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T. Vinceson

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Everything posted by T. Vinceson

  1. You're welcome. :) As for now, I am not sure if I can do editing work on him, as I am not very familiar with Darkstalkers' main grappler character. If I am to be one, I need to play him a lot more first on the source game to get more acquinted. ^^;;
  2. And I shall in the next character edits. Oh, and... Thanks for using that edited Splode Talbain in this match. :)
  3. Actually, I programmed Final Guardian to do minimal damage when opponents are on the ground. However, it can be very damaging should it hit the opponent caught in mid-air. Not sure with the game source exact damage values of this super, but this is from the personal estimation based from what I read and remember (If my memory serves me right.) in a Vampire Hunter FAQS months ago; The Final Guardian seems to do its maximum damage should it hit the target at mid-air. Though, you could say this is sort of a balancing measure on my part. >><<;; Since, Erasing Sphere EX Move can be significantly damaging already should it be complimented with combos on the opponent while still being hit by the Sphere's detonation.
  4. Thanks~! I do hope that you're no longer experiencing the ES Plasma Beam bug? Feel free also to report back any other errors or bugs outside it. :) BTW, I also watch your YT Mugen match videos. They're entertaining. :)
  5. Some latest updates: - Fixed the EX Move KO effect's trigger. The effect won't happen for circumstances the opponent is KO'ed first by other attacks before making collision with the Erasing Sphere's damaging explosion sequence. - A bug noticed and pointed out by Lord M; Fixed the ES Plasma Beam bug. Statedef 1016 is the last leg of the target's frozen state, (Both shared by normal and ES Plasma Beam.) with a selfstate value of 5100. Previously, its ctrl is set to 1, meaning the target can just instantly shift to any controllable states-- They can get hit again by the ES Plasma beam for a second time, instead of getting hit once and then they're in liedown states before getting back up to their feet. To prevent this, I set the target's selfstate ctrl parameter to 0. - Mentioning Plasma Beam, the states for the High and Low Plasma Beams have been modified. The Ice Beam projectiles are now Helper, and they can be canceled when their root, aka Huitzil gets hit. - Explods like that on the Genocide Vulcans (Specifically the "laser beam") have been given proper triggers to be removed when Huitzil gets hit by the enemy. That all. Feel free to report any other errors you might find.
  6. Okie dokies. I'll give them each a try in the future. But one Victor I usually seen in YT Mugen gameplay videos of him is... Having MvC style, I think.
  7. Oh man~! Thank you very much for testing and then confirming that annoying loop is gone. I am so relieved~! ^^ I was nervous that it could still be there and I might end up sacrificing some of Cecil's states just to get rid of that pesky loop error. Anyhoo, feel free to report back if you find any other bugs. I am glad to hear you're enjoying my edited character.
  8. Sorry for the double post. Just did another bit of update on the character. First of all, I'd like to apologize to everybody who was inconvenienced by a loop error in the Helper's (Cecil) state. Femrril managed to encounter it and then report it back to me at the other MUGEN forum days ago, so I took time to study a topic that deals with such bug and then did some changes on the Helper's statedef that caused the loop bug. With the adjustments in the Helper CNS in place and after 10 matches in Watch Mode, the loop error did not occur. So hopefully the changes did indeed remedy it. Also, Guard Hitshakes now comes with a sound. Again, feel free to report if there's still any loop errors or any other bugs not related to it occurring.
  9. Thank you very much for reporting and sorry for the inconvenience. Should have known that the likely first error that would arise from this character would be from Cecil/Helper. Rest assured I'll try my best to correct the coding.
  10. Sorry for the double post. Character updated--- Fixed the sound play on crouch walk, added dizzy state and EX Move KO finish. Character folder now also has Editor's Read me and move list for reference.
  11. Thanks for the positive feedbacks, guys~! It's rather entertaining and fun completing this Huitzil with the codings and all. :) Victor Von Gardenheim.. Well, we'll see if I can edit on him. I rarely play as him back then whereas I play Huitzil occasionally at the source game. There's three Victors for MUGEN according to this site's Darkstalkers collection. Which is perceived to be the best Victor version so far despite the incomplete coding?
