YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
RedDragonCats17 is Offline
Contact RedDragonCats17:

RedDragonCats17

User

Messages by RedDragonCats17

    

Sorry guys, but I'm gonna have to leave.

 April 20, 2022, 08:38:57 PM View in topic context
 Posted by RedDragonCats17  in Sorry guys, but I'm gonna have to leave.  (Started by RedDragonCats17 April 20, 2022, 08:38:57 PM
 Board: All That's Left

Here's the story: My parents had a conversation with me about a lot of things, they've been finding out about a lot of the things that I've been doing behind their back and I have admitted about some of the things I did, one of them being fan games and MUGEN. Well they don't want me to do that because of the same reason a lot of people say: Making fan games is illegal and there is a risk in making them.

I've been trying to convince them to let me continue making fan games because I do firmly believe that they are more innocent than what most people believe them to be. But they know the copyright law by the letter, and if I were to explain to them about MUGEN and you guys, they'll think that I'm hanging out with a bunch of criminals and that will put me and them at risk.

So I'm sorry, but I've made the decision to leave, not only to protect myself, but protect them as well. That's why I left the Discord. All of my projects have been canceled, I'm not going to pass them to you, and I'm going to remove all the stages in my Mediafire.

Please don't lash out at them or me, they're only doing it in place of love and they want me safe and happy.

It's been fun while it lasted, but goodbye.
    

Re: Akuma idea thread

 April 18, 2022, 04:16:15 PM View in topic context
 Posted by RedDragonCats17  in Akuma idea thread (Started by RedDragonCats17 April 16, 2022, 10:24:36 PM
 Board: Idea Engineering

Normal Akuma

Normal Akuma uses mostly SFA/CvS2, SF3, SF4, and SFxTK moves with SF4 grabs. His EX Zanku Hadoken recoils him, however. His normal Shun Goku Satsu is based on the SF5 version, while the EX version is based on SF4 with the 4 kanji. He has Demon Armageddon as his rage move.

Shin Akuma

Shin Akuma has a few differences. His EX Zanku Hadoken is the Tenma Gozanku from his normal form, which as a super move is replaced with the MvC version. His Mesatsu Gou Hadou is replaced with the Agyo version from UMvC3. I would like to find more traits that will make Shin Akuma more powerful than Normal Akuma.

Oni

Oni has a combination of Shin Akuma's moves, normal Akuma's moves, and his own moves from SSF4 and Asura's Wrath. His Shun Goku Satsu is changed. Instead of Oni grabbing them and the screen going black, he instead either grabs them by the face or chokes them, and a beam of light rises from the ground much like Raven’s Instant Kill from Guilty Gear Xrd. If you managed to kill the opponent with the Shun Goku Satsu, they will still be in front of Oni, however the top of his gi is gone, and his gloves and prayer beads are gone, reminiscent to his actual design. Currently that's the only change I've got for Oni to display his power, I'm open for suggestions. His rage move is Tenchi Sokaigen.

What do you guys think of it so far? This is all I can come up with right now.

    

Ryu idea thread

 April 18, 2022, 05:14:44 AM View in topic context
 Posted by RedDragonCats17  in Ryu idea thread  (Started by RedDragonCats17 April 18, 2022, 05:14:44 AM
 Board: Idea Engineering

Normal Ryu

For the most part, Ryu will have the same basic premise he always had since Street Fighter 2. He will use moves from SSF2X/CvS2 and SFA, as well as have SF3's Joudan Sokutogeri, and the Focus Attack from SF4. When he activates his Justice bar, his aura gives out a Mu No Ken vibe, and I'm thinking about giving him a kanji similar to Akuma's Mesatsu kanji for asthetics. His Justice move is the Shin Shoryuken.

Evil Ryu

Compared to Normal Ryu, Evil Ryu is going to be a different beast. For the most part, Evil Ryu has been depicted as a mere palette swap with some of Akuma's moves. That premise is kinda there, and he will inherit Akuma's lightning element for his Tatsumaki and fire element for his Shoryuken, but he will have moves from CvS2 and SSF4 to make him his own character, as well as inherit moves from other characters that will show his aggression and blood lust. For example I'm thinking about giving him Sean's tackle a-la Vyn's SF3 Evil Ryu. Some of Ryu's unique attacks and special attacks are going to be replaced, like the Collarbone Breaker with the Zugaihatsu, and the Joudan Sokutogeri with the Ryusokyaku. He will have the Shun Goku Satsu, and it's going to function in a combination of Akuma's SF5 version, Kage's version, and Iori Yagami's Chi no Busou. Akuma for silhouettes of Evil Ryu and the opponent appearing every time he hits an opponent, and Kage and Iori for the red background and the silhouettes. I'm not sure what his rage move will be, so be sure to give me suggestions for him.

