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PlasmoidThunder

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Everything posted by PlasmoidThunder

  1. Garden of the Sun by EmeraldHarmonics & OldGamer: https://mega.nz/#!7JF3SA6C!j2lpmBrTzlTDOCuYZe1jv-UMlfetSUPWu-LmMy9ythY
  2. I kinda cracked up when it happened.
  3. CHARACTERS -Added Pachirisu and Plusle & Minun by Sumin_fan64.
  4. Did they all receive A.I. patches? I only know of Sceptile, Pikachu, and Heracross getting patches, the lattermost of which being outdated.
  5. I'd take a look at them, but the only places to get them seem to Baidu or the MA reupload, neither of which I can download. Usually with these sorts of characters there's an on/off var switch in one of the files that's set to on (1) by default. Either that or the character was fully designed to be played solely by the A.I.
  6. And feedback you shall get, based on the small amount of time I spent testing it. ReadMe/movelist would be much appreciated. Ground hurtbox doesn't need to extend past the ground. Forward dash should probably have the same landing effects as his back hop considering it visually looks like he's leaping forward, even if functionally he isn't. Seems strange that you can't act out of forward dash when you can out of his air dashes and back hop. His heavy Normals are mighty unsafe on block despite being on the slow side. Given that 2Y is an uppercut of sorts, it's odd that it gets cleanly beaten out by jump-ins; actually, its priority is pretty awful all things considered, especially with that large lingering hurtbox after the active frames. Kinda sucks that j.5B is just a slower (frame 11 compared to frame 5), more powerful version of j.5A, right down to it using exactly the same hit/hurtboxes; the startup frames also doesn't look much different to the regular jump frames, so it's difficult to even tell he's doing anything. Odd that he only has a forward throw, especially because it throws the opponent backwards. At worst, Quick Attack X is -12 on hit, Y is -24 on hit, unless the opponent is in the air, which is a hard knockdown for X, yet a techable one for Y...? It's also pretty weak. I feel you should be able to at least grab Scizor out of Iron Head, especially if he's going to have permanent armour during the entire move. On that note, I personally think he should only have one or two hits of armour, not permanent armour. Should probably differentiate both versions a bit more than just distance travelled and damage dealt, especially since they have the same frame data. X-Scissor, well... Grounded opponent doesn't SelfState when hit. It looks really odd against a jumping opponent. Jumping opponent doesn't SelfState if hit too close to the ground. B version doesn't seem worth it since while it has more hitstun, it does less damage and both versions are -1 on hit anyway. I'm not sure why you needed to make the hitbox a Helper, especially when it'd be more mechanically sound to have the root handle the custom stating. It's also pretty weak. Swords Dance seems pretty good considering the buff occurs on frame 1, thus persisting even if you're hit during the rest of the move.
  7. CHARACTERS -Added Wooper and Togedemaru Sumin_fan64. -Added Scizor by nodog. -Added Sylveon by Imperius. Apparently Sylveon by ayato589 only works with WinMUGEN, which I somehow missed when I first added it, so its icon has been changed to reflect this.
  8. Someone doesn't like it when people rehost their rehosted content.
  9. Yup. http://mugenguild.com/forum/topics/control-p2-throughout-your-characters-win-pose-160621.0.html
  10. There's something up with Ucoz in general as I've gotten redirects and/or pop-ups from a bunch of the creator sites hosted there, but only sometimes.
  11. By not making pure black the transparency colour.
  12. CHARACTERS -Added Squirtle by Evilasio Da Paz, Jr. -Added Hitmonchan by willg8686. -Added Azumarill and Emolga by Sumin_fan64. -Added Elemental Lopunny by Vorse Raidier.
  13. Most of them don't have A.I.
  14. Figured I'd try this one out just for a laugh. Hoooooooo boy. For what it's worth, I'm not going to go over the sprite quality because I'd be here all day otherwise, so I'll stick to the technical side of things. Frame data is an absolute mess; you've got attacks that are active from frame 1 and are so incredibly safe on block/hit that simply throwing them out is good enough to pressure the opponent with practically zero effort, but then you've got attacks like Superspin that can potentially be -64 on hit if the opponent gets up quick enough. Standing Y, for instance, is active for the entire duration of the attack and can be anywhere from -2 to +10 on block depending on how it's spaced. Similarly, damage output is all over the place, with standing X doing a pathetic 6 damage while jumping Y does at most an absolutely silly 200 damage; Hyper damage is excessive, with a fully invincible projectile Hyper doing over 400 damage for only 1000 Power. Why would Supernova Bomb, a level 1 projectile Hyper that grants Nitch full invulnerability even if the projectile misses, do substantially more damage than a level 1 Hyper that's close-ranged and is unsafe on hit? Nitch gains Power back during Hypers, which it shouldn't. Standing Z is OP; yeah, sure, it uses 500 Power, but that's hardly a drawback considering it's an instantaneous unblockable teleport attack that puts the opponent in extended hitstun. Standing B and C are infinites, though the former requires a corner and the latter is incredibly strict. Whatever this is. No Specials? Is this unfinished, or did you only intend to have Normals and Hypers? The character's Normals have way too much priority for how fast and safe they are. Finisher has no failsafe in the event the move doesn't K.O. It's incredibly jarring to see something like jumping C still suffer pushback despite being a beam that's disconnected from the character. Standing A misses at point-blank range. Why is Spining Phantom unblockable? That's pretty broken considering it already does 560 damage. Poiised blast does 330 damage on block, which is a hell of a lot all things considered. I'm positive this isn't everything, but this character is flawed from a fundamental standpoint so I dunno what to suggest. Lots of questionable design choices, that's for sure.
  15. CHARACTERS -Added Igglybuff and Spheal by Sumin_fan64.
  16. What game are you trying to play?
  17. CHARACTERS -Added Charizard by RicePigeon. -Added Rachu by Sumin_fan64.
  18. Whoa hey, I'm pretty sure the reason people weren't responding wasn't to do with any elitist nonsense, just that either they didn't see the thread or were stumped like I was. There's little value in responding to a thread just to say "idk, sorry" It's news to me that you can't use the numpad to activate the debug keys, but then I suppose I've never tried it either, having only used the regular numerical keys to do this. Glad you got it sorted(?) though.
  19. CHARACTERS -Added Blue Machine by Joey Faust.
  20. CHARACTERS -Added Captain Falcon by Sumin_fan64.
  21. CHARACTERS -Added the following characters by Sumin_fan64: -Wigglytuff -Cleffa -Marill -Added Avdol/Blaziken by musthe1.
  22. That's completely untrue.
  23. Shouldn't that be "I hope today has opened your eyes..."?
  24. This only works during a match, so attempting to do it anywhere else won't work. You also need to keep in mind that a lot of characters with A.I. were coded using the old "impossible commands" method that cannot be turned off once it has activated, which generally occurs after the intro (roundstate = 2), so pressing Ctrl+# during the intro should work in these cases.
  25. Yeah but you have to consider that while Sword and Shield aren't great, a lot of the stuff in this collection is horrendously awful or just plain boring.
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