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RobotMonkeyHead

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  1. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead   
    @Clownman: Tanks!  The flexing animation I'm pretty sure is going to be a taunt.  As for the sounds, sounds great.  I'm doing all of them once I'm done coding the moves, so there's still plenty of time.  Yea nice clean rips from Shake It / Brawl would be great. :)
    @AxSeeker: Intro-esting idea... maybe like a lose by time over pos or something where he's frustrated?  Still not totally sure...
    Maybe I could use it to replace the 100 hand wimp slap and just have it be a knock back, sort of anti air special...

    Progress Update: Got the Bob-omb sprites just about finished, and ready to load. 

    Figured out a mechanic for the Motorcycle special:  Charge back, forward and punch, Motorcycle rides in from off the screen behind Wario, and through clean off the other side of the screen.  Sort of a large unmanned projectile.  Wario can jump and land on the bike, and if he does he can wheelie it by pressing an attack button essentially increasing its height.  Or by pressing throw, he can hop off and pick up the motorcycle and carry it around.  He can throw it by pressing any attack button, or hop back on it by pressing throw again.  While carried it will also act as a bit of a damage shield, taking one hit to destroy.  

    Also figured out a mechanic for the Bob-omb moves:  Specials - QCF punch.  QP - he sets down a bob-omb where he's standing, and it hops toward the opponent, lighting it's own fuse if it gets close enough.  MP - throws a bob-omb in a high but short arc which explodes on contact with either ground or opponent.  SP - same as medium but a long shallow arc.  Max 3 on the screen at once.  Hyper - Wario eats a bob-omb, essentially triggering the old combustion hyper where he's surround by a ball of fire. Adds 3 garlics to his meter.


    I'm having a little trouble deciding between these 2 explosions....


     
     
  2. Upvote
    RobotMonkeyHead got a reaction from OMEGAPSYCHO in ATTACK ON TITAN -Boss Stage by OMEGAPSYCHO   
    Dude, an Attack on Titan boss by OMEGAPSYCHO!?  Symphony of the Night bosses (including fucking Legion AND Beelzebub), Mortal Kombat 1 & 2, Ninja Gaiden boss rush, Indiana Jones, and now this?  Impeccable taste, once again.  You, sir, are among the gods of mugen! 

  3. Upvote
    RobotMonkeyHead reacted to OMEGAPSYCHO in ATTACK ON TITAN -Boss Stage by OMEGAPSYCHO   
    Hello everyone!!!.  As you can see, this is my first post in MFFA and I want to start with something big, LITERALLY.
    In this occasion I bring another Big boss character (this kind of chars and Mortal Kombat are my speciality). This was based on a Manga / Anime that I fell in love and now is very popular and is:
    Shingeki NO Kyojin - ATTACK ON TITAN -Boss Stage-
    I decide make it because I can't find almost anything in the Mugen scene of this awesome anime, and, well, here it is.
    The gameplay is quite simple and very similar to chars like Apocalypse & Galactus. your objetive is only survive the fight, that's it.
    This is a little list of features to take in consideration:
    *- This char was programmed under MUGEN 1.1 engine.
    *.-Include instalation file (only COPY the main lines in the "select.def" file).
    *.-Include his own stage and BGM (Dosn't work without it.)
    *.-Almost all the sprites are extracted from the Anime by me.
    *.-The Titan's attacks are very basic but lethal if you are too close.
    *.-In the 1st. round you fight against two titans and in the 2nd. Round you fight against 3.
    *.-Include special anims inspired in the anime series in the winner and lose screens.
    I hope you like it, I'll upload some other projects in a few days.      ENJOY & HAPPY GAMING!  
     

    WWW.OMEGAPSYCHO.WEBS.COM
  4. Upvote
    RobotMonkeyHead got a reaction from Kazagami in Cobra Raid in Vietnam (+Zoom & Widescreen)   
    Awesome!  I was hoping someone was going 1.1 this stage.  Thanks Ryoucchi!

    If anyone's interested, here's a custom "remix" of a Perfect Circle song I did for this stage.

    I essentially just took this song (Count Bodies Like Sheep to the Rhythm of the War Drums) and layered in a helicopter sound with it's speed set just right so the chops of the propeller are on beat with the song.  I know a lot of people don't like songs with lyrics for their bgms (and if that's you, skip this one) but I really like the way it goes with the stage myself.
  5. Upvote
    RobotMonkeyHead reacted to -Whiplash- in How to make a helper that's a block either player can stand on?   
    I've already asked this question and got solutions... here's how to make it so it doesn't move.
    http://mugenguild.com/forum/topics/make-block-that-does-not-move-165714.0.html
    here's about landing on the thing: (from that post onwards is about your move)
    http://www.infinitymugenteam.com/Forum_345/index.php?topic=43889.msg519505#msg519505
     
    This whole thing is kinda bullshit honestly.
  6. Upvote
    RobotMonkeyHead got a reaction from Ryon in Organized HitDef   
    Thanks, I'm happy to hear someone else finding this useful too :) 
    I might do the same thing for Projectiles, Explods and Helpers soon, so if ya like this, keep an eye out.
    Thank you :) I actually wind up with much smaller more efficient hit defs this way.  Relatively tiny actually. 

