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Sir Ghostler

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Messages by Sir Ghostler

    

Re: gouken remasterd released!!!

 February 21, 2024, 02:42:31 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd released!!!  (Started by alexlexus January 27, 2024, 12:12:34 pm
 Board: Your Releases, 1.0+

I'm very late with my reply, lol, but I wanted to say that I was honored to help with Gouken's update/revamp. As I mentioned in a previous topic, Alex was one of my first inspirations when I got started with MUGEN, so I'm really happy that I was able to assist him in improving the character. I put a lot of time and effort into the update, so I hope people enjoy it. :)
    

Re: Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi

 August 24, 2023, 08:23:55 am View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

The character sprite rips have been updated. All ripped by LarsKusanagi.
    

Re: gouken remasterd uodate WIP

 August 22, 2023, 06:10:01 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects



This will probably be the last preview from me. I'm currently updating the AI, so I wanted to show it off. AI is something I haven't had much experience with, so I'm sure it will be far from perfect, lol, but I wanted to try and at least iron out the issues present in the older versions of Gouken.
    

Re: gouken remasterd uodate WIP

 August 10, 2023, 06:22:23 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects

He looks pretty good. Gouken has always been one of my favs.
One thing that randomly crossed my mind, is you have him blocking after his air-flip move. I think it'd be cool if it was a parry. He could smash P2 down into a ground bounce. Might be an interesting way to start a combo.
But I have a feeling you're making something a little closer to source.

The updates look nice. A lot cleaner and crisp. I'm confused by the SGS though. Aside from Gouken having it at all, why is the opponent dizzy and then falls down? Looks odd. That's my only criticism. FX look nice. Moves are more cohesive and snappier. I like it.

From my understanding, due to being made before SF4 this Gouken worked more like Akuma but as a good guy. This take on the SGS is meant to purge the opponent of corruption or something like that.

Also, it's awesome seeing someone after all this time stepping up and helping alexlexus deliver a definitive version of his Gouken. Everything looks to be working a lot smoother now and, as DW said, the effects are a big improvement.

I remember when I first got into mugen around when SF4 came out, me and my friend would play as your Gouken a lot, glad to see him getting updated after such a long time. I am curious though is he supposed to play like a Marvel character? the MVC2 style portraits I'm not sure if they're just a placeholder but I feel like unifying them under what you have set up for the SGS with the more monochromatic image works better, especially since if you also want to differentiate them by strength you could have a blue/red/yellow. Either way just a small nitpick but he looks pretty promising so far!

Thanks for the compliments, guys. I'm glad you all like what's been shown off so far. :)

Alex was one of my inspirations when I was new to MUGEN. I still remember being excited whenever he would upload a YouTube video showing off his various characters years ago, haha. I'm very grateful for the opportunity to be able to collaborate with him to bring this massive update for Gouken to the community. :)

[youtube]https://www.youtube.com/watch?v=5dK97z_IYWQ[/youtube]

Another preview, this one comparing various moves between the old version and the update.

Fusion HAAAAAAAAA

Gouken was made at a time Capcom didn't have him playable until SF4. When I spoke to seth Killian at comic con 2010 he and capcom knew about my gouken. I wish Sir ghost was with me back then cause maaaaaaaaan this version is going to be sick. I was quietly working on gouken in secret. The sprites were taking the longest time and II think Ghost played an early build of what I had. Then offered Ideas to remix and revamp.

A mix of sf3\ sf4\ mvc.  I took out the guilty gear stuff like air dash but this is a balance of the games I played most. just wait and see good things are coming.   Ghost motivated me to get back on track. He brought me back from the brink of going away for good.  Life and new priorities are he reason it took so many years to get a big update like this. Major changes 

I couldn't have done it without you, bro. :muttrox:

Here is a small stream Alex did earlier showing off some more tweaks.

    

Re: Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi

 August 09, 2023, 03:00:15 pm View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

The thread has been updated with some character sprite rips from Ausf.Achse. All ripped by LarsKusanagi.
    

Re: gouken remasterd uodate WIP

 August 05, 2023, 05:32:05 pm View in topic context
 Posted by Sir Ghostler  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects



Another preview, this one comparing various moves between the old version and the update.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 July 13, 2023, 03:47:05 pm View in topic context
 Posted by Sir Ghostler  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

    

Re: Confused on why I'm in the shit thread after I kept threatening to shit

 January 30, 2023, 09:20:31 pm View in topic context
 Posted by Sir Ghostler  in Confused on why I'm in the shit thread after I kept threatening to shit (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

...

...

I can attest to all of this. The MFFA staff tried their absolute hardest to help Karl. They were very lenient with him and his behavior for a good while. They would literally comfort and counsel him even after he had verbally abused them. They genuinely did all they could. But despite the numerous warnings and plethora of advice given to him, he never really learned or changed. I may have been the last person that Karl was in regular communication with, but even after everyone else had blocked him, he still treated me the exact same way he did them.

