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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Awwwwww hell yes! Tokka?! This looks great so far, keep up the good work malovka!
  2. Thank you all for the warm welcomes. It really does mean a lot to me. Ryon, what you've built here is certainly no small accomplishment, and I will do my best to make sure this forum continues to thrive and grow. It goes without saying, but as our founder and builder and just as an awesome and knowledgeable person to have around, you will be missed. I know I'm looking forward to the times you come back around. Guys, don't expect any major changes or anything like that right off the bat. The first thing I'm doing after the transition is just trying to make sure business as usual continues with minimal interruption from the change over process. (And yea, on that note, sorry about the chatroom. It's fixed now, but that was me missing a confirmation e-mail.) Eventually you might start to see little changes here and there, but that's a ways off. Anyway in the meantime if anyone has any questions, suggestions or if I can be helpful in any way, please don't hesitate. My door's always open, so to speak. And to back what Galvatron said, I think we can all at least respect the global mugen community as a whole for all the awesome stuff that comes out of it, and the time, creativity and dedication that goes into it. On that common respect / common ground / common project, hopefully we all have enough of a reason to deal with our personal differences responsibly and considerately towards others and the over all community. Anyway, I'm just happy to be doing this, and I hope it all works out as well as I think it's going to. Here's looking forward fellas :)
  3. No worries amigo, any help at all is much appreciated :) - Palette issue fixed. - I do actually want to accommodate as many different resolutions as I can, so if you see any more res specific errors or oddities, please do let me know. (I plan on making a 1.0 version as well) -Thanks for the debug catches too. Working all those out is actually the phase I'm on at the moment. Added some new fireballs. I have to admit I could have done a little better of a job cleaning up the gifs on these, but I just really want to see this thing done at this point. (They look better in game with a little transparency, some smoke and a few sparks, but you get the basic idea anyway.) EDIT: Also edited some Waluigi sprites into Wario's style for one of the intros. Trying to get some Wario Man sprites together next. Probably a Bomberman intro too, seeing as I didn't end up coding strikers. Seemed like the Bossummon hyper sort of filled that space anyway. EDIT 2: Trying to get my Wii emulator to dump the sounds from Wario Land Shake It so I can get his jump, dash, and walk sounds. Apparently this requires creating a virtual sound card, homebrewing my Wii emulator, and using dspspy to dump the audio onto this virtual sound card, which I'm then hoping will produce audio files I can use? Has anyone else done this before?
  4. Ax, do you have a link to that by chance?
  5. Interesting. So I guess the question is would the optimal fix for that be to make it so 1) during flaming Wario, he doesn't hit opponents on the ground, or 2) if Wario hits a character on the ground, he checks their constants, and if their fall.defence.up is 0 it adjusts the damages by a factor of .5 (The fireball thing actually turned out to be a systemic problem that's going to take a little work. Basically the fireball's helper that tells it whether or not the opponent is made of fire, ice etc, activates on the first tick of the fireballs existence, so if the fireball actually connects on it's first frame, the damage coefficient is still 0. Should be a pretty easy fix, but I definitely have to make sure no other attacks have the same potential issue.)
  6. Ok I think I see where you're going with the advantage frames stuff. I like it, I'll see what I can do. Yea nice catch on the commands too. fixed. Holy shit this thing is so close to done. ...
  7. Notes.txt on the character def crashes Mugen. -Fixed, beta link updated Standing Hard Punch has +3 advantage frames. Crouching Medium Punch has +4 advantage frames. Crouching Medium Kick has -15 advantage frames. -I'm ok with this. What kind of adjustments would you make? Captain's Pile Driver is too underpowered. -Damage increases every time you get a treasure. Based off her shop in Shake It, sort of. It's a little low relative to other L1 hypers, because it can be chained into from throws, adding up to 140 damage. Was: Damage = 120 + (number of treasures x 20) total damage range 120-300 Now: Damage = 210 + (number of treasures x 10) total damage range 210-300 Gimme Your Lunch Money sometimes glitches out and heals over 500 damage. -This is true. Combined with 250 damage, it's a 750 health offset, which is a bit much. What do you think, maybe heal a max of 330 and deal 220 damage? ---------------------- Compatibility updated. Wario now has the following animations: Spinning upward, spinning downward, dizzy, sub zero's ice puddle slip (does anyone know the animation number for this?), crumple stand (full and partial versions), crumple crouch (full and partial versions), stagger back / recover, super slash collapse, all KOF knockdown anims (knock down while standing / crouching, crash to ground, areal knock down, bounce etc), guard crushed, throw escaped / escaping, Anakaris' spinning hyper, Bishimon's Seppuku hyper, Queen B Bee stings hyper, electrocution, burnt (alt versions as well), chocked / picked up by neck, frozen in ice. Here's a couple of the more fun ones to check out: <- Crumple (huh, the angled 'tip over' frames are missing for some reason.) <- Electrocution <- Seppuku (there will be a lighter flicking sound) Also all of his get hits are updated, that insane mess of clsns has finally been dealt with, and all the animations have been revamped. New ones added as well. Here's a couple of the fun ones: <- Roll <- Twist @Clownman hooked it up with a link to all of Wario's sounds from shake it, I've started adding those. @cldz showed me how to fix that palette issue. With that fix and all the sprites added, he's good to go. Color separation would really kick him up a notch from here tho... And now for some shameless soliciting: Does anyone maybe know someone who knows someone who's good with color separation... and who would be willing to maybe color separate Wario?