    Everything's set to it's default, so the first thing I do after I paste this is delete every line I don't plan on messing with (including the section labels and comments). 

    In the OP, that's what I meant by "it trims down to next to nothing (or the bare minimum anyway) very quickly and easily."  Starting with all the variables is just so you can see all the options off the bat, and the grouping makes it easy to eliminate huge chunks at a time.
     
  7. Upvote
    RobotMonkeyHead got a reaction from Demitri in Organized HitDef   
    Personally I'm not a huge fan of the way the default HitDef controller is laid out in FF.  So I organized it in a way that makes sense to me.  Now, I just opened up FF and replaced the HitDef Sctrl's automatic text with it, so now when I select HitDef from the Sctrls column on the right side of the cns editor, I get this instead.  But of course you could just save it as a txt file and copy / paste it, if that's worth the extra little hassle for you.

    Every line is set to it's default value, and if it's default is derived from another variable, a comment says how.  It looks like a lot at first, but the first thing I do after calling this is delete all the lines I don't need to change.  It trims down to the minimum variables very quickly and easily. 

    I just figured I'd share it on here in case anyone else happened to find it useful as well.  Hope it helps someone at least!
     
    [State 0, HitDef]
    type = null; HitDef
    trigger1 = 1
    ;_________________________________/ Basics
    ;   SCA: stand, crouch, air
    ;   N: normal, S: special, H: hyper
    ;   A: attack, P: projectile, T: throw
    damage = 0,0        
    getpower = 0,0      
    givepower = 0,0     
    attr = SC, HA       ; SCA, NA NP NT  SA SP ST  HA HP HT
    hitflag = MAF       ; MHLAFD+-  medium(=HL), high, low, air, fall, down
    guardflag = MA      ; MHLAFD+-  default = empty / unguardable
    affectteam = E      ; EFB enemy, friend, both
    priority = 4, Hit   ; on mutual hit: (1-7), (Hit, Miss, Dodge)
    p1sprpriority = 1   
    p2sprpriority = 0   
    ;_________________________________/ Sparks, Sounds & Pauses
    sparkxy = 0,0      
    ;sparkno = ; player const
    ;hitsound = ; player const
    pausetime = 0,0     
    ;guard.sparkno = ; player const
    ;guardsound = ; player const
    guard.pausetime = 0,0
    ;_________________________________/ Ground Hit
    animtype = light           ; light,medium,hard,back,up,diagup
    ground.type = high         ; high,low,trip,none
    ground.velocity = 0,0  
    ground.hittime = 0     
    ground.slidetime = 0  
    ;ground.cornerpush.veloff = ; 1.3 * guard.velocity unless attr = A, ... then 0
    ;_________________________________/ Air Hit
    ;air.animtype = ; animtype
    ;air.type = ; ground.type
    air.velocity = 0,0
    air.hittime = 20
    ;air.cornerpush.veloff = ; ground.cornerpush.veloff
    ;air.fall = ; fall
    air.juggle = 0
    ;_________________________________/ Down Hit
    ;down.velocity = ; air.velocity
    down.hittime = 0           ; ignored if down.velocity y != 0
    down.bounce = 0            
    ;down.cornerpush.veloff = ; ground.cornerpush.veloff
    ;_________________________________/ Guarded
    ;guard.velocity = ; x value of ground.velocity
    ;guard.hittime = ; ground.hittime
    ;guard.slidetime = ; guard.hittime
    ;guard.ctrltime = ; guard.slidetime
    ;guard.cornerpush.veloff = ; ground.cornerpush.veloff
    ;guard.dist = ; player const
    ;_________________________________/ Air Guarded
    ;airguard.velocity = ; air.velocity x * 1.5, air.velocity y / 2
    ;airguard.ctrltime = ; guard.ctrltime
    ;airguard.cornerpush.veloff = ; guard.cornerpush.veloff
    ;_________________________________/ Falling
    yaccel = 1 ; 240p: .35  480p: .7   720p: 1.4
    fall = 0                   
    fall.damage = 0
    fall.animtype = Back ; up if air.animtype is up, back otherwise
    ;fall.xvelocity = ; no change
    ;fall.yvelocity = ; no change
    fall.recover = 1
    fall.recovertime = 4
    ;_________________________________/ Hit Specifics
    hitonce = 0 ; unless attr arg2 = ..., T then 1
    numhits = 1
    kill = 1
    guard.kill = 1
    fall.kill = 1
    id = 0
    chainID = -1
    nochainID = -1
    ;mindist = 0,0          ; default = no change
    ;maxdist = 0,0          ; default = no change
    ;snap = 0,0             ; default = no change
    ;_________________________________/ States
    ;p1stateno = -1         ; default = no change
    ;p1facing = 0           ; default = no change
    ;p2stateno = -1         ; default = no change
    ;p2facing = 0           ; default = no change
    p2getp1state = 1         
    ;p1getp2facing = 0      ; default = no change
    ;forcestand = 0         ; default = 0 unless ground.velocity y != 0, then 1
    forcenofall = 0        
    ;_________________________________/ Palette
    palfx.time = 0        
    palfx.mul = 1,1,1
    palfx.add = 0,0,0
    ;_________________________________/ Shake
    envshake.time = 0
    envshake.freq = 0
    envshake.ampl = 0
    envshake.phase = 0
    fall.envshake.time = 0
    fall.envshake.freq = 0
    fall.envshake.ampl = 0
    fall.envshake.phase = 0
    ;_________________________________/ Universals
    ;ignorehitpause = 0
    ;persistent = 0
  8. Upvote
    RobotMonkeyHead reacted to AxSeeker in Wario WIP by RobotMonkeyHead   
    I remember this old thing! Glad it's still improving! I also like the new stuff you did!
     
