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Everything posted by Werewood
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@Amir: >> when abel was walking backword his head is goes up directly and then goes down sorry I don't get what you meant.......since: @Vibrant: >> A white glow sprite around the edges of the powerbar with sub trans will make the bars look not so jagged on the edge sorry the bars weren't made by me; those were made by Rolento+Orbinaut (now Mr. I?) and I am not good at fixing those..... @Yuki: >> How you ripped him as a sprite?Wood-san (I don`t know what the best choose to call u -Werewood,Boredwood,Custome Wood, ......etc).He have only palette!?But still best char I use OnoEdit to disable things and then do game movies and capture frames and clean each frame by hand......... You can put anything in *****wood and call me that, yet, for now I call myself Borewood ---------------------------------------------------------------------------------------------------------------------------------- Man, finally some update.......... Custom MUGEN Characters WIPs -> MUGEN Characters 2000 Series: Custom SSFIV Oni WIP 2013-12-12 video preview: - if you have nicovideo account: http://www.nicovideo.jp/watch/sm22441918 - if you don't have nicovideo account: http://en.niconico.sarashi.com/?sm22441918 - or just watch the video which is included in the Custom_SSFIV_Oni_WIP_2013-12-12.zip file - 完成/done: normals, focus attacks, custom states, taunts, wins, loses, specials, supers, Ultras - 未完成/to do: A.I., bug fix/tweak, ????? related details: Download: https://skydrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E%21421 -> Custom_SSFIV_Oni_WIP_2013-12-12 for MUGEN 1.0 only. Custom_SSFIV_Oni.def - localcoord = 320,240 (mugen.cfg - [Config] - GameWidth = 640 & GameHeight = 480) If you are interested in this of my Custom_SSFIV_Oni_WIP and if you are using Oni in your SSFIV, then please help me out by telling me what I have done wrong with him and what I shall do to correct and improve, thank you very much for your time!
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my (MUGEN1.0) mugen.cfg: [Config] ;Set the game speed here. The default is 60 frames per second. The ;larger the number, the faster it goes. Don't use a value less than 10. GameSpeed = 60 ;Game native width and height. ;Recommended settings are: ; 640x480 Standard definition 4:3 ; 1280x720 High definition 16:9 ; 1920x1080 Full HD 16:9 GameWidth = 640 GameHeight = 480
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>> Pinhead and Ash (skydrive.live.com: We detected that this file contains a virus that could harm your computer and stopped the download.) I don't why but I think it might be the file extension RAR............SkyDrive thinks RAR needs a virus scan....... Anyway, when you check the "I understand that downloading this file might harm my computer." checkbox, then the download will start, just tested and confirmed. For your information: Congratulation! In this topic StoneKeep and Borewood just became the Kings of Off-Topics! Hope The Shogun Of MFFA won't mind
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Some 2DFighterMaker2nd rips - Terrordrome updated 2013-11-24
Werewood replied to Werewood's topic in [ SYSTEM SPRITES ]
@MugoUrth: >> Where can I download Battle Capacity? Here: http://ivnbvn.com/batcap/ -
Some 2DFighterMaker2nd rips - Terrordrome updated 2013-11-24
Werewood replied to Werewood's topic in [ SYSTEM SPRITES ]
Terrordrome update: -
Gorilla to King Kong 2 MUGEN patch update 2014-02-19
Werewood replied to Werewood's topic in [ EDITS & ADD-ONS ]
Oops! Thanks for your reminder! A quick fix: Please re-download Gorilla_to_King_Kong_2_patch_update_2013-11-24_newer.zip for a quick fix of the StateDef 191 Explod facing bug -
I thought my bananas information was off-topic enough, now yours is even more! Next time please just send PM to me thank a bunch in advance! Thanks for your reminder, I actually ripped the new entries but forgot to upload..........now I will upload.....please wait a bit....... Just finished uploads! Please see the Terrordrome (new version) folder. Pinhead and Pumpkinhead and others updated: P.S. I don't draw sprites (have no drawing talent); I just used a tool to rip those Terrordrome sprites and upload, that's it :)
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Bananas: "Health Benefits Creamy, rich, and sweet, bananas are a favorite food for everyone from infants to elders. Sports enthusiasts appreciate the potassium-power delivered by this high energy fruit. Cardiovascular Protection from Potassium and Fiber" -- excerpt from whfoods.com
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Welcome to MFFA! Introduce yourself here!
