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Алексей

Legendary Savior
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Posts posted by Алексей

  1. Nope.i'm happy.play nice? Who have I been mean to? Annoying? Really? Who's arguing? What's the "thank you" for? I will keep praising myself after every release. Do what you like. It doesn't make me look bad or feel less awesome.hahaha

    Your constant bickering isn't exactly making you look good. You're arguing. If you weren't, you'd have listened to us the first time and we wouldn't be having this discussion.

  2. Rub?Wha?That implies that I assume people hate the fact that I'm doing well. Are you all miserable? I love mugen and I love to release work. I'm sorry if me complimenting myself makes anyone feel unimportant but I won't stop. If I do,I'll be unhappy.hahaha.No thanks. Respectfully

    Are you that miserable that you feel the need to boast your self-pride like you're doing us a favor? How about just playing nice like everyone else? I think you'll manage without annoying everyone. Please stop arguing with the STAFF about this matter. Thank you.

  3. ...

    Guy,stop. I work hard and will loudly praise myself. I have not and never will randomly attack or degrade anyone so saying I'm on a high horse speaks volumes about your personality and confidence. This applies to anyone else who wants to be negative. Anywho,NibelReactor stage released!

    http://flurryjo.com/nibel-reactor.html?m

    I am awesome. Enjoy!

    Excuse me. I've been nice with what I've said to you thus far. By that statement you assume that I and all other creators don't work as hard and don't deserve the praise. No one is degrading you, but you. You've got your head in the clouds and seem to think that this acceptable behavior. I'm telling you it's not and then you disrespect me and the forum in general by continuing it. If members start to complain and there's a legitimate reason for them to do so, it's counted as a infraction against forum rules because you're disrupting other members. I'll ask you once more, please stop. Continue your poor attitude and you'll receive a warning point or worse if it keeps up.

  4. Welcome to the forums. I must ask though, please stop using custom formatting for your posts. It looks awful and really ruins the flow of the posts. On a dark theme, the grey fades blends in with the dark colors of the posts' backgrounds and it's very hard to read. Think of your fellow readers first, thank you.

  5. Sweet, new release. Totally checking this out.

     

    Just a couple mentions from quick testing:

    - She has no moves to hit the opponent into the air like Red Ranger. The most fun part about Jason was the juggling. Well, I guess it balances out because she can chain her punches into her kicks (like LP -> HP -> HK), something that red ranger didn't have. Plus, you've seemed to take a more zoning route with her while Red Ranger was more about the rushdown game, so eh. This one's a nitpick.

    - It's kind of odd that the automatic 2 and the uzi are done with QCB+Y and QCF+Y respectively. The automatic 2 seems to be a heavy version of the uzi, not a heavy version of the rifle shot. Maybe you should make it so that the single shot weapons (pistol and rifle) are QCF+x/y and that the automatic weapons (uzi and automatic 2) should be QCB+x/y?

    - The automatic weapons seem to have too much pushback and could accidentally knock the opponent out of the range where they can be shot, leaving her wide open to attack.

    - The automatics seem kinda unsafe. Close up, the Automatic 2 is -8 on hit, while say, pots's ryu's hadoken is -1 on hit. I'm not sure how frame data works with projectiles, so you might need to get a second opinion on this one.

    - It's hard to notice the range of the weapons unless the hitboxes are turned on. Maybe you could make the bullets visible?

    - This one is kind of a nitpick, but no level 1 and level 2 variations of supers? I miss that from the red ranger :c

     

    I'll play through arcade mode with her a bit, then maybe give you some more tips. I'd totally record an arcade run if my camtasia studio free trial hadn't run out.

    Thanks!

    - Her sprites are limited and she doesn't have anything that would look natural for a launcher.

    - The single-shot guns are mapped to x and the multiple-shot guns are mapped to y. It just seemed a logical mapping.

    - I can change the gun pushback.

    - I really dislike visible bullets because they look really tacky. I think players will do fine by just learning the character's various ranges.

    - Eh, the only REAL super she had on her sheet is the bazooka. Everything else was a hack-job lol. My next character will be someone with more complete sprites because I can't deal with this anymore. I can only do so much with limited sprites, but I am making the most of it. :)

    hehe Hey I know that stage xD I help Omega with it. I see that your the person that made her .  I had no idea its was you  shocked.gif.

