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Werewood

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  1. Upvote
    Werewood reacted to MugoUrth in Weasel Boss Character?   
    Sure, I can make a weasel or two. Just have to figure out who to dress a weasel as.
  2. Upvote
    Werewood reacted to Ganbare-Lucifer in Weasel Boss Character?   
    Yes... it came to me...

    The idea comes from Balthazar's many Remaked Bosses from Videogames...

    ...and this is based on the Toon Patrol and the Many Disney Weasels...

    In this minigame... a big horde of Weasels will start to come right to the player... and each one has it's own strategy or power...

    For Example... if it's a Weasel that is dressed like Mario, it will jump and thrown fireballs...

    K.O. Pose: When the character empties 'the life bar' of the Weasels... a injuried weasel will come with a white flag and wave it.
    Lose by Time Pose: A bunch of weasels will come and be shocked against the player, then they all go in a vehicle and escape away...

    The sprites whould be based on these weasels from Mickey Mania:





    Now it only left it's to users to contribute weasels disguised as many different characters from all videogames around (can be obscure ones!) or can be simply original! and then they can give two attacks the weasel can have.
  3. Upvote
    Werewood reacted to Ex✭Cᴀʜᴍ in Screenshots Mffa Style   
    Anime Convention time :D
  4. Upvote
    Werewood reacted to Kazagami in Liza by Masa00341 released (5/24/2014)   
    Barts and Angela Belti also updated.
     
    http://www.geocities.jp/masa00341/
  5. Upvote
    Werewood got a reaction from Thrillo in CvS Yusuke Uremeshi by Chuchoryu Released   
    You guys & gals know what?
     
    Chuchoryu is the King of MUGEN Beta
    Borewood/Ex-Werewood is the King of MUGEN Half-Ass
    Speedy9199 is the King of MUGEN Source Game Inaccuracy
     
    Three(3) of us are "The Three MUGEN Tragic Brothers".
     
    Therefore, if any of my two MUGEN Tragic Brothers experience(s) MUGEN e-bullying/e-haunting/e-bashing, I can feel the same pain.
     
    I just love the fantastic world of the (MUGEN) Internet.
  6. Upvote
    Werewood reacted to DartzPie in Sprites and concepts by DartzPie   
    I was bored...
     
    [sprites]
    :finished:
     
     
    Megadimension Neptunia VII Adult Neptune *newer version 2016


     
     
    :Not_finished:
     
     
     
     
     
    [Concepts]
     
     
     
    :Not_finished:

     
     
  7. Upvote
    Werewood reacted to Kazagami in SS2 Galford by NRF released (5/20/2014)   
    http://nrf-flash.sakura.ne.jp/mugen.html
  8. Upvote
    Werewood reacted to Kazagami in Dark Ash XIII by BoyBoyz released (5/20/2014)   
    http://mugenguild.com/forum/topics/dark-ash-kof-xiii-159651.0.html
  9. Upvote
    Werewood got a reaction from LansingWolverine in 2-in-1 character help.   
    MK2 Shang Tsung by juano16 has shown more than enough of this MUGEN insanity................17-in-1..........
  10. Upvote
    Werewood reacted to O Ilusionista in Operation Ragnagard Rain Temple   
    INFO:
    Game of Origin: Operation Ragnagard + edits
    Resolution: 320 x 240
    Mugen Version: Winmugen Plus (compatible with Mugen 1.0)
    Super Jump: Yes
    Part of Mugen Multiverse Birthday Event

    IMAGES:



    VIDEO:


    DOWNLOAD: http://brazilmugenteam.com/
  11. Upvote
    Werewood reacted to sтαя∂υsт cяυsα∂εя in Lam Bat released by my100yen (13/05/2014)   
    https://onedrive.live.com/?cid=7A5D688B1E7A213A&id=7A5D688B1E7A213A%21367&sc=documents
    Note: Only work for MUGEN 1.1 using OpenGL
  12. Upvote
    Werewood reacted to Ryon in Skeleton (Guardian Heroes)   
    [Preview]


     
    [Download]
    http://www.mediafire.com/download/aazvyzy385z1n8c/GH_Skeleton.rar
    https://onedrive.live.com/?cid=95617500DFB4E9E5&id=95617500DFB4E9E5!253
     
    [Comment]
    Copied from Read Me.
     
