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Messages by Swanky

    

Re: Spawn MVC2

 May 13, 2022, 10:40:34 AM View in topic context
 Posted by Swanky  in Spawn MVC2 (Started by JJkoolaid May 12, 2022, 09:03:34 PM
 Board: Your Releases, 1.0+

Currently the best Spawn out there. Feels a bit edgy here and there, mostly because the animations are not very fluid in places; missing sprites and all that. Not holding it against you. Cape "animation" during FF is close to giving me a seizure though.
Other stuff that I found (in Mugen 1.0):
- QCF x will miss if the opponent is close
- QCF y will miss if the opponent is close, projectiles aren't masked
- QCF b (the grab) has a noticeable and slightly awkward delay between him jumping back and the knockdown effect of p2.
- all characters that I've tried (Mai, Spawn, Bloodrayne and Spider-Man) give a debug flood with x state has no 0th partner warning.
    

Re: All stages updated to Mugen 1.0

 April 16, 2022, 08:02:47 PM View in topic context
 Posted by Swanky  in All stages updated to Mugen 1.0 (Started by PotS April 14, 2022, 06:45:20 PM
 Board: Your Releases, 1.0+

Guess I need to update some of my stages then. Great to see you return to update your old works. Although me using an MvC ish styled mugen it makes me miss super jump on some of these stages. :(
    

Re: The Negative Zone Stage 1.1 & 1.0

 March 31, 2022, 11:15:16 PM View in topic context
 Posted by Swanky  in The Negative Zone Stage 1.1 & 1.0 UPDATED (Started by MatreroG March 30, 2022, 08:13:54 PM
 Board: Your Releases, 1.0+

It looks certainly unique and of this kind of stage, there aren't a lot. Very solid and consistent work. :)

The one thing that stuck out for me a little the small rock debris floating around in the background. It looks like it's only one layer and makes it a little stale over time. It's not very noticeable during fights especially when you're an active combatant but if you're just looking at it it feels a little flat.
    

Re: US Airfield (3 - Street Fighter 2 stages)

 March 18, 2022, 11:06:37 PM View in topic context
 Posted by Swanky  in US Airfield (3 - Street Fighter 2 stages) (Started by ELECTR0 February 24, 2022, 11:42:33 PM
 Board: Your Releases, 1.0+

This is a great rendition of one of the most iconic stages I can think of. Stellar work all around, and thank you for including both 1.0 and 1.1 defs.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-04-22)

 February 08, 2022, 03:40:14 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Updated Jubilee's Patch. She's now hosted with the main patch archives on Moddb.com. See first post for Download link.
V1.1 update
- Her Spark Wall now has range dependant on button strength. Medium and Heavy versions don't reflect anymore. Heavy version throws higher and further, with a little more damage.
- This also affects her counter since the 1320 anim now has more range. Deals little damage overall but knocks the opponent away.
- Some touch ups to her damage values and scaling, feels more consistent overall now (you may want to tone done the overall attack power in case you deal too much damage as I usually play with 150% life values)
- Her normals give 20% more power.
- 236x ground & aerial startup faster by 5 frames (slightly more consistent in combos, still dependent on RNG)
- couple of touch ups to her AI, should be slightly less derpy now

Also added a small preview video to first post. Probably need to get some better footage some time, and make Morrigan's hard ai a bit less spammy.

Comic characters done right are my favorites to have in Mugen. I have enough Ryus, Kens, Jin Kazamas, etc. i don’t get excited for any new versions of them because they’ve been done right way too many times.. so when a character from a comic or TV series is done good Capcom style it automatically has my attention

I think I suggested Martian Manhunter by efrencortes a while ago. There’s a problem with his super jump button. Might be some other slight things that could be adjusted.

Someone did. Still haven't checked out that character. Neither had time yet to work on any other projects. Still working on other -non-Mugen- projects; I just squeezed in some work after I got permission to release Phoenix.
    