What do you think so far?
    

Akuma idea thread

 April 16, 2022, 10:24:36 PM View in topic context
 Posted by RedDragonCats17  in Akuma idea thread (Started by RedDragonCats17 April 16, 2022, 10:24:36 PM
 Board: Idea Engineering

Normal Akuma

Normal Akuma uses mostly SFA, SF3, SF4, and SFxTK moves with SF4 grabs. His EX Zanku Hadoken recoils him, however. His normal Shun Goku Satsu is based on the SF5 version, while the EX version is based on SF4 with the 4 kanji. He has Demon Armageddon as his rage move.

Shin Akuma

Shin Akuma has a few differences. His EX Zanku Hadoken is the Tenma Gozanku from his normal form, which as a super move is replaced with the MvC version. His Mesatsu Gou Hadou is replaced with the Agyo version from UMvC3. I would like to find more traits that will make Shin Akuma more

Oni

Oni has a combination of Shin Akuma's moves, normal Akuma's moves, and his own moves from SSF4 and Asura's Wrath. His Shun Goku Satsu is changed. Instead of Oni grabbing them and the screen going black, he instead either grabs them by the face or chokes them, and a beam of light rises from the ground much like Raven’s Instant Kill from Guilty Gear Xrd. If you managed to kill the opponent with the Shun Goku Satsu, they will still be in front of Oni, however the top of his gi is gone, and his gloves and prayer beads are gone, reminiscent to his actual design. Currently that's the only change I've got for Oni to display his power, I'm open for suggestions. His rage move is Tenchi Sokaigen.

What do you guys think of it so far? This is all I can come up with right now.
    

Re: Sheng Long idea thread

 April 16, 2022, 12:15:40 PM View in topic context
 Posted by RedDragonCats17  in Sheng Long idea thread (Started by RedDragonCats17 April 16, 2022, 12:54:01 AM
 Board: Idea Engineering

The Shin Akuma version of the Zanku Hadoken is part of the plan, as well as the ground version too. And I forgot about the Denjin Shoryuken, I'll have to look into that.

As for the system, try thinking if Marvel vs. Capcom and Hyper Dragon Ball Z had a baby. The system inherits MvC's combo system (mostly because it's the only fighting game system I'm personally comfortable with), but it also inherits the special super moves from HDBZ, like the Spirit Bomb meter for example. I'll make a thread for the system later.
    

Sheng Long idea thread

 April 16, 2022, 12:54:01 AM View in topic context
 Posted by RedDragonCats17  in Sheng Long idea thread (Started by RedDragonCats17 April 16, 2022, 12:54:01 AM
 Board: Idea Engineering

Hi guys, decided to make this thread because I'm bored out of my mind and I'm stuck in a hotel, so here we go.

Now this isn't from a document I've made, I'll make one after this.

For the most part, Sheng Long has been made to be a butt-fucking broken fighter, so I decided to have a bite at it and try my own take.

Sheng Long will not have just a standing projectile or a air projectile, he will have a crouching projectile too. The standing Hadouken is based on Gouken's, it is 2 projectiles, and they’re 2 different types: One is a regular Hadouken, and the other is a red (or violet/lavender) Gou Hadou. The EX version is a Shinkuu Hadouken, which can be charged from the projectile to a laser. Sheng Long also has the Shakunetsu Hadouken, which unlike Akuma's, doesn't have a start up, and it can be thrown in the air. His Shoryuken is based on Oni's Gou-Shoryuken/Ryu's Shin Shoryuken when it connects at point-blank range, and depending on the arm used, Sheng Long uses either a lightning element, or a fire one.

I only have one Super move, which is the Denjin Hadouken. It's like the Shinkuu Hadouken in terms of behavior: Regular is a projectile, EX version is a laser.

