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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Darth Vader's looking pretty sweet amigo! Keep up the good work!
  2. This looks fucking great! Can't believe I'm just finding it now.
  3. Oh jesus. I can't believe that slipped by me. I figured out how to make that not happen to the bosses at work today, and forgot to change it when I got home. All of them probably do the same thing at this point. Thanks XP
  4. That looks fun. If it only uses var(59) the only thing that'll effect in Wario is whether or not he has the Wrestlers Mask treasure. So from time to time his throws may be a little easier to do, and he might have access to do the triple slam chain. ----- New beta sent out to: Staubhold, Ballsdeep69, Laharl, jengra505, Pac-Trail, Clownman, Dhillon521 and W'. Most of the issues in the feedback have been resolved. Other additions: Boss summon hyper, boss emblem treasure system, crawl, touch ups to standing crouching and areal basic attacks.
  5. 1. Possibly. 2. Lunch Money Shakedown does low damage because coins add life and power to Wario. The others have been addressed. Any other under or over powered moves? 3. Fixed. 4. Fixed. 5. hmmm... not really sure what to do about that. 1. Should be working now. Some of the commands were a bit wonky. 2. Fixed. 3. Fixed. 4. Yea all the sounds going to be done at the end. 5. Haven't been able to replicate this yet. Still trying. What enemy? 6. Fixed. 7. Yes, very true. Good call. Fixed 8. Thanks! ...But what do you mean by Add004? 1. All the sound is going to be done at the end. 2. " 3. Yea, I think your right. Will fix. 4. Fixed. 5. Fixed. 6. Yep, sounds. 7. Good call. Different angles added. 8. Fixed. 9. Fixed. 10. I think all the debug messages have been taken care of. Glad you like! mmmm ah yes... fixed. 1. Yup, fixed. 2. There's a maximum of 3 bob-ombs allowed on the screen at once. 3. Ah the sounds of sounds. The moves list says how to get treasures. Any testing at all is a plus. If you ever feel like taking a more thorough look, awesome, but it's all good either way.
  6. Ok, I know I said I'd address this stuff soon, and it's been about 3 weeks so I have to apologize. I have been busy tho, I've been writing a lot (and I mean a metric fuck load) of stuff for Tier 1's up & coming reopening. There's a sort of Mugen Training Camp in the works. That's coming along really nicely so far. Also got a lot of work done on Wario. The boss summon hyper is finished and almost all of the feedback's been addressed code wise. I'll reply to the feedback soon, but I'm pretty excited about the boss summon thing, so I'm gonna explain it. __/ Level 3 Boss Summon Hyper There are 9 treasures total. They break down into 3 groups, each with 3 treasures. Get all 3 treasures in any 1 group and it adds a boss to your boss summon hyper. So by the time you get all 9 treasures, 3 bosses appear when you do the hyper. There's Bloomsday, Large Fry and Shake King. You get their boss emblems from Shake It in the "unused silver treasure chest" at the beginning of the round. (graphics where in the game data, but never used in the game itself. Same with the palette for Bloomsday and the crystal skull, wrestlers mask, rocket sprocket, and cymbalic ring sprites that I used.) Bloomsday has his intro from Shake It, and immediately does his vacuum move, which pulls the opponent up to the flower, draining their life, then drops them in front and does the fan thing, which deals pretty heavy damage. The wind moves them around the screen whether or not they're actually hit. Bloomsdays pot acts as a barrier that p2 can't pass through but Wario can. Large Fry has his intro from Shake It, after which he floats up to the top of the screen toward player 2. When he's over them he does 3 downward slams, then floats up off the screen and comes charging in from the side for 1 last heavy hit. He also gets bigger depending on how many other bosses are on the screen. Shake King has the last part of his intro from Shake It where he drops out of the top of the screen, landing in front of p2. He does 3 fist pounds and a charge. He's also impassable to p2, so he creates some nice defense for Wario. All 3 at the same time is pretty fuckin nuts. That's the last thing that I plan to add to him besides the in game moves list which will also show the treasure, and boss emblems and explain their effects and requirements. EDIT: Added crawl.
