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DS12

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Posts posted by DS12

  1. Well atm, nobody is determined to make Milla. I'm willing to make one but I'm currently waiting for the FP2 sprites to come out along with her. (Which I possibly won't recommend the FP1 sprites looking at how there are no combat sprites) 

  2. Diamondswag12 would like to present to you....

    PUNKY SKUNK'S REMASTERED RELEASE 

    AND KYOUKO SAKURA'S A.I PATCH RELEASE!

    Yep! Those are my releases everyone! To tell you the truth, Punky remastered might be one of the best versions I created throughout my M.U.G.E.N career!

    Remember my first version of Punky? Well, to me I think I find the old version very poorly made and I wanted to do something about that regardless.

    So, I made a new version from scratch. Since I know a lot more basic coding, it wasn't that difficult but it was TEDIOUS! Anyway, everything is in the readme for Punky Skunk, including the credits.

    I really hope you guys download and enjoy these 2 characters!

     

    DOWNLOAD: 

    http://diamondawesomeness.wixsite.com/mugencharsandstages

     

    VIDEO: 

     

     

     

  3. 1 hour ago, jenngra505 said:

    RSR's Damage Dampener code using fvar(12) and fvar(10) is better than the one currently used in Zim.

    Yeah, I always use those kind of dampeners in my characters.

     

    Also @WlanmaniaX I would like to make a suggestion, if you wanted to manage those bugs on your characters and you don't have time to fix them, then

    I would kindly suggest making a list of coding (tweaked) that you would desperately want to put in your character, in a separate text document. This way, you'll be getting more

    time to paste the fixed coding instead of releasing them with the bugs wide open.

    Take these for example, the coding I put in here was for my remastered Punky Skunk (Yes, it's not in a text document but I figured this is better):

    Spoiler

    PASTE THESE IN COMMANDS
    ;---------------------------------------------------------------------------
    [State -1, Fall Recovery]
    type = changestate
    value = 5210
    triggerall = Var(59) != 0
    triggerall= numenemy
    triggerall= roundstate = 2 && alive
    triggerall= stateno = 5050 && canrecover
    triggerall = vel y > 0 && pos y < -20
    trigger1 = random <= 999

    [State -1, Fall Recovery]
    type = changestate
    value = 5200
    triggerall = Var(59) != 0
    triggerall= numenemy
    triggerall= roundstate = 2 && alive
    triggerall= stateno = 5050 && gethitvar(fall.recover)
    trigger1 = vel y > 0 && pos y >= -5
    ;===========================================================================
    ;specials
    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = numhelper(1001) = 0
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
    trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
    value = 1000

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
    trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
    value = 1100

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
    trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
    value = 1300

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
    trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
    value = 1500
    ;-|-AI Hyper Attempt|---------------------------------------------
    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
    trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
    trigger1 = (power >= 1000) && (numproj = 0) && (random = [70,100])
    value = 3000

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
    trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
    trigger1 = (power >= 1000) && (numproj = 0) && (random = [70,100])
    value = 3100

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = numhelper(3210) = 0
    triggerall = numhelper(3220) = 0
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
    trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
    trigger1 = (power >= 1500) && (numproj = 0) && (random = [70,100])
    value = 3200

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = numhelper(3304) = 0
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
    trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
    trigger1 = (power >= 1500) && (numproj = 0) && (random = [70,100])
    value = 3300

    [State -1, Artificial Intelligence]
    type = ChangeState
    triggerall = numhelper(3401) = 0
    triggerall = (roundstate = 2) && (var(59) != 0)
    triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
    trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
    trigger1 = (power >= 2000) && (numproj = 0) && (random = [70,100])
    value = 3400
    ;--------------------------------------------------------------------------------------------------------------
    ; Paste this in 3300
    [Statedef 3300]
    type    = S                ;State-type: S-stand, C-crouch, A-air, L-liedown
    movetype= I                ;Move-type: A-attack, I-idle, H-gethit
    physics = N                ;Physics: S-stand, C-crouch, A-air
    juggle  = 1                ;Number of air juggle points move takes
    ;Commonly-used controllers:
    velset = 0,0            ;Set velocity (x,y) (Def: no change)
    ctrl = 0                ;Set ctrl (Def: no change)
    anim = 3300                ;Change animation (Def: no change)
    poweradd = -1500            ;Power to add (Def: 0)
    sprpriority = 2