    The version me and flammableking did wasn't nearly as good as this. I'm glad you took an interest in this and I know he'll love all of this. I say this with all sincerity and honesty, thank you very much!
     
    Also,
    I remade my own palette a few months ago though so I don't know if you want to try out some of these shades.
     

    I basically used Luigi by warner/aperson98 green colors but flipped & inverted them using fighter factory's exchange color with color function. I did this just to match the styles a bit better. Feel free to use this if you like to, no credit to me please.
     
    I can't wait to replace Wario in my roster! XD
     
     
  9. Upvote
    RobotMonkeyHead got a reaction from Gaulbetti in Wario WIP by RobotMonkeyHead   
    The Gimme Your Lunch Money hyper is basically finished.  A few kinks to work out regarding the superpause, and the fact that the hyper bg uses "time" to scale and rotate pretty much everything...  anyway:

    Level 3 hyper.  Avg 30 coins. currently bronze coins +50 power, silver coins +25 life, gold coins +50 power and +25 life
    might lower it to bronze +25 power, silver +10 life, gold +50 power and +25 life.
    Much like his other throw chaining, this hyper can be chained into the spin throw instead of the normal toss at the end by pushing the spin command right before the throw executes.  Of course, the spin can then be chained into the roll, slam and toss chain for extra damage.

    ---
    @SPRI YAR ZON - I finally figured out that you mean the hyper pile driver is causing the problems.  I thought you were talking about the regular air throw pile driver (x+y in the air).  Don't worry about that hyper pile driver, that thing hasn't been touched yet.  The code is just a jumble of shit at the moment.
  10. Upvote
    RobotMonkeyHead reacted to -Whiplash- in How much time does it take to create mugen content? + Time saving tips.   
    on the sprite end: (for me it took like 2 years to make my one character... but I can't draw and I got lazy near the end.)
    DON'T declare something a WIP after 1 or 2 animations. get IDK, enough that you don't want to quit done before it's done. (I should know, I think I have like 5 abandoned sprite WIPs)
    Coding: (it takes me like a week to make a character on my template.. but I usually don't do as much work as I could... I can make a character in like 2 days if I put my mind to it. If the character has complicated stuff it deters me though and I get frustrated and things take way longer then they should)
    If you plan on making more then one character in a particular style.... make a template. speeds thing up a lot.
    If you run into an issue...
    Search  the Docs, Go to the Electbyte's mugen wiki,  google issues, Ask for help, in THAT order.
  11. Upvote
    RobotMonkeyHead reacted to OMEGAPSYCHO in Welcome to MFFA! Introduce yourself here!   
    Hello everyone!; for those who don't know me, I will tell you some things about me:
    *.- I have almost 15 years programming for Mugen and everybody knows me as "OMEGAPSYCHO".
    *.-My real name is Rodrigo Mercado Calderón.
    *.-I'm from Mexico City.
    *.-I'm 33 years old.
    *.-My specialty in Mugen are the BIG-BOSS mini-game style characters & Mortal Kombat characters, but I also made another kind of characters such as SSF2X, World Heroes, etc.
    *.-I do not usually participate much in forums but if I have something to say, I do.
    This is my web site:
    http://omegapsycho.webs.com/
    I hope to spend a good time with all of you.
    Greetings! 
  12. Upvote
    RobotMonkeyHead got a reaction from zoukiny in [Full Game] Killer Kombat   
    It looks so freakin good tho.
  13. Upvote
    RobotMonkeyHead got a reaction from thekillnator in Ranks!   
    I'd say let the post count speak for itself.  If the number of a members posts is displayed below their name, I don't see a reason to add an additional title based solely on post count as well.  Seems a bit redundant.