  7. @Big Green, yea you can contribute palettes for sure, but it's going to be a little while before that's possible. There's a couple long posts on this thread about what those sprites have been through, so I won't bother repeating, but once I get the actual sprites in and a palette template made, I'll definitely keep ya posted. @Clownman, no worries about the sounds, I got plenty to work with for now, but if you want to link me to em whenever they're ready, that'd be nice. Betas in your inboxes :)
  8. Great feedback so far fellas. I'll address all of this very soon.
  9. @Pac-Trail: Hells yes you can beta test him :) It's not in this update, but his 12th palette will unlock all the treasures automatically. Treasure system is finished. I was going to send him out a couple days ago, but I ran into a few snags so I'm sending him out now, to: Laharl Staubhold BallsDeep69 Jenngra505 Pac-Trail If anyone else wants to jump on that list any point point, just post the word. WHAT NEENDS TESTING: All specials, hypers, treasures and their interactions, mostly. Last beta still had a bunch of junk code left over from the original which hadn't been touched, so there were problems everywhere that weren't even worth bothering with. That made it a little difficult to tell what to focus on. That's no longer the case. Everything that's in there now should be in there. It's missing a few things still: Sounds, a variety of intros, win / lose / draw poses, taunts, in game moves list and the unlockable level 3 Bossummon hyper, but all that will be in the next update. If you're new to beta testing, if you can figure out how to break it consistently, tell me how you're doing it and how it's breaking. Screen shots are a plus.
  10. Sure. :) This last thing I wanted to finish is taking me just a little longer than I thought it would. If everything goes according to plan, I should have him sent out either way later on tonight or tomorrow tho.
  11. It's all good. Laharl, Staubhold and SPRI YAR ZON have been pretty on point with the technical feedback so far. Really the only thing I'd like you to do is see if you can get him to break or produce weird glitches. If you can, see if you can replicated it reliably and if so, just let me know what it is and what you're doing to get it to happen. Any suggestions you have for move tweaks and the like are welcome too. :) At this point he's pretty close to finished, so the more problems found / detail tweaks made the better.
  12. Ok, confession time. I haven't refurbished the sprites yet. But I got almost everything else done. The only thing that isn't finished at this point is the in game moves list, the intros and win poses, and a potential bonus hyper. I'll send out a new beta soon, but before I do, is anyone else interested in beta testing? Ballsdeep? Clownman? All you gotta do is see if you can break him or make him do weird shit, and if you do tell me how. @Dhillon521 I haven't heard from you, are you still interested? In the meantime, here's a quick peak at a rough draft of the In Game Moves List (map scrolls behind text): Page 1: Page 2: Progress Update: Bob-ombs are finished: Behavior = Blink, face opponent, wind up 3 times, hop, repeat for 3 hops then light. Fuse burns for 2 seconds, while bob-omb begins to glow red/orange then explodes. Explosions launch other bob-ombs toward opponent, and launch either Wario or opponent away from their center. 3 bob-ombs on screen max. QCB + QP drops one in place, QCB + MP throws one, QCB + SP throws an already lit one. Works in air. Bob-ombs can be knocked around the screen be either Wario or opponent, and fireballs (or other bob-omb explosions, or fire hyper) can be used to light bob-ombs. Captain's Piledriver hyper is finished. Pretty standard pile-driver. Can be linked to from the other throw chains, in place of the last throw. Lunch Money hyper can also be linked into the same way. Ground Pound hyper is finished. Similar to the special but with much greater range and effect. Mad Bob-omber hyper is finished. Wario eats a lit bob-omb, causing him to immediately gain 3 garlics and begin to glow red, for the exact duration of the bob-ombs fuse. When it explodes, Wario bursts into flames and throws about 15 lit bob-ombs in all directions