
N_N
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Everything posted by N_N
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First off...you NEED to work on those CLSNs. He has 15 CLSN2 just in the first frame of his idle alone. That's ridiculous. In this instance, the number of CLSN2s could be shrunken down to 1 or 2 and you wouldn't lose anything. The same applies for virtually every other animation. Other things I found: - The first hits of all of his standing moves, excluding S. HP and S. HK, are infinites if you continuously walk towards the opponent while doing them over and over. Good timing is required, though. - A lot of his normals are just too safe in general. An example of what I mean is his C. MP being +13 on hit and +10 on block. - His Hypers function oddly in that he gradually loses power while doing them, instead of losing power instantly after activating them. - The "Black Cat" hyper does 870 damage (358 on block) and has great range...all for only 2 power bars. This should be nerfed.
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Fighter Factory didnt want to let him be tested (kept giving me errors how it couldnt read his files) but looking through his files I noticed these: - Misaligned sprites (his foot is floating in the screenshot) - Most of your attack animations are the exact same. I don't think making him six-buttoned was a good idea with the limited number of sprites you had to work with. - All of his standing punches do 23 damage, yet his standing kicks do 63, regardless of strength. Why? - No startup and recovery frames on all of his standing and jumping attacks. - No recovery frames on crouching attacks. - No CLSN2s on his jumping attacks or taunt? In short, he needs lots of work.
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Diddy Kong (BETA) By Varia31 released (5/16/2019)
N_N replied to HelloMyNameIsAAA's topic in [ OFFSITE NEWS ]
Main problems I see are that his standing medium kick is an infinite and that 3/4 of his specials are pretty straightforward projectiles that can't be hit (I feel like it wouldn't be that hard to make each projectile different from each other in some way, but then again, this is a beta.) Also noticed he has no overheads. I feel like the air medium punch & kick plus the Dixie summon would fit decently as such. Other than those issues, I see some potential in this character. -
ClayFighter's HoboCop released!! (My 2019 AF char)
N_N replied to Basara-kun's topic in [ RELEASES ]
More Clayfighter content?! I can't believe it! -
Characters you used to LIKE but DON'T anymore....
N_N replied to AxSeeker's topic in [ MUGEN LOUNGE ]
- Warner & JudgeSpear's Homer. Was kinda fun to play as for a while, but the fact that he was nothing more than just a Iori clone with a SGS & Road Roller made me not like him as much. Not helping was me seeing him being used in videos everywhere, which usually had him using the same moves over and over. - Placemario's Spongebob (the 2nd one). Granted I had lower standards when this came out that raised overtime, but even back then there were a few bugs I noticed. It should be noted however they didn't keep me from completely disliking him, as he was one of my guilty pleasures back then that i would use every now and then. While definitely not the worst, I don't consider him very good now and wouldnt add him to any of my rosters unless I had to. (why? spammable assists, useless moves, the 0-startup 0-cooldown Super Brawl 2 kick, etc.) - Lots of Pokemon characters, most notably Dshiznetz's Pokemon. Like spongebob above they're not the worst, but the bugs in them decreased my enjoyment of the characters. - Some of The_None's old stuff (when he was Most_Mysterious). Kinda funny back then, not so much now. I do appreciate that he managed to sneak in a Cartoon Planet soundclip into Dooby Dummy, though -
Updated again. He's a lot more complete now. Once I add another special to him, he will most likely be out of beta. ============================================================== ;"nodog still sucks at this" edition (02/19/2019) ============================================================== - Added Drizzle hyper - Added Lawnmower special - Added the rest of his aerials - Added crouching medium punch - Added a new back throw - Removed A.I. (was too buggy) - Reduced startup on supers - Increased endlag on some moves - Fixed glitch that when you held back in mid air and pressed Medium Punch it would cause Shake to throw the other opponent in mid air and get stuck - Fixed strange glitch that barely allowed Shake to combo - Broodwich now made unblockable (this also fixed a glitch with p2 being able to gain control if they guarded while they made contact with it) - Changed his way of gaining power - Replaced p2stateno in hitdef in Squirt special with a TargetState - Super Birthday Snake hyper no longer affected by damage dampener - Squirt given a slight variation - Added another winpose - Added Handbanana summon animation - Removed the miniscule CLSN2 on Anim 3000 (Super Combo Startup) and made it entirely throw-based - Added some running sounds and explods to Handbanana Once again check the OP for the link