     
  13. Upvote
    Werewood reacted to RamzaNeko in Megaman X   
    Some of my Megaman X animations... I will add details soon    
  14. Upvote
    Werewood reacted to RoySquadRocks in Q*Bert Hops on!   
    This is it! A new character I'm recently working on! Will be coming soon this month along with the updates of Wreck-It Ralph, Fix-It Felix, and Shanghai Doll! @!#?@!
     
    https://www.youtube.com/watch?v=YM8FkSjp1q4
  15. Upvote
    Werewood got a reaction from Moneyspider_Todd in Borewood's WIP - Custom AB Bonus Round released 2014-08-16   
    I just released a Custom Experimental TRF2 Beatrice:
     

     
    @Moneyspider_Todd:
    Hmmmmmmmm.......oh!  That was some idea engineering old stuff!  I totally forgot that already because everybody at MFG turned it down quickly.
    I don't know......since I still have many on-going MUGEN WIPs........but I will keep a note of this old MUGEN idea of mine.....
     
    @Cayne:
    I tried his mentioned method, not really that hard:

     
    Maybe when I get to working on my Custom Doronjo WIP I can  share my experience with you.
  16. Upvote
    Werewood reacted to BoyBoyz in Boss Saiki XIII updated 26 Apr 2014   
    https://www.mediafire.com/?4jnnhavdz16cdwm  - updated 22mb file: Boss Saiki XIII_26-4-2014u.rar https://www.mediafire.com/folder/5gsem6412qcw4/Mugen  -  folder.   He has localcoord 260. Playable in mugen 1.0 and 1.1b.   So KOF XIII got released on steam and the practice mode, coupled with accurate timings by animget, allowed much more improvement for this charismatic BEAST of a boss. I removed all his custom moves to reduce file size and lag. You will feel the difference in play style, especially for his counter move (DB+ kick). These are most of the Changes:   1. Face portrait smaller so it doesn't jut out of the edges on fighting screen. 2. Removed all custom moves (and their sounds) except 2: normal saiki's neomax and dark ash's full screen DM, so less bulky file size and lag. 3. Added increased attack/defence for boss mode (hold start + any button to select). Boss mode flames changed a little.  4. All move timings synchronized with the ticks in animget shots. As such a lot of changes have been made. 5. Added correct guard evade sound, adjusted fade in/out of evade. Evade can now be spammed infinitely, like in original. 6. Added a pause for p1 during reversaldef of counter. The reversaldef also starts 1 animelem earlier. This is extremely important to saiki's playstyle and was missed out previously. 7. Counter and after-punching followup hit's red clsn reduced vastly. It does not hit across the entire screen now. 8. Added missing sprites and fixed some wrong animations (eg breathing, turning, punching, and more). 9. Added some missing guard.cornerpush.veloffs. 10. Air fireball handswipe has full-body projectile shield. 11. Corrected some voices/sounds and their timings. 12. Fixed a bug where STUN word appeared on helper (helper could be dizzed bug). 13. Added missing hit-ground-sound during stunned sequence. 14. Forward fireball's handswipe pausetimes and other stuff tweaked. 15. Added/ removed winquotes according to the steam version. 16. Totally reworked super darkening's flame pillar positions and p2 get hit velocity. 17. Reworked neomax. 18. Removed screenbound command for dark web. 19. Fixed bug with super armor when p1 died. 20. Removed the background flash of KOFXIII when enemy died, as the coding is buggy in mugen 1.1b. 21. Fixed bugs with pausemovetime and supermovetime. 22. Removed blue clsn on stone helper. 23. Added playerpush commands to be safe 24. Other stuff I forgot 25. AND... beefed up AI!   What's left: 1. Complete black flame animation (boss mode). Till now, no one has been able to rip the proper flames!!! I have the cheat table for KOF XIII Steam Edition that lets you play as flaming saiki, if anyone is interested to rip the sprites.   Bugs: 1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit 2. The BGpalfx fade to color 0 (in grab moves) has a bug with enemy moves that slow time. 3. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem.   Custom changes: 1. Super counter does more damage 2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen. 3. Cannot jump 4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.) 5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable.
  17. Upvote
    Werewood got a reaction from Galvatron in The Most Unlikely Crossovers   
    If Miyazaki Films Were Like Other Anime.......
     

