Jump to content

HappyDappy666

Member
  • Posts

    42
  • Joined

  • Last visited

Reputation Activity

  1. Upvote
    HappyDappy666 reacted to GarfieldfanMUGEN in Garfield   
    Cailloufield and Garfielf will never be added here. However...
     
    ADDED:
    Garfielf soundpack (Garfield by Veanko) by OverHillDreams
  2. Wow
    HappyDappy666 reacted to GTFoxN6Y in I can`t do it. I can`t be good at mugen characters.   
    HappyDappy666 You know how i feel?
  3. Upvote
    HappyDappy666 reacted to Neo_Fire_Sonic in I can`t do it. I can`t be good at mugen characters.   
    Compare your characters to normal, balanced characters. If you really want to be good at something, repetition is something you'll have to consider doing, instead of just giving up.
  4. Upvote
    HappyDappy666 reacted to GarfieldfanMUGEN in Garfield   
    Updated the link to AverageMaster's Garfield edit to an official one (his site), which has the aforementioned edit and a more recent edit of Claymizer's Meta Knight.
  5. Wow
    HappyDappy666 reacted to WlanmaniaX in Goodlakes' Apartment   
    Took me from about a week ago to giving this a remake as George's home stage so for now on, it has been done!
     

     
    It features:
     
    Super Jump 1.1 animation Henry and Mandy (George's parents) - animation Clouds moving forwards from behind the other house - animation  
    Download this HERE!
  6. Upvote
    HappyDappy666 reacted to jrm1007 in Goodlakes' Apartment   
    there's a bunch of things wrong here.
     
    1. The sky is way too high up, not even Super Jump can get me there, resulting in me having to abuse an attack by disabling P2.
     
    https://cdn.discordapp.com/attachments/247826131317686273/724752168518811720/2020-06-22_18-25-59.mp4
     
    2. the Delta values are awful, they are low, which makes me feel like an ant by simply walking
     
    https://cdn.discordapp.com/attachments/247826131317686273/724752830489034772/2020-06-22_18-28-39.mp4
     
    3. the foot tapping is way too fast, and looks very unhuman
     
    4. the entire area is a single sprite, so it's very unnatural
     
    5. a single cloud? really? it's not even animation, you're only making a static image move, and tile
     
    6. I don't know what you did with tension/vertical follow, but it's so low you can't even see your character when super jumping.
     
    https://cdn.discordapp.com/attachments/247826131317686273/724753330286362654/2020-06-22_18-30-17.mp4
  7. Sad
    HappyDappy666 reacted to GTFoxN6Y in I can`t do it. I can`t be good at mugen characters.   
    Every time i release a new character, i get to many down-votes and giving bug errors. Do i have to quit MFFA or help me train harder? 
  8. Like
    HappyDappy666 reacted to Kazagami in Courage the Cowardly Dog (final release!)   
    @SonicZ234 i've already pm'ed you not to bump old release threads. i'll ask you again not to do it.
  9. Like
    HappyDappy666 reacted to yaminogun in Courage the Cowardly Dog (final release!)   
    gz, but this char still need improvement like learning hd and clean sprites and more balance creation like no infinites. once it happen this char have potential to be coty. fix it asap from all the feedback they sent to you
  10. Like
    HappyDappy666 reacted to SonicZ234 in Courage the Cowardly Dog (final release!)   
    that courage the cowardly dog is so much great.
  11. Upvote
    HappyDappy666 reacted to GarfieldfanMUGEN in Garfield   
    This is a remake of the original Garfield collection done by Moltar, done in an attempt to be more updated.
     
    Garfield is an American comic strip created by Jim Davis. Originally published locally as Jon in 1976, then in nationwide syndication from 1978 as Garfield, it chronicles the life of the title character, Garfield the cat; Jon Arbuckle, his human owner; and Odie, the dog.
     
    Note: Really low-effort characters not in the original collection and meme characters (ex. Garfielf/Gorefield) will NOT be added here.
     
    CODE:
    Italics indicate an offline/missing character.
    Brown text indicates a bad character. Collection purposes only.
    Light blue text indicates a work-in-progress character.
    Purple text indicates a cheap character. Fight at your own risk.
     