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Morgana by Megaman (credited as "cock") https://mega.nz/#!hhoQASKA!gJf6lhqkaVcki5G4LLjyztl81Qgpo_xsb2ayRRnLas0
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MFFA Character of the Month January 2019: Nominations
N_N replied to RicePigeon's topic in [ COMMUNITY CENTER ]
Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 - 3 -
- Sprites - Alfred Spritesheet Unpacker for getting sprites from spritesheets - Sounds - Audacity for adding and editing sounds - MP3gain for normalizing BGM - Effects - i just steal them from other characters >:) - Coding - Notepad++, if I want to compare updates or fix a minor thing
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https://mega.nz/#!B4xGXIoJ!36Hty-wGEsTQlD35ghkPdEIKOHDfhFnSmdY0Wk8VgIk Mew by vo-jk
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I updated him. ============================================================== ;random fixes and minor things (11/04/2018) ============================================================== - Fixed stupid oversight where you could perform some hypers in midair - Fixed bug where Broodwich hyper background wouldn't fit the screen - The enemy now properly goes into a custom state on Broodwich contact, also fixing the bug with teammates hitting the enemy out of the move in the process. - Fixed the bug where Shake would be insanely high in the air (and making the camera scroll) if he happened to jump while the Broodwich deployed - Made Hand Banana assist have actual cooldown instead of having Shake just stand there - Made crouching light kick go slightly farther - Changed and added a few sounds - Changed some animations to make them flow smoother - Added a new palette - Other things i forgot Check the OP for the link.
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Galmyer Corps - https://onedrive.live.com/?id=FD04CC7D5E4628DD!107&cid=FD04CC7D5E4628DD Mr Shihan - https://onedrive.live.com/?id=73491EC4B1649370!102&cid=73491EC4B1649370
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[Previews] [Download] https://www.mediafire.com/file/mbzxv3z56kcn6ts/Master_Shake_082222.rar/file [Comment] This is an edit of tannergates' Master Shake that basically reworks the entire character. Moves have been added, tweaks have been made, and bugs have been squashed. Ever since what seemed like forever, I've had tannergates' Master Shake in many of my rosters, being the ATHF fan I am. I mean, he had nice sprites, voice clips from the show, and lots of moves! What more could you want? Well one day I actually looked at him again and found out that not only did he feel clunky to play as, he was weirdly coded in some areas as well... so I started thinking, "Hm, how could I improve this guy?" I didn't have the knowledge back then to edit Shake, but now I (hopefully) do. I figured that since I had previously dabbled in character edits I could maybe salvage something out of him. I didn't want to let those sprites go to waste! Editing Shake was fun but at times kind of tedious, though overall a nice learning experience. Now, over four years of intermittent work later, he's more or less complete. He should now feel practically like a brand new character, since I don't even know if you could call this an edit anymore; there's barely any of his original coding left. CHANGELOG BELOW: If there are any further bugs that need to be squashed, just let me know and I'll see what I can do.
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Disregard what I said way earlier about clashing sparks. I actually don't mind those now. Just as long as the sparks look clean enough. Anyways, onto some more things I don't like that much: - Characters who bash other characters/creators in intros/winposes/attacks/etc. I will make some exceptions, but whenever someone does this, I usually find myself groaning. That, and it's been done way too many times before for something new to actually be done with it besides "X character kills (character I don't like)." - Dodges that I cannot throw the other character out of (usually happens when the creator doesn't know about HitBy and just puts no hurtboxes at all on the dodge animation) - Hard-to-pull-off commands (720s, pretzels, etc.): This is more due to me playing on a keyboard than anything else, but the only grappler I can really play as on a keyboard is Clark because a lot of his commands are simple half-circles.