    I'm in favor of a sort of "title + rank" system, with requirements to earn them.  Sort of make becoming a
    mugen creator and reputable forum member like a game in and of itself. I know it's a bit lofty, but I think it
    would really provide some good incentives for people to create content.  Not to mention a lot of other benefits.
    So here's an example of what I'm thinking. Create a topic with a list similar to this:
    __/ 1) Character Creator   
    Bronze = create 1 playable character (not a sprite swap, that would be an edit)
    Silver = create 3 playable characters
    Gold = create 5 playable characters
    Platinum = create 10 playable characters
    __/ 2) Stage Creator
    Bronze = create a decent stage
    Silver = create 5 stages
    Gold = create 15 stages
    Platinum = create 50 stages
    __/ 3) Tech Savvy Creator
    Bronze = create a character with an air throw and a high res stage with super jump.
    Silver = create a character with hunter chain combo system and a stage with parallax.
    Gold = create a character with a parry or alpha counter and a stage with zoom.
    Platinum = create a character with
    __/ 4) Content Editor
    Bronze = remove all bugs from 3 existing characters
    Silver = properly align the animations and clsns for 3 existing "misaligned" characters
    Gold = add one hyper and one special to 3 existing characters and add zoom to 3 existing stages
    Platinum =
    __/ 5) Sprite Artist
    Bronze = Create a set of 12 sprite edits
    Silver = Sprite a new attack for an existing character
    Gold = Hand sprite an entire character
    Platinum = Hand sprite 3 characters
    __/ 6) Mugen Sensei
    Bronze = Answer 5 help topics (correctly)
    Silver = Answer 15 help topics
    Gold = Make a contribution to the code library and answer 25 help topics
    Platinum = Make a tutorial and answer 50 help topics
    __/ 7) Palette Master
    Bronze = Create 5 complete palette sets (6 or 12? palettes) for different existing characters
    Silver = Create 25 complete palette sets for existing characters
    Gold = Color separate a character and create 50 complete palette sets
    Platinum = Color separate 3 characters and create 100 complete palette sets
    __/ 8) Portrait Artist
    Bronze = Create 5 large or small portraits
    Silver = Create 25 large portraits
    Gold = Create 50 large and 25 small or custom portraits
    Platinum = Create 100 large portraits, at least 25 of which are custom
    __/ 9) Social Sage
    Bronze = Peacefully defuse 3 conflicts
    Silver = Earn 150 reputation points  
    Gold = Go 500 posts without getting any warning points (starting whenever)
    Platinum = Get nominated and have 5 supporting votes
     
    Logistics:  Create a thread where people can submit links for review if they think they've earned a particular title or rank,
    or if they think someone else has.  Start the topic off by saying "Review may take some time, please be patient." Leave
    it public and let the forum members verify and discuss whether or not they think the person should earn it.  If they think their claims are valid, or "the characters/stages/portraits they created are sufficient" etc. then they
    can tag an admin in a post and ask to have it the title/rank added.  Sort of a democracy, so people would know that if a person has a title they actually earned it, they didn't just minimally fulfill some requirements.  Not to mention it would disperse the "work" of validating claims to many people so no one would have to do all of it.     
     
    Display: Have a small icon for each title sort of like a trophy that appears under the members avatar.  The trophy's color would be determined by the rank as described above. Hovering the mouse over the trophy would give the text (Character Creator, etc).
    Steps:  First thing would be to start a thread and let people discuss what they think the qualifications for
    different ranks should be, as well as what titles should exist altogether.  Then let people create, submit and
    vote on trophy icons.  Once the titles and level requirements are set, and the icons are created, open up the
    "promotion democracy" thread, and let people have at it. 
    EDIT:
    For an additional rank based on post number my suggestions would be:
    10 - Noob
    25 - Greenhorn  
    50 - Rookie
    100 - Mugenite
    200 - Warrior
    400 - Ninja
    600 - Master
    800 - Grand Master
    1,000 - MFFA Veteran  
    1,500 - MFFA Icon
    2,000 - MFFA Champion
    2,500 - MFFA Royalty
    3,000 - MFFA Ancient
    4,000 - MFFA God
    5,000 - MFFA Boss
    The idea of special titles is pretty cool too "Vault Hunter", "Legend", "Peace Keeper", "Administrator" / "Moderator" of course etc.
  14. Upvote
    RobotMonkeyHead got a reaction from Wargame-kun in Ranks!   
    I'd say let the post count speak for itself.  If the number of a members posts is displayed below their name, I don't see a reason to add an additional title based solely on post count as well.  Seems a bit redundant.

