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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Hey man, just read this post. My comps been down for a couple months, so I've missed a lot. To be honest, I've got quite a bit on the table right now as it is, and this thing needs a Lot of work! At this point its gonna be another few months at least before I have myself freed up, but Venom IS one of my all time favorite comic chars, and it looks like you've done quite a bit of work on him already tho, so I'll tell ya what: If you want to give me a quick list of a few things that you think he could really use that you're having trouble with I'll spend a night or two and see what I can do. Sound ok?
  2. Ok my computer is finally back up and running, so I'll be getting back to work soon. Laharl thanks for the feedback on duke, I think I addressed most if not all of that in the most recent update, but I am going to take another look through his files to see if I can fix one other thing, so I'll check on it when I do. Also, Dukes link should be working now. Sorry all about the long wait on that one. Comp trouble.
  3. Duke Nukem gets yet another update! Check First Post for DLinkage. Also I'll take some requests for features to add to his configure.txt file. Any ideas are welcome.
  4. hahaha oh christ. he's a damn bug swarm when he fights himself. I don't know what it is, but so many things start going haywire.. The AI gets weird, his pistol icon disappears, his hyper portraits randomly vanish, apparently the grenades bounce off him?
  5. Duke Nukem updated. Check first post! Laharl, who are you using him against to get the grenades to bounce off the opponent?
  6. No, the grenades still bounce. They bounce in the original game, and you can use it strategically. For example if a character is blocking, or behind their partner, you can bounce one off the back wall to hit them. Or if you miss them on the first shot (they duck etc) it might hit them on the ricochet. I thought you were talking about the pipe bombs bouncing before, sorry.
  7. Ok so I checked his damage levels out and this is what I came up with: Strong punch strengths: Duke no roids: 43 Duke w/ roids: 63 Wolverine: 80 Juggernaut: 90 Fei-long: 60 Roids basically increase his damage by 1/3 for all his basics. Seeing as he's more of a tactical fighter than a brawler, and his hit strengths seem to reflect that, I think I'm going to leave his damages the way they are. As for the blue box on his arm when shooting, that's added and uploading now. Thanks again!
  8. Hey thanks for the feedback Laharl. Much appreciated. -The bombs you mentioned are detonated manually by pressing a + x. -You're probably right about the steroids mode thing. I'll take a look at that and see about toning him down a little. -The AI thing, I have no idea how to fix anything with the AI. sorry. -I'll add the blue box on his arm. -Yeah it would make sense for him to shoot downward in the air, I thought that too, but that's pretty much just too much work for me at this point. After all the crap I went through over him with the creator I'm basically just trying to call it a day. Thanks again for the feedback, I may have all that done tonight, but either way keep an eye out for an update soon. Hey man, thanks, I'm really glad you liked the Tick fix. It sucks how one little bug like that can basically ruin a character. As far as the Lord Zed thing goes, sorry, but you'll have to find someone else to work on him. I have too many other projects on the table right now. Best of luck to you.
  9. Added: -Endoedgar's Metroid Bosses scaled up versions. -Palettes for Duracelleur's Predator. -Finally finished my Duke Nukem edit, pending feedback. Check the first mo fuggin post for sum updates peoples. May they serve you well
  10. Thank you for taking the time to pass on your skills. Very Very cool! Bookmarked.
  11. Added - Street Fighter 2 Oil Drum Bonus and Beavis and Butt-Head Mc 900 ft Jesus Package. Check first post. Enjoy!
  12. yeah it does. nice portrait too. Shweet.
  13. Hell yeah, nice character choice for an edit. testing...
  14. can't wait for that ^ Holy shit man, where has your freakin page been all my life? Easily one of the sickest mugen pages I've encountered. I don't care if they're all sprite swaps, all of that shit is gold. You mind if I fix a couple of these characters up?
