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Re: Ikemen Go Character Updates

 October 12, 2024, 02:22:05 am View in topic context
 Posted by pating  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Thanks, I will try that nightly build. I'm trying to build a hyper street fighter zero character using your sprites. I still in the beginner's level in doing mugen codes. Still I have something in mind. Hope I can find someone that can help me materialize it.
    

Re: Ikemen Go Character Updates

 October 11, 2024, 01:33:01 am View in topic context
 Posted by pating  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Tons of error in Shin Gouki.... But I guess it all characters does have errors. I just tried both Shin Gouki and Ryu
    

Re: 2022 Character Updates (Nash added)

 April 12, 2022, 12:59:28 pm View in topic context
 Posted by pating  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

I guess it is better to give Shadow a five hits Shadow Break than four and let his Sonic Boom and Somersault Shell has purple flame effects like in the MSHvsSF. :)

Btw. does Shadow doesn't have the ability to roll like Nash? "f+X+A or f+X+A"?
    

Re: 2022 Character Updates (Guy and Ryu first)

 January 21, 2022, 04:28:38 pm View in topic context
 Posted by pating  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Nice to see you again PoTS. Thank you very much
    

Hyper Street Fighter Zero Character Creations

 December 22, 2020, 05:29:53 pm View in topic context
 Posted by pating  in Hyper Street Fighter Zero Character Creations (Started by pating December 22, 2020, 05:29:53 pm
 Board: Idea Engineering

Good day :)

I don't have the full idea of how to make MUGEN character but there is something in my head that wanted to really have the Hyper Street Fighter Zero in MUGEN with the following mechanics that was similar to the Street Fighter Zero: Fighters' Generation also known as Street Fighter Alpha Anthology.

I heard that N-Mario already have the template of Hyper Street Fighter Zero but when I check upon it, it lacks the guard power gauge which is essential in the game's uniqueness.

What I initially in mind to have a complete game mechanics such as the following...

ISM Gauges -> players can select Z-ism, V-ism, X-ism with these 3 players can select either Normal mode, Mazi mode and Saikyou mode. Classic mode technically by default X-ism without ISM Gauge and Guard Power Gauge.
S-ISM Gauges -> aside from the 3 ISM Gauges players can also choose from the 3 S-ISM that was feature in Street Fighter Zero: Fighters' Generation.
One of the S-ism doesn't have a gauge and only Street Fighter II': Championship Edition characters can access this mode. This one can be optional or be included for certain SF characters.
Guard Power Gauge -> visible just like in the SFZ3 and it also connected and decrease when using Zero Counter (only in Z-ism and V-ism) and when guard crushed. Guard gauges are different depends on the ISM gauge or S-ism gauge that is selected except on Classic mode which can guard anything infinitely without of worrying of being guard crush yet still vulnerable from cheap damages done by special and super moves.
Counter Hit -> Playing Street Fighter Zero 3 will know about this.
Breakfalls -> front, neutral, back and ground (only for Z-ism and V-ism).
Throw Escape -> also known features in every Street Fighter.
Timing Guard -> Zero 3 version of Just Defend on Garou: Mark of the Wolves but doesn't increase life bar, instead it does less guard power damage on the guard power gauge and it can be seen in effect when the character portrait flash a bit blue.
Damage Reduce -> can be done by pressing any directional button before getting hit to reduce that damage in-take of certain attack. When done correctly the character portrait flash a bit red.

In addition to this if I can create a MUGEN character of Hyper Street Fighter Zero, I might have included the following...

+Life Gauge or Vitality Gauge -> visible with the guard gauge
+Stun Gauge -> a visible stun gauge is good
+Additional sprites and some adjustment for some characters like when Ryu in Red Shadaloo-ism can do Joudan Sokutou Geri and SFV's Denjin Hadou Ken instead of the Shinkuu Hadou Ken. Red Shadaloo-ism Gouki can do Messatsu Gou Rasen and Kongou Kokuretsu Zan (SFIII:3S), Tenshou Kaireki Jin (SSFIV). Red Shadaloo-ism Chun-li can do Shichisei Senkuu Kyaku. Red Shadaloo-ism Ken can do his unique CVS2 moves which are the Geri moves and Ryusen Kyaku.

