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ELECTRO

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Everything posted by ELECTRO

  1. Punching, fireballs & doing karate stuff. To make the stage interactive for Arcade mode then add the text below to your select def. If you want to instead use the zoom stage then switch out the one in Ryu's stage folder to the zoom folder one. If you want to use the Champion Edition or the Winter version then change the name of the stage stage name in the select text below. Enjoy the karate. Ultimate_Ryu,chars\Ultimate_Ryu\stage\Ultimate_SF2_Suzaku_Castle.def,includestage =0 Link : https://electroslair.blogspot.com/
  2. Stage has been updated. Barrels & crates have been separated & placed on there own delta. The weak was made by Vegaz Parrelli.
  3. A new winter version of Ryu's stage as well as the World Warriors & Champion Edition updates. Link : https://electroslair.blogspot.com/
  4. Kick'en, twirling & doing karate stuff. Next week i'll have an update for Ryu. To make the stage interactive for Arcade mode then add the text below to your select def. If you want to instead use the zoom stage then switch out the one in Ken's stage folder to the zoom folder one. Enjoy the karate. Ultimate_Ken,chars\Ultimate_Ken\stage\Ultimate_SF2_USA_Battle_Harbor.def,includestage =0 Link : https://electroslair.blogspot.com/ Move List --------------------------Hypers-------------------------------- Dragon Breath Hadoken : D, DF, F & any two punch buttons. (level 1 power) Shippu Jinraikyaku : D, DB, B any two kick buttons. (level 1 power & can be done in air) Shoryu Reppa : F, D, DF any two punch buttons (level 1 power) Ultimate Dragon Punch : F, D, DF any two kick buttons (level 1 power) ------Special Moves-------- Dragon Punch : F, D, DF, punch Hadoken : D, DF, F, punch Dragon Rake : D, DF, F, weak kick Dragon Tail : D, DF, F, medium kick Dragon Roundhouse : D, DF, F, strong kick Dragon tongue : F, D, DF, kick Hurricane kick : D, DB, B, kick (Also in air)
  5. Added hidden chain, Seagulls, boats move, cloud movement & moving water. Also added a slight 3D effect to the ocean for the Mugen 1.1 version. Link : https://electroslair.blogspot.com/
  6. This full game is running on Mugen 1.1. The Punisher game is using beat'em up characters as fighting game characters. The play style is similar to Capcom's VS series but less combo heavy & slower pace. To see the move list hit start while in game. The game has 9 playable characters & 4 unplayable characters. A lot of characters & stages have finishers that you can discover. More to come later & enjoy the update. Link : https://electroslair.blogspot.com/
  7. For Mugen 1.0 & Mugen 1.1. On a ship in the middle of the ocean, not much else to say. Link : https://electroslair.blogspot.com/
  8. Thanks AnimeHustler. It was fun taking all the levels of this stage & making them into one big Mugen stage. Edit : Updated the stage to add a shadow to the walking Sentinel.
  9. With this stage I heightened it, made more layers, added different size Sentinels being made & shipped around the factory, Sentinel walks around & made the conveyor belt move. Link : https://electroslair.blogspot.com/
  10. Back with a new character & this time it's Burnov from the Double Dragon game. Like all my characters he plays similar to Capcom's VS series, so if that's a style you like then maybe Burnov can find a home on your roster. This is for Mugen 1.0 & Mugen 1.1. Link : https://electroslair.blogspot.com/ Move List ------Hyper Combos--------- Heavy Metal : F, D, B + two punches. (Can be done in the air) Ignition Nitro Charge : Charge back, then hit forward + two punches. Hyper Nitro Slime : D, F + Two punches. (Can be done in air) Ultimate Venom Slime : D, F + two kicks. ------Special Moves-------- Nitro Charge : Charge back, then hit forward + punch. Nitro Slime : D, F + Punch Metal Slam : F, D, B + punch.
  11. Last alpha update for M. Bison. I have most of what I envisioned for the character when the project started. Just need to add a few more throws & intros/winning poses. So whatever problems arise from this build I'll fix for the beta. So with that said i'll give a brief description of what is new. Added a glow to anything using psycho power except the fireballs, finished the smart palette, added a new special, added 3 new hypers, added interactive option for his stages & finally made 2 versions of his stages. Link : https://electroslair.blogspot.com/ So with the stages I separated all the background elements like building, sky, grass, etc.. then put them on their own deltas & parallax. Put a 3D effect of a few of them for the 1.1 version. Added some birds flying around during the World Warriors stage. Added lightning & rain to the Champion Edition stage. Extended the ceiling for a decent high jump. Animations speeds on people are a bit more randomized so they look less robotic. If you want Bison to have the statues break during Arcade mode then add this to your select file : Ultimate_M_Bison,chars\Ultimate_M_Bison\stage\Ultimate_SF2_Thailand.def,includestage =0 MoveList Hypers : Psycho Scissor Kicks : Charge back then hit forward + two kicks. Hyper Psycho Crusher : Charge back then hit forward + two punchs. (Can be done in air) Shadaloo Lord : F, D, F + two punchs. Ruthless Stomping : Charge down then hit up + two kicks. (Can be done in air) Psycho Annihilation : B, D + two punches. (In air only) Ultimate Psycho Crusher : D, F + two punches. (Can be done in air) Specials : Head Stomp : Charge down then hit up + kick. (Can be done in air) Devil's Reverse : Charge down then hit up + punch. (Can be done in air) Psycho Crusher : Charge back then hit forward + punch. (Can be done in air) Scissor Kicks : Charge back then hit forward + kick. Psycho Ball : B, D, F + punch. Psycho Field : F, D, B + punch. Inferno : F, D, F + kick. Update notes Added new hyper called Ultimate Psycho Crusher. Added new hyper called Psycho Annihilator. Added new hyper called Ruthless Stomping. Added a special called Inferno. New hyper KO background. Added glowing to Psycho moves, except the fireballs. Reworked gethit sprites & hitbox's. Changed poweradd & powergive for a lot of attacks. Changed how much power needed for Shadaloo Lord hyper from 2000 to 1000. Updated AI. Slightly increased speed of Psycho Crusher. Changed jump kick from incorrectly making opponents fall when thier standing on ground. Added ignorehitpause = 1 to every transition from air to ground. Added frozen sprite. Damage & attribute adjustments. Overall quality of life improvements.