Werewood replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Yoshian12 so you just passed your MUGEN Anniversary a few months ago! May you have many more MUGEN Anniversaries to go! Welcome to your new MUGEN home! -
Gorilla to King Kong 2 MUGEN patch update 2014-02-19
Werewood replied to Werewood's topic in [ EDITS & ADD-ONS ]
Gorilla to King Kong 2 patch update 2013-11-24: - @Staubhold >> Stomp attack should move forward IMO or/and the stomp should be a air move. >> Recreate that intro (with the thought bubble, seeing Mrs Kong cry for help and that chest beating/Kong screaming NES sound effect). Added the FC/NES King Kong 2 intro, When King Kong 2 is powered up, the stomp special can move forward and can hit P2 during in the air. - @Staubhold >> use that NES King Kong scream & cheast beating sound effect for the intro, use it for his taunt & win animation too. Used those accordingly. Please download Gorilla_to_King_Kong_2_patch_update_2013-11-24.zip from my SkyDrive: Custom MUGEN Characters Edits -> Gorilla_to_King_Kong_2_patch_update_2013-11-24: https://skydrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!430#cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!111 -
Here you go: https://www.mediafire.com/?1j414lpjwo2nmp9
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Reimu Hakurei (Pseudo-Rumble Fish styled) - Public beta
Werewood replied to Zzyzzyxx's topic in [ CREATION LAB ]
Hi Rimu, I in the near future will try to mugenize Greed and Beatrice from The Rumble Fish 2 (one of my MUGEN1.0 experiments), so I would like to ask you for permission to let me use yours as a base please? -
What Xasor said. I like your R2D2 assist very much! Every bit of the touches you added reflects how much you know about Star Wars and its related things. Also, made good use of SNES materials. Good creative MUGEN stuff!
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MasterMJX's first posted topic is interesting.
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Karochi Taiki -1stCharFromScratch- for Win MUGEN & 1.0 (& 1.1b)
Werewood replied to dura7ll3ur's topic in [ RELEASES ]
Love all the features that you have given to it! Great job as usual! My small suggestion: - given the very impact-ful P1 and P2 moments during its Grabber (I like this throw very much!), it would be nice to add a ground pound VFX under the painful head of KFM (i.e. use your own, or just use the anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))) default Explod) - ApplePie (cool move name) looks really like an overhead attack, perhaps its HitDef could use guardflag = H, ground.type = Trip, ground.velocity = -1,4, air.velocity = -2.5,4, and fall.recover = 0 to make KFM look more like being pounded down to the ground, instead of having some anti-gravitational moment..........hope you get my meaning.......:p - when P2 is in the corner, HulkSmash only hits P2 once, then all the rest of the attack misses P2 and P2 in the meantime can do anything to Karochi - BigFist and ApplePie don't have guard damages? did it on purpose? -
Karochi Taiki -1stCharFromScratch- for Win MUGEN & 1.0 (& 1.1b)
Werewood replied to dura7ll3ur's topic in [ RELEASES ]
>> trigger1 = time > 29 && time < 46 && time%5=0 How about using TimeMod? Like: triggerall = Time < 46 trigger1 = TimeMod = 5, 30 Triggers when the state-time is 30, 35, 40, 45 Sometimes I use both TimeMod and Persistent = [a number more than 1] to do some funny things -
Oops........yes, I meant "Buster Bunny". A falling fridge move! That'd be awesomely interesting!
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Let's write petition letter to Elecbyte! Case #1 is indeed the fairest trade! Action 5300 has been already a MUGEN standard for long!
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How heartless! Extremely Heartless!