Re: Various MvC-ish characters edited, other odds & ends (updated Feb-04-22)

 February 05, 2022, 09:44:19 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Hey Swanky, how you doin? I just want to say the work you have done for your characters is really good. It's nice and always cool when guys like you work on custom Marvel characters and getting them the proper work done on them, since custom, fanmade, and unofficial comic book characters have infamous history of not being the best made or programmed.

Thank you for your kind words. While I agree that some comic book based characters could be better it's still a lot of hard work making them in the first place. We should be grateful all of of them were made in the first place! :)

    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-23-21)

 February 04, 2022, 06:46:40 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

I've pushed Mr. Sinister, Omega Red, Phoenix and Scarlet Witch over into the main download file on moddb.
Mr. Sinister, Omega Red and Phoenix have received minor updates over the past few days; see their respective topics on the updates.
    

Re: Omega Red edit for Mugen 1.0

 February 04, 2022, 06:43:22 PM View in topic context
 Posted by Swanky  in Omega Red edit for Mugen 1.0 (Started by Swanky September 23, 2021, 01:36:30 PM
 Board: Edits & Addons 1.0+

Omega Red has been updated. His Omega Drain now actually feels like it's doing something. Life Drain damage has been tripled, life gain has been doubled. His download has moved over into the main file on moddb.
    

Re: Phoenix Edit for Mugen 1.0

 February 04, 2022, 06:34:42 PM View in topic context
 Posted by Swanky  in Phoenix Edit for Mugen 1.0 (Started by Swanky February 02, 2022, 05:12:18 PM
 Board: Edits & Addons 1.0+

Phoenix has been updated. Her TK-Shots now also block projectiles. Her download has been moved over into the main download on moddb.
    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-23-21)

 February 03, 2022, 11:18:51 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Added a new portrait for Doctor Octopus.

    

Re: Mr. Sinister edit for Mugen 1.0

 February 02, 2022, 07:55:03 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

I've pushed a small update for Mr. Sinister.

V1.1
- Added several triggers to make sure he doesn't get life regen when at life = 0
- changed around some of his Life Regen super. Now activates at Frame 9. Deactivates when roundstate != 2 or Life = 0

€ Mr. Sinister is now pushed into the main file on moddb.
    

Phoenix Edit for Mugen 1.0

 February 02, 2022, 05:12:18 PM View in topic context
 Posted by Swanky  in Phoenix Edit for Mugen 1.0 (Started by Swanky February 02, 2022, 05:12:18 PM
 Board: Edits & Addons 1.0+

Phoenix
by Blade

additional AI code by MystikBlaze
edits by Swanky

DOWNLOAD Phoenix



There are many versions of Phoenix around at this point. While this specific edit does not take advantage of the most advanced (and most fluid) spritework of Phoenix, it hopefully makes up for it with overall consistency, in both looks and gameplay.
Blade graciously allowed me to release this edit, thank you very much for doing so! :)

List of Changes:
- reworked TK Trap. TK Shot no longer affects TK Trap effects. TK Trap can now counter many projectiles.
- TK Trap duration slighty decreased.
- TK Trap effects changed. Fire goes out a little faster to give a visual hint when it's about to go out
- changed Phoenix Rage effects and damage on block
- Streamlined combo system to hopefully disallow for infinites. Now has a clean structure of how combos can flow (zigzag)
- changed some frame data to further disallow for infinites, or for basics to better connect
- added some missing floor / ceil expressions
- extended sHP hitbox to the flame. Now a potent tool for zoning.
- deleted the flame effect from cHP, now used by Phoenix Rage
- repositioned some fire effects for better flow
- added a pushblock move. Effects from Breakers.
- added a simple AI. She does a good job zoning enemies out
- fixed 9000,1 portrait


Moveset
Spoiler, click to toggle visibilty

Gameplay notes
Phoenix is relatively nimble, but has slow normals. Most of her kit revolves around clever use of TK Trap and TK Shot to bait, zone and punish the opponent. It is also possible to use them to extend combos.

