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jrm1007

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About jrm1007

  • Birthday 10/07/2002

Basic Info

  • Gender:
    Male
  • Location:
    United States of America
  • Languages:
    English
  • Interests:
    Video Games, Spriting
  • Games:
    Burnout Revenge, Sonic The Hedgehog 2, Project Gotham Racing 4, Forza Motorsport 4
  • Animes:
    Inuyasha

Mugen Site Usernames

  • Mugen Fighters Guild
    jrm1007
  • Mugen Database
    YakumoYukari1200
  • Mugen Multiverse
    SumirekoUsami-Spectacle

Network Usernames

  • Discord
    jrm10071322#9022
  • YouTube
    jrm1007
  • Twitch
    let me get banned for playing Crackdown
  • Steam
    jrm1007
  • Evolve
    tf is Evolve, is it that crappy game that had you running in circles??
  • Gmail
    no you're not getting my mail
  • Facebook
    nobody below 40 uses Facebook
  • Instagram
    Stopped using it 5 years ago
  • Twitter
    Nope. also a big Data Breach happened.
  • TikTok
    TikTok is garbage, and Chinese Spyware
  • Skype
    Skype??? I'm not a boomer
  • AIM
    AIM?! Who uses AIM in 2022??
  • MSN
    old and outdated.
  • ICQ
    never heard of it
  • Yahoo
    nobody uses Yahoo.
  • Jabber
    never heard of it
  • LinkedIn
    LinkedOut