    I'm in favor of a sort of "title + rank" system, with requirements to earn them.  Sort of make becoming a
    mugen creator and reputable forum member like a game in and of itself. I know it's a bit lofty, but I think it
    would really provide some good incentives for people to create content.  Not to mention a lot of other benefits.
    So here's an example of what I'm thinking. Create a topic with a list similar to this:
    __/ 1) Character Creator   
    Bronze = create 1 playable character (not a sprite swap, that would be an edit)
    Silver = create 3 playable characters
    Gold = create 5 playable characters
    Platinum = create 10 playable characters
    __/ 2) Stage Creator
    Bronze = create a decent stage
    Silver = create 5 stages
    Gold = create 15 stages
    Platinum = create 50 stages
    __/ 3) Tech Savvy Creator
    Bronze = create a character with an air throw and a high res stage with super jump.
    Silver = create a character with hunter chain combo system and a stage with parallax.
    Gold = create a character with a parry or alpha counter and a stage with zoom.
    Platinum = create a character with
    __/ 4) Content Editor
    Bronze = remove all bugs from 3 existing characters
    Silver = properly align the animations and clsns for 3 existing "misaligned" characters
    Gold = add one hyper and one special to 3 existing characters and add zoom to 3 existing stages
    Platinum =
    __/ 5) Sprite Artist
    Bronze = Create a set of 12 sprite edits
    Silver = Sprite a new attack for an existing character
    Gold = Hand sprite an entire character
    Platinum = Hand sprite 3 characters
    __/ 6) Mugen Sensei
    Bronze = Answer 5 help topics (correctly)
    Silver = Answer 15 help topics
    Gold = Make a contribution to the code library and answer 25 help topics
    Platinum = Make a tutorial and answer 50 help topics
    __/ 7) Palette Master
    Bronze = Create 5 complete palette sets (6 or 12? palettes) for different existing characters
    Silver = Create 25 complete palette sets for existing characters
    Gold = Color separate a character and create 50 complete palette sets
    Platinum = Color separate 3 characters and create 100 complete palette sets
    __/ 8) Portrait Artist
    Bronze = Create 5 large or small portraits
    Silver = Create 25 large portraits
    Gold = Create 50 large and 25 small or custom portraits
    Platinum = Create 100 large portraits, at least 25 of which are custom
    __/ 9) Social Sage
    Bronze = Peacefully defuse 3 conflicts
    Silver = Earn 150 reputation points  
    Gold = Go 500 posts without getting any warning points (starting whenever)
    Platinum = Get nominated and have 5 supporting votes
     
    Logistics:  Create a thread where people can submit links for review if they think they've earned a particular title or rank,
    or if they think someone else has.  Start the topic off by saying "Review may take some time, please be patient." Leave
    it public and let the forum members verify and discuss whether or not they think the person should earn it.  If they think their claims are valid, or "the characters/stages/portraits they created are sufficient" etc. then they
    can tag an admin in a post and ask to have it the title/rank added.  Sort of a democracy, so people would know that if a person has a title they actually earned it, they didn't just minimally fulfill some requirements.  Not to mention it would disperse the "work" of validating claims to many people so no one would have to do all of it.     
     
    Display: Have a small icon for each title sort of like a trophy that appears under the members avatar.  The trophy's color would be determined by the rank as described above. Hovering the mouse over the trophy would give the text (Character Creator, etc).
    Steps:  First thing would be to start a thread and let people discuss what they think the qualifications for
    different ranks should be, as well as what titles should exist altogether.  Then let people create, submit and
    vote on trophy icons.  Once the titles and level requirements are set, and the icons are created, open up the
    "promotion democracy" thread, and let people have at it. 
    EDIT:
    For an additional rank based on post number my suggestions would be:
    10 - Noob
    25 - Greenhorn  
    50 - Rookie
    100 - Mugenite
    200 - Warrior
    400 - Ninja
    600 - Master
    800 - Grand Master
    1,000 - MFFA Veteran  
    1,500 - MFFA Icon
    2,000 - MFFA Champion
    2,500 - MFFA Royalty
    3,000 - MFFA Ancient
    4,000 - MFFA God
    5,000 - MFFA Boss
    The idea of special titles is pretty cool too "Vault Hunter", "Legend", "Peace Keeper", "Administrator" / "Moderator" of course etc.
  15. Upvote
    RobotMonkeyHead got a reaction from SSBKing65✯ in Ranks!   
    I'd say let the post count speak for itself.  If the number of a members posts is displayed below their name, I don't see a reason to add an additional title based solely on post count as well.  Seems a bit redundant.