Basics
- basics are slow compared to other characters
- now have a clear structure - can zigzag as well as wmh
- sHP now extends to the flame and wallbounces
- sHK launcher is easier to use than cHK Launcher

Specials
- TK trap has been reworked significantly and is now used as a trap, zoning and even combo extending tool
- TK trap height is dependant on strength - weak will place low, medium will place in front, heavy will place high
- TK Shot has different travel speed depending on strength
- Teleport distance based on strength
- aerial Teleport will teleport to ground
- Hover gives a small upwards momentum for when you want to extend your airtime

My other releases

MOAR Screenshots



    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-23-21)

 October 05, 2021, 10:20:48 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Short update on the Flash edit. Not happening right now, but I did check several of Mr. Giang's edits, which are all for Mugen 1.1. While they are nice, I intend to keep my edits to 1.0. Retrofitting the characters and systems doesn't seem possible without rewrites, and I'm not sure they would work. Because of this, working off of Mr. Giang's work is off the table.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 30, 2021, 02:27:49 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Glad you like it.

...just to make sure. Don't expect them to come, at least not in the near future. Keep an eye out in my general releases topic or in a new topic if that character will be released as a complete package, not just a patch.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 07:56:07 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

It isn't the only decent Black Canary for Mugen just an edit of Captain Marvel/Carol Danvers? Oh well, I guess worse is nothing, good luck with both Canary and Flash if you decide to edit them.

Mr. Giang based his DC characters in how they play in Injustice 2, so that's why their controls are really different from the standard six buttons characters. They still have MvC stuff like launchers and pushblock but that's practically it.

That's right, she is an edit of that character; slightly separated palettes I think but that's about it. To be fair, it's about as close as you can get with skintight bodysuits and fishnets. Guess you could've edited the pose but even this one *kinda* fits.

Good to know the Giang edits have some MvC stuff still present.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 04:32:15 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Looks like a pretty good edit. Will have to check how much he's changed the systems to see which are easier / better to edit for an MVC-ish style. Control system seems to be a major difference, too.

Canary is pretty complete if a bit generic.

In the meantime, let me know how you feel about Mr. Sinister's Combo system and if I made any glaring coding no-gos.
Also, while I think I have found some interesting combos, let me know your favourite combo strings with him.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 01:28:42 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

This looks good! The updates fit Sinister well. Can’t lie, this update makes me wonder what Martian Manhunter by efrencortes would look like with your touch

Thank you!
Haven't really taken a look at Martian Manhunter yet, like ever. If I'm doing another project, next up the list of interesting choices is either Canary or Flash (the new52 version). The former being pretty complete and I'd probably just change small things, like an actual dash and a combo reset for one of her supers. The latter would have to be much more involved. The sprites are good, but boy the gameplay feels rough and unbalanced. Can't say when - and if - I do another though.
    

Mr. Sinister edit for Mugen 1.0

 September 28, 2021, 12:49:26 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Mr. Sinister
by BigPimp, Dev
updated by thatguy

additional sprites by Winane
edits by Swanky

Download Mr. Sinister



Mr. Sinister by BigPimp & Dev is a great looking character. Thankfully, they're also very relaxed when it comes to handling
their character assets which allowed me to do this edit to fix some problems with their initial beta release, as well as
enhance some of the character's moveset. It may very well be my biggest project to date.

Nathaniel Essex is an immortal being, the term "mad scientist" fits pretty well. Add to that a couple of extraordinary powers
like telekinesis, energy projection and a healing factor and you have a pretty dangerous villain.
However, Mr. Sinister is not known for being the best close combat fighter, and is reliant on overly complicated plans to a fault.

In Mugen, he is a tall character with long reach, but this comes at the cost of being rather slow in his physical attacks.
However, he makes up for it with powerful telekinesis and energy attacks, allowing the juggling of opponents to extend combos.
Mr. Sinister can chain punches or kicks, but cannot alternate between them in a combo chain (except for aerial normals).
He can cancel any normal into any special or hyper, but cannot cancel a special into a hyper.

