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jenngra505

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Everything posted by jenngra505

  1. Captain Caveman has been updated to version 1.1 Changelog: Modified Priority of a few moves Fixed infinite priority on several attacks Removed Ability to Air Recover from Unga Flame Made Crouching Light Punch not OTG Fixed Cornerpush on crouching attacks Made AI not attack before round starts Modified Frame Data of Crouching Light Kick
  2. The Captain Caveman rebalance has been released.
  3. One of the bottom tier characters of Saturday Morning Mayhem has now been rebalanced. (There may be something I missed but it's better than the original) https://1drv.ms/u/s!AqN1Ini5-I2IiBvuPQL8GrQxSUXI
  4. I find it off, in the same way as Akuma SGSing M.Bison/Vega while M.Bison/Vega watches is off. (Reference to using Warusaki's Akuma against any M. Bison/Vega)
  5. If Sanae summons Kanako while fighting Kanako, there can be two Kanako's of the same palette on screen at once.
  6. As the few people who actually know about me remember, I made a Marvin rebalance edit and mentioned I was planning to do something similar with the other characters. This has now become a revamp of DDR's full game. For those who don't know what this is, this is an attempt at updating all of DDR's stuff to modern character standards. Things currently being worked on: Marvin resprite: Planned for Version 2.5 is a resprite of Marvin the Martian. (Credits to ToonAlexSora007 for the arrow sprite used in the comparison) Fat Albert rebalance: I wanted to experiment with a Mighty Glacier type character so I'm doing Fat Albert next. (Credit to WlanmaniaX for the rough draft of the big portrait) Hong Kong Phooey rebalance: When I get bored with both of these, I work on rebalancing DDR's newest creation, Hong Kong Phooey. Preliminary stuff: When I'm not working on either of these, I might be doing preliminary stuff for other characters like fixing infinites in Underdog or making pixel corrections for Zeus. Struggles: The music in Saturday Mornin Mayhem is known to stink, so I need a composer.
  7. But some characters have 115 defense and have their slow attacks be the thing to balance it out. (Even in actual fighting games)
  8. Another dumb oversight from yours truly, I reuploaded it with this fixed.
  9. Made another update (No version number change) that fixed the dumbest oversight ever. (I was reorganizing Marvin's sprites for version 2.5 but forgot to fix the hurt animations when I released 2.2 if you were wondering.)
  10. Marvin has been updated to version 2.2, it's a big one this time. Changelog: Modified Frame Data for some attacks in Spaceship Mode Changed Launcher and Super Jump to be closer to MVC Revamped existing Infinite Preventors (they will probably get revamped again in version 3.0) Added new Infinite Preventor for an Air Infinite against large characters that wasn't compatible with the revamp Fixed bug that caused him to freeze up after Push Block is used Fixed bug that caused Air Disintegrator Hyper's pause not appearing if the opponent is walking forward Fixed effects glitch in Ground Disintegrator Hyper that I procrastinated on fixing Fixed Air Disintegrator giving power back
  11. I thought that Dib was one of the better sprites because the original shows drawing style was known to be polygonal.
  12. On yet another note, Purple Fireball does no damage when used in point blank range and Flaming Wario does too much damage against characters with fall.defence.up set to 0 (Because they don't want Mugen's default damage dampener along with the one they programmed in). Speaking of Flaming Wario, he disappears for a split second when recovering from it.
  13. I would make Standing Hard Punch have less advantage frames than Standing Medium Punch and have Crouching Medium Punch have less advantage frames than Crouching Light Punch, I would make Crouching Medium Kick less unsafe. I was thinking of giving a Standing Medium Kick a slight increase in advantage frames too. On another note, Max Fasosity Dasherator and Give Me Your Lunch Money have the wrong commands in the interactive movelist.
  14. What is this doing in the Videos thread, isn't this technically a character release?
  15. Rare Akuma shouldn't be a playable character. (He's too strong even for boss fight standards)
  16. Feedback: Notes.txt on the character def crashes Mugen. Standing Hard Punch has +3 advantage frames. Crouching Medium Punch has +4 advantage frames. Crouching Medium Kick has -15 advantage frames. Captain's Pile Driver is too underpowered. Gimme Your Lunch Money sometimes glitches out and heals over 500 damage.
  17. He gains power back when his supers hit, this can be fixed by adding getpower = 0 to the HitDefs.
  18. I gave your beta a test and found a bug in your select.def "C:\Users\North\Desktop\mugen\chars\Dynamo\Dynamo.def" This only works if your user name is North and you have the Dynamo character.
  19. Add Spongebob, Sorcerer Mickey, Twilight Sparkle, Homer Simpson, Peter Griffin and Reimu. (Just doing this to keep you calm)
  20. I think he was talking to SSBK65. I think what I could say was already said by other people on here and Mugen Guild.
  21. I think the Missingno was intended for Mike's version (he should've added the authorname) and that OTW was meant to be only for old versions. On an unrelated note: Opening Papyrus through Fighter Factory 3's Mugen opener crashes the Mugen that Fighter Factory 3 opens.
  22. jenngra505

    j

    Prove it. Show me what you made.
  23. My only concern is that some of these settings might be capable of turning the character OP.
  24. I just feel he could be a bit better balance wise.
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