  8. No prob man. Glad I could help. Eh, coding mugen is one thing. It's just as easily a collectors hobby tho, I've heard it described as a digital action figure collection, and I can kinda dig it. Personally I just like being able to fight optimus prime against winnie the pooh in the mcdonalds parking lot with ol dirty bastard playing. Something about that is just so fucking great to me.
  9. How? I tried, but I can't figure it out. edit: wow that was embarrassingly easy. And thank you for the help so far. It's much appreciated. Edit 2: Ok it works! Sweeeeeet! Thanks for the hand cldz!
  10. Awesome, that covered like 90% of it. They now all share a single. But it also caused a new issue. Now all the sprites that use the default palette use the palette (0,0) instead of (1,1). This makes in game palette remapping impossible. If there's a fix for this, then problem solved.
  11. Ok, instructions for surgery: -In kotal kahn folder, open file sp.st -search for "p2stateno = 21238" -replace it with ";p2stateno = 21238" -there should be 2 of them. This should get it working. In the patches code, there's what I'm guessing is a "stumble back" state that the basic attacks are all meant to send the opponent into. That's state 21238. The projectile is also sending the opponent to that state, so it probably isn't supposed to have any special stun, freeze, dizzy effects etc, so that shouldn't be a worry. There's also enough care taken in setting the hit velocities and such in the hitdef that it looks like it was coded with the possibility it being used outside the mkp in mind anyway (though a slightly flawed method was used to hold the door open in the projectile). That's my guess anyway.
  12. I'm trying to apply the default palette 0,0 (the one that changes in game with palette selection) to some new sprites that I loaded in. I'm bad at palettes tho. The problem is pretty straight forward, and probably common enough. Basically the character looks fine as player 1, but when the game applies the player 2 palette, every once in a while the character will go into an animation that uses the player 1 palette causing it to switch for a second. So I'm trying to apply the default palette to those sprites. Doesn't seem to work for some reason when I just "apply palette to selected sprites" in the right panel of the sprites tab in FF (palette, not organizer selected).
  13. If you want to hit me with a link, I'll take a look? (guess I'd need the patch too by the sound of it.)
  14. For the punch you just finished, maybe consider just switching the 2nd and 3rd frames?
  15. About the new beta: Double tap taunt during a fight to activate (or exit) the in-game moves list. The moves list will tell you how to do pretty much everything else. -Things you don't need to worry about: Palette problems, sounds -Key things to evaluate: Damages, frame advantages, fairness, object interactions -Things that ideas are still needed for: Victory quotes, any changes to basics. -Damage scaling: SF4 style. 1st and 2nd hits do 100% damage, 3rd hit does 90%, 4th hit does 80% etc, down as low as 10%
  16. Thanks mang, that thing took way more work than I expected. XD Yea the logo in the joystick ball is a theme I'm using in a screen pack I've been working on for a couple years now. That'll be my next wip thread. (sry for the latte reply btw) I didn't really. I just used a superpause and figured it's going to be a tiny bit glitchy every once in a while. Meaning if you try to activate the moveslist during anothe superpause, it will wait for the original superpause to finish before the moves list opens. No biggie as far as I'm concerned. And yes let's definitely talk soon. Thanks!
  17. Kyo's. Edit: Downloaded the char and it runs fine in my 1.1 My guess was based on the idea that you'll get that error if the mugen version set in the def file pre-dates certain triggers, such as CameraZoom which is what I was actually thinking of. On second thought, have you downloaded any tag patches or stages or anything that required you to add code into your common1 file in the past?
  18. Try opening the def file and replacing the version date with this: 3/6/2014
  19. For the skull in the 4th frame, I'd angle the mouth down a little.
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