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Everything posted by Legendary DeMoNk@I
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What are you watching right now?
Legendary DeMoNk@I replied to FarHarborButcher's topic in [ VIDEO SHARING ]
Donnie Yen VS Bruce Lee https://www.youtube.com/watch?v=rRgM2x4ec0s#t=126 -
There must be something more going on with his coding in another place for him to die like that. since the life=1000 looks fine but something was done to his power i guess since its not listed in what you posted above. this is how KFM set up looks: [Data] life=1000 power=3000 ;<--Your power should be here like this attack=100 defence=100 fall.defence_up=50 liedown.time=60 airjuggle=15 sparkno=2 guard.sparkno=40 KO.echo=0 volume=255 IntPersistIndex=60 FloatPersistIndex=40 My only guess is it might be a round state issue dealing with his health that makes him die.
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where can i get this evil stage?
Legendary DeMoNk@I replied to Legendary DeMoNk@I's question in [ CONTENT REQUESTS ]
Thanks again man -
Heres one example how i did my custom stance. this FX happens when hes at full power I placed this kind of helper trigger in my state 0 def (stand state) [state 1700,helper1] type = Helper triggerall = anim = 1 ( you can play around and change that to "0' for the stance animation) trigger1 = animelem = 1 ( the animelem are frames that the fx trigger on. it may differ for yours though) trigger2 = animelem = 11 trigger3 = animelem = 33 helpertype = normal name = "stance spark" pos = 0,0 bindtime = -1 postype = p1 stateno =225015 <-------this is the number of the helper state that triggers on my custom stance ownpal = 1 while the helper state (225015) with the FX or whatever is elsewhere (in my case the helper states)
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MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
ive seen your fighting game history and i highly doubt that kid lmao rofl man that was fuckin funny im done smdh lmao *crap i said i wasnt going to comment again but that was too funy not say anything* -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
@borewood: With all respect, my clear intent wasnt to shake up your thread. all i asked was for your simple review and opinion. everything thing else took place from how it actually looks. so im not commenting in this thread anymore. I see where its going again. its nothing bad you personally did though man. peace -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
not the last one i faced and it wasnt impressive. AI doesnt make a character but it builds depth to it. -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
@Borewood: i just asked your opinion and bugs you might see. no high hopes. im not going to kill myself if you dont like it or if you tell me i can fix certain thing better. its harmless. -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
concentrate on learning to code A.I. ass pigeon -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
Whats really good with you dorkflare? that hard on you have for what was said in my sig is crazy bruh. you act like that was for you or something. has nothing to do with you. BUT it does apply to people in the community like you though. so im glad it annoys you. makes me chuckle actually -Mugen isnt built for one set way of coding & creating (its a free style engine) if it was then everybody character would be the same. thats a fact. i created the character my way. no one elses. i could have copy and pasted entirely what vyn did or warasuki23, or what MR fong did since the start of it all with their terry but i didnt. i started from the bottom and challenged myself to make something cool and different about it in my way. Where is it made in stone a character shouldnt have that many hyper triggers and DIFFERENT at that? you made that rule up? i have tons of characters and some of the most popular have way more than that. i explained and proven this before "same 10 supers but on different damage levels". for reason some folks intellect dont go to the top far enough on that to spot and say gee maybe 3 or 5 is enough? all different. different levels 1-3 or 5. thats it. Its a "Custom" personal edit like 98% of the characters out there man. you act like i made a crime when almost the entire community is guilty of almost the same creative habits. -As for the review i can care less about it. i been read it. youre late. thats his opinion and to be frank i see he doesnt pay attention to updates so i can care less what he said. what i did in my characters basic CLSNs for example is pretty much the same thing Vyn,warasuki23 & Reza did in theirs. still till this day people love their terry versions. so i cant feed into what that dude is saying over there. -Lastly, give blind praise? do you know what that means? did you see me insinuating that? no i asked for borewoods opinion because one hes created more than enough characters and two he has a decent amount coding knowledge to point out some things im aware of that i can probably ask on how to fix better or maybe he can point out some things i didnt see that i should fix. thats the point of me asking him^^ Now i want to see who looks at these comments and see who stands for a better cause as far contributing to the matter getting better and not worse because right now it just looks like youre flame baiting again as usual^^ but again Demonkai is the bad guy for some reason im sure for speaking his mind smh -
MUGEN Review/Evaluation MFFA Style
Legendary DeMoNk@I replied to Werewood's topic in [ MUGEN LOUNGE ]
@borewood: Ill give you a challenge. review my legendary terry bogard. i want to hear what an experienced coder and creator whos put out more than enough characters has to say^^ Bugs found & opinions. spec pics n such are fine. He still isnt perfectly fixed and i dont plan on having him perfect for everyone. im not perfect and im not into accuracy. that wasnt my goal But before you decide to dive in (if you are) keep in mind these main things: -Download the latest first (right from my sig) -This is just a custom edit of CVS terry bogard sprites. -When you cut debug mode on 99% chance you wont see any bugs crappin up the screen (IMPORTANT NOTICE) -He has a lot of moves. yes. Im curious what you have to say borewood. -
moving cyber lab stage
Legendary DeMoNk@I replied to Legendary DeMoNk@I's question in [ CONTENT REQUESTS ]
Thanks -
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This a common discussion at some forums. i figured to start it here since i didnt see any threads on it. but its interesting to know how folks got into mugen or how long they been into it. Heres my short story. I got on to it in 2002 officially. A friend i knew younger cousin kept telling us about this DBZ VS SF game he downloaded on the net so i decided to come over and see what was going on one labor day afternoon. Once i started playing and seeing Reus evil ken and Broly by flowagirl kickin ass all over the screen it was a rap. i was hooked. been into mugen ever since...but i didnt get deeper into it until i started learning creation and chatting with REU on MSN funny thing about that is im wondering if mugen was being birthed in 95? because an old HS friend had a street fighter 2 game that was modded and had Andy bogard in it from FF2 special. we didnt pay it much mind at the time though^^ so whats your story?
