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DS12

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  1. Lord Brevon Released! (+ Aaron Roulette Beta-Released!)

    Hey, Hey, HEY! What's up folks? Today, Lord Brevon and Aaron Roulette are released! 

    YAAAAY! Oops.....I mean.....hooray.....

    I gotta admit, im not as excited as you guys are. Wanna know why?

    Well......im not telling unless you look at the video. 

    Anyway, there are several announcements said in the video so pls make sure to look at them please. :)

    I also added Lord Brevon to meh collections:

    I also was cautious of one flaw that carol has her missing tail. Well, I removed it intentionally. There was

    this bug where carol's tail animation sprite, appeared everywhere when I do single/simul battles. I tried everything

    even re-adding the sprite in. But, the bug was still there. So there was nothing I could do about it....

    Here's the screenshot:

    169kkeg.png

     

    Anyway, here's the release video. Hope you enjoyed it more than I did......

    Also read the readme file for credits, moveset, and information.

    Donwload them here: http://diamondawesomeness.wixsite.com/mugencharsandstages

  2. Well to be honest I don't blame him for the template. I sorta used it on my Bowser jr.

    Well at least I understand. Im gonna stick to other templates besides MvC.

    Anyways, for Spongebob, I feel like most of the sounds were ripped off by Felixmario2011's version.

  3. This character is very disappointing when it comes to EoH creations.

    - He has missing hitboxes on some movesets

    - I can spam his hypers which is cheap and unfair

    - He takes too long to transform back from a wizard to a regular character

    - The palettes needs some serious work.

    - Worst of all, the EoH template is shit.  And I gotta admit, this was one of the examples

    why I mistakenly put a sh*tty template on Bowser jr.

     

    This author is a nice guy, but this character needs some serious work.

  4. Probably borrow some other code like mine.

    Here's my code from super better luigi:

    [State 200, 1]
    type = HitDef
    trigger1 = Time = 0
    attr = S, NA            ;Attribute: Standing, Normal Attack
    damage = 23, 0            ;Damage that move inflicts, guard damage
    animtype = Heavy            ;Animation type: Light, Medium, Heavy, Back (def: Light)
    guardflag = MA            ;Flags on how move is to be guarded against
    hitflag = MAF            ;Flags of conditions that move can hit
    priority = 3, Hit            ;Attack priority: 0 (least) to 7 (most), 4 default                   ;Hit/Miss/Dodge type (Def: Hit)
    pausetime = 10, 10            ;Time attacker pauses, time opponent shakes
    sparkno = s6010                ;Spark anim no (Def: set above)
    sparkxy = -10, -65        ;X-offset for the "hit spark" rel. to p2,                   ;Y-offset for the spark rel. to p1
    hitsound = s3, 0            ;Sound to play on hit
    guardsound = s6, 1
    guard.sparkno = s6005            ;Sound to play on guard
    ground.type = High        ;Type: High, Low, Trip (def: Normal)
    ground.slidetime = 30        ;Time that the opponent slides back
    ground.hittime  = 40        ;Time opponent is in hit state
    ground.velocity = 0,-12        ;Velocity at which opponent is pushed
    airguard.velocity = -1.9,-.8    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
    air.type = High            ;Type: High, Low, Trip (def: same as ground.type)
    air.velocity = 0, -11.6        ;X-velocity at which opponent is pushed,                    ;Y-velocity at which opponent is pushed
    envshake.time=10
    envshake.ampl=5
     

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