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The 100 Mega Shock!

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Everything posted by The 100 Mega Shock!

  1. Its walk vels are also like even slower than Zangief which seems a bit too much. Running too (and you can crouch while running). Also anim 5060 is missing a sprite.
  2. nice hitboxes i like it when half my moves miss when next to KFM also the stand light punch with 12 frames of startup and a helpful audio cue
  3. AVI is just a container, you can still export a H.264 MP4 file from Movie Maker
  4. that's probably a shader/materials issue cause most pokemon's textures are a giant blocks of flat color with bits of lighting painted-on around details, eyes and mouth. there's also a few textures unaltered from Stadium 2 with a tiny bit less compression in the game
  5. those were made by the same people that worked on XY's pokemon so blame whoever doled out the budget for colosseum and xd having once dabbled in Pokémon fangames i can only say: lol @ using the RPG Maker XP engine with bolted-on scripts. Also fake-touchscreen style DS layouts on a PC game is a crime against UX design.
  6. SF2 has very random damage, dizzy and even execution windows spreads, but...they toned that down a lot as Capcom refined fighting game design. Shingo in KOF 98 actually has a critical hit ability, but that's mostly to offset him being a joke character. Melty Blood also has this as a universal mechanic, if you like that game.
  7. As of this moment they are intended as assist characters.
  8. IDK I think he's pretty weak and stupid. Most standing basics:
  9. It's what it says on the tin. I wanted to do something a little different now and create something that would fit in better with more existing Mugen characters, as well as use a good, established system instead of a hodgepodge of mechanics from several different games. And, to commemorate over two years of creating trash characters, create a Mewtwo that does justice to the character. This animation is the most finalized, just missing the color layer over the shading and lines. Everything else is in a pre-cleanup state: Movement Gethits Stand Basics
  10. Replied over at Guild, I must have broke the scaling limiter when I originally wrote it a year or so ago. That's been quietly fixed along with the stupid EX Swipe recovery.
  11. Actually yes, but essentially a total overhaul that I'm going to be posting more about in the future. Update Time: http://www.youtube.com/watch?v=QX0svVtVO_Q http://www.mediafire.com/download/i8fialcpsodscw0/zangoose.zip http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose.7z This update fixes several bugs and oversights in the AI and character code and makes general improvements to most of the character, including more variance to the special attacks: AI: (Behaviour changes apply to higher difficulty levels; lower difficulty may perform actions at random) Might get around fireballs a little better. Shouldn't try to guard cancel fireballs unless the enemy is very close. No longer attempts Pursuit attacks before it's possible for the player to use them. Shouldn't try and combo into Crush Claw when startup is too long. Shouldn't try and combo into Tackle when startup is too long. Shouldn't try and use X-Scissor when the opponent is too high up. Checks both player's facing when choosing the appropriate ground recovery. ------------------------------------------------------ Palette select off by default. Times-out after a period of inactivity, should retain values between each round. Width adjusted to fit the sprite. Recovery time from jumping significantly reduced. Turning animation takes precedence when Zangoose jumps over the opponent. Fixed HK throw using the wrong variable in a trigger. Close MK reaches much further. Crouch MK hitbox slightly lowered. f+HK recovery changed. Ground Recovery faces player 2 when standing up. Crouching LK, MK and HP cannot be guarded high. Jumping normals cannot be guarded low. Most moves can now be blocked in the air. Fixed Tackle, Close HK, and Jump LP missing when next to very thin opponents. EX Iron Tail reduces opponent's defence for a short period of time. Fury Swipes: Reduced EX damage to reasonable levels. EX doesn't automatically attempt the 3rd attack. 3rd hit now causes knockdown, can't be cancelled into super. 2nd hit recovers much faster if not continued. Damage and startup reduced for Light and Medium variants. Pursuit: EX followups now unique. Width increased. Grab no longer reaches crouching opponents. Angle of jump adjusted for each strength. Tackle: Width made larger. Hurtbox made larger around the head and elbow. Hitbox pushes out slightly further and not as tall. X-Scissor: Knocks down opponents. Hitbox made slightly taller. X Velocity increased. Crush Claw: Attack sequence no longer uses hitdefs, so characters with odd hitboxes or a strange mid pos won't be stuck in the air. Hitdef now active from the correct frame when the hitbox appears Can't grab crouching opponents. X Velocity decreased; Y increased. Hitbox moved higher and further inside Zangoose's sprite Grab hitbox isn't active for the entire animation while falling Several EX moves / supers given small invulnerability periods Character-specific winquotes enabled. Minor animation & velocity changes.