causing a massive explosion. Motorcycle special is finished. D, D, P causes the motorcycle to appear. Wario can jump on and off it freely. It can be hit and moved around the screen by either Wario or the opponent. When riding, wario can wheelie, skid turn, jump with his velocity locked to the bikes, or just jump off leaving the bike moving as a projectile. If he's going fast enough when passing the opponent it will hit. Damage is proportional to speed. Wario can also drive the motorcycle off of a bob-omb explosion, causing it to wheelie in air without knocking Wario off it. Treasure system currently being implemented. By accomplishing the REQ part, a treasure chest appears, and if Wario hits it, it opens and he gets the treasure inside. Each treasure has a specific effect (FXS) and getting all of them unlocks the Bossummon level 3 hyper. He will keep the treasures through all matches and rounds, so you can build him as you go, but when you lose a match, they all disappear. ___________________________/ TREASURES 1) Rocket Sprocket FXS: Increase motorcycles speed, accel, cornering, and wheelie control REQ: Get 100 coins 2) Short Fuse FXS: Bob-omb shorter fuse, fireballs detonate it, 1 giant hop? REQ: Fill garlic meter with mad bob-omber hyper only 3) Cymbalic Ring FXS: Increase sonic knucles range and dizzy duration REQ: 3 guard crushes in a round 4) Liquid Quick FXS: Increase walk, run and dash speed (crawl?) REQ: Use up entire power bar on dasherator hyper 5) Wicked Warios FXS: Increase jump and super jump height. 2 coins for jumping off opponent. REQ: 6 consecutive head jumps 6) Soda Pop Gloves FXS: Increase basic attacks damage by 10%, and add 1 more 100% hit before damage dampener REQ: Win a round using no basic attacks 7) Stinky Under-Armor FXS: Increase defense by 10%. Fart any time. REQ: Land a level 9 garlic fart and belch in the same match 8) Crystal Skull FXS: Continuous slow power gain, get 2 garlics for each projectile eaten. REQ: Go a round taking no damage and using no hypers 9) Wrestling Mask FXS: Unlock extra throw chain: roll / air roll / neither into 3 consecutive slams. Larger time window for throw linking. REQ: Link a full air or ground throw chain into lunch money hyper and captains pile driver
  13. Awwww yes! Can't even tell you how stoked I am for what you're doing with MK II. Snag!!
  14. What's your top 3 favorite fighting games? What are some of your hobbies outside of Mugen? If you could have 1 question answered with absolute certainty what would it be?
  15. Ok, it's been almost a week, so it's probably a good time to nominate someone else. It's been fun, thanks for choosing me OMEGAPSYCHO! What say you Ballsdeep69, are you up for it?
  16. It's rewarding to know people actually use my edits, I always wonder about that :) 1. hmm.. I'm gonna have to go with monkeys. Where robots do have the potential to make human life easier, I tend to think the cost of technological advance is usually our own nature, ...and possibly future. 2. Strawberry rhubarb pie. But icebox cake is a close second :P 1. On the surface, it's a description of my (or the readers') computer. Essentially "robot brain". The "monkey" part is an unnecessary jab at creationism: "Wut? People come from monkeys!?! I'll believe in evolution when I see a monkey give birth to a human, damn it!" <- 62% of my country actually thinks that. It's also a bit of a dig at the other end of the prophetic spectrum where you have the idea of computers replacing the human mind as part of what some people see (mistakenly, I believe) as the next step in our evolution. In short, RobotMonkeyHead is basically meant to translates to "what you're reading now is being said by a monkey brain that's evolved to the point of mechanical (non-living), i.e. our computers." 2. Duke, for sure. There were a lot of bugs in his code, and a Lot of fixing that needed to be done. Plus his animations and clsns were pretty poorly aligned. I was joking about putting him through rehab on his wip thread. Spawn was a pleasure to work on, comparatively. His code was extremely well organized and labeled. I was able to align all his animations (mostly to hold foot position), add in some extra stuff and tweak his existing moves with little to no trouble.