--------------
Movelist
--------------
Spoiler, click to toggle visibilty



====================================================
List of changes from official Beta - Initial release
====================================================
- completely rebalanced damage
- reworked his telekinetic QCB P/K grabs
   - they now toss the opponent around and BOUNCE them (AvX bounce states were already present in the code)
   - QCB P now won't turn if opponent gets thrown close to the wall
   - this makes for some very interesting combos
   - each grab can be used ONCE per combo
- his normals were rebalanced and fixed
   - can combo punches or kicks, but not zigzag. Can link standing / crouching punches, standing / crouching kicks
   - sHP and sHK are now overheads, sHK hits twice if close enough
   - reanimated cHP, should be smoother now and a little faster
- rebalanced a lot of frame data
- specials and hypers should now correctly do block damage and have rebalanced damage values (QCF KK shouldn't do 400dmg up close anymore)
- energy-based hypers & specials can destroy projectiles
- area concussive blast hitboxes have been slightly adjusted
- (area) concussive blasts and hyper (area) concussive blasts have longer reset animations before returning ctrl
- energy-based hypers now grant 15 iframes on startup
- regeneration hyper now has a hitbox - it's a powerful ability that should have a risk when using it - also no iframes on startup
- he can now cancel into specials and hypers from normals (specials into hypers, not so much but not needed)
- learned to PushBlock in all block states (ASC)
- learned to counter (edited statedef 220 variant)
- learned to throw (forward / backwards)
- added Hyper Combo screens, sprites by Winane
- 9000,1 portrait shortened to 140*120
- added effects for enemy being successfully grabbed by throw, backthrow or either telekinetic grab (flashes purple)
- repositioned many sparks
- Winquotes
- cleared out a lot of unused bg leftover sprites from AvX

V1.1
- Added several triggers to make sure he doesn't get life regen when at life = 0
- changed around some of his Life Regen super. Now activates at Frame 9. Deactivates when roundstate != 2 or Life = 0

To Do
- still need to find an idea to have him have another combo opener (not sure if needed, jMK is decent)
- create an optional portrait to fit the other stuff that I did

Ideas
- a decent power infused heavy punches special (D, DF, F, P - but where to go with his beam special? - repeat input for second slash that knocks away)
- taunt - morph into different characters?
- Statedef 3100 - QCF KK - have him float a little above ground when doing the super?

Known Issues
- Bounce mechanics go haywire in Team matches (unless turns mode is being used)
- Floor bounce on QCP K has to be set rather high so opponents don't get accidentally put into state 0 when they "hit" the floor
- combos are dependant on enemy size & recovery, comboing is more inconsistent with smaller opponents and those that recover quickly.


My other releases

I will be keeping him separate from the main download for the time being; once I am sure there will be no more updates I'll be shifting him over into the main download.


MOAR SCREENSHOTS








    

Re: Scarlet Witch edit for Mugen 1.0

 September 24, 2021, 03:54:29 PM View in topic context
 Posted by Swanky  in Scarlet Witch edit for Mugen 1.0 (Started by Swanky September 22, 2021, 10:59:22 PM
 Board: Edits & Addons 1.0+

Scarlet Witch was updated.

Changelog
- normalized normals some more. Comboing is now consistent if dependant on distance, height and get up time of the opponent. Max combo damage should vary between 460 - 550 dmg.
- fixed Hex Blast not hitting bosses
- fixed a typo in the quotes
- slightly raised her Magic Beam hyper

Update Feb 04, 2022: She is now moved over into the main download on moddb.
    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-11-21)

 September 23, 2021, 02:03:15 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

An edit of Scarlet Witch was released.
An edit of Omega Red was released.
As full edits both have their own respective topics, links are in the first post.

Also, a patch for JubileeMVC by Gladiacloud, ShinZankuro and Kenshiro99 was released. I am keeping this patch separate until I can confirm there are no pressing issues with this. click!
The link and patch information is also in the first post of this topic.