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DS12

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Everything posted by DS12

  1. Feedback time: ROCKO: - All attacks still can be spammed over and over again (I do recall sending this to you twice now and you still haven't fixed it) - Running still plays even if Rocko stops (I also do recall sending this to you and you still haven't fixed it) - Spitball recovery frames are too...slow - Spitball proj. hardly does any damage - 130 damage from spirited away special, fix pls - Pogo stick special needs a bit of damage increase (i.e. change from 30 (also 18 for smashing) ---> 60) - I can't perform Bird Chirp special (I also told you this, and again, you never fixed it) - Brain Pop can be tricky to perform (however, when I did it once, it hardly does any damage at all) - 140 damage on Tornado Kick, fix that as well please. - Why does heffer hit the opponents AFTER he lands? - Rocko doesn't even jump over Earl, he jumps into the direction he's running in. - Also, why does THIS happen when earl hits the opponent? - Sheila assist needs a damage increase - 254 damage is a bit too much for a Lvl 1 hyper (a.k.a the boxing hyper) - red hitboxes need widening for the jackhammer hyper as it doesn't particularly hit Kung Fu Man (or other characters with thin hitboxes) multiple times for 8-19 frames. - Jackhammer 2 jackhammering sound won't stop playing even if Rocko finishes the hyper - Suck-o-matic hyper does too much damage, even if it's a Lvl 3 hyper - Crazy Bus Driver literally takes half of opponent's health. I know it's a Lvl 4 hyper, but that's way too much - Also, BG problems during the Crazy Bus Driver sequence: - FINISHER doesn't even kill the opponent, and after that, this happens: - What happened to the Earl chasing Rocko winpose? Earl doesn't even appear onscreen, and I thought Spunky was also supposed to run from it as you told me on discord. ZIM: - Like Rocko, attacks can be spammed over and over again, and infinitely - What's this? No target hit sprite when hit by Zim's bomb? (I think I also told you this on Discord and yet you still haven't fixed it) - For a gun proj. THIS big, it shouldn't even do 20 damage. Oh yeah, and proj. layering problems persist too. - Same thing with this. I liked it better when the proj. were small. - No target hit sprite for the Fire special, and...hardly does damage (didn't I tell you this on discord?) - Wrench literally goes through the opponent whenever Zim throws the wrench at a close distance (position's still off, pls fix) - Gir's pig proj. only does 10 damage? - After performing the gnome assist, I'm can't perform the gir assist anymore. - Robodad walks up to the opponent and instantly runs away without attacking. - Hitspark positions are WAY out of place - I can't perform the PAK special because the "electric" special overlaps it if you know what I mean... - Sound when zim spins his staff around doesn't stop playing, even if after the hyper sequence is finished - Pause sequence gone wrong which leads to this: - Hitbox size needs fixing, literally: - Zim Portrait for Finisher could be bigger (but not too big please) DIB: - Oh neat! We're off to a good start (but seriously fix this please) - Do I have to keep saying this? All attacks can be spammed over and over again. - Also long hitboxes, shorten them please - For an Air heavy strong punch, the screen shouldn't shake twice as much when hitting the opponent. - Let's compare sizes for the hack special shall we? - Pause sequence for Ham special can be annoying, especially if doing it repeatedly. - Camera special has no flash sound? (And didn't I say this in discord as well?) - Hit by water balloon goes into a passare state for the opponent...which makes absolutely no sense. (I also went through with this several times in discord) - Gaz's red hitbox is still present even if she's throwing a pizza at a far distance - Ray special hardly does any damage, fix that please. - Water Gun hyper barely does any damage and doesn't hit that much at all - Also, fix this: - Before Dib calls Membrane, power is reduced to 2000, then when Membrane shows up, power is reduced to 0. - Meat hyper gives back power - Torque Smackey takes off all your power and only does 126 damage - Dib's AI spams teleport extremely often, and it can get really irritating after a while ED: - Yeah...uh...fix please? - Yeah, if you'll look at the bottom of the screenshot, you'll see what needs fixing - Dust explods out of place - Ed's grab doesn't seem to work - All attacks except standing strong punch and kick can be spammed over and over again, and of course...infinitely - Ed still rambles on after saying this one short quote, "This is jib." (for the Jib special) - Ed's sneeze hitbox is practically full screen, tone it down please - Squirt Gun still looks and sounds like tasers - No frame after being burnt? - Nazz kissing should cost some power, since she heals Ed's health and can be spammed - Nazz doesn't hit the opponent when the opponent is too close to the edge of the screen That's all I have, I hope you'll fix these bugs.