Please do not be mislead and view the MFFA staff in a negative light for this. Karl, whether intentionally or not, framed them as the total bad guys despite their above and beyond efforts to try and help him.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 October 23, 2022, 02:55:07 am View in topic context
 Posted by Sir Ghostler  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Version 3.7.2 was just released.

Spoiler, click to toggle visibilty


The bug stopping the program from launching should be fixed now. There is also a portable version available.
    

Re: Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi

 September 03, 2022, 10:07:04 am View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

The thread has been updated with more stage rips from other versions of the game. The Ausf.Achse stage rips have also been updated. All ripped by LarsKusanagi.
    

Re: Akatsuki Blitzkampf Ausf.Achse Stage and Misc. Rips by LarsKusanagi

 August 18, 2022, 03:21:52 am View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

I don't think Lars is currently able to get the other screenpack assets, but I could be wrong. You can contact them on Twitter about it. https://twitter.com/LarsKusanagi
    

Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi

 August 18, 2022, 01:48:55 am View in topic context
 Posted by Sir Ghostler  in Akatsuki Blitzkampf Stage and Misc. Rips by LarsKusanagi (Started by Sir Ghostler August 18, 2022, 01:48:55 am
 Board: Resource Releases

All ripped by LarsKusanagi.

Character assets:
Spoiler, click to toggle visibilty

Stage assets:
Spoiler, click to toggle visibilty

Misc. assets:
Spoiler, click to toggle visibilty
    

Re: Atsuko Kagari released

 September 19, 2021, 12:16:52 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Thank you!

Akko has been updated... https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Corrected some compatibility animations.
- Added a few more compatibility animations.
- Fixed a few remaining sprite errors.
- Corrected a physics issue with the grounded burn state that would cause the opponent to slide unnaturally.
- The super portrait now has its own dedicated sprite.
- Extended the freeze for Ex specials by a few frames.
- Tweaked and updated the readme.
- And the first value for pal.defaults has been set to 1 because I forgot to do that, lol.

Please redownload her.
    

Re: Atsuko Kagari released

 September 17, 2021, 11:37:30 pm View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

The shockwave itself is fine, but pretty sure the dust originated from the Marvel vs Capcom series and not meant to be used like that as it's for supers due to the effect's proportions. Why not use a dedicated dust shockwave effect for it instead? I'm certain there is one out there you could use.
I just like how the effects look currently, I don't really mind what the dust effect is used for in source.

You can, but I don't like how it appears behind her and not in front. And it also disappears too quickly so you can't see it and it's not big enough to cover the bottom corner. A dedicated super portrait for it is much preferred, but I'm not sure if Jarquin10 is willing to do that as the portraits match the character's palette.
I was generally following how Melty Blood does it, and I didn't want the portrait to obscure the characters by having it display in front of them. I can possibly extend the freeze so the portrait has more time before it disappears.

I originally thought you were going for the Marvel Super Heroes vs. Street Fighter aesthetic since the super background came from there. You're also missing a super spark when a super is activated.
I'm planning to add a super spark eventually, I just haven't decided on one yet.

Are you certain? Because if any character uses a super and freezes briefly before they attack, the background from Akko's supers will be the only thing that's still moving. Like what kind of situations? Just so I can get an idea.
Well, anytime the opponent uses a Pause or SuperPause sctrl, it would freeze the background. I can't predict when other characters will use those sctrls and what they'll be using them for. If I allow the background to be frozen, then it can freeze in situations where it shouldn't, and if I don't allow the background to be frozen, then it can't freeze in situations where it should. There's going to be problems no matter what I do, that's just how it is outside of a fullgame. I'm just going with the option that I think will cause the least amount of them.

I see. I was thinking about voice clips from the anime like what Shimmering Brony did with his Panty and Stocking. The only thing you'll have to worry about is the background music if any.
That's the main reason why I've been using as little amount of clips from the anime and OVAs as possible. Pretty much all of them that we took from the anime had background noise/music, and I want to have a consistent level of quality with the sounds Akko has.

It really depends on the lifebars you use. They should appear as the H icon when finishing a opponent and all show S as they were beaten with a special. The default lifebars should easily tell.
Metamorphie Faciesse, Boiling Flame - Furious Aura, and Shiny Arc all register as a super/hyper when defeating the opponent if the lifebars have a unique icon for them. The Ex specials only register as a special which is intentional.

No problem, I never knew who the author was and turns out it was you who done it. Well done.
Thanks again. :)
    

Re: Atsuko Kagari released

 September 17, 2021, 10:33:42 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

-There is no sound effect where she jumps (It's only used when she jumps while running forward).
I only wanted there to be a sound when she does a high jump, and a high jump will trigger if she jumps while running.

-When she hits the ground twice, it's the dust effect for supers and not the ground shockwave.
I was following how KOF does it where the first impact uses a shockwave effect and the second impact uses a dust effect.

