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NapoleonJonamite

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Everything posted by NapoleonJonamite

  1. Sailor Venus gets a bit of an update to fix a HUGE oversight found by UEMonthly on YouTube. Bug fixed: -ground.velocity adjusted on Standing MP to terminate an unnoticed infinite This fix has also been made to her Winmugen patch. Download her here: http://mugencoder.com/authors/view/napoleonjonamite
  2. After the major update to all of the releases, I have given Mercury a minor update. All that was done was a few minor palette fixes and the use of a new default palette I was given by JDM a long time ago (Just had to do a few tweaks to it). Download her here: http://mugencoder.com/authors/view/napoleonjonamite
  3. Adding in yet another update to all of the characters. Due to the fact that I left blue CLSNs on the characters' guard push animations, they could be hit while pushing back an enemy if the attack the GP is activated on hits more than once. To counteract this, I added a NotHitBy controller to the states.
  4. Updated Pluto. Nerfed the damage total on her throw (Damage was set to the original source game value rather than a fair/traditional value).
  5. All of the Sailors and Link have been updated as of the 24th. All of them have been given a better guard push, thanks to Dcat for letting me use his code over LimitedMoon's. In addition, Mini Moon has had some bug fixes added to her earlier update. Enjoy my latest updates!
  6. Hello all, just wanted to let you know there has been an update to our favorite little time paradox, Sailor Mini Moon! What's changed: -Luna P (Air projectile) velocities modified to move like Mars' charms -Air projectiles cause falls when used on an airborne opponent Download here: http://mugencoder.com/authors/view/napoleonjonamite
  7. Not many gameplay changes made, but the major update is that the 1.0 conversion is done. For those who are on Winmugen and wish to use them, don't worry I have patch folders included in their main folders. Winmugen versions: -KOF XI style win quote screen -Win compatible HCF setup -No AI 1.0 versions: -KOF XI style win quote screen removed -1.0 compatible HCF setup -1.0 AI (Jupiter only) Download them here: http://mugencoder.com/authors/view/napoleonjonamite
  8. It's been a long time since I updated either of these two, so why not give them a couple fixes/additions? Updates to both: -Air projectile attacks now cause the opponent to fall from the air during an aerial rave Update to Link: -Spin Attack can now be used in the air as part of an aerial rave Get both of their updates here: http://mugencoder.com/authors/view/napoleonjonamite
  9. Sailor Neptune got a bit of an update since the last one a few months ago. What's changed: -New default palette by JDM -Made Submarine Reflection knock the opponent back before the projectile hits, so it won't whiff at point-blank range As always, download her here: http://mugencoder.com/authors/view/napoleonjonamite
  10. What's updated: -After noting some feedback on Mini Moon, I did a few tweaks to her on the crouching normals. -Portrait for KOFXI-esque win screen for Neptune has been updated (Forgot to change the rendered image before releasing the previous update). -Saturn now has the Hyper Combo Finish setup that all other characters have. Get them here: http://mugencoder.com/authors/view/napoleonjonamite
  11. Let's start things off by adding stuff I recently updated to a page upon which I once had my works hosted. Does this mean a full return? Maybe. We'll see Download them here: http://mugencoder.com/authors/view/napoleonjonamite
  12. Updates? They have the same infinites as before. Also, did you get permission to use the characters you didn't make for this? Laxxe's Kirby, Sean's Sonic, Gladiacloud's Bubblun, Kamek's Game & Watch, aperson's update to Warner's Luigi, and Mike's Yoshi. One more thing: So you're encouraging them to replace your DK with Hannibal's after it is releases, yet you won't encourage anyone to replace your Link with better ones (I know mine's 1.0, but still)?
  13. Updated as of July 24, 2014. What's changed: -Shadows removed on projectiles -Hitspark added to tornado moves -New palettes added
  14. Well, just got yet another Sailor updated with color separation, and the new hyper combo finish setup. This time, it's the Guardian of the Gate of Time herself, Sailor Pluto. Get her here: http://mugencoder.com/authors/view/napoleonjonamite
  15. I have a Sailor Saturn. She's currently getting the HCF update that the others have.
  16. I'm still waiting on the new, more accurate sprites for Link. So, he's still on those old sprites from Ax, so I should mention that the visual element added to him is a new Hyper Combo Finish setup. The Sailors received this new HCF as well.
  17. I remember updating Link back in April, fixing some gameplay issues and in doing so making him 1.0 exclusive. This month, Link, and a few of the Sailors received a new visual element, and Mercury gained a gameplay fix that was way overdue. Download here: http://mugencoder.com/authors/view/napoleonjonamite Have fun, everyone!
  18. The stance is one of the things being updated with the new sprites. Just give it time, and we'll be on our way/
  19. Thanks. Only thing I'm finding annoying is the current color layout on this Moon's sprites. Removing sprites from the current setup and adding the stuff in mine is basically fine, but what's bad is that I can remove sprites that come with other characters (She had a Tuxedo Mask/Kamen summon and a super with her and the other Sailors) and their colors are still in her color map. So basically, she'll need a new color map and simple palette series after the sff has been compiled.
  20. Okay, I've been thinking some of doing something that would essentially be a re-skin of something I have already released. In this case, it would be Sailor Moon using her classic uniform. I recall there once being a Sailor Moon released a while back using the same sprite style as the ones in all of my Sailors. Only thing I've noticed is that this one doesn't everything that my version has in terms of sprites. A good amount of the sprites available in the original are just like the ones in mine, here's the standing animation of the original "Classic" Moon next to mine: As I go through them, I'll state which sprites/animations I'd need done in the classic uniform. There are some moves I'll leave out of mine when remaking the classic one. I know this isn't either of the original projects I had planned, but this is something I can easily do while I wait on the needed new sprites for both Hayabusa and Joker.
  21. Link has been updated! More fixes done. NOTE: He has now become 1.0 exclusive due to one of the fixes involving the AI Jadeeye had originally made. If you want him to work in Winmugen, you're going to have to ask someone to patch him. Next up, the new sprites and hopefully color separation on them.
  22. -I've noticed the problem with the Spin Attack. It seems to work fine if you use mugenversion=1.0, but with the winmugen version the damage gets ridiculously high. I have yet to make it stable for both versions. This maybe a problem with the open source code from LimitedMoon's Ken. -I thought I extended s.HP's hitbox enough for the overhead (I also thought it was s.LK), guess I need to adjust it some more. -Going to take another look at the guard.hittimes v. ground/air.hittimes. Could have sworn I had the numbers work. -If I increase the cornerpush too much, then say goodbye to his ability to really do a chaining similar to MVC. -Yeah, opted to slow the animation down to where it's impossible to have a chain like that. The way it was before, there was even a corner "infinite" where you could link s.HK into the Hookshot, then continue. -Will fix. X-axis misallignment? -Yeah, I'm probably going to turn the pillar effect into an explod and give the Megaton Hammer a hitbox. Maybe add some extra damage to each version. Reason it's so fast is that I do want it to be chained into after a normal.
  23. Updated again today! Fixed a major bug with his s.HK.
  24. Updated! Just fixed a few things, and added an alternate snd file with his Brawl voice.
  25. Got all that done (Removed the Low hit on s.MK). Only thing I can't seem to resolve is the whole thing regarding s.HK. I have adjusted the x velocity on the ground hit, adjusted all the hit corner pushes, yet it can still "chain" into the launcher. It also, sadly helps create a "corner infinite" when the Hookshot is thrown into the mix.
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