  17. I don't know how into psych you are, but Paul Bloom (link's a fun watch) is well known in the field. There's are some great discussions between him and Sam Harris (a neuroscientist, philosopher, and sort of atheist pundit), one about empathy, and one about "the dark side". Common problems with characters... the most obvious common problem is horrifically placed clsn boxes. Second is misaligned anims / sprites. But for the coding, and this imo is by far the hugest problem: nothing is labeled. There are no notes. As simple as that seems, what it means is the original coder has to hold everything in their memory, and as the character progresses it just becomes more and more of a tangled knot of code. It gets easier and easier to overlook things and mess things up. Simultaneously it gets harder and harder to go back and integrate, fix or update things that are already "finished". Soooo many problems in the code, bugs etc, spring directly from this one simple thing that anyone with any level of skill can do. I have considered it yes, but don't have any in the works. That's usually incredibly easy to do as well. Just a few lines of code need updating from deprecated parameters or something. Edit's I'm most proud of: Spawn and Duke Nukem. Those got the most amount of work, and they're really where I figured out the ins and outs of coding characters.
  18. Well, i's an honor to hear, and it's been a great hobby to pick up! 1. Favorite video games... trying to put them in order: NES: Metal Storm, hands down. Soooo good. Battletoads Double Dragon not far behind. Mega Man 4 (the whole original series really), all the Ninja Gaidens (esp 3), Stret Fighter 2010, River City Ransom, Metroid. Snes / Genesis: Mortal Kombat 2 (that game was practically my 3rd parent for a couple years), Street Fighter 2, Killer Instinct, Samurai Shodown 1 & 2, Might and Magic, Mario Paint, Original Mario Kart, Super Metroid. Playstation / N64: Symphony of the Night (one of my all time / system favs), Golden Eye / Perfect Dark, Mario 64... Last system I owned was an N64, I'm actually not a huge gamer. Classics, really. Never played an MMO, never played an online game, or X-box live or anything like that. Been coding since I was about 13 (self taught in basic) so I've made plenty of games, just usually preferred that to playing them growing up. Played newer systems at my friends houses and shit tho, Loved Tekken Tag (Lei, Howrang & Brian), Soul Calibur (Kilik & Astroth), Mortal Kombat 9, Street Fighter 4, Bio Shock... Night Trap :) 2. Favorite Topics besides video games: Language, art technique, music technique, philosophy, logic, ethics, religions / non-religion, psychology, sociology, political / economic theory, anatomy / nutrition (studied in Manhattan), ancient Greece, I like dabbling in physics and chemistry, and a little bit of sacred geometry... non-video game design (working on a few at the moment). I don't know, I just love learning and creating really. Sam Harris has been a pretty big inspiration lately, along with Harvards Justice course on You-Tube. The first thing was trying to get OMEGAPSYCHO's Phalanx to work in 1.0. Watching the You-Tube demo's of it I was like "Holy shit! There's no way I can pass that up, I have to get that thing working in my mugen somehow." I already had quite a bit of coding experience in basic, and a little in C at that point, so Mugen code didn't look like Chinese to me or anything. I just looked up the differences between 1.0 and winmugen, and the studied the docs, and started in on some trial and error. Once I got that working I tackled the rest of his boss characters. It was mostly a matter of redoing the stages in that case, so I kinda got lucky. :)
  19. Oh god, so many. :P Lobo. Venom, to combine T.O.P.S and Eli Kings versions with a change to the commands, stance, and some of the added sprites. Rasetsumaru, just for fun. Space Godzilla, to make him fair. That crystal sht? Constant life regen? uh... Apocalypse, to make a good playable version. All the Terror Drome characters... oooh how I wish I had time for that. Most of Chuchoryu's Tekken / Soul Calibur characters. A lot of Sergeus AVP stuff. Nothing major, just tweaks to make them feel a little less stiff. This one NES Ninja Gaiden that apparently had a lot of plans but wasn't finished. NES Mega-Man to add in a pause menu that lets him scroll through all the weapons from MM1-6. All the Mega Man 4 bosses (personal fav of the series) into a single character mini-game, using zoom to scale them up. That Dungeons and Dragons level 1 that someone did as a stand alone game, into a mini game. So many characters to edit, so little time...