  2. - Added FP2 characters to the collection. I also added (FP1) and (FP2) next to the author's names to simply give a hint to what games these characters are from.
  3. So....just to let you guys know, I did NOT do this Revamp. A guy named, Joey the Tricky revamped it for me cause it had a lot of flaws and such. I tested it before releasing this, and the coding was utterly ridiculous. So I made some changes myself. Here's a list: And that's pretty much it. I thank Joey the Tricky for helping me out with this, and I hope you guys will enjoy the revamp! VIDEO: DOWNLOAD: https://drive.google.com/open?id=104TFSECI-0HutkITbbSiKT8F5ZiEG49D
  4. So apparently I'm currently on christmas break, and what better way to spend it than to release an update. And guess who it is: DS12 Yeah, so basically I could no longer hold him off. So I took this oppurtunity to update him. And hoo boy, what a job I've done. Here's his changelog for V1.1: V1.1: Big Blue Update - Added a CONFIG for Palette Selector - Fixed Hyper Portrait sequence with Kyubey assist - Fixed infinite on Heavy Punch (Stand) - Edited AI a bit - Added access to combo standing -> crouching or crouching -> standing - All normals can now be comboed into specials - Adjusted poweradd on Statedefs on normals - Replaced SSB4 hitsounds with SSBU sounds - Modified squashed compatibility - Adjusted juggle limit for Air Heavy Kick - Added Getpower = 0 to hitdefs that do not have it (for hypers) - Adjusted Mid.pos (not head.pos cause Mami headgear) - Added Blue CLSNS over Red CLSNS for every animation that DS12 sticks his feet/hands out (attacks, basically) - Vulcan Jab now has limited timing if holding "x" - Fixed infinite on second attack before performing vulcan jab - Balanced out Frame Advantages - Adjusted Pausetime on several hitdefs - Guard cancel can now be performed if it wasn't accessed already - Increased Normals damage by 10% (for multi-hits: 5%) - Airdash now cancels into normals, etc. - Messed around with pausetimes - Air strong punch no longer wallbounces opponents ON the ground - Corrected high and low hits on normals - Added numenemy, numhelper, and numtarget to free some (not all) of the debug flood - Aligned and positioned some sprites, also transparency animations - Computer (For DELET This) now disappears if there are no enemies at all - Corrected hitdef's attributes - Added statetype idle codes for recovery frames of normals - Added another error message for DELET This. - Invincibility removed during start-up of powercharge - Fixed bug in special intro against SSBB Kirby where you could control him after he was hit by the warp star - Added voiceclip for Waluigi when he gets hurt (for the 5th(?) time) - Escargoon now appears whenever Dedede assist (SUPPORTIVE ONLY) wins Yeah, that's a LOT. In fact, there were so much that I might've missed most of the issues here and there. But please understand that this was all I could find. That being said, download link's below the video. I hope you enjoy and Merry Christmas! VIDEO: DOWNLOAD: https://drive.google.com/open?id=1XkIqot7_0WwSLMDWVHB2-HMxXz_2LGAS
  5. Two MOOGEN vids that I forgot to post for some reason:
  6. So, I tried to add a new image for the signature that's exactly (or less than) 600 X 200, but it still says that my chosen signature doesn't meet with its guidelines, even if I resized it smaller than 600 X 200. I also get this error: "Unable to retrieve signature image dimensions for http://mugenfreeforall.com/applications/core/interface/js/spacer.png, please try another image." I double-checked the guidelines to make sure I didn't misread anything, and I also tried to add the image with the [/img] BBCode, but the site still disapproves of my signature either way. If anyone has a solution to this, I really appreciate it, cause I tried everything.
