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RobotMonkeyHead

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Posts posted by RobotMonkeyHead

  1. Hey man, just read this post. My comps been down for a couple months, so I've missed a lot. To be honest, I've got quite a bit on the table right now as it is, and this thing needs a Lot of work! At this point its gonna be another few months at least before I have myself freed up, but Venom IS one of my all time favorite comic chars, and it looks like you've done quite a bit of work on him already tho, so I'll tell ya what: If you want to give me a quick list of a few things that you think he could really use that you're having trouble with I'll spend a night or two and see what I can do. Sound ok?

  2. Ok my computer is finally back up and running, so I'll be getting back to work soon. Laharl thanks for the feedback on duke, I think I addressed most if not all of that in the most recent update, but I am going to take another look through his files to see if I can fix one other thing, so I'll check on it when I do. Also, Dukes link should be working now. Sorry all about the long wait on that one. Comp trouble.

  3. No, the grenades still bounce. They bounce in the original game, and you can use it strategically. For example if a character is blocking, or behind their partner, you can bounce one off the back wall to hit them. Or if you miss them on the first shot (they duck etc) it might hit them on the ricochet. I thought you were talking about the pipe bombs bouncing before, sorry.

  4. Ok so I checked his damage levels out and this is what I came up with: Strong punch strengths: Duke no roids: 43 Duke w/ roids: 63 Wolverine: 80 Juggernaut: 90 Fei-long: 60 Roids basically increase his damage by 1/3 for all his basics. Seeing as he's more of a tactical fighter than a brawler, and his hit strengths seem to reflect that, I think I'm going to leave his damages the way they are. As for the blue box on his arm when shooting, that's added and uploading now. Thanks again!

  5. im going to try duke and report any bugs i find if any now.

    edit ok so feedback so far

    his bombs still don't explode exactly when it hits the opponent they bounce a bit which is dumb

    during steroids mode.... his damage is just to high idc if it is limited time you can murder the opponent combining it with the jetpack in like 4 seconds.

    his ai can attack before the round begins.

    id reccomend adding some blue CLSNS to his arms during his gun shooting makes it a bit more fair.

    one of his bomb canisters STILL does nothing

    i think it would be better if his bullet shot DOWNWARD when he shot in the air.

    thats all i got so far.

    Hey thanks for the feedback Laharl. Much appreciated.

    -The bombs you mentioned are detonated manually by pressing a + x.

    -You're probably right about the steroids mode thing. I'll take a look at that and see about toning him down a little.

    -The AI thing, I have no idea how to fix anything with the AI. sorry.

    -I'll add the blue box on his arm.

    -Yeah it would make sense for him to shoot downward in the air, I thought that too, but that's pretty much just too much work for me at this point. After all the crap I went through over him with the creator I'm basically just trying to call it a day.

    Thanks again for the feedback, I may have all that done tonight, but either way keep an eye out for an update soon.

    i happen to like you since you took the time to fix the tick. i dont no to many people who would even try to fix him since his release and ever since i found that bug and reported to the one who did release him nothing was done about it so thank you. i know you dont play power ranger characters at all probly but would you mind checking lord zed my friend who made him didnt add the throw that is all he is missing or i should say would you at least think about it

    Hey man, thanks, I'm really glad you liked the Tick fix. It sucks how one little bug like that can basically ruin a character. As far as the Lord Zed thing goes, sorry, but you'll have to find someone else to work on him. I have too many other projects on the table right now. Best of luck to you.
  6. I took Mature4Evers Gizmo and gave it the sprites from another

    Gremlins game. I think he looks much better now.

    yeah it does. nice portrait too.

    I do have sprites here to make a few other Gremlins like Spike etc... I'll give em a go soon.

    Shweet.

  7. yeah right now i'm actually making a long video tutorial which shows the whole process for character creation.

    once I finish it, i'll post it up.

    can't wait for that ^

    Holy shit man, where has your freakin page been all my life? Easily one of the sickest mugen pages I've encountered. I don't care if they're all sprite swaps, all of that shit is gold. You mind if I fix a couple of these characters up?

  8. I'm using Mugen 1.0

    Also, apparantly you don't understand the concept of perspective. When you move to the side of the stage the bridge and rocks should not be at a slant. However, if that's the way you want to leave it then that's okay.

    Also if you notice in game the sticks are not at a slant either

    http-~~-//www.youtube.com/watch?v=KRFHmKsAi3A

    How yours looks:

    Posted Image

    The problem with the vertical follow is that characters with a higher jump reach the top of the screen too fast, so if you are in the middle of a air combo they go off the screen while they are still rising

    I see, it was an snes rip, that's why it looked like it did. The arcade version is what I was trying to get a little closer to, and in that version parallax is the closest approxamation to how the bridge moves. Observe:

    http-~~-//www.youtube.com/watch?v=wbKSmYaqoWc&feature=related

    Here's how parallax works (we'll leave perspective alone for now): A given pixels horizontal delta is proportional to its Y position on the screen, as determined by the xscale variables. What that means is that the lower on the screen something is the more (or less) it moves, thus if the bridge is parallax, the mountains slant. Now I could have separated the sprites in FF / photoshop, or just windowed the mountains and doubled the length of the bridge (which I still may do), but given the amount of time I was willing to give this edit it was a calculated exchange not a 'lack of understanding of perspective'. There are lot of things in my edit that are different than the original and the snes version: the extra mountain in the back, the added clouds, the moved sun, the added low fog, the added overall fog, and the added light beams spilling over the peaks.

