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Staubhold

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Everything posted by Staubhold

  1. Very nice, love the work. Some quick feedback... - Dash costs power...because of the combo restart, but you could mention it in the readme. - please add a taunt... small suggestion - you should mention that d+y is a command move with a second hit if you press y again... - croucing LK looks strange/to quick - you could easily add a crouching HK by using the same animation for LK but slower or use it with a slide - typo in the readme... your "Super Moves" are "Special Moves" - "Meikai no Ikari" demon should move out of the portal, not in front of the portal - what about his Sengoku 3 hyper bg? Very good job, I like it! If you can add some more intros/win animations.
  2. You have to hear some of the Streets of Rage 1-3 tracks. They are great! Yuzo Koshiro composed them, he´s a legend...
  3. Looks like no one got my reference... Well, look at the bar sign. http-~~-//www.youtube.com/watch?v=2oT40UiNmY0
  4. Ah come on Ultimecia! Don´t feel sorry. I know that somebody can build a nice, interesting & creativ char even with GBA sprites. ...but this "Jasmine" is only a lazy attempt.
  5. Oh please no. Don´t use this as a base for anything! Bad sprites, bad coding, bad everything... Urkss...
  6. Not bad... but no... Has something to do with what you can see in your stage...
  7. I really enjoy the update. Good job on the stage and nice selection of tracks! Mona & Lisa have to be there somewehre dancing too... If you get my reference you´re good...
  8. Looks like a very nice WIP... Keep up the work! Wanna test Byakki.
  9. I know you guys don´t know me that much, but I read some of the stuff that´s going on here... I think I have to make a statement... Indeed! RP a dick char... doesn´t it mean you wanna be a DICK? So very true... Again, very true. So, I wish you the best of luck Laharl. Change yourself for the better...
  10. Most childish post I read in a long time! Good luck with your intro...
  11. I love this char! Was beta tester for Hadoabuser and gave a lot of feedback/ideas/suggestions for his Hadouken.
  12. Nice work on the animations... One little thing. boundleft & boundright should be even or one player get´s an unfair advantage - one player can "easier" press/push the other player into the corner...
  13. Very nice! Not "perfect" but close enough. Hope to see more progress on him in the future!
  14. Dunno if somebody here can help you with the coding, but since it´s a throw problem I recommend you to ask for help at http://mugenevolution.co.uk ... it´s BCs/boverys site...
  15. IMO does filtered chars all look very ugly... ...and just for the lol... Hitboxes
  16. Thanks guys, I do this kind of feedback when I see potential, that´s right. I´ve done some detailed feedback at MUGEN Evolution a couple of times. Just ask Hadoabuser about my feedback on Time Flux Sonic or his Hadouken... or BC and his SFA4 chars.
  17. Again, I really like what you did with good ol´ Burnov. Nice to see that you can hadle some feedback. Blue CLSN looks "ok", sometimes is still jerky looking, but it´s not as bad as it was. Very good. You forgot some CLSNs... Standing x Standing a Standing b Red CLSN... well... p.e. Crouching a Same attack, changing CLSNs in some ticks of the animation... DON´T USE AUTO CLSN!! Is really bad! By reading the tutorial you can even get rid of the "infinite priority" in your attacks. Vanishing/reappearing sound (181/0 and 182/0) are too long. Try to lengthen the actual animations for it. The laugh is a very nice sound addition, even if the quality is rather poor. Laser eye move is cool (it does look like Burnov is wearing Cyclops visor...), but it does give a debug error message. In a certain distance to p2 Burnov does vanish for a tick or two and you can hear the laser sound again... Very strange. The laser beam projectile needs a blue CLSN too. Projectiles need to have a CLSN2 (Blue CLSN) box covering the CLSN1 (Red CLSN) box for getting hit by other projectiles/blocking other projectiles depending on what type of projectile you are coding. Throw is very misaligned... I recommend the BC/bovery "Throw Tutorial"... IMO he´s the master of MUGEN throw coding. http-~~-//www.youtube.com/watch?v=zfJLDyGVOrU http-~~-//www.youtube.com/watch?v=sFHyNc5LLIA http-~~-//www.youtube.com/watch?v=t2q4miqtAz0 http-~~-//www.youtube.com/watch?v=II0QQjwq3B4 If I remember correct Burnovs throw goes like this - Burnov holds p2 and punches him in the face several time and then throws him. Burnov´s lay down animation after a knock down is too deep into the ground... It does look like it´s the wrong sprite you used... Like I said, a readme would be very good. I like that you used KFMs hitsounds, IMO it´s not needed. Use the oldschool Double Dragon hitsounds. You can get them in Leonardos classic arcade style Billy & Jimmy Lee or Doppelgänger: The ex moves are nice, but if you use ex moves you should give every special move an ex variation (p.e. the laser beam). I really like that the qcf/d,df,f + punches ex shoulderblock does a wall bounce! Really nice! I do have a suggestion... Maybe you could use the wall bounce effect for the stationary ex shoulderblock (qcb/d,db,b + punches) and give the traveling ex shoulderblock (qcf/d,df,f + punches) a "Street Fighter 4"-like one hit super armor. This way he could travel "through" fireballs (I dunno, it does remember me of Balrog/Boxer in SF4) Ok, that´s my feedback.
  18. Oh nice! Much better... CLSN is better, but not optimal. You missed some on a couple of attacks. A readme would be nice too... I´l give some in depth feedback in a couple of hours.
  19. Waitwhat? No animations at all in the stages? Not even the elephants in the Agni Tempel stage? Just recreated the Elephant animations of any SF2 Dhalsim stage for MUGEN... Piece of cake...
  20. Yes... and you can even download it on your PC. I have it since January...
  21. Just out of curiosity I checked Metallhead, Be-Bop & Rocksteady... The CLSN on all of them is really bad, please fix them. Try to find some fitting sounds for your chars and use them. Rocksteady firing his gun but all you´ll hear is a KFM SWOSH sound effect is not good at all. Especially Metallhead - I can see you put some work into him. He´s good (no MUGEN standard for me), but could be so much better. I´m not trying to bash you or something, I´m just givin´some feedback on your chars. I like your choice of classic chars and I would love to see them in MUGEN. So, keep up your work! To be on topic... Burnovs "Time Over" lose animation repeats itself - he disintegrates and assembles himself again and again. Just checked some Double Dragon Advance vids on youtube. Try to find some sounds from the game... Hitsounds, Burnovs "die" & "reasamples himself" voices. Take a look at this vid. Burnov fight starts at 4:12 mins. Try to recreate the animation of his disintegration, your version looks different. For a "first round" ko of Burnov you could use the belly down on the ground animation/sprites for Burnov, the disintegration loos animation you should use for the last round. Take a look at the DD Advance "die" animation... Burnov disintegrates, his clothes are on the ground, they "blink" and vanish. You could use that to give a retro feeling to your char. (At 5:27 in the vid above...) For a new intro I suggest the Double Dragon intro, the kidnapping (from 0:13 mins on in the vid). But instead that Burnov goes with the rest of the gang he stands in place to fight. Yes, this sounds like a lot of work, but it would make your chars so much better!
  22. I hope it inspires you ZombieBrock to learn and create some basic stage animations. It´s not as hard as you might think.
  23. Please, don´t just swap the sprites and that´s it... Just take a look at your CLSN!!! Standing Standing X Punch Standing Y Punch QCF/D, DF, F, X - Special No no no no! Please put more effort into your chars. It is nice to try to create some old school/classic chars that no one has done before, put PLEASE not only as some bad sprite swaps. For your CLSN problems just read this: http://kod.trinitymu...N_Tutorial.html
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