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Everything posted by Trinitronity
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...I still don't know what a Steam Group is, though. Like, what is this GamingFreeForAll thing your talking about?
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Uhm...what exactly is specified as a "Steam group"? I do have Steam, and I have games on it (Skullgirls, Neptunia Re;Birth 1, Freedom Planet), but I'm not exactly familiar with all the quirks like "Steam groups" or those cards you can randomly get by just playing games in your library... I also want to reiterate that Vanguard Princess is indeed a fighting game on Steam as well. No idea how good or competitive that game is, though, because I never played it.
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Actually, the sprite rips you linked are exactly the ones with the JPEG artifacts, while his Valentine and Painwheel don't have those JPEG artifacts.
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Oh my god, so much at once: -I managed to recreate only one weird behaviour with EX Tatsumaki on the corner. I'm on it. EDIT: Sorta fixed by playing around with hitvels and cornerpushes. It's by no means perfect, but at least the weird behaviour from before is less weird (5 out of 6 hits instead of a single one), while the other conditions still have the full 5 hits. -There are burst explods. At least they display fine for me. -There are burning effects. At least they display fine for me. -Slowed down 170 a little bit. What else is too speedy? -Actually, no. There are two frames, and each does one hit. I tested it multiple times, so I can confirm. -Fixed -Hmm...yeah, it really does. And I thought I fixed the problem. Oh well, I'm on it. -I...am not actually sure what you mean, because it looks fine for me. -I think I fixed them all now -Okay, used your advice on the first spinning frame, and it looks at lot more CvS-like now. Thanks, I'm on it now. EDIT: Fixed -D did sent voices to me (those of Seung Mina from the Soul Calibur series), but I have tried them out yet since I'm not sure if they will fit her (I only know about very few Soul Calibur characters, and Seung Mina is not one of them). Actually, I was even thinking about requesting a certain popular voice actress to do the job since it would fit very nicely this time around, but I'm not sure if you guys will like my decision. -Actually, I changed the Focus Attack so it would use an optional animation standard if it exist, and the old one with required sprites if it doesn't. My goal was to make the Focus Attack get-hit to look more like it does in Street Fighter 4 (Rober-Pasta also got that Focus Attack update, but I still need to upload him). But I'm curious: Are there any problem with the redirecting? Because it worked fine for me (Bunny Tracy still uses the old gethit for Focus Attack) -Fixed -They were like that in the original CvS sprites, and I'm sure there was a reason why they were so dark, I just don't know what the reason could be... -Fixed -I'm on it. EDIT: Fixed MEGA-EDIT: Goho-Li link updated. Have fun! ;)
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Fixed, fixed and fixed. I also fixed her Time Up Pose now and updated the download link with all those new fixes.
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I need your help to make me a new signature
Trinitronity replied to Laharl's topic in [ RANDOM CHATTER ]
I'm actually sad that nobody went for a Yukkuri version of D2 Laharl for Laharl's signature. That would SO fit Laharl's current avatar. -
Actually, I thought you, me and Shikigami of the Yin-Yang can collab for one great final.
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A Mii costume based on a Nintendo character doesn't rule out said Nintendo character.
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The stage has the same filename like the character, because the stage is the homestage of said character. This is true for absolutely every character in the NES Street Fighter 4 remake project, kinda like how official games have a set naming pattern for certain stuff.
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Dude, that stuff has been datamined already (yes, it's a leak again)! Seriously, who the hell keeps on making those leaks? As much as I like those stages, I'd rather want to be surprised with them. Even though both were a given at some point (Great Bay for cheap Majora's Mask money, Dr. Mario because there are unused development leftovers of that stage on the Wii U version).
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Trinitronity's Eeveelutions Release Thread [Leafeon released]
Trinitronity replied to Trinitronity's topic in [ RELEASES ]
No upgrade is needed to make them work codewise, at least that's the plan (the Jigglypuff release will include the updated common1.cns for the data folder). And for the love of god, please don't bump this thread anymore asking for new progress. If this will happen one more time, then I will lock this thread until a new release comes in, I swear! -
Does this Exist whos the author of this creation
Trinitronity replied to Laharl's question in [ CONTENT REQUESTS ]
Wait, jump.cns? Why would something as simple as jumping require a seperate CNS file? I'm confused... -
Trinitronity's Eeveelutions Release Thread [Leafeon released]
Trinitronity replied to Trinitronity's topic in [ RELEASES ]
Since you already bumped the thread, might as well say the current situation with Jigglypuff. The only thing that is left for Jigglypuff is the sleep status, and since I was working on Goho Li, I didn't had much time planning out the functionality of it code-wise (as in how to implement it into the PCEA system without breaking the PCEA system or MUGEN in general). Heck, I'm actually editing the common1.cns file for that, and that is shared by other POKéMON characters as well, so I'm trying to code it like that, so it work both for Jigglypuff AND for the old POKéMON characters. And there are also moves that change depending on whenever someone is sleeping or not, which I have to take into account as well. So yeah, Jigglypuff will take extralong since she introduces a new part of the system, and Jigglypuff just cannot work without that new part of the system, just because of how synonymous Jigglypuff is with singing and sleeping. -
Whoops, with all the move coding, I completely forgot about the size_scales. But I fixed it now, as well as additional hurtbox fixing. And only now, the link is updated. Have fun!
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-Slowed down now every frame by one tick each, should be good now -doesn't really look like an attack where she moves... -hopefully fixed now by extending the hurtbox in one frame (because I cannot recreate the whiffing) -updated alignment -whoops, nope, I just missed it, but now I fixed it and updated some timings as well (because of light kick being light and stuff) -Care to elaborate regarding the hitboxes, please? I'm still a noob when it comes to hitboxing... -Which projectile? The regular one, the EX one, or the Super one?
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No, we write whatever comes to our mind and sometimes plan things through personal messages.
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Well, that's because I did used the CvS sprites of Yuri as a base. However, Goho Li also has attacks that CvS Yuri doesn't have.
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Download link for all my MUGEN stuff: https://onedrive.live.com/redir?resid=1F69D2F5C571AE5D!106&authkey=!ANPoAeCX9apdc8s&ithint=folder%2c Picture shows both Goho Li and her home stage, Forest Dojo (Day version). It was only a matter of time she would be released to the public. After all, she is the main herione of both the original NES Street Fighter 4 and this remake. Known issues: *she has no voice *dashing works, but run doesn't *her big portrait is really temporary This character is 4 buttons and includes a readme, 7 pallettes and a ColorSeperation.act, so you can create your own pallettes. Be sure to follow this thread for updates. As to who's next, it's this guy: Really fitting with Street Fighter V in the works and stuff. Have fun! ;)
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Holy molly, where did you managed to grab those crispy clean sprites? The only character sprite rip of Skullgirls that I know has way to many JPEG artifacts.
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Now THIS is what I call an engrish classic (from Contra Spirits, the NES port of Contra 3)!