    As for the vertical follow, the only way I can imagine someone going offscreen during an air combo before reaching the boundhigh is if there are 3 or 4 characters on the screen at once. In that case if I raise the vertical follow, you will be closer to loosing sight of the lower 2 or 3 characters completely every time someone super jumps.

    All that being said Chief Thunders bridge was one of my favorite stages in K.I. so I may eventually rip the sprites myself from mame and redo the whole thing. The only reason I did this edit was because it was the only version I could find, and it was just intolerably bad. It's more of a remix type edit if you will.

  9. Instead of fixing up my Chief Thunder's stage it actually looks like you made it worse, aside the song that is. The characters are sliding on the parallaxed floor, not to mention the perspective is off. You should fix that.

    You should have also adjusted the vertical follow and floor tension so the camrea follows up the high jump characters better.

    Then again my skills when I made this were quite bad anyway, but you could have at least made it better.

    You should have also cropped the uncropped sprites in the .sff and made a separate .def for the people still using the old Mugen.

    I do appreciate your trying to fix it up though, thanks.

    What version of mugen are you using? Because as for the issues you mentioned, there's nothing wrong with the perspective or the vertical follow on my computer. The chars stick to the floor perfectly for vertical and horizontal scrolling, and the perspective is fine. Sounds like a case of different mugen versions to me.

    Your playing mugen on a MAC?

    How???

    I use Crossover Games. It's a slicked down version of Wine which lets you run windows progs like any other app on a mac. Great program.
  10. first things first tossing a spinning grenade or w/e that is seems to do nothing atm. the control for it is down forward a

    he has infinite priority on his punches and kicks that should be fixed in the clsns

    his sex winpose appears to only sometimes show the girl in the shadow

    for the bomb that he shoots on the ground to bounce around after it hits it seems to bounce away for the explosion it would make more sense for it to blow up on contact in the same spot dont you think?

    and yw i will help to the best of my ability feedback wise.

    cool thanx for the feedback, I have a file where I keep it all, and will address it.

    Is there a reason Satan still doesnt work in winmugen? Cause it is a winmugen character according to the .def

    I don't know, I've never used winmugen. I didn't realize the def file said that's what he was for, I'll check it out.

    Spawn is down.I wanted him!

    The link is fixed, so he should be good to go.
  11. its fine i read that thread that was hilarious how stupid those 2 are fuck them seriously.

    Their shit is never good and always has needed work i should say His cause volzilla isn't even a creator to my knowledge i posted in guild as well about their idiocy. I don't like either of them just from the shit ive read from others their views on mugen are completely backwards and stupid as shit. Mugen is made to be edited to your or anyone elses liking. you are doing a good thing fixing up bad characters.

    I got a laugh out of reading this. thanx

    Forget anything they say. from now on just ignore anyone who gets mad at you for fixing broken things. I would honestly suggest quite a few IMT creations like removing their "mvc" aspects and make them normal characters. You do good jobs on these I have your ash in my roster hes actually playable now thankfully. as well as your edit of spawn. I have been meaning to try your others. if you ever have a need for suggestions Pm me I can give you many that have potential but are either broken or trash XD.

    trying out duke nukem now.

    cool man, glad my edits are serving you well.

    as far as suggestions, in the future for sure, but right now I got a long list already. Any feedback on existing work is especially helpful tho. Glad u like em anyhow.

  12. The Bat Cave. This town needs an enema.

    Posted Image

    Download Low-Res

    Download Hi-Res

    Super Jump - Yes

    Animated - Yes

    BGM - No <-- I like Eminem's - Must be the Ganja for this one, but that's just me.

    __/ Low Res

    I started with this sprite from either Flamekyo or LTD I believe,

    -Rescaled and realigned everything

    -Added pulsing glow

    -Added beams of light

    -Added front railing (that was a bitch)

    -Threw some fog in there.

    __/ Hi Res

    This is my first shot at making a stage from total scratch, so any feedback is more than welcome

    -Read the color loss section of Cybaster's stage tutorial, which is fantastic, btw.

    -Found a clean version of the original sprite

    -Carved out front layer in photo shop

    -Broke it down into red, green and blue components for color preservation

    -Chopped up and re-angled light beams

    -Added floor and ceiling fog.

    __/ Updates to both 6/12/12

    -centered the bat symbol

    -hr stage symmetrical (lr basically symmetrical)

    -tweaked tension

    -tweaked floor tension based on Alucard's Batman's jump height.

    -stage no longer fascinated with projectiles

    Enjoy

    For a version of Alucard's Batman with minor updates (so far) check out my edits thread.

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