    I'm in favor of a sort of "title + rank" system, with requirements to earn them.  Sort of make becoming a
    mugen creator and reputable forum member like a game in and of itself. I know it's a bit lofty, but I think it
    would really provide some good incentives for people to create content.  Not to mention a lot of other benefits.
    So here's an example of what I'm thinking. Create a topic with a list similar to this:
    __/ 1) Character Creator   
    Bronze = create 1 playable character (not a sprite swap, that would be an edit)
    Silver = create 3 playable characters
    Gold = create 5 playable characters
    Platinum = create 10 playable characters
    __/ 2) Stage Creator
    Bronze = create a decent stage
    Silver = create 5 stages
    Gold = create 15 stages
    Platinum = create 50 stages
    __/ 3) Tech Savvy Creator
    Bronze = create a character with an air throw and a high res stage with super jump.
    Silver = create a character with hunter chain combo system and a stage with parallax.
    Gold = create a character with a parry or alpha counter and a stage with zoom.
    Platinum = create a character with
    __/ 4) Content Editor
    Bronze = remove all bugs from 3 existing characters
    Silver = properly align the animations and clsns for 3 existing "misaligned" characters
    Gold = add one hyper and one special to 3 existing characters and add zoom to 3 existing stages
    Platinum =
    __/ 5) Sprite Artist
    Bronze = Create a set of 12 sprite edits
    Silver = Sprite a new attack for an existing character
    Gold = Hand sprite an entire character
    Platinum = Hand sprite 3 characters
    __/ 6) Mugen Sensei
    Bronze = Answer 5 help topics (correctly)
    Silver = Answer 15 help topics
    Gold = Make a contribution to the code library and answer 25 help topics
    Platinum = Make a tutorial and answer 50 help topics
    __/ 7) Palette Master
    Bronze = Create 5 complete palette sets (6 or 12? palettes) for different existing characters
    Silver = Create 25 complete palette sets for existing characters
    Gold = Color separate a character and create 50 complete palette sets
    Platinum = Color separate 3 characters and create 100 complete palette sets
    __/ 8) Portrait Artist
    Bronze = Create 5 large or small portraits
    Silver = Create 25 large portraits
    Gold = Create 50 large and 25 small or custom portraits
    Platinum = Create 100 large portraits, at least 25 of which are custom
    __/ 9) Social Sage
    Bronze = Peacefully defuse 3 conflicts
    Silver = Earn 150 reputation points  
    Gold = Go 500 posts without getting any warning points (starting whenever)
    Platinum = Get nominated and have 5 supporting votes
     
    Logistics:  Create a thread where people can submit links for review if they think they've earned a particular title or rank,
    or if they think someone else has.  Start the topic off by saying "Review may take some time, please be patient." Leave
    it public and let the forum members verify and discuss whether or not they think the person should earn it.  If they think their claims are valid, or "the characters/stages/portraits they created are sufficient" etc. then they
    can tag an admin in a post and ask to have it the title/rank added.  Sort of a democracy, so people would know that if a person has a title they actually earned it, they didn't just minimally fulfill some requirements.  Not to mention it would disperse the "work" of validating claims to many people so no one would have to do all of it.     
     
    Display: Have a small icon for each title sort of like a trophy that appears under the members avatar.  The trophy's color would be determined by the rank as described above. Hovering the mouse over the trophy would give the text (Character Creator, etc).
    Steps:  First thing would be to start a thread and let people discuss what they think the qualifications for
    different ranks should be, as well as what titles should exist altogether.  Then let people create, submit and
    vote on trophy icons.  Once the titles and level requirements are set, and the icons are created, open up the
    "promotion democracy" thread, and let people have at it. 
    EDIT:
    For an additional rank based on post number my suggestions would be:
    10 - Noob
    25 - Greenhorn  
    50 - Rookie
    100 - Mugenite
    200 - Warrior
    400 - Ninja
    600 - Master
    800 - Grand Master
    1,000 - MFFA Veteran  
    1,500 - MFFA Icon
    2,000 - MFFA Champion
    2,500 - MFFA Royalty
    3,000 - MFFA Ancient
    4,000 - MFFA God
    5,000 - MFFA Boss
    The idea of special titles is pretty cool too "Vault Hunter", "Legend", "Peace Keeper", "Administrator" / "Moderator" of course etc.
  16. Upvote
    RobotMonkeyHead got a reaction from Galvatron in Wario WIP by RobotMonkeyHead   
    I have to stop for a second just to say this new layout is gorgeous.  Fantastic work on Ryon's part and whoever else helped pull this off.

    Anyway I'm just recently back from 2 months of out of state work so most of my time is spent with my girlfriend as of now, which means Wario's taken a bit of a back seat in the last couple weeks.  I haven't lost any interest in finishing him, progress has just slowed lately due to higher priorities. 
    Progress update:  Got the sprite set for the Snowman Wario hyper complete, loading it in and beginning coding tonight.  I've been racking my brain for something fun / unique to spice up the bomb hyper, and I think I've got something good in store.  As for the bobomb special I was thinking a basic bomb toss, but have each punch button throw a different kind of bobomb, maybe each from a different game.  One with a plus style explosion like Staubhold and SPRI were talking about, one a typical bobomb, walks around, stops shakes and explodes, and one... I don't know, open to suggestion?

