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Staubhold

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Everything posted by Staubhold

  1. Start up animation on Ultimate Griffon Beak Crusher looks much better now! If you powercharge and go back to his normal stance, there is some strange "delay", he freezes for a very short tick to long in the animation...
  2. This sound very nice... I always liked the "95 Rival" stage as Ioris own an that idea is nice - has almost a "Silent Hil" feeling.
  3. Will test and give some feedback... If you wanna put in some shenanigans - give his turn around taunt some forward movemet and make it cancelable into another taunt again, so that he spins forward or spins into his "bridging" taunt. Just a suggestion. Add his intro against "bad guys" from KOF 2003... @ 1:29
  4. It´s a shame that SNK didn´t made a good looking Orochi Iori stage... Just to turn some stages red without any animation in the bg - booooring. I know you can come up with something better.
  5. Realy nice job there Vegaz! Can I request a "Orochi Iori" version of this stage? Take a look at the transition in KOF 97...
  6. He´s a grappler, so make it worth. Throw super should to more damage then his normal supers. IMO get rid of the multiple wall slam hits on his "Big Fall Griffon"/"Max Big Fall Griffon". BTW... Tizoc/Griffon has a follow up in Garou after his "Griffon Tower" normal throw for extra damage and in KOF 2003 after the "Poseidon Wave" and the "Olympus Over", the "Grif-fall" or "Griffon Fall" - a big splash on p2, done with DF, DF+Heavy Puch... The sprites are in your SFF (Group 880, Index 0 till 4). Don´t change the fx on the "Daedalus Attack" or the after images on the "Griffon Dropkick Superkick", it´s alway nice to have litlle details like that from the source game. I think you changed standing light kick & medium kick... In Garou light kick is his "shin" kick, hard kick was his knee AFAIK. Did you do that intentionally? Keep up your good work!
  7. Some feedback... You have to set the 720 motion in the Supers section and the 360 motions in the Specials sections of your cmd file at first, otherwise it wil conflict wih your other commands. I´m a big Zangief player, I usually can hit the 720´s & 360´s with ease... I had some problems with your Griffon. Also, use negative edge on those throws to (for the last button/punch input), it will make things easier. Why does "Griffon Star", his big Level 3 Super Throw, only 246 Damage?!? "Max Griffon Rumble" & "Max Big Fall Griffon" both do 310 Damage... and those are Level 2 Supers. Get rid of the pentagram in his "Griffon Star" super... Rather use a normal star...
  8. I really like what you did there! Why not go the extra mile, seperate the shirt from the pants and make him topless like he should be... ...and he needs his bootleg Guile "Dragon Suplex".
  9. Savage Level 1 - AMIGA http://youtu.be/b8NDwMqaGWA
  10. Again, love your choice of chars and the execution of this code system! Short feedback... - all sounds/voices are very low - "Dragon Shock code", after p2 get hit by the Dragon Shock, Shadow Master "warps"/steps a little bit forward; he should stay in place.
  11. WOW! I haven´t tested yet, but will do as soon as I got some spare time! The "Special Codes" system is awesome, the secret codes in the win screen remind me of Mortal Kombat back in the days. GREAT!! Is there a special "boss" AI version, who uses some of the benefits without using a code, since it is AI only? How about a AI "Boss" version which randomly uses one of the good/useful/harder to beat codes?
  12. Really nice Ryon. Try to implement some win animation with all the "Masters" - maybe use a single sprite without animation of the chars, just KFM could do something. What song do I hear?!?!?? Tenacious D - To Be The Best And what stage is that??!?!??!
  13. Defender of the Crown is a strategy game, set in England in the Middle Ages. It was Cinemaware's first game, and was originally released for the Commodore Amiga in 1986. it was ported to DOS, the NES, Atari ST, ZX Spectrum, Amstrad CPC, C64, Macintosh, the Apple IIGS and the CD-i. Following the death of the king, different factions are fighting for territorial control. The player assumes the role of a Saxon (Wilfred of Ivanhoe, Cedric of Rotherwood, Geoffrey Longsword or Wolfric the Wild) and tries to fight off the Norman hordes and wrestle for control of England. The player must fight for control of all territories, and potentially those controlled by other Saxons, if they have become antagonistic. Territories can also be won in the periodic jousting contests. From time to time the player may attempt to rescue a damsel in distress and can appeal for help from the legendary bandit Robin Hood. http://youtu.be/cvW6okgy4wA I love this game, was my first strategy game...
  14. Nice update! - Blocked Laser attacks should stop at p2, not fire through/behind p2. - those laser sounds you used are very fitting for Uran. I would´ve used them, but they are good.
  15. ROFL! This sounds nice. Maybe you should add another portrait as well... Something like this: Speaking of Miles, I still have to laugh hard when I see this... http://youtu.be/OI0gvLRwseQ
  16. I´m always for using sounds that are close to the source material. ...and I´m always for special throws. XD Maybe you could do a clone attack and the clone could wear the fighting outfit from episode 30.
  17. Really nice! I can see your dedication, you´re a big Uran fan! The laser attack all need a laser sound effect, Uran Spin Kick needs some voice from Uran. Don´t re-use the Uran "attack" yells you already have. Since it is a hyper attack, use some new Uran voice...
  18. act files are missing... I copied the act files from your last updated to your new one. Working nice, thanks for the update. Just insert the act files back into your update.
  19. If you need any feedback on your creations, let me know. I really enjoy your stuff. Keep up the good work!
  20. International Karate +, often abbreviated as IK+, is a karate fighting video game published in 1987 by System 3, originally for the Commodore 64, Amstrad CPC and ZX Spectrum. It has since been ported to a number of other platforms. The Commodore 64 version was released in the USA under the title Chop N' Drop. In the game, three karateka fight against each other on a beach, trying to be the first to score six points. After every two rounds, there is a bonus game which is either deflecting bouncing balls or kicking away bombs. The game can be played by one or two human players, at least one fighter is always controlled by the computer. Unlike its predecessor, International Karate, there is only one backdrop. However, different parts of the backdrop can be recoloured to several different themes by the players using specific keystrokes. The Amiga and Atari versions of the game (and possibly other versions, unconfirmed) had a number of "background antics", a Pac-Man would appear, a spider would descend, and a U-boat's periscope would occasionally be seen in the harbour. In addition, pressing the "T" key would cause the trousers of all three protagonists to fall down, after which they would do a double-take. Additionally, it was possible (on the Amiga version, at least) to type in four-letter curse words; the game would respond first by rebuking the player for their use of such language, and upon the second offence would reset the game. I love the AMIGA version! That main theme (composed by Dave Lowe) will forever stay in my head.
  21. Speedball is a video game series based on a violent futuristic cyberpunk sport that draws on elements of handball and ice hockey, and rewards violent play as well as goals. Speedball was released in November 1988 for the Atari ST and ported to the Amiga, PC (DOS), Commodore 64 and the Sega Master System; it was also for the NES as KlashBall. It was re-released in 2004 as one of the 30 games on the C64 Direct-to-TV. http://youtu.be/CMMtye7Ou4Q The game is played by two teams on an enclosed court with a goal at each end, similar to that of ice hockey or five-a-side football. The court contains elements that affect gameplay, such as score multipliers and power ups. Points are scored by successfully getting the ball into the goal, and also by injuring opposition players. The team that has amassed the most points at the end of the game is the winner. A player has control of only one outfield player on a team at any one time. The game may be played by one or two players; two player games are played competitively. I loved that game, back in my AMIGA 500 days. It´s was just GREAT and the music is splendid!
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