    He did told me that A friend is planing on making a character but he never told me the real name of the mugen character  grin.gif

    thank you for making the character  smiley.gif downloading now   smiley.gif

    Haha yep, it's me! :)
  6. i apologize and understand what you meant Алексей. true we have lives and stuff but i wanted to atliest ask if you may upload a picture of how it looks ones a weak so i would know tou didn't quit your work

    You're asking me to, or Trini? Either way, no we cannot do that. I don't make weekly updates to the game because I have a different game and other projects that come first. The project isn't dead and when I'm ready to add more features/characters I will. Trini and TxPot are still actively developing for it, so just give them the time and space they need. Just be patient, please.
  7. To add colors to a palette, I usually do just that. I take my existing palette into Photoshop or edit it directly with Fighter Factory, add the colors to blank areas of the palette and overwrite my old palette. Now that my palette has extra colors, I use that palette to index future images. If more colors need to be added, you'd just repeat the same process, using the latest palette for all new images. See, since the palette is being updated in Fighter Factory, your sprites won't get messed up because the palette your sprites have in the sff is ultimately the most important factor. Individual sprite palettes matter only in the beginning of creating your palette for the first time.

  8. Trini, I understand you're side of things here, but don't lock the thread.

    anytime soon will be nice

    I know you've been watching Trini like a hawk, but that's not the right thing to do. Go out, do something, get your mind off of things and then come back. Check weekly, but you don't have to post every time. For creators, it's very much annoying for people to constantly ask for updates from them and when things are going to be released. People have lives they have to live to. You have to understand that mugen is only a hobby for both creators and users alike. We don't get paid for it and we won't be acting like we do. So I ask you kindly to stop pestering Trini or anyone else for that matter and just let it be. When Trini is ready to release his next character he will.
  9. Hey guys, sorry to say, but you'll have to redownload him again. I took BrawlTheMan's feedback into consideration and have another update for you:

    - Allowed all air normals to hit high

    - Allowed all crouch normals to hit low

    - Split Super Power Sword into level 1 and 2 variants

    -- Level 1: QCFx2+X, Level 2: QCFx2+Y

    - Split Power Wave Burst into level 1 and 2 variants

    -- Level 2: QCFx2+A, Level 2: QCFx2+B

    - Mapped Power Bolt to QCBx2+X and QCBx2+Y

  10. Well, I mentioned them when I sent you the info from the article on your red ranger that I'm currently writing. No worries. I'll be sure to give you tips in the future :P

    Ah I see. Hmm, well it's possible that I didn't understand then either. It's not until recently that I really started putting effort into learning fighting game terms, so that I'd avoid rookie mistakes in my characters. Most people cross into mugen territory from liking and being awesome at fighting games. I crossed into it as a programmer who does... programming, so I understand all of the technical details behind mugen, but not so much the basics of fighters. I know it's lame, but better change now than never! Thanks man!

    Also, yes, he has CLEAN voice rips from various areas. I "obtained" some sounds from a soundboard site that wanted you to sign up to download. I basically went around it and ripped what I could. I think it's fairly fitting from what I could find that it blends pretty well. :)

  11. You didn't change the Ducking LK to hit low? Or any of the air attacks to hit high? And do the heavy attacks still cause chip damage? Those were some big problems for me.

    I never noticed any problems with those, nor did anyone tell me before. I'm not going to shun anyone from feedback, lol. I also take it very seriously. Why didn't you just tell me before that you felt these things needed changing? Having that said, I only fixed glaring issues that I noticed. Since you're providing feedback now, I'll make those changes, but please don't hesitate to provide feedback in the future. It really helps me to learn what I'm doing wrong and prevent recurring mistakes for the next character.
  12. Red Ranger's been updated!

    - Fixed run-in intro

    - Adjusted Frame-data on most moves

    - Changed animation times to be a little speedier

    - Increased super command buffers and times for slightly easier input

    - Adjusted AI - It's much more brutal now.

    - Added voices

    - Added a lose-by-time-over animation

  13. under [stageInfo] in the stage .def file

     

    add "localcoord = 425,240" and reduce the boundright and boundleft by 55

    This is only the case if the localcoord of the stage is 320x240 or none (defaulting to 320,240). Remember that you also have to halve the deltas for each BG Layer.

    In the even that that the localcoord of your stage is 640x480, then you set the localcoord to 850,480 and adjust the bounds only. Leave the deltas alone at that point.

    Oh that.... :heeee:

    and he said zoom also :bath:

    He's not talking about actual zoom from the sound of it. He's using the word here to describe the act of the stage filling the screen. It's the wrong term, but I think that's what he means.
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