVE GUN WILL SHOOT or STINGS DON'T IT voice clip should stop before beginning the voice clip for Ninja Gifts.
-I don't know how to describe it, but your Ninja Gifts cancelling feels.....strange.  All you should have to do is press the attack button while Trigger Happy is active.  I also notice you cannot perform Ninja Gift before the gunfire is active, which you should be able to do.
-Quick Work has WAYYYYYY too much startup time, and all versions seem identical.  The L is supposed to be a fast low hitting version, for instance.
-You are not meant to be able to cancel the L version of Katanarama into Chimichangas.  That is exclusive to the M and H versions.
-Chimichangas does not function properly in the corner.  Instead of sending them bouncing across behind Deadpool as he turns around, it merely relaunches them.  This creates an infinite/loop in that Deadpool can jump up to do an air combo and H Katanarama to Chimichangas until their health is completely gone.
-Happy Happy Trigger the way you have it functions slightly improperly because Deadpool switches to only one gun in the middle of the move.  This may seem cosmetic, but it also reduces the vertical range.
-Deadpool recovers far too soon after Guttin' Time, allowing him to combo after the move when he shouldn't be able to.
-His taunt only has one voice clip, while it is supposed to alternate.  There's also the lack of a speech bubble, which is kind of important as his taunt is also an attack.
-"How did anyone ever enjoy these games without me in em?"  That's a special intro against Dante.  In yours it's a normal intro.
-Your timer over clip is wrong too.  It's supposed to be "Takes a lickin' and keeps on....eh, guess not."



A lot of these are simple fix's, and the time over clip, i completely forgot DeadPool had that.... lol

Everything is being fixed.



the pinapple surprise and present for yah, creates clones when hit.

Really?  can you please show me in a screen shot, tested it and it doesnt seem to create clones, unless something else wrong.....?


- Why isn't the default palette on X or A ?
- Intro voice could get a stopsnd if the intro is skipped in the middle.
- Forward dash has no dash sounds.
- F+y throw has cornerpush which looks strange.
- Remove shadows from Gun specials effects please.
- Deadpool is standing slightly in the air after 4th Wall Crisis.

Quote
-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
Nope. :P
min(random%2) = 0, max(random%2) = 1
min(random%3) = 0, max(random%3) = 2
min(random%4) = 0, max(random%2) = 3
So min[ (random%2)+(random%3)+(random%4) ] = 0 , max[ (random%2)+(random%3)+(random%4) ] = 1+2+3 = 6
Hence it can be written s200,1+random%7 if you're only talking about the min and max values.
But this code doesn't make any sense anyway to begin with ...

Again, simple fix's, most of these have been fixed

I think the default palette isn't x or a because of the way i mapped the buttons, not sure though, ill look into it.


the air combo with the basic punch is pretty broken.

why do i have to hold down the gun button to keep firing or it goes into pineapple surprise?

katana rama looks really weird to say the least id change the hitsparks to something like blood and slashes related not sideways stuff, also keep p2 in that spot during the move.

why doesn't TAUNT BUTTON still damage that was in the original of this character as well why get rid of it? its in mvc3. theres not even a comic box for it.

remove shadows on your helpers/projectiles.

not to sure why you turned katana rama into another throw it should be a slash with his sword

you need hitoverides on your helpers to prevent clones from appearing if they are hit before they explode.

he needs some work thats for sure. his combo system also feels weird and not like mvc3 at all.



The air combo can be fixed with either changing the timing of the animation or the pausetime, will fix

You dont need to hold down the gun button, you need to press it twice in order to do the pineapple surprise or any of the other mid air projectiles, not sure why you have to hold it down.

Also, im bit confused at what you said about the Katana Rama, cause you said to keep the enemy in one spot, are you talking about the QuickWork move or the slash move....?

Either way, Im giving the katana rama a slash hitspark similar to that of Hayato.

Shadows have been removed

Taunt button hitdef is being added

Katana rama isnt another throw....... it's a separate move from that of the throw, not sure what you mean by another throw really....





Thanks for Feedback everyone, ill be back with the update soon

 
    

Re: DeadPool

 May 30, 2012, 08:27:05 pm View in topic context
 Posted by Flamekyo  in DeadPool Update 2, 6/2/12 (Started by Flamekyo May 30, 2012, 07:56:33 pm
 Board: Your Releases, older Mugen

Very similar to MVC3 you say.  Seeing as how Deadpool is the point character on my team, I'm interested in what you mean by this.  Are you basing him on Vanilla or Ultimate?

More on the side of Ultimate

I was lookin forward for this day!! Finally I'm changing this deadpool for a better one :)
Downloadin' right now!

Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Thanks

No plans for 1.0, although i think he'd work fine either way, not sure.