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Diek Stiekem

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Messages by Diek Stiekem

    

Re: KarmaCharmeleon's WIP thread: Akira

 January 11, 2024, 10:53:20 pm View in topic context
 Posted by Diek Stiekem  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Looking slick!
    

Re: Nexus Games released Lucia (POTS style)

 December 26, 2023, 11:24:33 pm View in topic context
 Posted by Diek Stiekem  in Nexus Games released Lucia (POTS style) (Started by Diek Stiekem December 22, 2023, 12:55:04 am
 Board: Found Releases 1.0+

    

Re: Voice A.I Characters Patch Sound Files Released

 December 26, 2023, 12:34:22 pm View in topic context
 Posted by Diek Stiekem  in Voice A.I Characters Patch Sound Files Released (Started by JolarValenflower December 24, 2023, 01:26:24 pm
 Board: Resource Releases

    

Nexus Games released Lucia (POTS style)

 December 22, 2023, 12:55:04 am View in topic context
 Posted by Diek Stiekem  in Nexus Games released Lucia (POTS style) (Started by Diek Stiekem December 22, 2023, 12:55:04 am
 Board: Found Releases 1.0+

    

Re: Burning Osaka 2.0 1.1

 December 13, 2023, 07:14:23 pm View in topic context
 Posted by Diek Stiekem  in Burning Osaka 2.0 1.1 (Started by creativeprecursor December 12, 2023, 09:20:32 pm
 Board: Your Releases, 1.0+

Great looking stage!
    

Re: Hauzer (Warzard/Red Earth POTS style) released (updated version 1.01)

 November 24, 2023, 01:23:49 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Hotfix update, his turns intro had a coding error which would softlock the game, this has been fixed now.
Redownload from the 1st post please :)
    

Re: Greedia Ruins (Red Earth)

 November 17, 2023, 08:56:14 pm View in topic context
 Posted by Diek Stiekem  in Greedia Ruins (Red Earth) (Started by xcheatdeath November 17, 2023, 07:53:00 pm
 Board: Your Releases, 1.0+

This is neat! Thanks for the release dude!

Coincidence or are we part of a greater hive mind? Lol
    

Re: Explod animation moving faster than it should

 November 17, 2023, 06:40:30 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Only thing I can think is the explod using the wrong animation. Make sure you don't have duplicated animations (with the same number), make sure you're editing the correct air file, etc.

It was actually a duplicate animation number I overlooked, thanks!
    

Re: Hauzer (Warzard/Red Earth POTS style) released (updated)

 November 17, 2023, 05:44:02 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Nice update, but I have some more findings:
Maybe it's just me, but it seems there isn't any difference between the high and normal jumps now, whether in jump height or distance.
The super grab is mistakenly set as a special instead of a hyper.
Also, if his lv3 super is hit by a projectile, it will not vanish once the attack is over. Even worse, attacking the flame turns it into a clone: https://streamable.com/lubfes

Thanks for poiting those out, both supers have been fixed, the file in the 1st post has been updated.

As for his sprite size, maybe I'll scale him down to the same size like RR's Alex in the future, if I have the time, since all his flame effects and such will need a lot of re-adjusting as well.

EDIT:

Stealth update with additional win pose added.
    

Re: Hauzer (Warzard/Red Earth POTS style) released

 November 16, 2023, 11:34:31 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

Thanks all! :)

Nice. Some things I noticed, though:
He doesn't have a neutral High Jump. Instead, if the sound and animation is any indication, he seems to drop instantly to the ground before making a regular jump (forward and back versions work fine).
He doesn't have any step sounds for his forward and back walks.
Considering his size, things like landing from jumps should probably make the screen shake.

So yeah, apart from the high jump, it's mostly cosmetic stuff. Otherwise, it's a pretty solid release.  :thumbsup:

High Jup is fixed, his Vel set was set too low.
Added step sounds for walking and screenshake when landing from jumps.

Yeah uh... the size?
Not to be harsh but leaving the xscale at 1 on a POTS-style character using CPS sprites in 2023 of all times is a little jarring.
It's even more jarring when it's on Hauzer of all things lmao

Gonna give this a longer shot but I highly recommend switching him to xscale = .833 and repositioning his breath attacks in relation to that.

Besides that, so far all I found outside of st.HK whiffing at close proximity is that he has a goofy ahh infinite.
If you do cr.HP into light Deluge, you can loop it as cr.HP is an OTG, but it ends after a certain amount of OTGs.
However, if you manage to hit the cr.HP before they hit the ground, you can loop it indefinitely.

Aside from what I listed and what others have pointed out already, this is solid enough!  :)

I do feel you on the size but I want to keep him as intended.
st. HK hitbox has been fixed.
Thanks for pointing out the infinite, cr. HP can no longer cancel into light or medium Deluge Assault.

Updated version link is in the first post:)
    

Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02)

 November 16, 2023, 05:13:25 pm View in topic context
 Posted by Diek Stiekem  in Hauzer (Warzard/Red Earth POTS style) released (updated version 1.02) (Started by Diek Stiekem November 16, 2023, 05:13:25 pm
 Board: Your Releases, 1.0+

After ages in limbo I finally pulled it together and got him out there.
He's mostly a conversion of WANI's Hauzer into POTS style, with some extra bells and whistles.

As always feedback is welcome!












