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Everything posted by RobotMonkeyHead
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So far I've put a lot of work into rebuilding his animations, preventing a couple obvious infinites and revamping a few of his specials. He's still got a pretty long way to go. But in the meantime, here's a semi-functional beta for testing and feedback sake. Download: Darth Vader RMH
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Oderus Urungus.
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Thanks! The second one is moving along pretty well at this point. I'll post an update soon.
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Wip ballpoint
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Hey Staubhold, thanks man it's good to see you, and to be back on a forum again. I really only stopped working on my mugen stuff for about a 6 month period where I was doing some "health cooking" for a friend of the family. It's just that the 2 projects I've been working on are really large and have taken an enormous amount of time, so I really haven't had anything to release, but I've been lurking. They're both nearing completion tho, so I'll be around for a little bit, maybe doing a few edits here and there. Good to see you. EDIT: Drawing wip added.
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Multi Chars - "To Six" Edit Project
RobotMonkeyHead replied to dura7ll3ur's topic in [ EDITS & ADD-ONS ]
Awww, Leo too? Nice. -
Edit finished. I set it to do 50%. Also got rid of that annoying clone of the opponent that it produced. Uploading... Cartman edit added to first post. Enjoy! Fixed the links to all of Omegapsycho's stuff. It's pretty much obsolete now because he updated all of it to 1.1 himself, but if you want the 1.0 versions, there they are. Yea Mediafire's got a lot more 'fires' to put out than I think they're prepared for :)
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Yea that cowboy winpose thing is a pain in the ass. I didn't realize that was a result of the Anime Cartman. Ok, I'll fix that stuff up. As long as I'm doing that I'm going to make the supers Actually use up the special bar, which at this point they don't and I'm going to make that Anime Cartman thing do a lot less damage. Maybe 50% rather than 100%, not sure. Do you Y Man or anyone else have a suggestion for an amount of damage the Anime Cartman should do?
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The satellite move is meant as an air counter I think, a play on a satellite shooting something out of flight? The Shun Goku Satsu is actually the Anime Cartman. As for the glitches in it, what exactly do you mean? If you don't want me to fix the spamming projectiles (which I'm kinda ok with), the only thing left is making it so the Kenny Spin can't be blocked once it hits. That alone isn't worth it to me to bother with it. If there's a major glitch in the Anime Cartman, the 2 fixes might be enough but you'll have to be specific about that glitch. That being said, here's a copy of the moves list I whipped up to see what you were talking about it. Anyone who want's it can copy and paste it into a text file and add it to his folder if they want.
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Multi Chars - "To Six" Edit Project
RobotMonkeyHead replied to dura7ll3ur's topic in [ EDITS & ADD-ONS ]
Awesome! Glad to see you working with some Red Earth! -
Ah, that's cool. It actually looks decent for N64. I wouldn't mind seeing some of those characters in mugen. The select screen is finished already however and is very heavily animated. It starts with that screen minus the logos and no small portraits. The half circles surrounding the central side logo's pop out, and their logos flash / fade in in white, the slots for the comic characters decend in on little latches which release, the dark stalkers map does a reverse burn in, the avp screen flips up and folds out over the KI bg, the dragon in the MK1 starts as a reptile portrait and rotates ala mk3 to reveal the standard stone dragon logo, then the small ports fade in and the music starts (that all takes about a second and a half - 2 seconds) Once the portraits fade in the street fighter airplaine flies across, the pink flower pettles from the samurai shodown 1 intro begin falling over the map / sam shodown section, a swarm of bats occasionally flies over the batman section, a spider very slowly builds a web over the spiderman section, a mario 1 pipe decends from the nintendo section periodically releasing one of 4 differenct color mushrooms which fall, and turn the TV on which has different shit on it from time to time, including moves lists and scrambled porn, when the mushroom falls past the megaman batton (bat robot thing) the batton chases the mushroom for a minute before returning to it's purch, the soul calibur sword has a light burst effect once in a while, the solar eclipse in the back has animated solar flares, the stars have a very subtle twinkle, the avp map is fully animated from the intro to the arcade game, the KI section has it's lightning, the portal behind the MK3 tower swirls, the character selecters are 2 little arcade cabs with flapping wings, and after about 3 minutes the whole screen fades to just the logos and there's a sunrise effect that happens over earth above the player two portrait. It's really anything but simple, but it's got a fuck load of time put into it, and despite how it sounds it actually looks pretty clean in action.