  20. 1) I absolutely loved the original Killer Instinct. Some of my best arcade memories as a kid were standing around that machine with a group of like 6-8 people in a packed arcade. The game play, the characters, the dark sort of monster like feel were all unique and beautifully executed. Top notch in my book, I think they fucking nailed it. The second one was very decent. Especially in terms of it's mechanics, but the art style / the feel of it changed in a direction I wasn't quite as fond of. It seemed to get a bit more neon, a little less edgy, and a little more "sunny". But I liked it still, not nearly as much as the first. The new one I haven't played, tho I want to. All I can really comment on is how it looks, and I think they did pretty good with it. They kept it darker, sort of like the first, but the one thing I think they just barely missed (again only visually) that made the first one was the simplicity of the characters designs. If you look at Cinder, Glacius, Sabrewulf, Riptor, Chief Thunder and Spinal to some extent, there isn't a whole lot of detail in their look. Cinder is just made completely out of ember, Glacius out of ice, Chief thunder didn't have a ton of beads or crazy deco. It was a bit more archetypal, which left a lot of the attention to their move sets, their stages, and the awesome music / announcer. There was a very thin thread of underlying humor / satire that I think has been lost. But nuance aside, the new one does look fucking awesome. 2) Wario's hypers, I'd have to say either the Max Fastosity Dasherator, just because it's so fun to play, or the Mad Bob-omber. The Dasherator's sweet because it's almost like a little mini-game. He runs (controlled) back and forth until he either hits the edge of the screen or stops from sliding for too long, and all the while he's knocking the opponent into the air, trying to get in as many hits as possible while his power meter drains. The pacing of its fun and the tension's amplified by trying to keep on eye on the constant trade off between power meter and damage dealt. The Mad Bob-omber one I like because he throws a bob-omb up and eats it, and you get a second or two to try to get near the opponent while he's glowing before he explodes into a ball of fire. Once that happens, he fires about 15 bob-ombs out in random directions, all lit, and if the opponent was knocked down by the original blast, the other explosions aren't blockable because they're down. However if the original explosion misses, it doesn't knock them back so if they're closer to Wario they're more likely to be hit by more bob-ombs. But they have a chance to block it. It's an interesting trade off with massive damage potential, that's why I like it. Awesome :) 1. I was introduced to mugen by you-tube and started building a mugen game about 6 years ago. It was a couple years before I actually joined a forum, which I did just to share some edits I made. Actually the first edits I did were of your Phalanx, Contra Skeleton, Crocomire and Somulo! Those characters were soooo fucking good, but they were only for win-mugen and I just Had to find out how to get them into 1.0. So I learned how to code just to make that happen :) It took me quite a while, but I did it! After that, once I knew how, I patched a couple other bugs in some of the other characters I wanted to use and thought "you know, some other people might enjoy having these as well". So I signed up over at MFG to share them. 2. I don't know a lot of retired creators really. I know I'd like to see Pots, just because a lot of people idolize his style, and he had a post over at MFG that was incredibly helpful covering common mistakes people make creating characters. From him, I'd like to see him tackle the entire Darkstalkers series, like you did with Mortal Kombat. That would be fantastic. ...I just really think each of the classic fighting games needs one bad ass coder to go through and make a source accurate, or at least very high quality version of each character in a single style. There was a while were you would have been on that list, but you're back in action and doing exactly that with Mortal Kombat, which is honestly one of my original mugen dreams come true. Another one was actually Legion. 