  18. Upvote
    Werewood reacted to DuckAzz in Life is too short to be little   
    EDITED FULLGAME! NOT THE COMPILATION!   Can you remeber old hacked game called Sf2 koryu which one is released only in taiwan (The country of the bootleg games) If you know that game,should know what is it :P   Okay here's some pictures:   And please don't send feedback until you see total error and then I will update!   Website: http://www.geocities.ws/duckss/
  19. Upvote
    Werewood got a reaction from Ryon in Coding a Combo Announcer?   
    I tried something like this and it kind of works without using any MUGEN variables and Helper state controller:

    In your MUGEN character's [statedef -2], put this PlaySnd state controller:

    [state -2, Combo Announcer]
    type = PlaySnd
    triggerall = EnemyNear, MoveType = H
    triggerall = EnemyNear, Stateno != [120,155]
    trigger1 = EnemyNear, GetHitVar(hittime) = 0    ; or use -1, please see explanation below
    trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
    trigger1 = EnemyNear, GetHitVar(hitCount) > 2
    value = 8, EnemyNear, GetHitVar(hitCount)
    volumescale = 100
    ignorehitpause = 1
     
    prerequisite: 
    - you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1))
    - you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1))
    - you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1))
    - ..... and so on.....
     
    explanation:
    - type = PlaySnd
      this is you know what it is for.........
    - triggerall = EnemyNear, MoveType = H
      VS single P2, only when P2 is in get-hit states
    - triggerall = EnemyNear, Stateno != [120,155]
      this makes sure the VS single P2 is not in blocking/guarding states
    - trigger1 = EnemyNear, GetHitVar(hittime) = 0
      this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the
      PlaySnd state controller won't be called more than one (1) times in a row
      * or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle
    - trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
      this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less
      than one (1), so, this is used only to backup the first trigger1
    - trigger1 = EnemyNear, GetHitVar(hitCount) > 1
      this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three
      (3)-hit combo is the minimum)
    - value = 8, EnemyNear, GetHitVar(hitCount)
      this is the Group # and Sound # in your *.snd file, in my example:
      - "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV
      - "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV
      - "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV
      - ..... and so on.....
    - volumescale = 100
      just the volume of the Combo Announcer sound/voice.........default is 100 here
    - ignorehitpause = 1
      this is you know what it is for.........
     
    Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work.
    Also, it should be edited more for air-combo purpose, even though this way also works for air-combos...........
     
    I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN.  Yet, this is the simplest one I could come up with.
  20. Upvote
    Werewood got a reaction from Flowering Knight in Coding a Combo Announcer?   
    I tried something like this and it kind of works without using any MUGEN variables and Helper state controller:

    In your MUGEN character's [statedef -2], put this PlaySnd state controller:

    [state -2, Combo Announcer]
    type = PlaySnd
    triggerall = EnemyNear, MoveType = H
    triggerall = EnemyNear, Stateno != [120,155]
    trigger1 = EnemyNear, GetHitVar(hittime) = 0    ; or use -1, please see explanation below
    trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
    trigger1 = EnemyNear, GetHitVar(hitCount) > 2
    value = 8, EnemyNear, GetHitVar(hitCount)
    volumescale = 100
    ignorehitpause = 1
     
    prerequisite: 
    - you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1))
    - you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1))
    - you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1))
    - ..... and so on.....
     
