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HALE R@CE CAES@R

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Everything posted by HALE R@CE CAES@R

  1. GRIFFON/TIZOC UPDATED AGAIN 8/9/14 -Changed start up animation of the Ultimate Griffon Beak Crusher to another animation that I feel fits him better
  2. GRIFFON/TIZOC UPDATED 8/9/14 -Fixed issue with missing Target ID 1750 showing up after being thrown against the wall -Adjusted damage with throws to be based closely what CVS Zangief by Warusaki had but not as strong as his -Made his run have a slower velocity -Took out the old Star FX on Griffon Star and added a better one -Added negative edge on Justice Hurricane and Big Fall Griffon -Fixed it so that it's easier to perform his Justice Hurricane with the 360 motion -Fixed damage on Griffon Star. It should now have level 3 like damage on it
  3. Yeah I have decided on my own to up the throw damage because I compared him to Zangief by Warusaki and yeah, it seems i was way off with the guessing on how much damage he should have for his throw specials. So I have already went and changed them to be higher Right now they are closer to what CVS Zangief by Warusaki has but not as much as he had, as he does more damage than what I think Tizoc would do if he were in CVS The Multiple slams, I like it like that. So I'm going to keep that as is man. Sorry if you don't like it, but its what I like on him man. Yeah I saw that he had that.... Hmm I cant make any promises but I can maybe try to put it in, but if it starts getting on my nerves then I'm just going to leave it as is. Yes I changed those around intentionally. It seems fine to me. And also I'm not trying to replicate everything the same way he had it in Garou. As for the afterimages, don't worry I won't be taking those out because to me, that's what made those moves feel like they belong to Griffon, Its sorta what makes it his own.
  4. Yeah you'll have to excuse me as this is my first grappler character, so I'm still trying to get things right on him. I will do as you said to make things better with the motioning. Also i didn't know it only did 246 worth of damage. I don't know how that happened. That must be something that was changed by mistake of using the find option. I will correct it immediately I have those doing 310 worth of damage because normally in this style if you compare with infinite's other characters as well, the damage for normal like characters is usually at 290 or close to 290 for level 2 super moves. Since he is a grappler, I up'd his damage that he does for that move plus Warusaki's Zangief does about 366 worth of damage on the level 2 version of his Final Atomic Buster. So I think the Griffon Fall slam is fine how it is as far as the damage goes with it. Same thing for the Griffon Rumble. I'm not knocking what you said, I'm just saying that based off of what I said, this is why I think their ok as is. Actually I should put more damage on his level 2 super with the Griffon Fall but I think I'll leave it as is. About the star, I see some people are having a problem with that. And let me just say I didnt see anything wrong with it, but hey, changing it couldnt hurt. So I will see about doing that as well. Thanks for the Feedback Staub.
  5. Ok I will make note of what you said and try to fix that. Thanks for the feedback.
  6. Maybe you could edit the old one with the newer one because the newer one does have alot of fixes man. But i appreciate you non the less man. Thanks
  7. GRIFFON/TIZOC UPDATED 8/7/14 -Fixed problem with Griffon Tower throw -Took off the wall bounce that EX Grido Super Kick had -Adjusted his pausetimes on his normal attacks to be slower more close to his Garou incarnation -Updated him with brand new palettes that have more of a "CVS like" Shading -Included a Palette Guide in the Main Character Folder -Added a config in the config file that allows for you to choose between 360 & 720 motions + Punch or Custom for "Justice Hurricane" Of "Big Fall Griffon" on all versions -Added config in the config file that allows for you to choose between Running or Dashing Forward -Adjusted Wall bounce of the Hercules Throw so now its possible to do Icarus Crash afterwards if timed correctly -Adjusted Griffon/Tizoc's size to be more close to a "CVS Like" fitting -Adjusted his Health to be 1053. (Note that Warusaki's Zangief has 1083) -Lowered velocity of the Daedalus Attack on both versions -Added extra hit on Daedalus Attack on both versions -Increased the pausetimes on the hitdefs of Daedalus Attack -Adjusted A.I. to only do Justice Hurricane more up close and not too far away -Adjusted Collision Boxes on Grido Super Kick -Removed unneeded Var coding and etc. -Adjusted the placement of particles on the power charge -Renamed "Ultra Dynamic Griffon Slam" to what Crosscat Originally called it "Griffon Star" -Updated read me with changes to the commands on certain specials and supers -Added Crosscat to the read me and credited him also in the supermove cns file -Gave more in depth credit to GM in the readme -Added additional credit to who else that contributed to the update in Griffon/Tizoc
  8. Well guys I don't know, this may be the end of road for me for awhile I think it will be awhile before I release anything else.