  12. A few hours left to wrap my Christmas present. Still six buttons, similar system to before. Faster, stronger, better coded and guaranteed smarter than Mewtwo http://www.mediafire.com/download/i8fialcpsodscw0/zangoose1_00.zip http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose1_00.7z Previous video since I don't have the means to record new ones right now: https://www.youtube.com/watch?v=p-b_chvLo3w Screens:
  13. Well, I don't think it's necessary given the different character design, and I'm worried it'd be hard to animate well in 3D because they weren't designed to do that. Speaking of that, I was just in the middle of redoing the stance while I re-added all the existing sprites to fix bad color indexing I'd messed up without noticing. As well as the current Zangoose palettes and a color template for more submissions: template normal P1 color for reference the 16 colors currently included
  14. Enormous bump time: Zangoose has been completely reworked and is pretty much nearly complete at this point, save for a finished big portrait, some more work on intro poses and winquotes. I've put up a public download, though I'd hesitate to call it a full release for those reason and because I'd like to hear feedback and opinions first, as well as catch any mistakes that slip past me. It also contains a complete AI (based on The_None's Shaq) that you can see in this video. Video: https://www.youtube.com/watch?v=p-b_chvLo3w Download
  15. i dare you to make the second coming of Petshop, mate
  16. I was wondering why that file was so big, there's nothing better than putting a bunch of uncompressed, stereo 44KHZ wav files in your character. A good 62MBs of data used for songs I'm not even sure have working triggers or states that can be branched to.
  17. Yeah, it's a priority this time for the computer to not get destroyed and actually understand what they can do. That's an interesting idea, but not something I'm very familiar with, and the rendering techniques I'm doing takes advantage of Mugen's limitations in a way that works great for cartoon characters, but not as much for realistic ones. Thnaks. I'm now back on track after a very busy couple of weeks and have finished all Zangoose's basic normals and overhauled most existing animations: http-~~-//www.youtube.com/watch?v=_lbzXB4asHo A few sprites look like a bootleg Waku Waku 7 character because they're quick prototypes without outlines; Photoshop is giving me grief. Far Punches Close Punches Crouch Punches Jump Punches Far Kicks Close Kicks Crouch Kicks Jump Kicks
  18. Thanks, matt. Zangoose was my own creation. Lopunny is based on the model from Poképark for the Wii. You can find many of the model files online or take them from a copy of the game, they're not hidden and the game uses a standard Wii graphics format that can be openened in a program called BRRESViewer, which also works with a fair number of Nintendo titles like Brawl and Mario Kart. Just almost two years of hard work and practice animating, really. also here's a painting:
  19. Yeah, punching things without a thumb just looks weird. I've been adjusting the design to make it more suitable for a fighting game than the official model: All the animation is done by myself using 3D models in a program called 3DS Max. It's quite a complicated thing to jump into I'm afraid - even though you can find models from official games on the internet it takes time to learn about how 3D graphics work and animation especially. My Blaziken that was released last year is much, much less refined in terms of the quality of the sprites and how well done the animation is, and it still took me almost a year to learn how to make that.
  20. No. It's based a lot more around kicking and quickly moving in and out of range. None of those ear attacks either
  21. Hi, I'm The 100 Mega Shock. You might know me as that guy on MFG who made some honestly not that good Pokémon characters. Now, I'm back with a two-for-one special on characters that might actually be fun to play and contain very challenging AI at high levels. A looooot of animations Lopunny: Lots of code changes and new special moves to come since this video http://www.youtube.com/watch?v=IRU_FkM0C8Q Animations
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