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Legendary DeMoNk@I

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  1. Upvote
  2. Upvote
    Legendary DeMoNk@I got a reaction from Sir Lord Alpyne in Galford released by misao (24/04/2014)   
    Yeah SS was that shit.....yeah im up there in age right with the rest. those damn arcades used to smell like breath and sweat LOL
    SMDH.....good old days of Time square and chinatown...
  3. Upvote
    Legendary DeMoNk@I reacted to Shinzaki in Sakuya Brando   
    You thought that this was Kai......



  4. Upvote
    Legendary DeMoNk@I got a reaction from LightFlare_Da_Realest in Name that video game pic   
    ^^^lol...damn you got me with that shit there....
     
    "super make believe colorful fighter champion edition X2"?
  5. Upvote
    Legendary DeMoNk@I reacted to DivineWolf in Rock Howard + All Chars Update   
    Done. Sorry about that. Thanks for the support.
  6. Upvote
    Legendary DeMoNk@I reacted to DivineWolf in Rock Howard + All Chars Update   
    Extra special thanks to everyone for their support, testing, and pal contributions. For all my other chars, it's miscellaneous tweaks. Like changing the super finish SFX, adding winquotes(except for Yuka), etc. Get them all in my folder at TrinityMugen.   Link: http://www.trinitymugen.net/forum/index.php
  7. Upvote
    Legendary DeMoNk@I got a reaction from Demitri in MUGEN WISH LISTS! (2014)   
    @Jayfeather:
     
    I hated seeing those damn death claws in fallout 3 ....bastards were relentless..
     
     
    My wish list:
     
    eh..Karas
     
    https://www.youtube.com/watch?v=3jFUYGSL8c0
  8. Upvote
    Legendary DeMoNk@I got a reaction from LightFlare_Da_Realest in NEW RULE! (04.04.2014)   
    lol Yeah exactly^^... thats why i didnt want a bigger mod role there. Too much of a headache man smdh. I rather be stressed out over at a real job where i actually get paid
  9. Upvote
    Legendary DeMoNk@I got a reaction from LansingWolverine in Official ATV3: Legendary Terry Bogard Update thread   
    Thanks for the feedbacks again guys. i dig it.
     
    @
    ultrafatality18
     
    Yeah sorry about that. during that recent update of changing some hit sparks dealing the launcher attacks i forgot to replace the old hit spark i removed of that counter with the new ones. ill fix that sometime today.
     
    That super you mean with C' heavy kick is the shattering senpuuken kicks. i tried it on KFM and it seems fine. what character did you use it on? I'll look into it. some things maybe isolated and im aware of that happening.
     
    @squatch812
     
    The thing about V2 was there was a lot of things wrong with that AI aside from his game play which i was trying to code right also. I knew that. Im happy that at least youre another person out there who seems to get the idea of what i was doing with that whole Fighting game boss syndrome meets anime vibe. Yes i purposely coded that AI that way for the CPU and not human player but if i had it any other way id do it how im doing it right now how its supposed to be. he can work up to that level during combat if pushed that far. since ive gotten better at understanding how AI works and how Pots and Vyn coded certain things now my terry is way more paced in that area i feel. The "Danger" text is still there but i removed the announcer voice. I dont know i might put that back in there who knows. But entirely the AI of that V2 was broken. even his parry was overkill. I knew that too but didnt care because i didnt know how to fix it better at the time. so now that i understand how pots did his parry AI mines is exactly how his is in performance or damn close at least. Im sure you saw old videos of my terry just charging up constantly for no reason at all. that was a clear sign i didnt have important things in his AI coded and connected right. I was still learning and struggling....now when you see him he charges at a distance and tries to cancel it just before he gets hit way more effectively, i studied pots geese howard to get that right. so what im saying is that old AI was bad and i had to step up. Hes still aggressive as hell though bet that, As for Ikaruga patch id be honored if he did that actually. im a fan of his works. love what he did for Buckus stuff
     
    Anyway check this new video i did recently. it exposes his AI and how effectively he uses his Ultimate super on low health
    and 4 bars of power as he should. V3 turned out to be in better ways more polished

     
    The easiest thing you can do yourself is just change his AI in this area
     
    Make this
    triggerall=!var(20)&&power>=4000&&life<=200 && var(20)<=60
     
    become this
    triggerall=!var(20)&&power>=1000&&life<=200 && var(20)<=60
     
    and then he will do that Ultimate on 1 bar of power each time when his health is low if you want
  10. Upvote
    Legendary DeMoNk@I got a reaction from LightFlare_Da_Realest in Who Are You, Really?   
    haha i see Light flare into rocking sweater vests too huh? good taste man i got one thats that same color lol
     
     
    me years back 



  11. Upvote
    Legendary DeMoNk@I got a reaction from Thrillo in Meimu   
    Im already aware the green does the same as blue. im just used to seeing (along with myself) creators using mostly blue Clsn boxes and not both with green and yellow like that
     