    EDIT:
    Ok let's talk about this Beta Staubhold's asking for.  Being someone who usually does edits, rather than entire character overhauls like this one, I'm kind of new to the ins and outs of Beta releasing.  If I release a beta every time I update something there will be no hype left for the actual release, and any updates to the release are more likely to be released.  Take Chuchoryu for example.  His characters are cool, but he releases updates constantly, so I never know if I actually have the most up to date version, and I kind of stop caring as much if I do.  

    If I don't release any beta's the hype might be more for the actual release, but what's the actual point of hype?  I mean I know for me it kind of sucks waiting a long time for someone to finish a project, where I would really like to have a beta just to mess around with in the meantime.   So I guess I'm trying to find that sweet spot of how often is too often to release an update.

    Anybody with a bit more experience have any insight they'd like to offer?
  17. Upvote
    RobotMonkeyHead got a reaction from Gaulbetti in Variety of Chars / Stages Smoothed Out (growing list)   
    Welcome the churning monkey hive that is my edits thread.  Here you'll find a variety of characters and stages touched up, tweaked, fixed, or otherwise polluted.  The downloads available from this fine binary establishment span the vast and marvelous spectrum of second, third, and fourth hand M.U.G.E.N embellishment, ranging from stage delta realignments to entire custom character overhauls, all done in stunning Monkey Style Mugen Fu. 
     
       I hope you enjoy my work, as I've enjoyed furiously leaching hoards of mugen content from other members of this lush community.  Giving me credit for the hours upon days upon weeks upon months of focus intensive free labor I've provided here is not necessary, though categorically I do believe it to be good practice, so as to facilitate people's finding moar work by the creators of the creations upon which they may so haphazardly stumble and enjoy in their meandering mugen futures.
     
       That being said, I take no credit for the original creation of any of this glorious M.U.G.E.N content.  Only for reaching my filthy monkey paws up inside every nook, cranny and crevice of code that required twisting to my own ends, and ultimately for the pleasure of all who visit this deformed appendage of the MFFA.  Uncountable blessings to the amusement seeking droves who voraciously absorb this content into the oblivion of their flashing brain frenzies without more than a glimmer of a second thought as to the grueling and pain staking labors of it's origins.  And many more to the lucid.  We're in it together.
     
       The final stank belching forth from the bottom area of this digital pit of a post are the lurching scribbles and bad noises that are a few of my drawing and some recorded musicalish noise made using otherwise musical instruments.  Please enjoy responsibly.  Feedback pertaining to any means by which I can meticulously improve the quality of enjoyment obtainable from the distorting craft below is more than welcome, with a slim possibility for requests.  If they're in my fucked up roster.

         Warmly and sincerely,
         -RobotMonkeyHead
     
    Latest additions: Eric Cartman edit and some new drawing wips.


    _________________________________/ - CHARACTERS - \________________________________________
                                                   Click on characters pic to download.
     
     

    The Bat Cave.  

    __/ low res
    -A rebuild of LTD's sprite.
    -Added pulsing glow
    -Added beams of light
    -Added front railing (that was a bitch)
    -Threw some fog in there.
    Download Low-Res

    __/ Hi-Res
    -Found hi res original image, broke down to separate RGB component pics
    and reassembled in mugen with transparency for lot's of color.
    -again, threw some fog in on the floor and ceiling
    -customized some light beams to the right angles

    Ok this is a fun mashup of some existing material.  It's a bonus round that was a bunch of snakes.  I swapped the floor for the floor in an airplane crashing stage, and got a few 'snakes on a plane sparta mixes' and cut them together in garage band.  I have motherfucking had it with these motherfucking snakes on this motherfucking plane!
    Download
    Happy Thanksgiving!

    SF2 Car's Revenge Bonus -   11/22/12

     
     
     
    ____________/ - OTHER-
     
    Some of my Drawings in Progress
     
    Some of my Music
     
    Forum Related Social Ideas
     
    Other Mugen Forums to Check Out
  18. Upvote
    RobotMonkeyHead got a reaction from Moltar in Wario WIP by RobotMonkeyHead   
    The link that's up is the beta with all the changes described in the first post.  Anything added since then, parry, alpha counter, focus attack, throw chains, are not in that version.  I'll upload a beta.2 once I finish the air throws and revamp the hypers.  The win pos you're talking about is just a temporary 2 frame "dance". That I added for fun.  It won't be in the final version.
     