  12. ..Or, completion work. The original version has numerous features missing. So took liberty to work on this character and, at the same time learn further more about CNS State codings. You may get this character from here. This Huitzil is not exactly 100 % source accurate, as I lack knowledge or references for source accurate parameters in certain states.
  13. Er... My, first attempt at Stage editing--- By utilizing color/hue re-adjustment to make this stage least has resemblance color-wise to Pyron's original color schemed stage from Darkstalkers compared to the blue hued re-colored version that he had in Vampire Hunter. This is an edit made from the late JC/Juan Carlos' (God bless him and RIP.) Vampire Hunter version. Also I made this since I can no longer find the Darkstalkers version anywhere online made by Team Weapon-X. You may kindly DL this edited stage here. Thanks and feel free to report back anything wrong like glitches. Note: This stage is LR and compatible for WinMugen.
  14. 4th wall breaker quote: "You were lame back in your original game. You were even much lamer being MUGEN'ed." "What's the matter? Lost because of bad Statedef coding?" " I took you down with one atta... Oh, wait, its just the player accidentally pressing F2."
  15. Now that's one glitch that I have never encountered during my own Watch Mode testing of the character aside from the manual play one. Though I observed something similar like this before this with the dizzy state, but managed to remedy it by adding alive = 1 to the dizzy trigger. I even had the recently updated Eagle edit tested again by running him under AI control in watch mode once I saw your reply. After 10 exhibitions of AI controlled matches, I never encountered the glitch shown on your post above. If Eagle is AI controlled prior to you taking screenshots above, anything that he or rather, his AI did before he mysteriously flew off?
  16. Thank you very much. Yeah, the AI's one of the things that worried me a bit when doing the character edits. (I believe Byakko's Eagle has one.) Though I look forward on making and editing AI's in the future-- Much as possible I want to make one that behaves similarly to the original sources. (Like Ken's AI is Shoryuken happy in some SF games.)
  17. Ah, sorry if I was not able to put the descriptions of edits that I have done. T'was in a hurry when I posted this. Below listed are the noticeable changes or edits done per character. Ryu (Original by Adamskie.) - Added missing get hit sounds and sound effects on his special and super moves. - Added dizzy state complete with dizzy counter that triggers it. Players can also mash buttons to recover from the dizzy state faster. - Added Super Combo KO effects upon KO-ing an opponent with a Super. - Added air throw. - Added his missing secondary taunt. - Added missing animation frames for some of his win poses, Hadouken and Shinkuu Hadouken state. - New air hit animations. - Added dash and back dash states. - CvS2 style KO scream delay. - Win pose select feature by holding an attack button after KO-ing the opponent - New small and big portraits. Note: Edits also covers Evil Ryu mode. Sakura (Original by Adamskie.) - Added missing get hit sounds and sound effects on her special and super moves. - Added dizzy state complete with dizzy counter that triggers it. Players can also mash buttons to recover from the dizzy state faster. - Added Super Combo KO effects upon KO-ing an opponent with a Super. - Added air throw. - Added her CvS2 and Capcom Fighting Jam/Evolution diving kick special; the Ouka Kyaku. - Her Shunpuu- Kyaku is now CvS2 and Capcom Fighting Jam/Evolution version. - New air hit animations. - Added run and back dash states. - Extra run state should an opponent jumps over her while she's continuing with her run. - CvS2 style KO scream delay. - Win pose select feature by holding an attack button after KO-ing the opponent - Dark Sakura mode removed. (Sorry.) - New small and big portraits. R. Mika (Original by Tamago.) - Extra animation frames for her intros, taunt and some win poses. (They're bouncy.) - New intro. - New normal attack; A cancel-able Standing close Hard Punch. - New air hit animations. - Added back dash and dash states. - Added dizzy state complete with dizzy counter that triggers it. Players can also mash buttons to recover from the dizzy state faster. - Removed the CvS2 Groove Select-esque Ism Plus feature of the original; Including its graphics and associated sound effects. - Win pose select. - CvS2 style KO