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Gorilla to King Kong 2 MUGEN patch update 2014-02-19
Werewood replied to Werewood's topic in [ EDITS & ADD-ONS ]
Gorilla comes with its own chest beating sound. I will how compare the King Kong 2 chest beating sound with the Gorilla's to see....... Thanks but Sjasface888 is it really alright that you are sharing a private MUGEN character like that? -
Finished testing your cool Yamato (11,16,13), both super moves are awesomely mugenized! A few things: - in [statedef 3010], a warning of expression truncated to integer: [state 0, VarSet] type = VarSet trigger1 = 1 v = 10 value = p2bodydist Y + (-65) ** perhaps fv = can be used instead of v = ** - at the start of Samurai Slash, a small portion of Yamato's life should be depleted in exchange - crouching "z" should make two (2) hits only when P2 is in the corner - all close-to-P2 standing attacks are missing? you are working on those right? - punch & kick throws are missing (punch throw shall have corner wall bounce by the way)? you are working on those right? - the Hit Up-Diagonal animation 5052 should be used when P2 is hit by Rising Dragon as well as some times in Samurai Slash get-hit - the fire dragon head effect is missing in Rising Dragon - Rising Dragon's 1st hit misses (in arcade this won't miss), when 1st hit is made, the 2nd hit will whiff (all will not whiff when P2 is blocking/guarding) - the Samurai Spirits/Samurai Showdown P2-blocking/guarding special push-back animations are missing for all ground-only medium and strong normal slashes - still missing some 5000's (5070 really)?
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Just finished testing your 11/09/13 version! Really nice update! The new "Model Pose" special move is cool! A few things: - missing required sprites: 5072 ,0 - all special moves have three (3) versions, while the Uranium Laser has only one (1) version, perhaps you can re-adjust it to have three (3) versions - "modelpose3", when countering P2, if P2 is small-sized or far away, not all three (3) hits are done to P2, which can leave Uran in a dangerous situation, perhaps you can make an alternative "UraniumSpin3" and don't make it move forward when Uran is close to P2.........well......just a little suggestion you don't have to consider if the original non-moving version is your intention. - is it just me?........I have hard times doing jump-in "c" to crouching "b"/"c" combos......I think it might be due to the non-attacking starting frame number of crouching "b" (15 ticks) and crouching "c" (12 ticks) before P2 finishes recovery. It happens to my Custom SSF4 Abel too. This is what I do: use a faster animation for use only in combos like those. Of course the much easier way is to just increase the HitDef P2 pause time and hit time, yet it is not so recommended.........well again......just a little suggestion you don't have to consider if the original non-moving version is your intention. - the big red "YOU WIN" text can use some fade-out effect at the end........not a big deal indeed. - victory3 = "I received a upgrade which make me more human like, but I preffer to keep my hair being like that." ** preffer..........I think it has a typo.......... ** Keep up the good job!
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Gorilla to King Kong 2 MUGEN patch update 2014-02-19
Werewood replied to Werewood's topic in [ EDITS & ADD-ONS ]
Good ideas! Perhaps when King Kong 2 is powered up, the stomp special can move forward and can hit P2 during in the air. The source game intro..........I think it shall not be so hard to reproduce in MUGEN...........let me think about it......... I think long time ago I also came across with a MUGEN NES King Kong 2. Was yours the one made by a Japanese? Anyway, after I previously destroyed all of my own MUGEN data, all including a MUGEN NES King Kong 2 was gone with my rage. So if convenient to you, then please send your version to me. PM or public hyperlink is okay. Thank you in advance! -
About stun/dizzy states in MUGEN.........I think there are three (3) big cases: #1. P1-passively-P2-non-actively coded - P1 can enter stun/dizzy states whenever he/she/it gets enough hits, while P2 has no code that makes P1 stun/dizzy #2. P1-passively-P2-actively coded - P1 can enter stun/dizzy states whenever he/she/it gets enough hits, and P2 has code that makes P1 stun/dizzy #3. P1-non-passively-P2-actively coded - P1 can enter stun/dizzy states only if P2 has no code that make P1 stun/dizzy Like, the recently released Sagat SF2HD by ミマァ, this Sagat belongs to case #1 (P1) and case #3 (P2). For this Sagat SF2HD by ミマァ, the stun/dizzy states code results in a fair trade, since both P1 and P2 can get stunned/dizzy. Yet, when case #1 or #2 takes place, if P1 has no code that makes P2 stun/dizzy, then P1 is in some very disadvantageous situation. So, in general MUGEN non-full games, is it a practice to disable all such passive/active stun/dizzy states to make P1 and P2 fight under a fair trade (i.e. KFM vs KFM)?
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I just did a Gorilla to King Kong 2 MUGEN patch: if you are interested then please go to the Your Edit's forum to get that: * in case you ask, the Gorilla author Masukenpu-kun mentioned in Gorilla.txt that, edit permission has been granted *