  9. MICKEY ROGERS UPDATED AGAIN 8/3/14 -Fixed Infinite Bug with Combination A,B,C, and D -And changed his hard punch hitspark to what it should be
  10. I personally don't see anything wrong with someone trying to make something new. If we always made everything source accurate then we would never come up with anything new. I understand that having source accurate stuff is good in some cases like if you want to get the system of that particular game down as well try your best to replicate what the original creators did ,which is not always accurate like you think, to get that same feeling they had but what you have to realize if you put another character in another style then sometimes you wil have to change some things around to make it fit the new gameplay style For example, Street Fighter 2 Ryu does not feel like your playing with Street Fighter 3 Ryu. Same thing goes with Alpha series, Same thing with CVS They all have most of the same moves thru each game, but changes had to be made for them to fit each game's style of gameplay
  11. The Griffon/Tizoc Get him here - https://onedrive.live.com/redir?resid=A3DA5D9E084F7896%21108 Note 1: For Mugen 1.0 or Higher only Note 2: This is not an accurate Griffon/Tizoc whatsoever, it is a custom version of him that takes some elements he had in previous games and also adds something new as well. Note 3: Check the config file to see changes that can be made into the character. Note 4: Because of Mugen 1.1's zooming effect, the screenbound on his slam supers may be affected depending on how big the stage is.
  12. MARCO RODRIGUEZ UPDATED AGAIN 7/25/14 Updates For Marco Rodriguez-Adjusted .yaccel on the first of the last uppercut during the Lvl 1 version of Kyokugen Kohou -Fixed it so that the FX on Midare Hien are visible
  13. MICKEY ROGERS, BATSU, RASETSUMARU & MARCO RODRIGUEZ UPDATED 7/25/14 Updates For Mickey Rogers -Fixed select portrait Updates For Marco Rodriguez-Changed guard sound for all projectiles -Adjusted Sprpriority on his FX during the Kyokugenryu Renbuken & Kyokugen Shin Sen Updates For Batsu-Adjusted his dampener to be on the same level as current normal fighting level characters Updates For Rasetsumaru-Fixed timer, Pal FX and Afterimage on his Shitatari. It should fade away properly now Adjusted damage on his Shitatari as well
  14. MICKEY ROGERS & ALL OTHER CHARS UPDATED 7/24/14 -Fixed bug with missing animations on animation 10 and 12 -I may have fixed the crash issue with the special move "Combination" Works fine on my end -Fixed bug with Rising Uppercut FX having an invalid Animelem -Fixed Palette issue with fighting the A.I. while having the same character -Fixed Pal FX issue on hitdefs Updates For All Chars-Fixed palette issue with the A.I. choosing the same color all the time -Tweaked it so that now while the ground and air chain combos are turned on, crouching hard punch does not launch them into the air during custom combo mode Updates For Marco Rodriguez-Changed guard sound for all projectiles -Adjusted the damage on all of his super moves to be more balanced as they should be. Now his damage is more fitting -Tweaked a good amount of his palettes to have the same color of his FX that he originally had in Garou -Changed default Palette to be more CVS-looking -Changed Palette Selector Anim to current one in newer chars -Changed animation for the Palette Selector in the air file -Added all of his Palettes to his palette folder -Made it so that he can now link his Haoh Shokoken to more supermoves. -Made it so that he can now cancel his Ko'ouken into supermoves and also while in custom combo mode -Fixed it so that his Kohou FX disappears like it should between statedef changes during supermoves and custom combo -Added a new Max version of Kyokugen Shin Sen -Added A.I. to his new Max Kyokugen Shin Sen -Adjusted his envshake & fall.envshake on all of his attacks -Adjusted his Dampener to be more fitting to his fighting level -Adjusted and also fixed his Air Combos. Should Combo better now -Adjusted some hit sparks on his Air Kicks Updates For Batsu-Changed guard sound for all projectiles -Fixed Super Guts Upper. Now it disappears like it is supposed to and does not stay on the screen if someone gets hit by it later on -Adjusted the velocity of the first part of Super Guts Upper Updates For Yamazaki-Changed guard sound for all projectiles -Adjusted his envshake & fall.envshake on all of his attacks