I'll make a document for him and edit this later, but my goal is to make him both the broken mess he is in EGM's version, and legendary in terms of how he behaves as a character. So for his sprites, he'll have a more traditional karate stance as opposed to the usual Street Fighter shoto stance. I think I'll use Heihachi's stance as it looks elegant enough for me.

What do you think so far? If you have suggestions feel free 5o throw them at me. I'll make one for Akuma, Ryu, and other SF shotos later as well.
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 April 12, 2022, 07:59:33 AM View in topic context
 Posted by RedDragonCats17  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 AM
 Board: Sprite Projects

The screen shot wasn't intentional. I think what happened was I was trying to adjust the video in OBS to make it fit with everything, and I accidentally hit the screenshot button in the process. I'll record a actual video tomorrow.

DeathScythe is correct, I want Ken’s SFA3 stance in CvS style.

Update: A recorded video is in the post. The progress isn't much, but the truth is I've been burned out from MUGEN coding for quite some time, so there.
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 April 12, 2022, 06:01:44 AM View in topic context
 Posted by RedDragonCats17  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 AM
 Board: Sprite Projects

Name: RedDragonCats17
Character: Ken Masters from CvS2
Evidence of progress: https://streamable.com/0b8ur6
Requesting: Stance from SFA3 (a more accurate version anyway)
Reference:

    

Re: Cammy Delta Red 2022 UPDATE

 March 08, 2022, 03:58:49 AM View in topic context
 Posted by RedDragonCats17  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 AM
 Board: Projects

I will say this regarding the stance. I do plan to make a Cammy of my own, and I will include both Delta Red and Killer Bee in her at once. For Delta Red, she will use the SF4 stance to be a little different compared to Killer Bee, who will use the SF2/SFA one.

So Tiger-Boy, do what satisfies you the most. I am terrible for criticism, so I am going to leave that field to the others. But one thing is for sure. Once Delta Red is done, I will be your first customer.

You still have my full permission to use the Delta Red stance I commissioned by the way.
    

Re: Cammy Delta Red 2022 UPDATE

 February 09, 2022, 09:25:51 PM View in topic context
 Posted by RedDragonCats17  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 AM
 Board: Projects

Oh yes, I remember these sprites. Too bad the spriter cannot keep up with a full sprite set.
His work have quality.

It is a shame. I've tried messaging him on Discord countless of times, but I just couldn't send it because Discord kept giving me errors, mainly for when I message just him. So it is possible that he just took the money and bounced, never giving me updates on the walk animation.

Sorry, my broken english can make this message weird. ^^;

You're okay. Even though English is my birth language, it is kinda broken in social media.
    

Re: Cammy Delta Red 2022 UPDATE

 February 09, 2022, 04:42:23 PM View in topic context
 Posted by RedDragonCats17  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 AM
 Board: Projects



You can also use the one I commissioned too.
    

Re: Cammy Delta Red 2022 UPDATE

 February 09, 2022, 03:41:42 AM View in topic context
 Posted by RedDragonCats17  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 AM
 Board: Projects

You, sir, now have my attention. I was looking for someone to commission Delta Red Cammy with her combat boots so that I can make her as well. I will be keeping an eye on this and I will be looking forward to the release.
    

Old versions of Z2 characters?

 January 26, 2022, 06:45:41 PM View in topic context
 Posted by RedDragonCats17  in Old versions of Z2 characters? (Started by RedDragonCats17 January 26, 2022, 06:45:41 PM
 Board: Requests

I'm planning on making some voice packs for some of the HDBZ characters, primarily characters that had configurable voices before the team got rid of that option, and I would like to use the ones that had configurable voices for the packs. Do you guys have those versions of the characters?
    

Re: The spriters bounty thread. (more details in thread)

 January 21, 2022, 01:05:22 PM View in topic context
 Posted by RedDragonCats17  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 AM
 Board: Graphics


Commissioning: Full character sheet using his Final Fight 1 outfit + walk from Final Fight 1.

Price: Negotiable, but let's avoid going over $100.


Lower than $100 for a WHOLE sprite sheet in a style like SFZ is nearly slavery. You don't need luck finding a spriter under that price, you need a MIRACLE.

And for examples like these is why I say that the work of a spriter is not often respected.




Edited the post. It is now per animation as I would like to make this one animation at a time. Idk why I didn't add that little detail before, so thank you for pointing that out.
    