  7. Super Better Mario and Super Better Luigi now have their fixes (from all of your feedback) released. If you want the changelogs for them, then here they are: Super Better Mario V3.11 (A small, red plumbing fix): - Special intro against Bowser Jr. no longer plays during simuls (cause of complex coding and shet) - Added juggle limit to ground pound to avoid infinites - Crouching Strong Punch no longer can be comboed into iceball due to infinites - Fixed bug where EX fireball is unblockable up close - Added Uya icons Super Better Luigi V3.1 ("I wanna do absolutely nothing already" small fix): - Fixed stone intro where you could control the opponent after he/she was hit (fixed on version 3.01) - Added Juggle limit to ground pound to avoid infinites - Removed debug variable that was left in statedef -2 - Icon now has shared palettes on the hat and overalls (if you could SEE it) - Hammer Luigi now only throws out 3 hammers instead of 4 (in exchange for damage increase by 3%) - Hammer Proj. now block at middle - Shrinked hitboxes for electric palm's proj. - Cleaned up portrait - Fixed bug where EX fireball is unblockable close up - Did some playing around with the hypers - Added Uya Icons Here's the video for it as well: DOWNLOADS: Super Better Mario V3.11: https://drive.google.com/open?id=15anpP9T86jiH1Hs-S2PepCn_BCgp459N Super Better Luigi V3.1: https://drive.google.com/open?id=1hPMnEeiQaW9ic7Ml5E9-ah-iJxChzop8
  8. Super Better Luigi's been updated for a hotfix: V1.01: A Green Hotfix - Shrinked hitboxes for the shockwaves from SilverBall - Added a Pause effect for the OHKO sequence - Added "no foreground" for the OHKO sequence - Added a new victory Portrait - Fixed aerial bug with dash attack and standing heavy attack Link (UPDATED): https://drive.google.com/open?id=1hPMnEeiQaW9ic7Ml5E9-ah-iJxChzop8
  9. Wow, that was quicker than my other two W.I.Ps. But I kinda have reasons for getting this out of the way. It pretty much concerns my life outiside M.U.G.E.N and my stress about it. Basically I'll be taking a break from making characters (but I'm NOT stopping it altogether). If I'm lucky, I'll probably be able to dig into making AI patches, but as of now, I'm kinda having the pressure of doing character creations. Anyways, I hope you guys enjoy these two releases. And don't worry, I'll still be around for you guys even if I'm away. VIDEO: DOWNLOADS: Super Better Luigi V3.1: https://drive.google.com/open?id=1hPMnEeiQaW9ic7Ml5E9-ah-iJxChzop8 Super Better Mario V3.11: https://drive.google.com/open?id=15anpP9T86jiH1Hs-S2PepCn_BCgp459N Hope you guys enjoy them! CHANGELOG (For super better mario): V1.1: The Bros. Update -Palettes are now available, thanks to BestGamerReview! What's in them you may ask? Check them out for yourself! - Though the custom palettes may mess up some of the individual sprites, and also won't apply to Mario's freeze sprites since the sprite itself isn't "custom palette friendly." -Added a NEW Crouching Heavy Kick animation -Added ctrl to airdashes -Normals can now be cancelled to all specials -"Mario Finale" proj. now goes faster after a while to prevent infinite hits -"Mario Finale" proj. damage increased by 2% -Adjusted crouching medium punch's animation -Added CLSN2 boxes ontop of CLSN1 boxes each time mario strikes his hand/feet out. -Added minor cooldown time to fireball (and EX) special to prevent attempted spamming -Aligned some sprites -Added missing sounds -Updated Readme
  10. Wow, that was quicker than my other two W.I.Ps. But I kinda have reasons for getting this out of the way. It pretty much concerns my life outiside M.U.G.E.N and my stress about it. Basically I'll be taking a break from making characters (but I'm NOT stopping it altogether). If I'm lucky, I'll probably be able to dig into making AI patches, but as of now, I'm kinda having the pressure of doing character creations. Anyways, I hope you guys enjoy these two releases. And don't worry, I'll still be around for you guys even if I'm away. VIDEO: https://youtu.be/GomnDcvPP4E DOWNLOADS: Super Better Luigi V3: https://drive.google.com/open?id=1N6FONymTlgwNhFqKJR7irB88l9VVIWGV Super Better Mario V3.1: https://drive.google.com/open?id=10T3gHjqEOsEtUureCp_pvKe38afJuKJk Hope you guys enjoy them! CHANGELOG (For super better mario): V1.1: The Bros. Update -Palettes are now available, thanks to BestGamerReview! What's in them you may ask? Check them out for yourself! - Though the custom palettes may mess up some of the individual sprites, and also won't apply to Mario's freeze sprites since the sprite itself isn't "custom palette friendly." -Added a NEW Crouching Heavy Kick animation -Added ctrl to airdashes -Normals can now be cancelled to all specials -"Mario Finale" proj. now goes faster after a while to prevent infinite hits -"Mario Finale" proj. damage increased by 2% -Adjusted crouching medium punch's animation -Added CLSN2 boxes ontop of CLSN1 boxes each time mario strikes his hand/feet out. -Added minor cooldown time to fireball (and EX) special to prevent attempted spamming -Aligned some sprites -Added missing sounds -Updated Readme
  11. Based on today's Friday the 13th apparently. But anyway, here's my "highly expected" project on Mario's brotherly plumber himself. Here's a video on his progress: Hope you guys enjoy!