3. Well I've been scheming on creating a 2D platform level template, with an actual character as a boss. TMNT 2 The Arcade Game was going to be my choice. There's a chance I might do that once I'm done with Wario. I already have a lot of ideas for how to make it work, and I think as a template it could lead to a lot of interesting / awesome shit in mugen in the future. Sergeus alien levels for example, X-Men arcade game levels with existing characters as bosses... Aside from that, I plan to make Wario's in game moves list as a template and release it separately with instructions for how to add it into any other character. I also made a spread sheet for comparing, contrasting, categorizing and averaging frame data over a massive number of characters that I might release at some point. It was originally intended as a part of a intro / beginner / intermediate coding tutorial I was working on a year or 2 ago. Along with that I have a screen pack I've been working on for about 3 years now that I'll release at some point. I have also considered making some Killer Instinct characters, but with all that other stuff it's probably too much at this point. Maybe years down the road or something, who knows :) I started drawing when I was very young, and never really stopped. Over the years I've taken a bit of influence from other artists I've know / grew up with, a little bit from H.R. Geiger, a little from Alex Grey, and a decent amount from various comic artists, including Todd McFarlane. I used to copy panels out of Venom comics in elementary school, and little after that point took some inspiration from Darkstalkers, Samurai Shodown, and a lot of the background art in various games. Also GWAR had a pretty big impact on my visual taste. Mostly tho in high school I tried to just take on as many different styles as I possibly could and become as versatile as a I could. My recent drawings come from studying anatomy for health and nutrition sake. I'd draw skeletons until I memorized every bone in the body, then build the meat and skin on top of that. That turned into basic figure studies, where I'd try to do that without drawing the bones and meat, just the skin, from imagination. A lot of the drawings I have up now are from that time frame. tl;dr hmmm... I'll try to keep future answers a bit shorter :P
  21. @OMEGAPSYCHO Thanks amigo! Sounds like a good time! It was very interesting to hear you're thoughts, and I particularly enjoy your affinity for the darker themes :) Do you mind if I ask you one more quick question on the way out? <- Not counting that one ;) Did you ever get into the original Killer Instinct? What did you think of it? The hardest aspect is pushing through the repetitive parts, batch processing sprites, loading them etc. Once that stuffs done, the creative coding part is actually fun. I've actually never made a character from the ground up tho. The Wario I'm doing now began as an edit that was just so damn fun to work on that he pretty much just 'became' a completely new character over the course of about 5 months. He's just about entirely fresh code at this point (90% + or so), so I'm trying to answer from a stance of "knowing how to make a character.".
  22. More than anything, characters from GWAR. Close second, source accurate Killer Instinct 1 characters. Any of them would be nice, but particularly Fulgor, Orchid and Sabrewulf. If there was a full source accurate KI1 roster, say the way OMEGAPSYCHO did Mortal Kombat 1 and 2, pretty much all of my mugen dreams will have come true.
  23. Or make that 2 hit defs. [State 0, P1 Land On or Fall Off Box] type = HitDef trigger1 = root, vel y > 0 && root, pos y < -80 && root, pos y + root, vel y > -80 trigger1 = abs(pos x - root, pos x) < 50 && anim != 6403 trigger2 = root, vel y = 0 && root, pos y = -80 trigger2 = abs(pos x - root, pos x) >= 50 || anim = 6403 attr = SCA, NA hitflag = MAFD affectteam = F priority = 7, Hit ground.type = none p2stateno = 2415 + (root, vel y = 0) p1sprpriority = -1 guard.dist = 0 sparkno = -1 guard.sparkno = -1 [State 0, P2 Land On or Fall Off Box] type = HitDef trigger1 = enemynear, vel y > 0 && enemynear, pos y < -80 && enemynear, pos y + enemynear, vel y > -80 trigger1 = abs(pos x - enemynear, pos x) < 50 && anim != 6403 trigger2 = enemynear, vel y = 0 && enemynear, pos y = -80 trigger2 = abs(pos x - enemynear, pos x) >= 50 || anim = 6403 attr = SCA, NA hitflag = MAFD affectteam = E priority = 7, Hit ground.type = none p2stateno = 2415 + (enemynear, vel y = 0) p1sprpriority = -1 guard.dist = 0 sparkno = -1 guard.sparkno = -1
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