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Staubhold

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Everything posted by Staubhold

  1. 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...
  2. Most childish post I read in a long time! Good luck with your intro...
  3. I love this char! Was beta tester for Hadoabuser and gave a lot of feedback/ideas/suggestions for his Hadouken.
  4. 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...
  5. Very nice! Not "perfect" but close enough. Hope to see more progress on him in the future!
  6. 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...
  7. IMO does filtered chars all look very ugly... ...and just for the lol... Hitboxes
  8. 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.
  9. 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.
  10. 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.
  11. 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...
  12. Yes... and you can even download it on your PC. I have it since January...
  13. 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!
  14. I hope it inspires you ZombieBrock to learn and create some basic stage animations. It´s not as hard as you might think.
  15. 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
  16. Just for shits and giggles .. At 4:26 minutes...
  17. Very classic, I likie it... but... http-~~-//www.youtube.com/watch?v=RW6U_wQOGtM
  18. UNDEAD CYCLON!!! Great, I like it a lot!
  19. Very nice Ryon! I like it!
  20. Shingami, please stop that! Read the rules and stick to them, if you wanna post about a char. Thank you and have a nice day!
  21. Seth Killian just posted on Twitter about an upcoming Street Fighter X Tekken patch to remove the games infinite combos. Street Fighter X Tekken infinite patch is complete, waiting for go-live date from Sony and Microsoft after it's approved. Street Fighter X Tekken's newest Assist Gems much stronger than their earlier counterparts Capcom Japan's SFxT blog updated today with a full description and rundown of all the new gems in the game for the patch that is being released today and tomorrow for Street Fighter X Tekken. Capcom Unity had put up a post, but without the costs or effects of the gems. While most of the gems are just different variations of the currently existing power-up gems, the new Assist Gems are sure to catch you by surprise. Take note of Auto Block Level 1 that now only costs 50% of a bar to do along with Auto Throw Escape Level 1 that only costs 25% of a bar to perform. SF/TK Assist Gem Pack 1 Gem ID: 001 Advance Input [Effect: Special moves have increased strictness on input] [Cost: None] Gem ID: 003 Easy Input Lv.1 [Effect: Special Moves become easier to do (see command list)] [Cost: 5% Attack Power Reduction] Gem ID: 008 Super Easy Input Lv.1 [Effect: Special Moves become much easier to do (see command list)] [Cost: 5% Attack Power Reduction] Gem ID: 013 Cancel Assist Lv.1 [Effect: Canceling into special moves is easier (see command list)] [Cost: 5% Attack Power Reduction] Gem ID: 018 Auto Throw Escape Lv.1 [Effect: Techs all regular throws] [Cost: 1/4 block of the Cross Gauge] Gem ID: 023 Auto Block Lv.1 [Effect: Automatically blocks all attacks] [Cost: 1/2 block of the Cross Gauge] Gem ID: 031 Vital Increase Lv.1 [Effect: Increases how much life you have at the start of the match] [Cost: 10% Defense Reduction] SF/TK Assist Gem Pack 2 Gem ID: 004 Easy Input Lv.1 [Effect: Special Moves become easier to do (see command list)] [Cost: 5% Defense Reduction] Gem ID: 005 Easy Input Lv.1 [Effect: Special Moves become easier to do (see command list)] [Cost: 5% Speed Reduction] Gem ID: 009 Super Easy Input Lv.1 [Effect: Special Moves become much easier to do (see command list)] [Cost: 5% Defense Reduction] Gem ID: 014 Cancel Assist Lv.1 Cancel Assist Lv.1 [Effect: Canceling into special moves is easier (see command list)] [Cost: 5% Defense Reduction] Gem ID: 019 Auto Throw Escape Lv.2 [Effect: Techs all regular throws] [Cost: 1/6 block of the Cross Gauge] Gem ID: 024 Auto Block Lv.2 [Effect: Automatically blocks all attacks] [Cost: 1/4 block of the Cross Gauge] Gem ID: 027 Ultimate Block Lv.1 [Effect: Automatically blocks all attacks, upon autoblock negates all chip] [Cost: 1 block of the Cross Gauge] Gem ID: 032 Vital Increase Lv.1 [Effect: Increases how much life you have at the start of the match] [Cost: 10% Speed Reduction] Gem ID: 036 Assault Timer Extension Lv.1 [Effect: Increases the amount of time you can stay in Cross Assault] [Cost: 10% Speed Reduction] Gem ID: 039 Pandora Timer Extension Lv.1 [Effect: Increases the amount of time you can stay in Pandora] [Cost: 10% Defense Reduction] SF/TK Assist Gem Pack 3 Gem ID: 010 Super Easy Input Lv.1 [Effect: Special Moves become much easier to do (see command list)] [Cost: 5% Speed Reduction] Gem ID: 056 Boost Effect Time Extension Lv.1 [Effect: Increase the amount of time Boost Gems are active] [Cost: 1 block of the Cross Gauge] Gem ID: 060 Boost Effect Enhancement Lv.1 [Effect: Raises the power/effect (percentage) of Boost Gems] [Cost: 1 block of the Cross Gauge]
  22. A new patch will be available for Street Fighter X Tekken on April 24, 2012, which adds 60 free gems and a replay analyzer to the game. Over on the official Japanese blog, they offered details on the update. Pandora Extend, Ultimate Guard and Expert Input are some of the notable gems that will become available. Pandora Extend ups this mode to a 20 second duration, Ultimate Guard combines auto block, auto throw escape and chip damage negation into one gem, but it takes one bar of meter to use. You can still block by yourself, and you'll still take chip damage as normal when doing so, though. Expert Input requires more precise inputs on your motions. Some of the other gems will also be exclusive to Street Fighter or Tekken characters. Here's a video of the Ultimate Guard gem in action. http-~~-//www.youtube.com/watch?feature=player_embedded&v=JV99LJurie4 Capcom also showed off their new replay analyzer, which enables you to go back and check out various stats and graphs for a match. Click images for larger versions This update will increase the total number of saved gem loadouts you can have per each character from 2 to 5.
  23. Captivate 2012:Ono Talks Street Fighter X Tekken at Captivate – Paid Gem Packs Incoming, Pandora Extend, Ultimate Guard, and Expert Input Gems Revealed Ono, who had been quite ill recently, kicked off the presentation by thanking all of us for the get well messages that he had received over the past few weeks. He assured us that he was still very much alive, despite the numerous rumours doing the rounds, and that he was still with Capcom. According to Ono, another title update is incoming which will provide over 60 new gems to choose from, additional gem loadout slots, and a full Replay Analyzer mode. He also detailed a few of the new gems that we would be getting. Ultimate Guard, for example, combines Auto Block, Auto Throw Escape, and Chip Damage Negation into one gem. Pandora Extend will increase the length of your Pandora mode to 20 seconds instead of 10. Finally, there will be an Expert Input gem, which will actually make special move inputs harder to do but will provide your characters some form of bonus in return. Further content will drop in May, which will be a mix of both free and paid DLC. An assist gem pack will be made available at two dollars, while two booster gem packs will be available at one dollar each. A new color palette pack will also be released, though it will be free. Finally, Ono assured fans that the glitches and exploits in Street Fighter X Tekken (including infinite combos) will be patched out in the future.
  24. Cool... If ya need some more stage ideas... I´ve got some up my shelf.
  25. Why "horror" game? Seems to me there is no "horror" element like Zombies or supernatural things in the game... or am I wrong?
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