    explanation:
    - type = PlaySnd
      this is you know what it is for.........
    - triggerall = EnemyNear, MoveType = H
      VS single P2, only when P2 is in get-hit states
    - triggerall = EnemyNear, Stateno != [120,155]
      this makes sure the VS single P2 is not in blocking/guarding states
    - trigger1 = EnemyNear, GetHitVar(hittime) = 0
      this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the
      PlaySnd state controller won't be called more than one (1) times in a row
      * or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle
    - trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0
      this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less
      than one (1), so, this is used only to backup the first trigger1
    - trigger1 = EnemyNear, GetHitVar(hitCount) > 1
      this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three
      (3)-hit combo is the minimum)
    - value = 8, EnemyNear, GetHitVar(hitCount)
      this is the Group # and Sound # in your *.snd file, in my example:
      - "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV
      - "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV
      - "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV
      - ..... and so on.....
    - volumescale = 100
      just the volume of the Combo Announcer sound/voice.........default is 100 here
    - ignorehitpause = 1
      this is you know what it is for.........
     
    Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work.
    Also, it should be edited more for air-combo purpose, even though this way also works for air-combos...........
     
    I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN.  Yet, this is the simplest one I could come up with.
  21. Upvote
    Werewood reacted to sтαя∂υsт cяυsα∂εя in Galford released by misao (24/04/2014)   
    http://misaode.ojaru.jp/
  22. Upvote
    Werewood reacted to Basara-kun in Dalek Beta re-released, 2 new hosted chars uploaded!   
    Well, I made this release yesterday, so it's time to publish now. There're a couple of stuff I released, here they are:   1. Dalek Beta re-released First released as "Rose a la POTS beta" joke on Guild, but later you'll know the truth: this was nothing but a preview of the first Doctor Who character for MUGEN. Well, since the poll I made in Dalek thread was successful, I re-release this char as what it really is, a Dalek. Deleted all references to AF, added proper portraits and a new intro, all the rest on him it's the same you saw/played on 1st. As I said before, count it as a preview of a project that probably will be my main WIP for this 2014, as Scott Pilgrim was in 2013 Chars -> Jokes/Bosses   2. New hosted chars: Pocket Dan and Astro Boy These 2 of them were recently found thanks to MFFA guys who helped me in my request thread here, there're characters from some of creators I host and that were lost in time and space, until now. First is Arma_X's Pocket Dan, another creation from my chilean compadre which it wasn't online and even same Arma_X didn't have it. And second is KenshinHimura's Astro Boy, if well I found it before, it was without SND, which now I got the complete files (with sounds this time), so now he's complete and ready to use. Both chars have their SFF updated for WinM and M1.0+, so you won't have problems with them ;) Hosted -> Arma_X / KenshinHimura   Also, various new shots from my other WIPS I'm working right now (like SCWU chars and Frank West), as well readding Shuma-Gorath in my WIP list again in waiting to be finished once for all. Well, enjoy these releases, guys ;)   http://network.mugenguild.com/basara/
  23. Upvote
    Werewood got a reaction from NotAGoodName in Winmugen Edits and Conversions to 1.0/1.1   
    Pal what you are contributing is quite noble and admirable.  Everybody should move to MUGEN 1.0/1.1.
  24. Upvote
    Werewood reacted to sтαя∂υsт cяυsα∂εя in Nameless by BLACK released (21/04/2014)   
    http://ux.getuploader.com/chars/download/14/Nameless.rar

    password: mugen
  25. Upvote
    Werewood reacted to NotAGoodName in Abigail SF1989   
    [Preview]
    http://youtu.be/S3j255cY_U0
     
    [Download]
    4shared Folder (AbigailSF1989.zip)
     
    [Comment]
     
    To celebrate the upcoming holiday which hopefully won't be accompanied by another 4/19 or 4/20 act of terrorism, here's Abigail in the fashion of my other SF1989 characters.  I've gone to some lengths to make sure he isn't exactly like Andore.  Where possible, he should be fairly source accurate.
     
    4 buttons
     
    Move List:
    Dash Punch - (b),f+P  // Projectile invincibility during the run
    Angry Punch - (b),f+PP // this does a lot of damage, but you have absolutely no protection
    Air Whirl - dp+K // Anti-air throw which allows for hilarious combos.
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