    Characters
    Garfield

     
    Fer619: New, Old (Rin Satsuki's edit (new)) - aperson98 (AverageMaster's edit), Veanko
     
    Not pictured: Garfieldfan and WlanmaniaX
     
    Odie

     
    Idiot (Mallow "Odie") - TheIranSonic - Zobbes [Mirror]
     
    Jon Arbuckle

     
    Zobbes (Lukethemewtwo's edit)
     
    Other stuff (not pictured)
    Nermal by Zobbes
    Comic Garfield by Sonic99swell (aperson98 paletteswap)
    Geno Garfield by Timote95 (spriteswap of Tachi's Geno)
     
    Stages
    711 Maple Street by masoncarr2244
    Garfield Stage by CodyTraversMUGEN2000
    40 Years of Garfield by Starry Chai
    Search for Pooky - Garfield's Home by Rin Satsuki - Mirror Link
    Nickelodeon All-Star Brawl - Sweet Dreams by Garfieldfan and Wlan Productions
     
    Add-Ons
    Garfielf soundpack for Veanko's Garfield by OverHillDreams
    WinMUGEN patch for Veanko's Garfield by p0008874
    Various palettes for Zobbes' Odie by Flare-Gamer-64
  12. Haha
    HappyDappy666 reacted to Dawn de Era in Wario's Hallway [v1.0]   
    Be warned, this stage was not meant to be taken seriously. It was just a goof me and Joey pulled cause why not? I edited a Rivals of Aether stage and made it as accurate as I could have made it to the video, obviously at the cost of giving player 2 the disadvantage of being cornered much more easily. Whooooops... Anyway take it. Take it now.

    Download: http://www.mediafire.com/file/cr6t3ul82m5ir9k/Wario%27s_Hallway_v1.0.zip/file
    Older versions (if you care): http://www.mediafire.com/folder/1aakyt6a9jrru/Wario's_Hallway
    If any (absolutely detrimental) bugs or problems crop up, let me know, and I'll attempt to fix them to my abilities. Thank you!
    CURRENT VERSION: 1.0
    Versions:


  13. Upvote
    HappyDappy666 reacted to mulambo in How do I add an hyper background to a character?   
    come on guys, I'm 33 years old. I'm done with internet drama like this, too old for this.
    whatever the problem may be, try to forgive. holding a grudge is bad for the soul, and being many against one is bullyism/lynching. it's not like beating the guy up will make him more resolute, just angrier. I know this by experience. Don't make people angry, it's no good. It's bad karma.
    let's keep a compassioante attitude, let's try to understand each other or else it's chaos.... 😕
     
     
  14. Wow
    HappyDappy666 reacted to GTFoxN6Y in How do I add an hyper background to a character?   
    But i been using KFM as my starter character.
     
  15. Upvote
    HappyDappy666 reacted to gerarc21 in How do I add an hyper background to a character?   
    Well... I prefer you discover the reason on why he gets many downvotes mulambo
  16. Upvote
    HappyDappy666 reacted to mulambo in How do I add an hyper background to a character?   
    Simply find a character than has one and leech the code / adapt it to your char animation number ?
     
    but also: why have you been downvoted just for asking that?
    and why does my avatar look so big ?
  17. Like
    HappyDappy666 reacted to RMaster007 in Roger's Place   
    Here it is, everyone, my first stage in years.
     
    ORIGIN: American Dad!
    MUSIC: No
    ANIMATION: Yes
    COMPATIBLE WITH: M.U.G.E.N 1.0 and up (made in FF3, may work in WINMUGEN, not too sure)
     
    Download here
    Alternate download link
  18. Like
    HappyDappy666 reacted to DS12 in Roger's Place   
    Nice job for your first stage. Keep up the good work!
  19. Like
    HappyDappy666 reacted to RoySquadRocks in Screenshots Mffa Style   
    The Legacy of SEGA (Happy 60th anniversary, you absolute legend!)
  20. Like
    HappyDappy666 reacted to Veronica Shangdi 上帝真絵 in How to add a hyper cumbo finnish animation? (SOLVED)   
    [State -2, HCF]
    type = Explod
    triggerall = !numexplod(id) 
    trigger1 = enemy,life = 0
    trigger1 = winko
    trigger1 = hitdefattr = SCA,HA,HT,HP
    anim = insert anim here
    ID = insert id number here
    pos = (x, replace with any number),(y, replace with any number)
    postype = back  ;p2,front,back,left,right
    bindtime = insert binding time here
    removetime = insert remove time here
    sprpriority = 9
    ontop = 1
    ownpal = 1
    removeongethit = 0
     
  21. Like
    HappyDappy666 reacted to WlanmaniaX in George's beta release + Ly's Palace   
    With every single adjustments I inputted into its files, I am halfway finished with him because, I unfortunately have not added much more features from him lately.
    I decided to release him as his 95% beta for now!
     