Recent Profile Visitors

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jrm1007's Achievements

  1. Fixed an Error with the Quartz Quadrant Past Background, please re-download Quartz Quadrant.
  2. Palmtree Panic, the First zone in Sonic CD, Getting the Palette Cycle correct for both Futures was annoying, I'll admit was, anyways. Like Wacky Workbench, and Quartz Quadrant, Palmtree Panic has all the animated bits, from the Palette Cycling Water, to the Future's Trees, and Water Pipes. Sprites ripped by Divine Insect, and Paraemon. Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. By default, the JPN Tracks are used for all the Time Periods (except Past) Please be cautious and read the top of the Thread Post. https://www.mediafire.com/file/z9ittg6yys1quny/PalmtreePanicTime.zip/file
  3. Quartz Quadrant, the Fourth zone in Sonic CD, Getting the resources for this one wasn't as annoying, though getting the Palette Cycle correctly was, anyways. Like Wacky Workbench, Quartz Quadrant has all the animated bits, from the Palette Cycling Quartz, to the Conveyor Belt, to the Platforms. Quartz Quadrant utilizes the BGCtrlDef Feature (for Past and Present) the Objects on the Conveyor Belt move along with the Conveyor Belt's direction. However in Bad Future, it only goes left, and only goes right in Good Future. Sprites ripped by Divine Insect, and Paraemon. Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. By default, the JPN Tracks are used for all the Time Periods (except Past) Please be cautious and read the top of the Thread Post. https://www.mediafire.com/file/2a40uufp35gbyhn/QuartzQuadrantTime.zip/file
  4. Updated the Stage to have more proper Animations for the Present Variant, as well as including the remaining Time Periods.
  5. SEIZURE WARNING: This Stage Collection emulates CD's Electricity Effects, and Palette Cycling, resulting in Flashing Background Elements, DO NOT DOWNLOAD, OR USE THESE STAGES, IF PRONE TO SEIZURES. So. Sonic CD, I find it to be a rather fun game, sure it's no Sonic 2, or 3 & Knuckles, but it's still pretty fun to play. I see Wacky Workbench never gets any sort of attention here (for probably very obvious reasons) and I decided to give making the Stages a go. Sprites ripped by Divine Insect, PicsAndPixels, Paraemon, TheStoneBanana, and Modern (more will be added as further stages are made) They contain fully animated Decorations, from the Turntable Platforms, Conveyor Belt, rushing water, Work Lights, to the Platform Lighting, to the Flashing Backgrounds from the Electricity (read the top of this post.) Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. All Tracks are located in the CDTracks Folder, place the CDTracks Folder in the sound folder. Super Jump is supported across all Stages. the First Stage of the Project is Wacky Workbench. Containing fully animated BG Elements for the Platforms, Worklights, and such. SEIZURE WARNING: Flashing Background, and Stage Props (read above). Please be cautious. https://www.mediafire.com/file/6fw222e9ygynkph/WackyWorkbenchTime.zip/file
  6. QUICK PATCH. Right so despite being meant to be final, I ended coming across a pretty.. bad bug, that I didn't know of, that a majority of MUGEN Creations tend to have as well, this bug relates to his Hit States, and was fixed thanks to KarmaCharmeleon's help. Inuyasha's Gravity bug for Hit States patched. Startup Time for Sankon Tetsou decreased (Can now be comboed into after Medium Kick) Hittime for Medium Punch decreased to 16.
  7. Ah yes. Deltarune, I really enjoyed this game, playing it 1 year after Chapter 1's Release was quite the experience. Well... After replaying it for a Refresher, I gave making it's Battle Grid into a Stage, a [[BIG SHOT]] shot. The Grids are here, as well as the music. the Floor was made out of the In-Battle HUD. It has a lot of space, and 0.5 Zoom out. The Grids move here, much like the game, the Lightest grid, has the Velocity of -0.6,-0.6 while the Darkest Grid, has the Velocity of 0.3,0.3 Only Music which had been used for the Grid is here. The Music was taken straight of the game files. The songs in question being. Standard Battle - aka Rude Buster K. Round Boss Battle Berdly (Second) Boss Battle Spamton (First) Boss Battle https://www.mediafire.com/file/lkstg5u8d3d377p/DeltaruneBattleGrid.zip/file
  8. ------------------------------------------------------------------------------------------------------------------------------------------------------- Update - 2,7,2023 - Final Update. It's been two whole years since I had started work, and I feel like I've hit the end. There's no further to go, It's time to end it here. I'll be honest, I got literally nowhere with any sort of CS, I lost motivation for both the Palette Selector, and Color Seperation, and both got canceled. I enjoyed this experience, I've learned a lot from the edits I've made. I think it's time I really tried making something on my own for once. Thank you everyone, for all your support. I couldn't have gotten this far without it. Special Thanks to - Meta Gouki (original character), Kong (Sprite Rips), Gemini0, PeeJay Bonobo, Garfieldfan MUGEN, Shimmering Brony, Laharl, Dissidia ------------------------------------------------------------------------------------------------------------------------------------------------------- -Added more Voice Clips from Inuyasha: Ougi Ranbu -Added Voice Clips from Inuyasha: Juso no Kamen -Pallete 11 now only uses PowerAdd. -Lowered the HZ for all Japanese Voiceclips down to 22050hz, resulting in less space used. -Replaced unused Sounds with better, used clips. -Removed Flamming Tessaiga (I honestly don't think it looked any sort of good anymore, besides it was just a weaker Backlash Wave anyway.) -Inuyasha now has 8 Attack grunts. -Inuyasha now has 8 Hit grunts. -Fixed Error where Inuyasha could spam Kongosoha Projectiles -Fixed Error where Inuyasha could use 2 Projectile types before Opponent collision -Fixed Error where English Inuyasha's Voiceclips were cutting off with Kongosoha attacks -Removed unused effects, they were clogging up the sff and wasting space (and also were part of the original unedited Inuyasha.) ------------------------------------------------------------------------------------------------------------------------------------------------------- https://www.mediafire.com/file/pvb4kb18ih2ix35/InuyashaGoukiFinal.zip/file