++I guess having a variable (tag) mode (2 on 2) that has a fixed super combo gauge (I guess the Red Shadaloo-ism) is good enough for a deal where all characters by default is set on the Red Shadaloo-ism and having a best match such as Ryu and Ken can do a unique Lv3 Variable combination such as Double Shinkuu Hadou-ken or Juli and Juni can do the Death Cross Dance. Unlike the SFZ3DU where the tag command is trigger by pressing MP+LK, it is better to do it like MSHvSF way so that MP+MK can be use by Juli and Juni to perform the Psycho Charge Gamma.

Having completed all 38 characters of SFZ3DU into HSFZ. It was a good time to include characters such as Sennou Ken (Violent Ken), Shadow and Shadow Lady, Mech-Zangief (with tone-down moves that matches the Zero series), inclusion of SNK characters from CVS2 (or Warusaki3's CVS characters and Kabao's Yoko) in HSFZ mechanics I believe will be a phenomenal in MUGEN history if this comes into fruition.

I know it sounds a huge thing to ask but if I can manage to create a MUGEN character that can match the popularity of Warusaki3's CVS characters I believe that doing HSFZ characters with certain added bonus features like the stun gauge will definitely be a hit in the MUGEN community.

This is all just my thoughts about HSFZ. I am not into forcing anyone to do it but I just wanna to share my thoughts about it and it been a long while since I played MUGEN. After Warusaki3 left the community I am also one of the many people that was being inactive in playing and supporting MUGEN. Still there's a part of me that still wanted MUGEN community to be as popular as those time when Warusaki3 was still around making MUGEN characters.

I hope this post didn't offend anyone here in the community. I don't have any gifts in creating a MUGEN character but all I can do is encourage or do some suggestions.

Have a great day guys and thank you :)
    

SFA3/SFZ3 Sprites

 September 14, 2018, 02:31:19 pm View in topic context
 Posted by pating  in SFA3/SFZ3 Sprites (Started by pating September 14, 2018, 02:31:19 pm
 Board: Off-Topic Help

Hello, I am not that sure if this is correct spot to ask this question.

But...

Is anyone here knows how to rip sprites from SFZFG or SFAA and SFZ3DU or SFA3M?

Thanks in advance
    

Re: Hyper Street Fighter Zero Ryu using Cvs Sprites

 November 25, 2017, 10:25:38 am View in topic context
 Posted by pating  in Hyper Street Fighter Zero Ryu using Cvs Sprites (Started by pating April 22, 2017, 03:01:50 pm
 Board: M.U.G.E.N Development Help

Thanks very techy indeed... I need to learn how to use cheat engine for now...
    

Re: Hyper Street Fighter Zero Ryu using Cvs Sprites

 November 24, 2017, 05:59:12 am View in topic context
 Posted by pating  in Hyper Street Fighter Zero Ryu using Cvs Sprites (Started by pating April 22, 2017, 03:01:50 pm
 Board: M.U.G.E.N Development Help

    

Re: Street Fighter Zero 3 : M.U.G.E.N EDITION

 November 23, 2017, 02:31:40 am View in topic context
 Posted by pating  in Street Fighter Zero 3 & Street Fighter Alpha 3 (PotS Style) (Started by Unknown User November 11, 2017, 07:05:00 pm
 Board: Projects

the thing is it is better if we can build characters from the Hyper Street Fighter Alpha(Zero in the Asian region) which has so much groove select or play style to offer. I saw one which only has Alpha 3's ISM without the original  Zero and Zero 2', if I am not mistaken it was N-Mario who did the templates and it still lacks the guard meter from Zero 3. If we can have the full mechanics of HSFZ it would be a blast and anyone who does it definitely i seriously believe it will pass warusaki3-sama's cvs remakes :)
    

Hyper Street Fighter Zero Ryu using Cvs Sprites

 April 22, 2017, 03:01:50 pm View in topic context
 Posted by pating  in Hyper Street Fighter Zero Ryu using Cvs Sprites (Started by pating April 22, 2017, 03:01:50 pm
 Board: M.U.G.E.N Development Help

I currently learning to do mugen character so my project will be for now will be using the template N64Mario's Hyper Street Fighter Alpha and some Sprites from Warusaki3. Now I will try my best to do it and from time to time hopefully I can make this one out it is been a long time since this template was in the net and I never took a chance to use it.  I am now thinking how I can get through the guard gauge. technically if we can remember that the zero counter in street fighter zero 3 also requires guard gauge power to execute the zero counter. In N64Mario it seems he forget about it. So I am currently searching if I can find something to make functions like in street fighter zero 3. Hope if there's any suggestion feel free to reply to this post.