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What are you listening to right now?
Legendary DeMoNk@I replied to Ex✭Cᴀʜᴍ's topic in [ MUSIC VENUE ]
https://www.youtube.com/watch?v=e5YzsBC0Ffk -
Custom SSFIV Abel & Oni updated 2014-02-10
Legendary DeMoNk@I replied to Werewood's topic in [ MAIN ROOM ]
Hmm i was trying to download the characters from the link of the skydrive but it wouldnt let me get to them. -
Official ATV3: Legendary Terry Bogard Update thread
Legendary DeMoNk@I replied to Legendary DeMoNk@I's topic in [ RELEASES ]
Site Link now updated! Update fixes for 2/1/14: -New custom color palettes for certain projectiles & FX -4 new PAL acts added in. Thanks to ZombieBrock -NEW re done small select screen icon. -some low res FX replaced with HI Res ones (like his power wave fist fx) -More FX removed entirely -landing animations of special moves updated with FX -EX power tackle double collision hit bug fixed -Medium. heavy and EX rising tackle have a bit more reach -Normal attacks have more hit pause but weak punches have less hit pause than before -Shattering senpuuken upward ending kick re coded to hit better -super burning tackle adjusted with better ending land -More AI fixes -First hit of raging wolf has a bit more bite in chip damage when enemy blocks -corner push added in state 3 -Human command re coded once more with proper state type A for all air related movements and attacks -some hit boxes re done on basic movements -some super jump attributes changed -Numhelper added in properly to his Human Command & AI so that EX wave and all other power waves can not spam projectiles back to back poorly across the screen. Meaning there wont be anymore moments where you can see two power waves on the screen before one of them hits the enemy. -Maximum burn knuckle multiple hits recoded to be much smoother with FX. one flare FX of that move entirely removed from sprite set also -Power level needed to do ALL EX moves have been increased by 400 -Certain Super cancel FX triggers updated to trigger with the rest of moves that chain together. i missed a couple -Geyser Quake FX slightly updated -Weak and medium power dunk now have a 3 hit factor to them. hit boxes also slightly re adjusted Things im already aware of: -AI standing parry bug im aware of that happens once in a blue. he may cancel out of a special mid way just to parry a enemy frantic attack. thats not a good thing and it isnt intentional. some bugs are elusive to me and tricky to fix so it will be there until i figure out how to fix it without breaking any other codes in his AI. its a rare bug and you really have to be paying attention to that issue and looking for it. -For those palette pros out there yes im aware that the EX shatter wave should have a shared color too or maybe even some other super blast FX and burn FX.BUT im still getting used to how that stuff works. For some reason i couldnt get all the FX i wanted to share colors properly. I even wanted to do that with his charge up FX too^^ Its a tricky deal for me at times so i left it alone after a certain point for that reason. There maybe more to update and tweak but eh nothing major to broadcast at forums anymore. Im more interested in finishing the patches for 1.0 and My Violent Ryo project now. thanks for the feedback folks -
https://www.youtube.com/watch?v=PffE3yMZLbY#t=124
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LETS TALK ABOUT STUFF AND THANGS
Legendary DeMoNk@I replied to Sinnamon's topic in [ RANDOM CHATTER ]
yeh back in the day those were some cool toys. hold em up to the light and their eyes glow. only one i had was Magnokor. those were some big ass toys man but the bionic six were damn there murder weapons because of the weight lol -
lol yeah man thats poppin. you know we zombie flick fans anyway
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What are you watching right now?
Legendary DeMoNk@I replied to FarHarborButcher's topic in [ VIDEO SHARING ]
Watching The DOORS starring Val Kilmer -
LETS TALK ABOUT STUFF AND THANGS
Legendary DeMoNk@I replied to Sinnamon's topic in [ RANDOM CHATTER ]
memories https://www.youtube.com/watch?v=OlAps6EHaU8 https://www.youtube.com/watch?v=g4VW0eHd6qA https://www.youtube.com/watch?v=MGiLK8DUXHk -
Official ATV3: Legendary Terry Bogard Update thread
Legendary DeMoNk@I replied to Legendary DeMoNk@I's topic in [ RELEASES ]
Preview of fixes done to terry as of late (not uploaded yet since im working on something first) -NEW small select screen icon. adjusted properly also -EX power tackle double collision hit bug fixed -Medium. heavy and EX rising tackle have a bit more reach -Normal attacks have more hit pause. weak punches have less hit pause than before -Shattering senpuuken upward ending kick recoded to hit better -super burning tackle adjusted with better land ending -AI fixes. Ex rising tackle reacts more than before. super dash happens more. heavy punch timing is different now -First hit of raging wolf a bit more bite in chip damage when being blocked -corner push added in state 3 -Human command recoded once more with proper state type A for all air related movements and attacks -All air related attacks and movements has state type A added in. read over and old POTS document of does and donts to get that done -
Future city stage (request fulfilled)
Legendary DeMoNk@I replied to Legendary DeMoNk@I's question in [ CONTENT REQUESTS ]
oh no ive been saying that in the community since 2006 lol gotcha -
OHH SHIT THATS HOT MAN!! I might have to bite that style from ya LOL