     
     
    I showed you a couple already. i just didnt go crazy posting pics. but in general its her basic animations more so i thought looked odd. not fully covering the body as far as the head from the top and sides etc. like the one for the dash and the jump? i never seen a character (i studied) done like that even with dash. just looked off and incomplete but i guess its a Touhou character thing
     
     
     
    eh can be debated, but it depends on the character and the author i guess. it still feel those boxes can go around the head and body entirely just right.
     
     
     
    I assume you mean correct for "this" character series then? I never seen just one box on characters like that with jump. she has a good amount of body space to be covered. she still looks like she would be missed a lot when just jumping in. way too naked. But i wont argue with that. ill take it thats the style of how these kind of characters work. I never see that in for example SNK or Capcom characters and other fighting game characters which im more into.
     
     
     
     
    It shouldn't lose function at all if the user knows how to play with the character and can get close enough. she has a long wand already for reach. A kick like that which ive used a good amount of times before making that statement still looks like any normal kick. if energy was coming from the kick i could understand but it doesnt. its just a kick! again no debates here. thats just how i saw it. theres a lot of characters for mugen so i assume in this design huge hit boxes for these kinds of small characters make sense then. i dont know
     
     
     
     
    So you have a nohit time code protecting her then? as in, "the code that lets her stay invincible for certain period of time?" You can still have frames in the right places on that kind of attack while having the code on you know. but anyway i understand its the build of this kind of character and its different from others i more so deal with so thats why it all looks odd to me....im used to seeing Clsn boxes on areas its needed and not so open like that
     
     
     
    For Zemilla:
     
    yep of course, thats exactly where i was at. I was there on purpose looking his stuff over in that area and ingame with the Clsn Viewer on. some creators use green & yellow boxes but not much. its more so blue and red. its more open to see better to select in FFU. i was just saying why not just use all green or just blue? i was picking his brain on that. few creators use mainly yellow and green while most like pots and others like that use Blue and red and minimum green and yellow. I myself never use green and yellow. strictly blue and red.
     
     
     
    Point taken. Still though that could have been done better. Put more of that hit box attached to the card itself as shown by Ricepigeons source pic here.
     
    This makes more sense to me

     
     
     
    Trust me i get that but i was trying to make a point. you can still add boxes to that area. if you dont want the character to get hit you can always use this code here too
     
    [state 0, 1] type = NotHitBy trigger1 = Time = 0 value = SCA time = 55;<----and adjust it to how long or short you want those frames of animations to be (just an example of one nohitby code)  
     
    A lot of creators do things for certain reasons and for certain tastes so things look odd to others who dont understand. You could go by the source or whats supposed to be "mugen standard" or your style. Boxes on most parts of the character and just add codes that do the rest of the job. Your character can be unhittable from a code or just not having boxes on the frames at all.....but anyway i understand what im looking at. these Touhou characters are built a certain way in the source game and for mugen. from what im seeing now.
     
    Thanks for backing up Darkflare btw..It shows support. But i was confident he could handle his own answers though.
     
     
    Lastly, 
     
    @Ricepigeon:
     
    All those pics look like source game stuff compared to the character created for mugen. Good you showed the source on whats going on and HOW the character boxes possibly should be instead. Im not a fan of those kind of characters but i got educated on the build of those characters when it comes to Clsn and hit boxes i see.....
     
     
     
    Keep the character updates going (thats needed) for the fans folks
     
    laters....
  12. Upvote
    Legendary DeMoNk@I got a reaction from Thrillo in Meimu   
    Im not into these kind of characters so game play wasnt my concern on whats super decent or not     BUT ive seen a lot of collision boxes inconsistent looking. Or odd i should say   -why green and blue boxes? why not just use the common blue boxes? eh personally i never use green anyway   -Anyway the character is pretty small as it is but it can still use more than one clsn box in certain areas for the head and body as it should so she can get hit easier.   here are image examples on what i saw that looked odd as hell to me in the AIR section   There should be at least two boxes. for the head and body from how she looks
          These look bad on the Jump animation. the Clsns are not properly set entirely
            -im not familiar with the games these characters come from so i cant judge too much on everything. So if there was accuracy going on on purpose you or Rice did in certain areas i wouldnt know. But most if not all the sprites have just one box on them for most of the basic movements where its just on a portion of the body and not on the head and the body where it should be. Thats my opinion on that.   Heres more   This here i felt was way too big for a wand hit box as skinny as it is especially for a normal jumping medium attack
        Even for this normal heavy axe kick state 220. why does this kick have a dino size Red hit box there? looks pretty cheap that way. shes skinny as hell. doesnt look right in game with the CLSN viewer on or in the Air begin state action either.   If her legs are this skinny in the game
        This i think could have been a bit longer to the tip of the wand. The enemy is supposed to be poked with the start of the tip of the wand right? looks odd to me how that hit box is:  
        And lastly, why are The CLSNS missing from the top of the character in parts of the Ascension kick? doesnt look right
            Well theres more but those are things that bugged me the most when i downloaded the character and reviewed the CLSNs when i checked. Thats my feedback on this character
  13. Upvote
    Legendary DeMoNk@I got a reaction from LightFlare_Da_Realest in Who Are You, Really?   
    ^^^
     