  15. I see, it was an snes rip, that's why it looked like it did. The arcade version is what I was trying to get a little closer to, and in that version parallax is the closest approxamation to how the bridge moves. Observe: http-~~-//www.youtube.com/watch?v=wbKSmYaqoWc&feature=related Here's how parallax works (we'll leave perspective alone for now): A given pixels horizontal delta is proportional to its Y position on the screen, as determined by the xscale variables. What that means is that the lower on the screen something is the more (or less) it moves, thus if the bridge is parallax, the mountains slant. Now I could have separated the sprites in FF / photoshop, or just windowed the mountains and doubled the length of the bridge (which I still may do), but given the amount of time I was willing to give this edit it was a calculated exchange not a 'lack of understanding of perspective'. There are lot of things in my edit that are different than the original and the snes version: the extra mountain in the back, the added clouds, the moved sun, the added low fog, the added overall fog, and the added light beams spilling over the peaks. As for the vertical follow, the only way I can imagine someone going offscreen during an air combo before reaching the boundhigh is if there are 3 or 4 characters on the screen at once. In that case if I raise the vertical follow, you will be closer to loosing sight of the lower 2 or 3 characters completely every time someone super jumps. All that being said Chief Thunders bridge was one of my favorite stages in K.I. so I may eventually rip the sprites myself from mame and redo the whole thing. The only reason I did this edit was because it was the only version I could find, and it was just intolerably bad. It's more of a remix type edit if you will.
  16. What version of mugen are you using? Because as for the issues you mentioned, there's nothing wrong with the perspective or the vertical follow on my computer. The chars stick to the floor perfectly for vertical and horizontal scrolling, and the perspective is fine. Sounds like a case of different mugen versions to me. I use Crossover Games. It's a slicked down version of Wine which lets you run windows progs like any other app on a mac. Great program.
  17. thanks man. Hey I mentioned this over at the guild but I think it's worth mentioning here too. When you guys are testing out a stage for bounds and deltas, try using the deathstar. It's quick and it flies, which make it pretty freakin ideal, especially when your testing out that bound high. Cheers, and happy coding
  18. cool thanx for the feedback, I have a file where I keep it all, and will address it. I don't know, I've never used winmugen. I didn't realize the def file said that's what he was for, I'll check it out. The link is fixed, so he should be good to go.
  19. I got a laugh out of reading this. thanx cool man, glad my edits are serving you well. as far as suggestions, in the future for sure, but right now I got a long list already. Any feedback on existing work is especially helpful tho. Glad u like em anyhow.
  20. Duke link updated. Sorry about that. Yeah I've kind of been distracted from my work by this whole debacle over my edits. Too read about it, for anyone who is interested, here is the thread: http://mugenguild.com/forumx/index.php?topic=142379.20
  21. Thanks man, I'm glad u like the edits. It's good to be able to give back. More to come...
  22. Check fisrt post for new Hi-Res Batcave and Duke Nukem update. The more feedback I get on duke the cooler he is going to come out. Just saying.
  23. The Bat Cave. This town needs an enema. Download Low-Res Download Hi-Res Super Jump - Yes Animated - Yes BGM - No <-- I like Eminem's - Must be the Ganja for this one, but that's just me. __/ Low Res I started with this sprite from either Flamekyo or LTD I believe, -Rescaled and realigned everything -Added pulsing glow -Added beams of light -Added front railing (that was a bitch) -Threw some fog in there. __/ Hi Res This is my first shot at making a stage from total scratch, so any feedback is more than welcome -Read the color loss section of Cybaster's stage tutorial, which is fantastic, btw. -Found a clean version of the original sprite -Carved out front layer in photo shop -Broke it down into red, green and blue components for color preservation -Chopped up and re-angled light beams -Added floor and ceiling fog. __/ Updates to both 6/12/12 -centered the bat symbol -hr stage symmetrical (lr basically symmetrical) -tweaked tension -tweaked floor tension based on Alucard's Batman's jump height. -stage no longer fascinated with projectiles Enjoy For a version of Alucard's Batman with minor updates (so far) check out my edits thread.
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