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what is the best screenpack for an arcade?
N_N replied to leo123's question in [ MUGEN CODING HELP ]
A lot of OldGamer's screenpacks have this nice, retro feel to them. Since he's made quite a few, I can't really recommend anything in particular, so you should just take a look at what's he made and find one that suits your needs best. -
his sprites are just ooooone pixel misaligned vertically but otherwise this is a pretty decent joke character, not much else to say
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https://guykazama.neocities.org/mugen.html A.I. patches for Minoo's Gyarados and Nadagestu's Lunatone by Guy Kazama
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Am aware. Tried to add it before but the site was all messed up.
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Still working on the Shake edit. Again, it'll be mostly balancing tweaks and minor stuff for now.
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Feedback incoming (don't worry, I'll try to be easy on you): - Missing nearly all required hit sprites. - No hitboxes on taunt, Galick Ho, Big Bang Attack, and turning animations - Ki Blast is an infinite, and takes up power but doesn't actually require any. Also, Vegeta is missing blue CLSNs when he performs the move. - Weird hitboxes for jumping attacks (multiple unmodified KFM hitboxes as well) - Jumping attack animations shouldn't loop - Some attack animations are way too fast; other times, they're way too slow - Attempting the throw command causes MUGEN to throw up an error about the throw state not existing - There are two commands listed in the .cmd - Final Flash and Final Shine Attack. Attempting to perform these makes Vegeta go into an invalid state. As such, you can't actually perform these attacks. - The 2 hypers that I am able to perform need a slight damage buff Overall, for a first character, it's alright. You could definitely playtest some more, as most of these errors could easily be found by using Fighter Factory, which also has a built-in error check tool, or the debug keys.
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I believe these are every one of cesarshadow's Pokemon creations - http://www.mediafire.com/?vduup6nhicd1n Here are 2 WinMUGEN-only Gardevoir cheapies as well: Phantom Gardevoir -Phatasm- by SaikyoSuperman & kater15 - https://ux.getuploader.com/mugen013/download/81 Nightmare-Gardevoir -Unknown- by SaikyoSuperman - https://ux.getuploader.com/mugen9/download/143
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To anybody about to ask, I am aware of YKun's recently-released Baldi; since the only link to it is on Archive, however, I'm probably going to consult the author to upload it somewhere else. Well, eventually it had to be done.
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I updated him yet again! Get him here - https://the-phoney-express.neocities.org/mugen.html Changelog: - Fixed a few bugs in Octopus that I oversighted. - The HitBy should now work properly. - Mr. Game & Watch now doesn't go below the ground when transforming back from a jump. - Ambience has been made a 6-second sound that plays once instead of a 1-second looping sound (the old way of playing it had a problem where it would play weirdly upon landing from a jump.) - Added the "powerful projectiles fill the bucket up more easily" mechanic to Oil Panic. - Fixed the bug where you would get stuck in mid-air if you happened to be hit during FIRE. ------------------------------------------------------------------------------------------------------------------------------------------------ - Removed Judge, as admittedly, I found it useless. If you're worried about the 9, don't worry! It still exists in the moveset, as part of the Down for the Count Hyper. - Added new Hyper, "Octopus". - Made some moves less/more safe. - Added more combo ability. - Lowered air juggle points. - Removed hitbox from FIRE. - Removed old damage dampener and replaced it with RicePigeon's version. - Multiple Chef changes: - Added more cooldown. - Light version now sends out only 2 pieces. - The food now travel in more of an arc. - Buffed damage to Chef and Headbutt. - Added superjump opponent locator that was previously unused. - Tweaked the A.I. a bit. - Changed some hitflags. - Increased damage of Oil Panic. - Down for the Count is now unguardable. - Made it so the crowd doesn't gasp as often if Mr. Game & Watch recovers. - Made it so that the guard sound actually plays on some moves if guarded. - Added sound for when he's dizzied. - Changed in-game name. :P - Some other changes I can't remember... Feedback would be nice, too.