  15. MICKEY ROGERS & ALL OTHER CHARS UPDATED 7/24/14 -Fixed bug with missing animations on animation 10 and 12 -I may have fixed the crash issue with the special move "Combination". Works fine on my end -Fixed bug with Rising Uppercut FX having an invalid Animelem -Fixed Palette issue with fighting the A.I. while having the same character -Fixed Pal FX issue on hitdefs Updates For All Chars-Fixed palette issue with the A.I. choosing the same color all the time -Tweaked it so that now while the ground and air chain combos are turned on, crouching hard punch does not launch them into the air during custom combo mode Updates For Marco Rodriguez-Changed guard sound for all projectiles -Adjusted the damage on all of his super moves to be more balanced as they should be. Now his damage is more fitting -Tweaked his a good amount of his palettes to have the same color of his FX that he originally had in Garou -Changed default Palette to be more CVS-looking -Changed Palette Selector Anim to current one in newer chars -Changed animation for the Palette Selector in the air file -Added all of his Palettes to his palette folder -Made it so that he can now link his Haoh Shokoken to more supermoves. -Made it so that he can now cancel his Ko'ouken into supermoves and also while in custom combo mode -Fixed it so that his Kohou FX disappears like it should between statedef changes during supermoves and custom combo -Added a new Max version of Kyokugen Shin Sen -Added A.I. to his new Max Kyokugen Shin Sen -Adjusted his envshake & fall.envshake on all of his attacks -Adjusted his Dampener to be more fitting to his fighting level -Adjusted and also fixed his Air Combos. Should Combo better now -Adjusted some hit sparks on his Air Kicks Updates For Batsu-Changed guard sound for all projectiles -Fixed Super Guts Upper. Now it disappears like it is supposed to and does not stay on the screen if someone gets hit by it later on -Adjusted the velocity of the first part of Super Guts Upper Updates For Yamazaki-Changed guard sound for all projectiles -Adjusted his envshake & fall.envshake on all of his attacks
  16. Ok well im uploading all of my char updates as we speak on my new onedrive so hopefully when i post it. You guys will be able to see
  17. Go inside both of the character's SFF using fighter factory 3 and then to your right there should be the character's pallete Scroll thru it close to the end, and then look for palette group 1, index 0. then just delete it then save.
  18. The reason why that happened is because Quickfist has his custom hit state as the same animation number that I for Haohmaru's fade away on his projectile. So what's happening is when the move is performed on other people it messing them up. There are other characters that use 3306 as a statedef or animation number so actually he needs to go change that number because that number is sometimes used in many super moves. As if he's doing custom hit states they need to be numbers outside of what people normally use for super moves. like for example, most people use these numbers for super moves 3000 - 4000 So he needs to use some numbers right after 4100 at alteast. I can fix it for my character, but what about the other characters that have the same problem? Just saying
  19. I am getting reports from 2 others that this is happening. But what i cant understand is why its not happening on my end. Can you guys make a video to show me it or something.
  20. No your the one who is wrong. Ryu is 5"9 Ryo is 5"10 and Mickey Rogers is 6"1 so yeah..... he's supposed to be taller than them. Get your facts straight man. The official height of the chars themselves don't lie. And also I'm not about to continue to go back and forth with this. I made it clear in my 1st post that my chars are not meant to be accurate anyway. Might not be precise but i did manage to make him taller than them like he is supposed to be. If that is the size that you want on him then use it yourself. Dont come in my thread telling me what something should be like just because its what you think it should be. This is my take on it, and that's how its going to be. I dont want to be that guy to say it like the way I did, but I felt as though i had to. Now please enough with his size. Anything else will be deleted
  21. MICKEY ROGERS UPDATED AGAIN 7/22/14 -Fixed it so that only 1 Burning Upper can be one screen at a time -I think I fixed possible crash issue in the command file with the special move "Combination" in the A.I. version
  22. MICKEY ROGERS UPDATED 7/22/14 -Fixed "Flaming Hurricane Hook" from giving back power -Fixed "Max Rush Bomber" so that you can now perform it with all punch buttons
  23. It is, but i dont want to laugh when I play with him. I wanna knock some heads loose SUCKA! LOL
  24. NOOOOOOOOOOOOOOOO HIS ORIGINAL VOICE IS GARBAGE! NOT HAPPENING LOL NO!!!!!!! HAAHAHAHAHAH! NO NO NO NO NO!!!!!
  25. Its's his character to. He can express his opinions too.I felt the same way when I read it
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