     
    Just let me know if you send your positive feedback after you give him as its test!
    Download Links:
    George - 95% beta
    Ly's Palace
  22. Like
    HappyDappy666 reacted to RMaster007 in George's beta release + Ly's Palace   
    Feedback:
    - George's shoes change color a lot in the sprites.
    - George goes into state 200 (S. LP) whenever he hits the opponent with a standing or crouching normal attack. This is due to the AI coding in the CMD. Remove the movecontact triggers from the standing and crouching AI attacks and it'll be fixed.
    - His normal attacks are very weak, due in part to the low attack stat.
    - A debug flood occurs when a hyper is used.
    - Double Revolvers does a lot of damage for a special.
    - Slingshot does not work properly due to something in the cns file. In this case, the changestate occurs when the a button is released, when it should be x+y.
    - S. MP and A. HK are easy infinites, this is why having normals combo into themselves isn't a good idea.
    - Sounds are supposed to play when George is electrocuted, squashed, wedgied, etc., but they don't play. In the statedef -2, move the Misc SCTRLS to above the Hell Dunk states.
    - The last hit of Uppercut does not have a hitspark due to the spark being 4, which isn't a hitspark number.
    - The dust effects face the wrong way when running or using a standing kick.
    - Minigun misses at point blank range.
    - Little suggestion here: have the opponent be in the Toasty state longer (when hit by Wonderboy's beam) so the full animation plays.
    - The sound that occurs during the Kung-Fu Dojo hyper doesn't play due to it being 24-bits. It will work if converted to a lower bitrate.
    - He could use a better 12th palette instead of "shadow".
    - George disappears for the last three frames of his squashed animation. You need to have four sprites (7689, 0 to 7689, 3) for the animation to play properly.
    - The hit text is misplaced for certain attacks.
    Overall, he is a nice character (better than the original George), but he still needs adjustments to coding and spriting.
  23. Upvote
    HappyDappy666 reacted to RoySquadRocks in PAC-MAN and Vectorman updated (07/09/2020)   
    05/30/2020:  PAC-MAN has been re-updated with a few adjustments.
     
    [Animation: Get hit] Adjusted standing and crouching animation frames [Crouch Strong Punch] Increased x ground.velocity by 3% [Throw] Opponent no longer recovers after being thrown [Fire Hydrant] Now attributed as a projectile
  24. Upvote
    HappyDappy666 reacted to GarfieldfanMUGEN in Goro's Mansion (updated 1/14/2021)   
    [PREVIEW]

     
    [COMMENTS]
    Well, I figured I'd make yet another stage, but this time, this one's animated compared to the other two I did (not counting the Despacito stage). Mewkie sprites, as well as the TV, PC and the ground base, are edited, while the rest of the sprites are (aside from resizing) unaltered. It took a total of two days to finish this. Comes with the track "Mappy Medley" from Super Smash Bros. Ultimate. (As of 7/23/2020, the level theme from Mappy is included as an alternate track.)
     
    [DOWNLOAD]
  25. Upvote
    HappyDappy666 reacted to RoySquadRocks in PAC-MAN and Vectorman updated (07/09/2020)   
    05/22/2020 (1):  PAC-MAN re-updated with a few fixes from recent feedback. Go ahead and re-download him.
     
    [Animation: Jump land frame] Increased animelem(1) time by 4% [Air Normal Attacks] Fixed infinite against standing characters [Air Strong Punch] Increased animelem(1) time by 5% [Air Strong Punch] Reduced animelem(2) time by 10% [Air Strong Punch] Reduced pausetime (Opponent) by 2% [Air Strong Punch] Reduced ground.hittime by 12% [Air Strong Punch] Increased ground.velocity by 6% [Bonus Fruit Air] Fixed glitch where charging a bonus fruit causes infinite air dashing
×
×
  • Create New...