Thanks in advance.
    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 March 08, 2017, 07:28:59 am View in topic context
 Posted by pating  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 March 08, 2017, 07:25:17 am View in topic context
 Posted by pating  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

Kung kaya ba nating mga pinoy why not create a new mugen engine na higitan ang features ng mugen...

mayroon ang mugen na 2 vs 2 simultaneous (dramatic battle SFA series)

pero wala bang mugen engine na built in na mayroon 2 vs 2 tag battle or 3 vs 3 tag battle (XvSF a.k.a. versus series)

kung may kung fu man lagay tayo arnis de mano man
    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 March 03, 2017, 03:24:20 pm View in topic context
 Posted by pating  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

may pinoy pa ba na marunong ng mugen coding dito?
    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 February 27, 2017, 01:59:12 pm View in topic context
 Posted by pating  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

grabe asan na kayo????
    

Re: Jesuszilla's WIPs - Remake of all of H"'s characters (Current: You decide!)

 November 09, 2016, 12:55:56 pm View in topic context
 Posted by pating  in Jesuszilla's WIPs - Remake of all of H"'s characters (Current: Severe ADHD) (Started by Jesuszilla September 03, 2016, 10:59:31 pm
 Board: Projects

I'll definitely wait for those releases in the same res as warusaki3 did in his CVS. Plus fixing the bugs with turn modes intro by warusaki3
    

Re: Uno Tag Team Patcher v1.2 (10 May 2015)

 December 21, 2015, 02:23:30 am View in topic context
 Posted by pating  in Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016) (Started by Uno April 19, 2015, 06:58:17 pm
 Board: Your Releases, 1.0+

the first check your setting or option in mugen

the second one, is that the S-groove is not compatible with the unotag.., and there still some issues even in the turn modes intro

thirdly, for cvskuroku. just open up cvskuroku.cmd and delete some of the ai commands. at least one.


enjoy
    

Re: Type-K (Uno Tag System ver. 4.0) - NEW VIDEO

 September 13, 2015, 02:12:44 am View in topic context
 Posted by pating  in Uno Tag Team Patcher (Started by Uno May 04, 2013, 09:01:47 am
 Board: Projects

delete some AI commands in .cmd using fighter factory, notepad or notepad++
    

Re: Uno Tag System ver. 3.0 (Uno Tag Team Patcher v1.0.9 - UPDATED 04/23/2015)

 May 02, 2015, 02:15:19 am View in topic context
 Posted by pating  in Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016) (Started by Uno April 19, 2015, 06:58:17 pm
 Board: Your Releases, 1.0+

    

Re: Uno Tag System ver. 3.0 (Uno Tag Team Patcher v1.0.9 - UPDATED 04/23/2015)

 May 01, 2015, 04:16:44 pm View in topic context
 Posted by pating  in Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016) (Started by Uno April 19, 2015, 06:58:17 pm
 Board: Your Releases, 1.0+

1) add some codes for down sound and explods when a partner has been knock out
2) again the turns mode intro. (i hate the glitchy cvsryu and cvs ken fist bump)
    

Re: Uno Tag System ver. 3.0 (Uno Tag Team Patcher v1.0.9 - UPDATED 04/23/2015)

 April 27, 2015, 11:59:57 pm View in topic context
 Posted by pating  in Uno Tag Team Patcher ver. 2.1 (Type-K Patch Updated - 11 June 2016) (Started by Uno April 19, 2015, 06:58:17 pm
 Board: Your Releases, 1.0+

In which characters of warusaki and H"h are you talking about? and what is the problem with that matter anyway??

the turns mode intro of both Waru and H" and other who has team mode intros or special intros

when for example i choose on player 1 Ken and Ryu then on Player 2 i choose Ryu and Ken

the P1 and P2 will do the normal fist bump move while the P3 and P4 does i don't know what you'll call it...