  14. Upvote
    Legendary DeMoNk@I reacted to LightFlare_Da_Realest in Meimu   
    Well, well. Darkflare decides to annoint us with a creation of his own...somewhat. With you vast character knowledge I'd say this might be worth checking out. I'm usually a stage guy...but I'll DEFINITELY  make an exception. I AM digging the pallette at least. Now to check out the gameplay...
  15. Upvote
    Legendary DeMoNk@I got a reaction from Celest in Where do you live on MFFA?   
    almost everywhere
  16. Upvote
    Legendary DeMoNk@I got a reaction from 柊 明 in Char Error   
    Ok well ill tell you this much. the character works fine and doesnt crash in my winmugen.
     
    what i did was:
     
    -Download the RENA folder
    -Download the SFF file
    -Download the Sound file
     
    dumped in the SFF & sound file to the RENA folder and she worked no problem without any crashes. its a weird short female character from what i saw and she charges up automatically if she stands there idol it seems.
     
     
    Im about to see whats in this 1.0 folder and see if that works right
     
    EDIT:
     
    ok i found the 5110 issue....
     
    this is why....and it was pretty bad coding
     
    [statedef 5110]
    ;type = L
    ;movetype= H
    ;physics = N
    type = NotHitBy
    value = SCA
    trigger1 = 1
     
     
    i made it to this to fix  it from crashing
      [statedef 5110]
    type = L
    movetype= H
    physics = N
     
     
    You have to open this kind of 1.0 creation with FF3. it wont open when the other types. so the issue was in the common1 state section. just type in the number 5110 at the bottom of the panel where you see "Find". put any state number or anim number in the blank space to the side of the "Find" space and then hit the find option. you have to always search in the proper state section to find the bug number issue you are seeking. Or for that matter find the animation begin state action or FX number you want to mess with...
     
     
    ALSO....remember to add in its sound file too from the site. the character will crash again if thats not in there
     
     
    you should be good to go with all that. I got the character working for myself already
  17. Upvote
    Legendary DeMoNk@I reacted to Phantom Blood in SUPER MARIO - RELEASED   
    The end
  18. Upvote
    Legendary DeMoNk@I got a reaction from Mr. KOtik in Snowy Railway Station   
    interesting stage there man. Good you took the advice of slowing down the snow too
  19. Upvote
    Legendary DeMoNk@I reacted to Ryon in Character Sound Problem. !   
    make sure the file is in there?
     
    make sure the names of the snd file matches to what it says in the def.
  20. Upvote
    Legendary DeMoNk@I got a reaction from Sir Lord Alpyne in Behavior (as of late)   
    -Just learn to agree to disagree and keep it moving. it isn't that serious. respect each other. how some folks come off online towards each other im sure they wouldnt do that in person. They would have something disagreeable to say but i bet it wouldn't be as rude and as obnoxious as folks do posting at these forums. If you dont like something: "eh i dont like the way that looks, could be better" ...boom thats it! The creator can't (well, shouldn't) get mad at that. its your opinion. Did it have to be expressed? No not really. BUT its good to know theres people that don't like what you did and people that do. It gives a creator something to think about. The question may come from the creator "hmm why you don't like it?"....Then thats when you dig in: "well i dont like it because of this and i.m.o it should be that way because etc etc". At that level of mind meets mind no one should be getting pissed at each other. Its just an opinion and at that level of communication its mature. The opinion could be helpful maybe or maybe not but its still on the creator if he/she wants to listen. Don't get all salty and on the rag because they didn't listen to you. Thats their problem at the end of the day if they didn't want to listen to spot on helpful feedback. Its still their creation. You can always ignore their thread if you're not interested also folks^^   As for feedback:  
  21. Upvote
    Legendary DeMoNk@I got a reaction from Flowering Knight in Behavior (as of late)   
    -Just learn to agree to disagree and keep it moving. it isn't that serious. respect each other. how some folks come off online towards each other im sure they wouldnt do that in person. They would have something disagreeable to say but i bet it wouldn't be as rude and as obnoxious as folks do posting at these forums. If you dont like something: "eh i dont like the way that looks, could be better" ...boom thats it! The creator can't (well, shouldn't) get mad at that. its your opinion. Did it have to be expressed? No not really. BUT its good to know theres people that don't like what you did and people that do. It gives a creator something to think about. The question may come from the creator "hmm why you don't like it?"....Then thats when you dig in: "well i dont like it because of this and i.m.o it should be that way because etc etc". At that level of mind meets mind no one should be getting pissed at each other. Its just an opinion and at that level of communication its mature. The opinion could be helpful maybe or maybe not but its still on the creator if he/she wants to listen. Don't get all salty and on the rag because they didn't listen to you. Thats their problem at the end of the day if they didn't want to listen to spot on helpful feedback. Its still their creation. You can always ignore their thread if you're not interested also folks^^   As for feedback:  
  22. Upvote
    Legendary DeMoNk@I reacted to LightFlare_Da_Realest in Behavior (as of late)   
    It has begun...