  12. Another one of those moogen battles stuff:
  13. - Added Dragon Valley v2 by Kater15 - Added Jade Creek by Kater15
  14. - Added Dragon Valley by Kater15
  15. Super Better Mario updated V3.01: V1.01: A little hotfix -Added juggle limit to Super Jump Punch -Shortened Super Spin by 10% -Lowered Hammer Mario's damage -Lowered Thunderstorm's hyper damage by 20% -Lowered volume of the thunder hyper by 50% -Added CLSN box to the foot of the heavy punch -Added CLSNS to Mario's down taunt -Added cooldown to Rock Mario -Tweaked Guardcancel a bit Get the update here (also linked on the first post but you choose): https://drive.google.com/open?id=1xON_vSen3gXf_yCqkR6gLhciHfYz6aG3
  16. Well this was a lot quicker than expected. Then again, I had Super Better Mario nearly complete when I posted my W.I.P vid. So, this brave plumber is making is "remastered" appearance in M.U.G.E.N. Hopefully this one will replace the old...version. As for Bowser Jr's update, I hope you all are satisified with the fixes I've put into him. I may have missed some oppurtunities, but it's sufficient enough that I took care of all the bugs that persisted in him. Other than that, enjoy these two projects! VIDEO: DOWNLOADS: Super Better Mario V3: https://drive.google.com/open?id=1xON_vSen3gXf_yCqkR6gLhciHfYz6aG3 Bowser Jr V3.1: https://drive.google.com/open?id=1tT1O3ZFe1f3KXSdRtvSVP1ELdKg-Xo8v Hope you guys enjoy them! CHANGELOG FOR BOWSER JR: - Added shaking effect to Air heavy punch and kick - Added recovery frames for crouching medium and heavy punch - Fixed hit velocities for "The Koopa Kombo" - Decreased mechakoopa's hit counters to 2 instead of 5. - Fixed sprpriority on Pipe Intro - Adjusted some hitboxes - Looped dizzy sound - Shell Spindash's cooldown system now activates when you get hit (not effective on custom states though) - Opponent can be punished heavily when hit by shell spindash in air. - Shortened ctrl time on "done with powercharge" state. - Tweaked the POW block a bit - Added PALFX to when the bullet bill gets knocked onto the edge of the stage - Arranged attack's animtypes the right way - Replaced sounds for throwing into SSBU ones - Fixed the palette for one of Bowser Jr's custom portraits (Miku lifebar icon portrait) - Added Bowser Jr's dizzy voice - AI guards more frequently - Changed CRIT effect entirely - Made some tweaks of Frame Data - Added effects and sound effects to the powercharge (Thanks to Mr Ansatsuken for the effects and coding!) - Adjusted head and mid positions - Added in a SSBU parry - Added special intro and winpose against Remastered Super Better Mario
  17. Another remastered character huh, why not? And this time, it's the plumber himself, Mario! Yes, there are many good versions out there already but that doesn't mean there can't be another one. Here's a video showing his progress, even though Mario's nearing his completion ALREADY: Hope you guys enjoy!
  18. Sorry if this was late - Added Lilac's Treehouse by Jewel men10
  19. Don't ask me why I didn't do this before, be thankful I'm doing it NOW. - Added Milla Basset by Artur.
  20. My super biased feedback incoming: - A taunt that has a CLSN1 box but doesn't hit the opponent....ok then. - Most of the sprites are either uneven, or not very fitting. Take this weird crouch thing for example: - A lot of Ed's attacks have infinites (a very generic flaw in your characters, wlan, no offense) - Most of the attacks (or CLSN1 placements) have VERY bad range. For example, I couldn't even hit KFM with Ed's crouching medium kick. (This makes the chance of combo chains really slim.) - I also can't even hit KFM with Ed's Jumping light punch attack whenever I was close to him: - Ed's dash stop takes too long, plus, he just STOPS and doesn't slide whenever he performing a dash stop after running forwards - According to this screesnhot, Ed's sneeze wasn't really strong enough to hit opponents at a close distance. (Same goes for the Sumo special too) - Ed's batter special is extremely underpowered - I'm unable to perform the "Sheldon" (why is it usable only in air?), "eddy," and "edd" assists for some reason. - I don't know if you'd call this a "squirt gun" special (according to what you put in Fighter Factory), this looks more like a taser weapon to me. - So much red CLSNS..... - Ed-zilla hyper takes WAY too much damage, as if the fall damage was the major impact of the damage amount. - Last but not least, I'm unable to perform the "Bounty hunters" hyper. That's from me I guess. I know this is beta, but seeing how Ed looks rough with his animations and the coding makes it quite unplayable, you still have got a long way to go, my friend. Hopefully your final release will fix all of that.
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