  12. Made the window reflections move & also have a shine to them as you walk or jump. Cars drive by on the road & pedestrians run out of the way of the fight. Added lamps next to the building entrance ways. Just for fun I made a night version which is a little different with glowing lights & bugs swirling. Since the building background was already made I decided to add the school bus stage as well. The school bus does not a have a zoom version because it's to small. This is for Mugen 1.0 & Mugen 1.1. Link : https://electroslair.blogspot.com/
  13. Changed the space background to get better superjump height. Ships now float and fly at each other to better simulate a battle. Took away some of the lasers because of optimization purposes. Edited some of the jagged sprites to look smoother. Edited the stage to not be as long as the original arcade version. This is for Mugen 1.0 & Mugen 1.1. It comes with no zoom & zoom options. Link : https://electroslair.blogspot.com/
  14. This stage is for Mugen 1.0 & Mugen 1.1. It comes with no zoom & zoom options. Nothing to fancy is going on here. Just some separated sprites & made the stage taller. Link : https://electroslair.blogspot.com/
  15. Merry Christmas everyone! I hope everyone enjoys me & Jmaxximus version of the Man of Tomorrow. Supe's is kinda unique in that a lot of his moves have random scenarios which can make for some good replay value. He also changes a couple of moves if you pick the Electric versions Pal#5, Pal#6 or the Herald of Galactus version which is Pal#12. He comes with all his iconic costumes as well as his father Jor-El costume. I'm about to leave to go out of town for a few days, but i'll be watching the forums to see what problems arise. When I get back in town i'll make a quick update to address some of them. Some known issues are alignment on some of the cinematic moves. Also if you want to make palettes or change portraits you will need to open Supe's in Fighter Factory Classic because of a linked sprite issue. Link : https://electroslair.blogspot.com/ Move List : ------Hyper Combos--------- Meteor Smasher : F, D, F + two punch buttons. Kryptonian Crusher : D, DB, B + two punch buttons. Heat Vision : D, DF, F + two punch buttons. (Can be done in air) Up in the clouds, it's a bird, it's a plane, no it's Superman! : D, DF, F + two kick buttons (In Air) Faster than a speeding bullet : Charge back, forward + two kick buttons. Deep Freeze : D, F + two kick buttons. Solar Annihilation : D, DB, B + two kick buttons. (Below 100% health) ------Special Moves-------- Heat Vision : D, DF, F + punch Cold breath : D, DF, F + kick (Not used while Electric Superman) Soaring Justice : F, D, F + punch Super Speed : Charge back, forward + kick Solar energy release : D, DB, B + kick (Below 100% health)
  16. A lot of work has been done in the past two weeks & so I thought it would be a good time to show another battle. In this clip you can see that the normal heat vision FX have been changed & a glow effect added. The ground now burns on his angled down vision. The coding is starting to wrap up & an alpha release will be coming within the next month. I'm going to start transitioning into helping out with the sprites. More moves & features will be implemented after the alpha release.
  17. Showing off yet another scenario. This one might not be for everyone, seeing how some people don't like their heroes destroying stuff. So I'll have a different file on release that doesn't have this scenario in the mix.
  18. Another preview of Supes. This time showing off a new throw & a few of the many scenarios that can happen on his Up & Away hyper. The hypers speed has also been increased.
  19. The project has picked back up & happy to show some new stuff for Supes. Watch as Thor tries to handle the man of steel in this epic bout.
  20. Back with another stage from an odd game. Credit goes to Cenobite 53 for the sprite rips. I'm using code to produce a 3D effect on certain things, so unfortunately there is no Mugen 1.0 version. The stage is also to small for zooming. Link : https://electroslair.blogspot.com/ This video shows my thought process, struggles & triumph while making an ultimate stage.
  21. Thanks AnimeHustler! I think this is the first theme park stage I've made. Unless you count the Port Town FF3 stage as a theme park. Maybe I should make some more.
  22. My first Savage Reign stage. It's for Mugen 1.0 & Mugen 1.1. The 1.0 version does not have a map intro. Link : https://electroslair.blogspot.com/
  23. 3 characters with significant updates. The update notes are posted below, but to sum it all up these characters are more solid now with fewer bugs. I've learned a lot about character making since the last Ryu & Zangief releases. I have plans to do a lot more with tweaking Zangief for speed purposes & more Mech Zangief options. Hope everyone enjoys the characters. Link : https://electroslair.blogspot.com/ Ryu Movelist Zangief Movelist M. Bison Movelist Ryu update notes Zangief update notes M. Bison update notes
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