    So, Ry. What happens when this very thread becomes the source of more conflict?
  23. Upvote
    Legendary DeMoNk@I reacted to Ryon in Behavior (as of late)   
    Alright so there have been alot of drama going on, more than I care for, or.. anyone else for that matter.
     
    The people who have been in arguments lately, WHY do you argue with each other?
    Can't you ignore the person who you dislike?
    In real life you wouldnt even look at them a 2nd time, You'd keep your distance.
    So why not do it online?
     
    I really miss when MFFA was peaceful and without assholes.
     
    and by Assholes I mean people who just think there always right and try NOT to understand how others could take these messages.
    If you all recall.
    http://mugenfreeforall.com/index.php?/topic/14092-new-rule-forum-wide/
     
    Read that.
    After you read that, Think about it for a second.
     
    I don't care how much of a hardass you are, Or what ever reason you have for being a dick.
    I will not mention names as I am not talking about just 1 person. Its several well.
     
    But seriously Can't everyone just get along?
     
    Or would you rather I make a Fight Club and let them duke it out? arguments allowed.
     
  24. Upvote
    Legendary DeMoNk@I got a reaction from jlite in Official ATV3: Legendary Terry Bogard Update thread   
    For Winmugen & 1.0 Mugen     Get the character here (left side bar for characters. winmugen & 1.0. both different)   https://sites.google.com/site/demonkaimugen/
     
    http://www.youtube.com/watch?v=QkbdDpjqO80  
     
     
    -The Terry edit i came up with is a Terry Bogard with all his abilities from past games and even a couple of iconic ones from the anime movies. This ISNT supposed to be a console accurate coded character from CVS series, KOF or FF games. That wasn't the goal. just a custom edit with CVS sprites 
     
    -He has some features in him from other games like MVC style combos & Ex moves
     
    -This is my vision and version of what the Ultimate Terry Bogard would be. jacked up, pissed and ready to throw down pushed to his limits. for those not into fatal fury and have not seen the animes, if you watch the last movie the motion picture when he fights a god in the end youll see where i was going with concept
     
    -He has almost all his supers and attacks from past games i could come up with along with new ones i thought fit his style. So he has A LOT of moves. no less than what most authors do. i just created them so that they are entirely different visually and not just the same super 3 times with different damage levels.
     
    -Along with that i came up with my own sprite edits so that my terry sticks out a lot more than the CVS sprite used versions that are out there now: Plus because there were attacks i always wanted him to have in CVS 2
     
    Here are some of the sprite edits i originally did:
     
    Batzarro adjusted the arms better but I originally used parts of terry and a certain Kyo to do it

     
    Concept came when i developed his first major super (finger pointing)

     
    I wanted to come up with my own standing parry

    This is the original standing CVS in the sprite below but i thought that looked better as a "low" parry

     
    and here is my first major sprite edit you wont find in NO other terry either


    (theres much more. Plus The Vanishing  Master Tung Fu Ru is done by me also)
     
    From all that to tons of custom sounds i ripped, mixed down and edited on my own..
     
    So with that said everybody has theirs and i have mine. pots ryu and vyns ken are almost the same in technical game play but they are totally different in style and theme. same as mines. "Dramatic"
     
    Hope you enjoy the character for what it is so far and when i get more time ill try to fix things along the way. be patient
     
    laters
  25. Upvote
    Legendary DeMoNk@I got a reaction from Mr. KOtik in Polluted Sky   
    cool idea. i like when folks get creative with their works......keep those stage edits coming!
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