Re: The spriters bounty thread. (more details in thread)

 January 21, 2022, 02:06:52 AM View in topic context
 Posted by RedDragonCats17  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 AM
 Board: Graphics


Forgive me, I'm not trying to be rude or a smartass or anything, but apart from the hole on Cody's jeans, I don't see anything different between the sprites I sent and the design you're looking for.

If it's the coloration/palette, I believe these sprites have been CS'd to allow for more vibrant colors to be used. This is just what I have on hand.

Oh it's okay. I'm just showing you that quote in case you've missed it.

Idk if it's just me, but Cody's jeans in those sprites look more baggy compared to the skinny jeans in the art work and his FF1 sprites.

That walk animation is also bothering me quite a lot. It looks like Cody's limping and his chest is bothering me as well.
    

Re: The spriters bounty thread. (more details in thread)

 January 21, 2022, 12:56:19 AM View in topic context
 Posted by RedDragonCats17  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 AM
 Board: Graphics

    

Re: The spriters bounty thread. (more details in thread)

 January 21, 2022, 12:10:26 AM View in topic context
 Posted by RedDragonCats17  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 AM
 Board: Graphics

Note: This is another commission that I've held for a long time, as I still have yet to claim my Cammy commission and my Omega Zero commission. I'll repost both of them again if need be and if I have permission.

Name: RedDragonCats17

Character: Cody Travers

Commissioning: Full character sheet using his Final Fight 1 outfit + walk from Final Fight 1.

Examples:



Style: CPS2 SFA3 style.

Price: Negotiable, but let's avoid going over $100 per animation.

Bounty status: Unclaimed

Spriter: N/A

Status: N/A

Notes - I want Cody's outfit to be more accurate to the artwork and FF1 sprites.

- His FF1 walk is replacing his SFA3 forward walk, as Cody won't have his handcuffs in this sheet.
    

Latest updates of Devilpp's Blazblue characters

 December 17, 2021, 11:14:10 PM View in topic context
 Posted by RedDragonCats17  in Latest updates of Devilpp's Blazblue characters (Started by RedDragonCats17 December 17, 2021, 11:14:10 PM
 Board: Requests

I'm building my Ikemen Go roster, and I decided to add Blazblue characters to the game. I got Devilpp's Ragna, and I noticed a few things that are... off. I soon found out that this version of Ragna is from 2013, and Devilpp released an update, but there are no backup files found.

Does anyone have backups not only for Ragna, but also for Noel?
    

Makoto Mizoguchi sprites

 December 17, 2021, 04:51:46 AM View in topic context
 Posted by RedDragonCats17  in Makoto Mizoguchi sprites (Started by RedDragonCats17 December 17, 2021, 04:51:46 AM
 Board: Development Resources

This is for commission references. I was talking with Dauntlessmonk about it, and he suggested Makoto Mizoguchi from Fighter's History (and that one other game I can't remember the name of) as a reference. Problem is I don't know where I can find sprite rips of him.

Does anyone have his sprites?
    

MegaMan Zero Help: Fall down animation

 December 12, 2021, 12:49:54 AM View in topic context
 Posted by RedDragonCats17  in MegaMan Zero Help: Fall down animation (Started by RedDragonCats17 December 12, 2021, 12:49:54 AM
 Board: M.U.G.E.N Development Help

In case you didn't know this, I'm working on MegaMan Zero for my fullgame again, but I'm starting all the way over because the version I had was gone, as I can't find the hard drive he was in. So here we are.

This time I want to make this new version a little more accurate to the games in terms of movement mechanics, so for this I made his fall animations separated so that the option for short hopping will be implemented (we'll get to that after this).

So here's the plan. I want to use Henry's code he provided me when I asked for help regarding the double jump animation, as you can see here:

Code:
[State 50, 2]
type = ChangeAnim
triggerall=prevstateno!=45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
triggerall=prevstateno=45
trigger1 = Time = 0
value = ifelse((vel x)=0, 44, ifelse ((vel x) > 0, 45, 46))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > Const720p(-8)
trigger1 = SelfAnimExist(anim = 50 + 2)
trigger1 = anim >= 41 && anim <= 43
persistent = 0
value = Anim + 3

The double jump animations are 44, 45, and 46, while the fall animations are 50, 51, and 52. I want both the regular jump and the double jump to use one set of animations, which are 50, 51, and 52 depending on if Zero is jumping neutral, forwards, or backwards. Question is, how can I do this?