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T. Vinceson

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About T. Vinceson

  • Birthday 03/09/1981

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    Male
  • Location:
    Somewhere in Southeast Asia.

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  1. You're welcome. :) As for now, I am not sure if I can do editing work on him, as I am not very familiar with Darkstalkers' main grappler character. If I am to be one, I need to play him a lot more first on the source game to get more acquinted. ^^;;
  2. And I shall in the next character edits. Oh, and... Thanks for using that edited Splode Talbain in this match. :)
  3. Actually, I programmed Final Guardian to do minimal damage when opponents are on the ground. However, it can be very damaging should it hit the opponent caught in mid-air. Not sure with the game source exact damage values of this super, but this is from the personal estimation based from what I read and remember (If my memory serves me right.) in a Vampire Hunter FAQS months ago; The Final Guardian seems to do its maximum damage should it hit the target at mid-air. Though, you could say this is sort of a balancing measure on my part. >><<;; Since, Erasing Sphere EX Move can be significantly damaging already should it be complimented with combos on the opponent while still being hit by the Sphere's detonation.
  4. Thanks~! I do hope that you're no longer experiencing the ES Plasma Beam bug? Feel free also to report back any other errors or bugs outside it. :) BTW, I also watch your YT Mugen match videos. They're entertaining. :)
  5. Some latest updates: - Fixed the EX Move KO effect's trigger. The effect won't happen for circumstances the opponent is KO'ed first by other attacks before making collision with the Erasing Sphere's damaging explosion sequence. - A bug noticed and pointed out by Lord M; Fixed the ES Plasma Beam bug. Statedef 1016 is the last leg of the target's frozen state, (Both shared by normal and ES Plasma Beam.) with a selfstate value of 5100. Previously, its ctrl is set to 1, meaning the target can just instantly shift to any controllable states-- They can get hit again by the ES Plasma beam for a second time, instead of getting hit once and then they're in liedown states before getting back up to their feet. To prevent this, I set the target's selfstate ctrl parameter to 0. - Mentioning Plasma Beam, the states for the High and Low Plasma Beams have been modified. The Ice Beam projectiles are now Helper, and they can be canceled when their root, aka Huitzil gets hit. - Explods like that on the Genocide Vulcans (Specifically the "laser beam") have been given proper triggers to be removed when Huitzil gets hit by the enemy. That all. Feel free to report any other errors you might find.
  6. Okie dokies. I'll give them each a try in the future. But one Victor I usually seen in YT Mugen gameplay videos of him is... Having MvC style, I think.
  7. Oh man~! Thank you very much for testing and then confirming that annoying loop is gone. I am so relieved~! ^^ I was nervous that it could still be there and I might end up sacrificing some of Cecil's states just to get rid of that pesky loop error. Anyhoo, feel free to report back if you find any other bugs. I am glad to hear you're enjoying my edited character.
  8. Sorry for the double post. Just did another bit of update on the character. First of all, I'd like to apologize to everybody who was inconvenienced by a loop error in the Helper's (Cecil) state. Femrril managed to encounter it and then report it back to me at the other MUGEN forum days ago, so I took time to study a topic that deals with such bug and then did some changes on the Helper's statedef that caused the loop bug. With the adjustments in the Helper CNS in place and after 10 matches in Watch Mode, the loop error did not occur. So hopefully the changes did indeed remedy it. Also, Guard Hitshakes now comes with a sound. Again, feel free to report if there's still any loop errors or any other bugs not related to it occurring.
  9. Thank you very much for reporting and sorry for the inconvenience. Should have known that the likely first error that would arise from this character would be from Cecil/Helper. Rest assured I'll try my best to correct the coding.
  10. Sorry for the double post. Character updated--- Fixed the sound play on crouch walk, added dizzy state and EX Move KO finish. Character folder now also has Editor's Read me and move list for reference.
  11. Thanks for the positive feedbacks, guys~! It's rather entertaining and fun completing this Huitzil with the codings and all. :) Victor Von Gardenheim.. Well, we'll see if I can edit on him. I rarely play as him back then whereas I play Huitzil occasionally at the source game. There's three Victors for MUGEN according to this site's Darkstalkers collection. Which is perceived to be the best Victor version so far despite the incomplete coding?
  12. ..Or, completion work. The original version has numerous features missing. So took liberty to work on this character and, at the same time learn further more about CNS State codings. You may get this character from here. This Huitzil is not exactly 100 % source accurate, as I lack knowledge or references for source accurate parameters in certain states.
  13. Er... My, first attempt at Stage editing--- By utilizing color/hue re-adjustment to make this stage least has resemblance color-wise to Pyron's original color schemed stage from Darkstalkers compared to the blue hued re-colored version that he had in Vampire Hunter. This is an edit made from the late JC/Juan Carlos' (God bless him and RIP.) Vampire Hunter version. Also I made this since I can no longer find the Darkstalkers version anywhere online made by Team Weapon-X. You may kindly DL this edited stage here. Thanks and feel free to report back anything wrong like glitches. Note: This stage is LR and compatible for WinMugen.
  14. 4th wall breaker quote: "You were lame back in your original game. You were even much lamer being MUGEN'ed." "What's the matter? Lost because of bad Statedef coding?" " I took you down with one atta... Oh, wait, its just the player accidentally pressing F2."
  15. Now that's one glitch that I have never encountered during my own Watch Mode testing of the character aside from the manual play one. Though I observed something similar like this before this with the dizzy state, but managed to remedy it by adding alive = 1 to the dizzy trigger. I even had the recently updated Eagle edit tested again by running him under AI control in watch mode once I saw your reply. After 10 exhibitions of AI controlled matches, I never encountered the glitch shown on your post above. If Eagle is AI controlled prior to you taking screenshots above, anything that he or rather, his AI did before he mysteriously flew off?
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