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OrochiWeapon2000

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Everything posted by OrochiWeapon2000

  1. Hi everyone! It's been too long since I've been able to dabble in anything M.U.G.E.N. related. But now that I've got some time to do so, I've gone back to update some of my old works. First up is Alex Kidd! ;D Feel free to inform me of any bugs, questions, comments, etc. Currently, he's lacking at least one "Jan Ken Pon: Finisher" (Paper), and that should be coming pretty soon. From there, I'll be adding some additional intros/outros, along with any necessary balancing that needs to be done. He *should* work just fine on Mugen 1.0/1.1, as that's what I've been using to test the character, but I admit, I may be a bit rusty. Download him here! - https://www.mediafire.com/file/975l1kifhl79iuz/AlexKidd.rar/file Mini Rockman is next!
  2. After working on Alex Kidd like a maniac for a while, I believe he's finally to a point where I felt I could release him without feeling like I half-assed him in any way. Comes with a custom stage "Mount Eternal" complete with BGM. I truly hope you all enjoy the new and improved Alex Kidd! http://www.mediafire.com/?bk9ldz6bnouku7k Screenshots: I'd like to give folks a fair warning... Like my other characters, Alex Kidd is a "micro character", meaning he is as small or smaller than Servbot/Kobun. If this really bothers you that much, simply go into the CNS and increase his xscale and yscale to 1.5. I wouldn't recommend going any higher than that, as that size honestly looks decent enough without butchering his gameplay much. *UPDATED 06/03/2013!* Honestly... There have been way too many fixes for me to recall. But here are the most critical changes I can think of: - Vels, damages, and a whole bunch of other values modified. - Bazooka Kick command changed. - Ground combos are no longer Light>Light>Medium>Medium>Strong and are now Light>Medium>Strong. - Guard Reversal implemented. - Alex can now fire up to 2 Power Bracelet Shots at any given time. - When using the "Fireball" attack, the directional limiter can be reset by performing a wall jump (provided Alex hasn't gone too high on any given stage). - "Mountain Crusher" now has wall bounce properties. - New "Janken Combination" attacks added: "Log Splitter" and "Scissors Spin Kick". - Attack names changed a bit: 1) "Paper Palm" is now "Banishing Palm". 2) "Shinobi Whirlwind" is now "Shinobi Senpuu" 3) "Burst Shuriken" is now "Burst Kunai". - "Log Splitter" replaces "Banishing Palm" (formally known as "Paper Palm") as a "Janken Combination" starter. - "Shinobi Senpuu" now launches the opponent higher into the air, and causes additional falling damage. - Some palettes have been replaced with newer ones. I may decide to create alternate palettes in a separate folder next time around. - A few new sounds added here and there. There are many more fixes and changes, but I'll let you check them out yourselves. :)
  3. All stages updated. First post has the details.
  4. I think you misunderstand... I never said I couldn't (or wouldn't) accept the criticism. I wouldn't learn anything if I completely dismissed criticism (be it subtle or harsh), so I treat it as a learning experience and make whatever changes I can to improve. But it probably could've been worded differently to sound a bit less rude. That aside, I've already taken what you've posted into consideration, and I'll continue checking the docs out to learn more about this stuff as I go. Hopefully, it'll show at least a little bit in the next release I make.
  5. 1) I know I could have (easily) tiled the stage to make it wider, but I actually intended to keep the stage this size. It was originally meant to serve as a stage for a full game project that O Illusionista was working on (though progress on the game seems to have come to a screeching halt), and those were the initial dimensions I was given if I ever decided I wanted to try my hand at creating stages for the game. I may or may not make them bigger at some point, but I figured I'd give it a shot anyway. "Fun" is really a matter of personal taste anyway. I, myself, enjoy the stage for what it is. 2) Honestly, I didn't even notice this. Fixed. And thanks. 3) The location for the music in the stage's DEF file is one that works fine for me, given how I have my folders arranged. You can place the BGM anywhere you'd like (according to your own file arrangement), open the stage's DEF, and type the path out. This sounds like nothing more than nit-pick (and comes off a tad rude, though I won't make a big deal of it). 4) I'm just getting into making stages, and still have much to learn. That being said, I'm not exactly familiar with "Sin.Y" just yet. I made it the way it is now because it accomplishes the same thing I intended to do in the first place in a way that I felt was the most simple (to me, anyway), but as I continue learning and experiment a bit here and there, I'll eventually make use of the other BG controllers. As soon as I figure it out, I'll be sure to update the stage with it. 5) Tile spacing may "require" 2 values, but the way I have it now seems to be working fine so far too. 6) I've never really noticed anything "wrong" with the deltas per se. Care to elaborate on that? Though I got a rude vibe from your criticism, I'll keep at it and try to learn from it. Thanks.
  6. Thanks for clearing that up. I'm still getting used to this place, hehe. I'll try to make sure it doesn't happen again.
  7. All 8-Bit stages have been updated and re-released. - Fixed P2StartPos on all stages. Due to an oversight, I originally had P1StartX at -80 and P2StartX at 70. Don't know how I missed that. :P - Each one now comes with it's own BGM. Alex Kidd in Miracle World: Mount Eternal http://www.mediafire.com/download/m4elwx4ukluxc1n/AlexKiddMW-Mount_Eternal.rar Chaos At Tricell: http://www.mediafire.com/download/8fd7h2c6nvay8fl/MBoD-Chaos_At_Tricell.rar Dr. Wily's Fortress (Exterior): http://www.mediafire.com/download/5ebjmsgsj05x3dm/Dr_Wily's_Fortress(Exterior).rar - Changed the behavior of the Platform Bots via actual coding, reducing their frames from 116 frames of animation to just 2. Their movements are much smoother as a result. Enjoy! :D
  8. Better late than never I suppose... Alex Kidd's gameplay can be compared to MvC2 in a sense. He's got power charging (CvS), chain combos and aerial raves (MvC2), and a bunch of attacks and abilities based off the various games he appeared in as well as other popular SEGA games, but everything is made to be more "fighting game friendly". You might be plesantly surprised at how much stuff is packed into this little character. There's a lot of sound effects taken from various SEGA games as well. Plenty of fan service can be found here. He also comes with his own custom stage based off his original game "Alex Kidd in Miracle World" (complete with BGM). I'd make a intro and ending for him, but I've got no idea how to make those yet. I'm sure I'll figure it out eventually.
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