(Normally team mode is a good way to show off the palletes but in Hauzer's case.. XD)



Download the walking hitbox here:
https://www.mediafire.com/file/3ub7zsuxtpkw70d/Hauzer.rar/file

=====<Version History>=====

<Diek Stiekem's Version 1.02>
- Fixed his turns intro

<Diek Stiekem's Version 1.01>
- Fixed bug with Gust Flame when colliding with other projectiles
- Fixed coding for Greedia's Fall
- Added additional winpose

<Diek Stiekem's Version 1.0>
- Added walksounds
- Added screenshake when landing from jumps
- Fixed High Jump
- Removed Cr. HP into Light/medium Deluge Assault infinite

<Diek Stiekem's Version 0.9>
- 12 Palettes
- 3 intro's
- 3 win poses
- Level 3 Portrait thanks to xcheatdeath!
    

Re: Explod animation moving faster than it should

 November 16, 2023, 04:50:35 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

I've already tried  a helper as well, yet the problem persists :(
    

Re: Explod animation moving faster than it should

 November 15, 2023, 11:30:25 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Nothing seems wrong in the code. What happens when you change it to, say, 10 ticks? Or 20 ticks?
Also, if that second part of the animation (after elem 16) is identical to the first (goes back to elem 0), you don't need to put it twice. The animation will loop by itself.

If I up the amount of ticks the results stays the same.
Thanks for the heads up on the animation loop though.

[State 184, Lavia]
type=explod
triggerall = !numexplod(6005)
trigger1= AnimElem = 1

When using !numexplod the problems persists :/
    

Re: Animation stops halfway ingame

 November 15, 2023, 09:16:33 pm View in topic context
 Posted by Diek Stiekem  in Animation stops halfway ingame (Started by Diek Stiekem November 12, 2023, 04:19:30 pm
 Board: M.U.G.E.N Development Help

    

Re: Lvl 3 Effect Helper + End state destroyself not working

 November 15, 2023, 08:18:52 pm View in topic context
 Posted by Diek Stiekem  in Lvl 3 Effect Helper + End state destroyself not working (Started by Walruso November 13, 2023, 11:22:52 pm
 Board: M.U.G.E.N Development Help

Both state 2998 & 2999 refer to the same animation (being 99999) while state 2999 is you end state?
Then it would repeat the animation.
(From I can tell from this context that wouldn't makes sense, especially when I watch you streamable)

What does debug say?
    

Explod animation moving faster than it should

 November 15, 2023, 08:06:39 pm View in topic context
 Posted by Diek Stiekem  in Explod animation moving faster than it should (Started by Diek Stiekem November 15, 2023, 08:06:39 pm
 Board: M.U.G.E.N Development Help

Im making an additional victory pose for my character.
It has an explod in it (basically another character making an cameo, making it's way past the screen from right to left).

The actual animation of the Explod however goes to quickly, it is suppose to have 5 ticks per frame but ingame they go way quicker.
I don't think the velocity has anything to do with it since wether slow or fast the animation remains the same (being way to fast)

Thanks in advance for your help :)

Code for reference:
Spoiler, click to toggle visibilty


Animation:
Spoiler, click to toggle visibilty
    

Re: Animation stops halfway ingame

 November 12, 2023, 05:07:08 pm View in topic context
 Posted by Diek Stiekem  in Animation stops halfway ingame (Started by Diek Stiekem November 12, 2023, 04:19:30 pm
 Board: M.U.G.E.N Development Help

That's weird.. what version of Mugen are you using?
    

Animation stops halfway ingame

 November 12, 2023, 04:19:30 pm View in topic context
 Posted by Diek Stiekem  in Animation stops halfway ingame (Started by Diek Stiekem November 12, 2023, 04:19:30 pm
 Board: M.U.G.E.N Development Help

I've got an animation of 30 frames but it stops at frame 25 when testing in game, thus the move being incomplete.
normally I would say the idle state is incorrect but it is set on frame 29

What am I missing here?
Thanks in advance.

Here's the code for the move:
Spoiler, click to toggle visibilty


and the animation code just to be sure:
Spoiler, click to toggle visibilty
    

Re: Paul Phoenix (POTS) dropped to celebrate EVO!

 August 10, 2023, 02:21:21 pm View in topic context
 Posted by Diek Stiekem  in Paul Phoenix (POTS) dropped to celebrate EVO! (Started by Diek Stiekem August 04, 2023, 08:03:12 pm
 Board: Your Releases, 1.0+

I did a quick fight to see who hair messed up first.
[youtube]https://www.youtube.com/watch?v=L2eYCWy3SRA[/youtube]
Also, cool release to await the arrival of Tekken 8. :thumbsup:

Thanks for the feature dude!!
    

Paul Phoenix (POTS) dropped to celebrate EVO!

 August 04, 2023, 08:03:12 pm View in topic context
 Posted by Diek Stiekem  in Paul Phoenix (POTS) dropped to celebrate EVO! (Started by Diek Stiekem August 04, 2023, 08:03:12 pm
 Board: Your Releases, 1.0+

Hey all, it's been a while hasn't it?
I hope you're all doing well, I'm still mostly on Mugen hiatus but with Evo this weekend, I felt like dropping a POTS style
Paul Phoenix.

As always feedback is welcome!














Download Paul here:
https://www.mediafire.com/file/o10jjvzlgpqbh1c/Paul_Phoenix.rar/file


=====<Version History>=====

<Diek Stiekem's Beta Version 0.9>
- 12 Palettes
- 2 intro's
- 3 win poses
- Special intro vs Kazuya Mishima
- Special intro vs Ken Masters
- Special win pose vs Ryu
- Special win pose vs Dan Hibiki
- Level 3 Portrait thanks to xcheatdeath!