-Float should have a sound effect where she's swinging her hands trying to fly.
I wanted to include one, but I couldn't find anything that properly fit. Maybe I could play the whiff sounds for her normal attacks repeatedly and that could work, idk. I'll have to experiment with it.

-All super moves should have a dedicated portrait and not use it's big portrait (Changing (9000,1) will change that as well, so I can't give her a custom one if I want to).
I can duplicate her big portrait so the super portrait has its own dedicated sprite.

-There is no KO background animation when defeating an opponent with a super.
At this current point in time, I don't think she really needs anything else other than just a super background and super portrait, tbh.

-The super background doesn't freeze during superpause (The BG animation still keeps going when using Training's menu).
I can fix this, but I'm not sure if it's worth doing, tbh, because I fear it'll lead to situations where it gets frozen where it shouldn't.

-The voices feels lacking as she says the same things when using specials or supers.
I agree, but I don't think there's much I can do. The majority of the voices were sourced from Chamber of Time, and there isn't much variation there either.

-All her supers except Shiny Arc has the wrong attribute flag when the opponent is defeated (S instead of H).
Do you mean the attributes specified in the HitDefs?
Code:
attr = S, HA
Because they should be correct for the other supers.

Wow! About time we finished her, and yes, I'm the one who made all her sprites (save for the normal and win portraits my friend Jarquin10 did for us), and we enjoyed working on this project we put effort and dedication to!
The sprites are great. Although, I just wish your friend could make another portrait dedicated for supers. Amazing work on the character by the way.
Yeah, Shim did a great job on the sprites. I'm glad you liked what I did with them. Thanks for the feedback. :)

---

There'll be an update releasing soon that'll address a couple of other issues and omissions that were found.
    

Atsuko Kagari released

 September 17, 2021, 12:20:57 am View in topic context
 Posted by Sir Ghostler  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+





Spoiler, click to toggle visibilty

A collaboration project between myself and @Shimmering Brony. I did the programming and designed most of the moveset, while Shim made the sprites and animations. This project wouldn't have been possible without him!

Feedback is welcomed. We hope you enjoy her.

Link: https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
    

Re: KOF-ish Chun-Li released

 January 30, 2021, 09:18:49 am View in topic context
 Posted by Sir Ghostler  in KOF-ish Chun-Li released (Started by Sir Ghostler January 19, 2021, 12:57:21 pm
 Board: Your Releases, 1.0+

Yeah, Soy Sauce was a pretty big inspiration for the style my KOF-ish characters use. Thanks for the kind words, I'm happy you enjoyed her that much.
    

Re: Does this site has any rule against Youtube and social media links.

 January 22, 2021, 05:09:15 am View in topic context
 Posted by Sir Ghostler  in Does this site has any rule against Youtube and social media links. (Started by orochi_kyo January 18, 2021, 02:03:27 am
 Board: Feedback

I'm joking ofc. Anyway, it's still forcing views in my opinion. It's like those pages on fb or any other social media that forces you to share their post or like their page in order to access something else. Why do I need to click the video and THEN click the download link, giving the video one extra view count if I could just go direct to the download link? Idk, seems wrong to me.

But you're forced to give a view regardless of the case, all that changes is where the view actually goes. This same logic can be applied to the case of the creator having a website.

"Why should you have to click their website then click the download link?"
    

Re: Does this site has any rule against Youtube and social media links.

 January 22, 2021, 04:49:10 am View in topic context
 Posted by Sir Ghostler  in Does this site has any rule against Youtube and social media links. (Started by orochi_kyo January 18, 2021, 02:03:27 am
 Board: Feedback

I think there's an important question that needs to be asked. Is there really a difference between linking to a website that hosts the character or contains the link to them and linking to a YouTube video that has the character link in the description?

Regardless of the case, you are forced to go through a third party website to get the creation in question, and you are giving the site views and spending more bandwidth than needed by doing so. Yet you don't see people posting the direct link to a character in a release thread in the case of the former, and I would imagine any attempts to do so would be met with public ridicule (as it should be).

Why shouldn't that etiquette be extended to the latter as well? Unless something like ad.fly is involved, I personally don't see a problem with it.
    

Re: KOF-ish Chun-Li released

 January 22, 2021, 04:28:50 am View in topic context
 Posted by Sir Ghostler  in KOF-ish Chun-Li released (Started by Sir Ghostler January 19, 2021, 12:57:21 pm
 Board: Your Releases, 1.0+

She's solid bro.
Even if she have some kind of vanilla/simple feeling.
I love this character. Very good work!

Thanks, guys. My focus was just to make her fun, so I'm happy she turned out that way.

I like how her commands are not the usual charge ones, 'cause I hate them. And damn, she feels so satisfying to play and I'm not even good with KoF characters.

Yeah, I think of her three staple moves, Spinning Bird Kick was the only one to have a consistent input across the series, so I just changed all the commands to fit my liking. Thanks, I'm glad you liked what I did with her.