  9. I've experienced pretty much all of Dissidia's mentioned issues, but I ended up finding some as well. -Some attacks play the swoosh sound after the HitDef trigger. (It's a common rookie mistake yet very easy to fix) -Her tornado restarts if hit by something, or someone. (This means if it's a continuous hitbox attacking the Tornado, it never ends.) -Inconsistent palettes, and sprite style. Her palettes constantly shift on certain moves, on top of this, her knives (or daggers) look crusty. -Cardboard movements. Her animations are very rough, and she ends up looking absolutely terrible when in motion. -Any attacks using envshake have a big delay. This is because rather than using EnvShake in the HitDef (like how it's supposed to be done.) you had EnvShake be triggered by "movehit" instead. This is not good, and it looks absolutely terrible. There's only a few attacks here, where it was done proper.
  10. Two more videos in the 2000's era style.
  11. Wow... 3 years since the first edit attempts.. crazy to think. This is another Redux Edit. To clean up my mistakes of the past. but enough of the recalling. It's time to list the old and the new actions. ----------------------------------------------------------------------------------------------------------------------------------------------------- REDUX CHANGES - 2023 ----------------------------------------------------------------------------------------------------------------------------------------------------- Removed 90% of the Existing Winposes -The Existing Winposes, which had used Fanmade customs, were removed, leaving behind only the winposes which used Official Sprites. Consistent Shading Style -Most of Ordinary Sonic's S1 Sprites have been re-edited to give him a consistent shading style around his eyes, and his forehead. Invert-styled Shading return -Originally, Ordinary Sonic's Exe Mode, had inverted style shading, where the darkest of the eyes was brighter. this was removed originally because I thought it looked terrible. I warped that decision back, and restored this mentioned shading. Exe Mode Waiting Frames Fix -There was an error for the Exe Waiting Animation triggers. This error made the Animation: 10192 (the Laying down animation for .exe Mode) jump 3 frames forward. This issue has been fixed. Color-Coded Red Rings -the Red Rings, which were originally using the colors of Sonic's Shoes, now use a different set of reds which were seemingly unused. (This ties into the Super Sonic Color-Fix below.) Super Sonic Correct Color Usage Fix -Half of Super Sonic's Sprites were using entirely different reds, this meant palettes would be inconsistent if not all the reds were changed. This has since been fixed. You Can't Run Anim Fix -Ordinary Sonic, wouldn't exit the You Can't Run Teleport Sprite, without any sort of action originally, this has been fixed, and he changes to Animation 0, before ending the state. (The state did end originally, but he wouldn't exit the animation.) Better Lose Sprites -Ordinary Sonic's Proto Sprites (used for lose) were redone to look just a little bit more like the Final Sprites. Draw Game Proper State Support -Ordinary Sonic now properly supports Draw Game, having Special Animations for it. Inconsistent Face Fix -When walking, Sonic's nose would suddenly shift backwards, same for running. These sprites were redone to keep Sonic's face consistent when moving. -This also applied to Super Sonic. Super Sonic Control Fix -Originally, Super Sonic would enter Flight Speed in less than a second, this made him uncontrollable, due to his overpowered acceleration. However, the speed has been dialed back. Making him more controllable as a result. Unused Sprite/Animation Cleaning -Removed a lot of sprites from the SFF file, these were unused, and just took up space -These changes also apply to the AIR file. Palette Error Fixes -Fixed Palette Errors relating to Super Sonic -sonicred, fixed -sonicgrey, fixed -shadow, fixed New Intro Addition -Ordinary Sonic has an intro reaction to encountering other versions of his editing base (who is Sonic 2 Style Sonic). Proper Custom Music Support -the Custom Music Player, now supports himself, and DarkLordXelrick's Other Edits -these edits being, Dark Spawn Sonic | Metal.Sonic.Exe Rearranged Files -Palettes have now been split up into different folders, depending on their overall paletting types. -These Folders are only Normal, and Special. Nerfed Damage -Ordinary Sonic's overall damage has now been nerfed, with the Overall Damage Percentage now down to 80% AI Removal -Ordinary Sonic's AI Coding, was commented out/removed, not only was it glitchy, and make him very difficult to fight, it also made using him in Ikemen GO quite difficult. Replaced Sounds -(Almost) All of the original sounds, were swapped out with higher-quality recordings. New, Palette 10 Exclusive Move. -Homing Attack Dash, this move is