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Thanks, yea I thought I had posted it in a random drawing thread. Didn't realize it was yours till afterwards. Sorry about that and thanks for the split.
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Looks great, but the links down on the site.
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God yes.
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None taken. You'd really have to see it in action tho. It moves and changes a lot. In that pic I just opened the gimp file and added the logos over the sections so it would be apparent what they were for request purposes. @Hank: Not that I'm aware of, I just liked the logo for the 'creatures' section. I really didn't even know it belonged to a game, let alone a fighting game, I just snagged it off google images. @Y Man: I do actually have that Cartman in my roster. At some point I had loose plans to make a sound pack for him, but that's still a ways off. I don't have a whole lot of time to put into it right now, but if you can be specific about what bugs / glitches you're talking about I might take a quick look at him.
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Here's a look at the select screen I'm working on. There's a limited number of characters per genera / game that I've widdled down through some pretty extensive play testing. Adding characters is really not too likely unless I haven't seen them yet. That being said, what character are you thinking of?
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Just added the stage fixes and some other stuff. There's a slim chance with requests. Basically if they're in my roster and there's a glaring bug, yea probably, but otherwise not. That being the case I really should post a pic of my roster, but I'm in the middle of overhauling it right now for a screenpack I'm working on so it's not really possible. Also glad you like the fixes. Yea that one in the Tick drove me nuts for quite a while. Fixing it ws actually one of the things that got me into editing. EDIT: First post overhauled.
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A skull study that I've been dressing up recently. Originally I was just trying to draw skulls from memory, learning the names of all the bones in the body. The layout looked kinda cool so I added some detail. 11 x 14 pencil.
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[Psylocke edit] Gracy Ross by ER
RobotMonkeyHead replied to Ishiro The Third's topic in [ EDITS ROOM ]
What's her source game? She looks a hell of a lot like Slymenstra Hymen form GWAR. -
Username: RobotMonkeyHead Forum: MFFA Preferred correspondence for interview: PM Preferred time/date: Between 6pm and midnight any day but Monday. Preferred topics: Any.
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Well, kind of an unexpected release today, I was working out a table for the polishing tutorial, and at one point it hit me that it would probably make a good tool for balancing the damage ratios in a full game. So I'm releasing the table, unfilled in, for anyone who wants to use it. It will work with any roster really, but balancing a full game seems like the obvious application. It basically has a bunch of slots where you add in the characters damage values. The characters are grouped into archtypes (e.g. brawler, grappler, technical, powerhouse etc...) and it calculates the average damage value for each attack of each said archtype. It then calculates an overall average damage value for each attack, and allows you to put in a specific characters damage values, and then draws up a quick comparison to the average, so you can make sure your fighter's damage values are balanced. Holds 48 chars total, under 8 different groupings. That's it really, in the polishing tutorial, it will be included, but will already be filled in with a spattering of different characters from different games. The point being to allow you to see what average damage values look like for different character types, so in polishing you can make a characters damage values somewhat more fair, or at least to your liking. Here's a couple screenies: http://i.imgur.com/1TeAU.png http://i.imgur.com/eZHPh.png Download Excel 97 version Download Open Office version Download Training To add a characters data to the table, just find what group you want to put them in (or rename an existing group), and add their name to the list. Then open up mugen and go to vs. mode, pit them against the Training character (press y to call up damage returns), and then just go through and hit with each one of their attacks, and add the damage value you see into the table at the appropriate spot. Shouldn't take more than a few minutes to add a characters data that way.
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About that zombie horde, does it still have that infinite loop bug when it wins? If so, I fixed that one in if you want to use the fix.
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Ah you made that stage. Nice job. What happened for me was that I got the bonus without the stage first, looked for the stage, couldn't find it so I just whipped up what looked like the same thing. Later on I actually found your stage with no scrolling, which did explain the barrel moving thing, but by that point I had already adapted the bonus to the bigger stage and kind of got to liking it better that way anyways. Now that you mention it tho, I probably should include your version of the stage in the pack for those interested in a more arcade accurate version. It should work fine the way it is. Also no you're not being pissy or snide at all in my opinion. Thanks for pointing that stuff out, and yeah that slow fall bug was kind of a bitch to pin down. There is still one more, the one where they fall just a little too far till you hit them then they go back into place. Whatevs tho. Cheers