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Posts posted by RobotMonkeyHead
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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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Awww, Leo too? Nice.
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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!
Hey RMH, would it be possible to get a re-up of your fix of OmegaPsycho's Somulo? I tried to get it from the link you provided, but apparently Mediafire pulled it claiming it was some sort of violation. (Oh Mediafire, when will you learn)
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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Well, that satellite move never hits anyone, and his projectiles can be spammed, (please leave that in) and the Kenny Spin hyper can be blocked middway through, and his Shun Goku Satsu is rather glitchy as well. There's also a move named Anime Cartman in his .cmd, but I don't think it can be done by player.
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.
___/ Eric Cartman
by AndrewColonico
Edited by Josh Geary
___/ Specials
Cartman Uppercut: F,F a + b
Dodgeball: F,F a
Kung Fu Uppercut: F,D,DF y
Kenny Spin: QCF x
Pirate Sword: QCF y
Towlie: QCF z
Hitler: QCB x
Flying Asian: QCB y
Jennifer Lopez: QCB z
___/ Hypers
Satellite (1/3 super bar): QCF x + y
Retarded Cartman (1/3 super bar): QCB x + y
Cartman Anime ( 1 super bar): QCF, QCF x or y
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Awesome! Glad to see you working with some Red Earth!
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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. -
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? -
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. -
A skull study I've been dressing up recently.
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What's her source game?
She looks a hell of a lot like Slymenstra Hymen form GWAR. -
Username: RobotMonkeyHeadForum: MFFAPreferred correspondence for interview: PMPreferred 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. -
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
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Lively crowd. How you guys doin out there??
Double holiday bonus mashups for you! Enjoy!
SF2 Car's Revenge Bonus added
Snakes on a Plane Bonus added
Check 'others' section of first post.
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That's fine. I do follow it up with real examples of triggers immediately afterwards. The point of that one is to lay the logical groundwork / understanding without the specifics of any particular trigger getting in the way. Thanks for the advice, but I think I'm going to keep it the way it is. Also, not everyone is looking to learn Everything about creating a character from scratch. Some people just want to dabble a little, and tool around with some basic stuff without "wasting months or years of their time on some video game." The hardest part of getting into it is the first step, bridging the gap from 0 knowledge to a place where you can have some fun, and know enough to teach yourself from there. That's where my tutorial lands. I wouldn't call your tutorial any 'better' than this one. More thorough, and you put more time into it, I'll give you that, but it's geared toward a different audience, for a different purpose. There are plenty of people who would skip you 'encyclopedia' for my 'magazine' while they're taking a dump or killing a little time.
On another note, I'll certainly be giving your tutorial a test drive some time in the near future, I'm sort of working myself up to character creation. Looks pretty comprehensive at a glance, and I'm tempted to say 'nice job' without even looking through it. Kinda funny you thought plugging your own tutorial was trolling, but calling parts of mine stupid wasn't, tho. I think you got it backwards. Just a tip, but that kind of stuff can be kind of off putting for newcomers to your forum, so I would try to keep it more constructive, and less offensive. Cheers P.S. I'm not even remotely done with this yet. It's kind of a work in progress that I'll be adding to as my learning progresses, so check back in a few months or so, and there should be a bit more!
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Look, I could care less if you think 2 + 2 = 4 is idiotic or not. It's not changing. The reason it is what it is, is to make the double equal signs less confusing and lay the groundwork for the logic of how a trigger functions to someone who has no idea what one even is. In my opinion it's perfect because it requires no further explanation. Get it? Also that post about Ryon's tutorial that I erased was a joke. It said so in the post. Read them first, then talk about them...
(erased because I knew some genius would take it for serious)
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Thanks! The second one is moving along pretty well at this point. I'll post an update soon.