exclusive to Palette 10, which uses the Megahack Ultra Palette, based off the SHC2012 Winner. Portrait Change -Swapped out the Beta S2 Title Screen Portrait, with the Final Game Portrait. Proper Post-Super Transform Action -Ordinary Sonic, when going Super, now fall walks before landing, this is what he does after going Super in Sonic 2, and 3. Super Sonic Animation Error Fix -Fixed Super Sonic Animation Error, relating to Spindash. It used the slower spin, while Normal Form used the faster spin. WinMUGEN Support Dropped -This only held him back, and made editing more complicated. With Win Support now removed, it's more lightweight in terms of file count. -This was also done due to the Workaround for Ring Partner causing mass debug flooding. True Sonic.Exe's %n Removal. -The Dropping of WinMUGEN, meant the removal of the unedited coding from Anime2013Freak's %n Edit of Ordinary Sonic. OrdinarySonicData.cns addition. -The data from sonic2.cns, was removed and put in a new .cns file, this makes editing much more streamlined. https://www.mediafire.com/file/hvdzxfff14xsz9x/AnOrdinarySonicEditRedux.7z/file
  12. now all it needs is some unnecessarily loud spanish music whenever he's speaking. and it would be perfection.
  13. Wow... 4 years since the first edit attempts.. crazy to think. This is another Redux Edit. To clean up my mistakes of the past. but enough of the recalling. It's time to list the new changes. ----------------------------------------------------------------------------------------------------------------------------------------------------- REDUX CHANGES - 2023 ----------------------------------------------------------------------------------------------------------------------------------------------------- Removed 90% of the Existing Winposes -The Existing Winposes, which had used Fanmade customs, were removed, leaving behind only the winposes which used Official Sprites. Consistent Shading Style -Most of Sonic's S1 Sprites have been re-edited to give him a consistent shading style around his eyes, and his forehead. Better Lose Sprites -Sonic's Proto Sprites (used for lose) were redone to look just a little bit more like the Final Sprites. Draw Game Proper State Support -Sonic now properly supports Draw Game, having Special Animations for it. Inconsistent Face Fix -When walking, Sonic's nose would suddenly shift backwards, same for running. These sprites were redone to keep Sonic's face consistent when moving. -This also applied to Super Sonic. Super Sonic Control Fix -Originally, Super Sonic would enter Flight Speed in less than a second, this made him uncontrollable, due to his overpowered acceleration. However, the speed has been dialed back. making him more controllable as a result. Super Sonic Correct Color Usage Fix -Half of Super Sonic's Sprites were using entirely different reds, this meant palettes would be inconsistent if not all the reds were changed. This has since been fixed. Unused Sprite/Animation Cleaning -Removed a lot of sprites from the SFF file, these were unused, and just took up space -These changes also apply to the AIR file. Palette Error Fixes -Fixed Palette Errors relating to Super Sonic -sonicred, fixed -sonicgrey, fixed -shadow, fixed Redone Intro -Sonic has a different reaction to encountering other versions of himself. Proper Custom Music Support -the Custom Music Player, now supports DarkLordXelrick's Edits -these edits being, An Ordinary Sonic The Hedgehog | Dark Spawn Sonic | Metal.Sonic.Exe Rearranged Files -Palettes have now been split up into different folders, depending on their overall paletting types. -These Folders are only Normal, and Special. -the Files containing Sonic 2 Style Sonic's Original Physics were moved into Coding/OldPhysics.zip -Both soundpacks were put into the Coding Folder. Nerfed Damage -Sonic's overall damage has now been nerfed, with the Overall Damage Percentage now down to 80% AI Removal -Sonic's AI Coding, was commented out/removed, not only was it glitchy, and make him very difficult to fight, it also made using him in Ikemen GO quite difficult. Replaced Sounds -All of the original sounds, were swapped out with higher-quality recordings. New, Palette 10 Exclusive Move. -Homing Attack Dash, this move is exclusive to Palette 10, which uses the Megahack Ultra Palette, based off the SHC2012 Winner. Portrait Change -Swapped out the Beta S2 Title Screen Portrait, with the Final Game Portrait. Proper Post-Super Transform Action -Sonic, when going Super, now fall walks before landing, this is what he does after going Super in Sonic 2, and 3. Super Sonic Animation Error Fix -Fixed Super Sonic Animation Error, relating to Spindash. It used the slower spin, while Normal Form used the faster spin. WinMUGEN Support Dropped -This only held him back, and made editing more complicated. With Win Support now removed, it's more lightweight in terms of file count. -This was also done due to the Workaround for Ring Partner causing mass debug flooding. S2SSonicData.cns addition. -The data from sonic2.cns, was removed and put in a new .cns file, this makes editing much more streamlined. https://www.mediafire.com/file/9k2bxqbm779cc0y/sonicth2Edit.zip/file
  14. An Edit of MGSSJ2's Green Hill Zone Stage, done by DarkLordXelrick, it transforms Green Hill Zone, into it's overall appearance in the "An Ordinary Sonic The Hedgehog" Rom Hack, while using Music from the original Fan Game. It's meant to be a Home Stage, for his An Ordinary Sonic The Hedgehog edit of Sonic 2 Style Sonic. https://www.mediafire.com/file/f0tn103d8c06o3c/greenhillexe.zip/file
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