scream delay. Eagle (Original CvS2 version by Byakko.) - This character edit is very similar to Eagle in Street Fighter Alpha/Zero 3 Max game; Meaning the hit sparks, guard sparks, hit sounds, guard sound etc. are all SFA3/SFZ3 style. - Super Combo charge effect is also SFA3/SFZ3 style. - New air hit animation. - His grabs are now SFA3/SFZ3 command style; Hold either forward or backward then press two punch or kick buttons together. - Added dizzy states complete with dizzy counter that triggers it. Players can also mash buttons to recover from the dizzy state faster. - Win pose select feature. - CvS2 style KO scream delay. Chun-li (Original CvS2 version by Warusaki.) - Edited out traces of CvS2 features, especially Groove select. - New Hit sparks, Normal Guard and Special/Super Guard sprites. - New Hit sounds to complement the new Hitsparks. - New and different air hit animation. - New Super Combo KO FX. - New Super Combo charge FX. -Throws are now performed by Holding forward/Backward then two punches or kicks together. Air throw is executable by also either holding forward/backward then two punches while in air. (Provided you're near/close the opponent, of course.) - Dizzy States. Mashing buttons during the standing dizzy animation "increases" the speed of animation. Continous mashing can snap Chun-Li out from her dizzy state at a faster rate. - Backdash and Run are still intact. - Air block, aerial recovery, near ground recovery and rolling recovery are disabled. Though replacing them is "Tactical Recovery" state. Press 2 punches together when knocked down or during lying in ground state to get up faster. (Coded to be invincible to normal, special and super attacks prior to Standing state.) -Victory pose select. Hold an attack button after KO-ing your opponent/Roundstate 3. Dhalsim (Original SFA3/SFZ3 version by 3Ha.) - New sprites and effects for Yoga Fire, Flame, Blast, Inferno and Stream moves. (CvS2 style graphics.) - New Hitsparks, Normal Guard and Special/Super Guard sprites. - New Hitsounds (CFE ones.) to complement the new Hitsparks. - New and different air hit animation. - New Super Combo KO FX. - Throws are still performed by holding forward/Backward then two punches or kicks together. Air throw is executed by holding back or forward then 2 kick buttons while in the air. - Dizzy States. Mashing buttons during the standing dizzy animation "increases" the speed of animation. Continious mashing can snap Dhalsim out from his dizzy state at a faster rate. - Win pose select after KO-ing an the opponent. - Removed the original version's "Brocken Mode." Balrog aka "Boxer" (Original SFA3/SFZ3 version by N-Mario.) - No longer has that Super Upper Cut SC. - New Hit sparks, Normal Guard and Special/Super Guard sprites. - New Hit sounds (CFE ones.) to complement the new Hitsparks. - New and different air hit animation. - New Super Combo KO FX. - Throws are still performed by Holding forward/Backward then two punches or kicks together. - Dizzy States. Mashing buttons during the standing dizzy animation "increases" the speed of animation. Continious mashing can snap Boxer out from his dizzy state at a faster rate. - Backdash and Run are still intact. - Air block, aerial recovery, near ground recovery and rolling recovery are disabled. Though replacing them is "Tactical Recovery" state. Press 2 punches together when knocked down or during lying in ground state to get up faster. (Coded to be invincible to normal, special and super attacks prior to Standing state.) - Victory pose select. Hold an attack button after KO-ing your opponent/Roundstate 3. - New win pose. - Some normals can now be special and Super Combo cancelable. - His voice clips are that of his SvC Chaos seiyuu aka Nagashiro Sonosuke. (An edit inspired by Jesuszilla's CvS2 Balrog/Boxer in SF4 Mode.) Well, hope that covers the required description of edits. Kindly feel free to voice out feed backs or thoughts. I'll probably add some few updates to these characters in the future. Note: These characters are for WinMugen.
  18. Did quite a set of 'em. Various characters edited from the original ones made from Mugen greats like Adamskie, Warusaki, Umihei, Byakko and co. For the Alpha/Zero bunch, kindly click here. For the CvS ones, go here. I'll upload the SF3 ones later on, as I am updating their small portraits.
  19. I've definitely heard negative feed backs about this Hulk in that other Mugen forum. Being nearly unplayable with the bad CNS coding and all.
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