    [State 0, Gravity]
    type = Gravity
    trigger1 = animelem = 3
    trigger2 = animelem = 4
    ;-----------------------------------------------------------------------------------------------------------------
    FIX SPRPRIORITIES ON STATE 3101 AND 3102
    ;-----------------------------------------------------------------------------------------------------------------
    PASTE THESE IN PLAYSNDS ON STATES 3301, 3306, 3307, AND 3311!!
    channel = 2
     

     

  4. Feedback on Zim's Update:

    (May be useful for @RMaster007, for when he edits zim.....)

    - Still needs damage dampener

    - Dialogue Mouth for Zim vs Dib is still messed up.

    - Zim's walking sprite still needs work.

    - Hitbox needs to be bigger for Irk-Pak laser since the Laser itself is large on the front.

    - I can't seem to perform the upwards and downwards version  of the irk pak laser.

    - I can still spam the lasers (QCF, LP) in air and on ground and zim still moves forward when performed on ground.

    - Hitbox needs to be a bit bigger on HK close-up seeing how I can't hit opponents with skinny clsn boxes.

    - In the readme, it says Gnome: D, DB, B, a. But it's performed with D, D, z.
    - Plunger of doom and Robo Mom both have the same commands, therefore unable to perform the assist.

    - I can't perform Robo Dad for some reason.

    - I suggest changing the commands for Santa Zim from D, DB, F, D, DB, B, x+y, to D, DB, D, DB, B, x+y.

    - Helpers for Plunger of doom needs position fixing.

    - When the opponent is dizzy and is complete, that opponent falls AND slides forward instead of tripping onto the ground, I would say remove this code:

    Spoiler

    [State 0, VelSet]

    type = VelSet

    trigger1 = time = 0

    x = -9

    - LP (crouching and stand), MP, HP (stand, crouching and air), LK (crouching, stand, and air), and MK (Stand, crouching, and air)

    can be performed as an infinite, although I can't hit the opponent on Air LP for some reason.

    - The laser helper's position needs fixing on Irken Elite.

    - MegaDoomer needs some effects as well as fixing the startup of zim's transformation into a MegaDoomer.

    Feedback for dib:

    - No damage dampener, again :/

    - Dialogue Mouth for Zim vs Dib is still messed up.

    - The Electric beam in air glitch is still there.

    - Same with Plasma Gun, Dib can go through the ground when performed while jumping down. 

    - The Dib clone glitch is also still there when I perform the Muffin throw in air. (Like Jenngra said)

    xmoh8k.png

    - The Bill assist still leaves in backwards animation after his attack.

    - Even though I perform Gaz throwing a pizza, she still has the hitbox when approaching.

    - In the readme, squirting water gun performs with D, DB, B, DB, B, a+b. But in the game it's performed with D, DF, F, DF, F, x+y.

    - Same goes for Meat launcher, the move is actually performed with D, DB, B, DB, B, a+b, not D, DF, F, DF, F, x+y.

    I may be wrong about these commands between the readme and the game so if I'm wrong tell me and I'll edit the post (Maybe...)

    - I can't perform Battle Dib for some reason.

    - I also can't perform Meat Launcher in air.

    - Startup for Future Dib takes too long. 

     

    Last but not least, feedback for Rocko: 

    - No Damage Dampener

    - Animation timing needs fixing, as I see two rockos from here: 

    1079kih.png

    - Spitball's transforming sound needs to be replaced with a proper one, sorry if I haven't said this before.

    - The Boomerang on the ground still makes the clone of rockos.

    rwjtir.gif

    - The sprpriority for the opponent in Rocko's grab state need to be fixed.

    - Brain Pop, Bird Bite, Sheila, and the Really Relly Big man is very difficult to perform for some reason. 

    - Shouldn't spunky's pee be disappeared after the opponent is trapped or at least be there temporarily? Just a suggestion.

    - The Heffer assist still can't be used (Like RMaster007 said)

    - Clsn box needs to be added for Ed Bighead's.......head.

    xfb5p4.png

    - In the Readme, Suck-O-Matic is performed with: D, DF, F, DF, F, x+y. In the Game, it's performed with D, DF, F, DF, F, c+z. I might as well say fix the readme's typo.

    - Both Suck-O-matic and Crazy Bus Driver have the same commands, which makes the Crazy Bus driver hard to perform.

    - For the ambulance beavers, the liedown rocko doesn't disappear when the ambulance beavers take him away. I would make another frame animation with nothing making the time -1.

    - When the Giant Clock leaves, it slides backwards and performs the attack again. Also it'll be an improvement if P2 had a custom state when the Giant clock smashes them to bits.

    Therfore your characters still need some work, yet the Dib character himself is a bit improved more than Zim and dib, apart from the cloning glitch. 

    Well since RMaster007's editing all these characters, I'll put my waits on him. Anyway, good luck on your future updates Wlanman.

  5. Welp I guess don't need to feedback Zim and Rocko thanks to Jenngra and RMaster007

    Although I do have some room for dib hehe.....

    Anyway I do have some feedback for him so ya.

    - As always, no damage dampener

    - Crouching LP can be an infinite if timed right.

    - QCF + LP: Electric proj. position is a bit off

    - The cornerpush (or velset) for hitdef on QCF + LK needs to be fixed.

    - Startup takes too long for his super jump and the animation and the explod itself....

    ajm2ya.gif

    - The Targetbind for Gaz (on D,D,LP) is way off.

    - The Bill assist (for D, D, HP) still walks backwards when he leaves.

    - The Water Gun hyper still needs that cornerpush code. It also has that animation time problem between the hitbox and the water helper.

    - The Get Up Sprite really needs work:

    28qz33r.png

    - Tone down the Meat Hyper's damage 

    - The hitbox in air QCF + LK needs fixing and also:

    x2s5r5.png

    - Where's the clsn box on his body on the Torque Hyper?

    2dgoryf.png

    - FINISHER: If Dib was trying to perform the full screen attack, the hitbox should be a lot bigger because when I was at far distance the hitbox couldn't even make contact with the opponent.

     

    Alright, I can see that you haven't addressed to my other details I gave you last time you beta released dib. Please fix these in the next update. 

  6. MY YOUTUBE CHANNEL:

    https://www.youtube.com/channel/UCnZncG6JfeqQHHGmDO21Xyg

     

    So basically I'm gonna share a couple of M.U.G.E.N videos that I already published on my youtube channel.

    I won't be able to show you the videos I did without those thumbnails, but I'll show you what I have for my battles recently. Basically I won't show the videos that had

    bad footage.

    For my amount, I'll post 3 at a time. However this doesn't mean I'm just gonna turn my channel into a M.U.G.E.N channel. Cause that'll ruin

    the content I do usually (gaming, youtube poops, anime, etc).

    Anyway, I really hope you guys enjoy what I post here! :D

     

    Here's one of my videos that I did long ago and has the most views: 

     

     

     

    MY OTHER M.U.G.E.N VIDEOS: 

     

     

     

     

  7. PINK RANGER UPDATED V1.02! ALL INFORMATION IS IN THE README!

    Fixed the AI bugs where Pink Ranger is unable to perform her specials at the second round

    - Fixed a bit of Green Ranger's beam hitspark

    - Played around with the QCB+HP thingy

    - Expanded the hitboxes for her normals a little ;)

    If any feedback, please let me know!! :D

     

    DOWNLOAD:

    https://drive.google.com/drive/folders/0B40sSanLRu4bQldDSEtmZ2dIa0U?usp=sharing

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