     
    Thanks.  These are normal throws, which a Tech Hit escape would be very appropriate for, seeing as they can be chained into one another.  

    -

    Finally found some decent free screen capture software, and made a google-tube account.  So here's a demo of the throw chaining, which requires good timing, and will not do as much damage as it does in the video.  Also don't mind the sound issues.

    https://www.youtube.com/watch?v=amePdLyB7Hw&feature=youtu.be
    4 ground throws, each of which can be chained only into the next in the sequence:
    1) Spin    QP + MP
    2) Roll     MP + SP
    3) Slam  MK + SK
    4) Toss   QK + MK 
     
  19. Upvote
    RobotMonkeyHead reacted to Flurry Jo in Character W.I.P Video Showcase   
    Yep,I made it. Yep,there's more.

    HD Cloud Strife:

  20. Upvote
    RobotMonkeyHead reacted to Ryon in Minor palette trouble.   
    if your doing this in fighter factory aftering adding your NEW sprites.
    if you remove the palette of the NEW sprites it will be forced to take the FIRST palette in FF3.
     
    this is good if your adding sprites from another character with a very similar palette, but it doesnt quiet add up.
     
    This is probably one of the most difficultiest things to explain. Each sprite has its own palette, or rather each group in this case.
    If that group does not match the pre-existing palette's palette, then it will add to FF3 as its own palette, even if 1 color is off by 1.
    which would make it nor display correctly in mugen.
     
    My method is to make both images look like the same palette. then copy paste from the new sprites into the old sprites image, to force/retain the palette.
  21. Upvote
    RobotMonkeyHead got a reaction from Ryon in victory qoutes   
    This can be placed in any state, as long as that state gets entered at some point.  State -2 is probably best, because it's guaranteed to run.

    [state 0]
    type = VictoryQuote
    trigger1 = p2name = "Wonderwoman"    ; <-  not their displayname, but their name from their .def file.
    value = 5                                                  ;  <-  provided it's victoryquote5 you want said.
  22. Upvote
    RobotMonkeyHead reacted to Hellzone in Making 3D Character's With Brawlbox   
    Making 3D Character's With Brawlbox
     
    Download Brawlbox
    https://www.dropbox.com/s/awowmb3d66gjyvl/BrawlBox%20v0.71.zip
     
    Download Pac Files(Motion Files) 
    http://www.mediafire.com/download/e5ui6mn8s575bu7/Pac_Files.rar
     
    Download Character's 
    http://forums.kc-mm.com/Gallery/BrawlSearch.php
     
    i will do my best to awnser any questions that you guy's have.
    i hope this helps you make a 3D character
    Please Like & Comment My Video
     
     

     
    Hellzone Out !
     
     
  23. Upvote
    RobotMonkeyHead got a reaction from AxSeeker in Wario WIP by RobotMonkeyHead   
    Ok, so SPRI YAR ZON recently asked me to fix a few things in Wario by flammableking, Axkeeper and Set555's, and at first I was like "Well I like Warner's Wario, and I got that in my roster right now, and this one's got too many issues for me so..." but the more I play tested it, the more I was like "Ok, I think I can work with this."

    So I started by exporting all the sprites into gimp, batch processed them to get some flatter bolder tones that looked a bit more mugen appropriate, and reloaded them back in, one by one.  16 hours.  Had to do it that way to preserve the x,y axis.  Oh, on that note, if anyone happens to feel like passing the suggestion in the spoiler at the bottom along to VirtualTek over at MFG, that would be awesome.  Might save a bunch of people a bunch of time.
    Anyway, then I started redoing all the animations and clsns and untangling and rebuilding the code.  It was a little bit like Ryu and Wario in a blender at first.  I added in animations, rounded off edges... well, there's a change log below that has most of what I did.   So after about a week of solid work I'm about 2/3 of the way through the project, and I've been posting the work log on my edit's thread. 

    As it happens, I'm going to visit my girlfriend for the long weekend, so I was just going to pm SPRI YAR ZON a private beta so he didn't have to wait, but then Staubhold asked for a beta to test.  I figured he was probably right, I should put a beta up for testing before I release it.  Given the actual amount of work I put into it, which will hopefully show, I figured I'd do it right and make an actual topic, rather than just popping it up on the ol edit's thread.  So here we are. 

    Thanks go to SPRI for suggesting this character, and of course flammableking, Axkeeper and Set555 for all the hard work they already put into it.

    Without further adieu, Wario:
     
    Here's the up to date list of changes:
     

     
     
    Stand:                       Walk:             Taunt:
     
     
    ________________________________/ STANDING BASICS \________________________________
    s.QP: s.MP: s.SP:
    s.QK:      s.MK:         s.SP:
     
     
    ________________________________/ CROUCHING BASICS \________________________________
    c.QP:    c.MP:         c.SP:
    c.QK:          c.MK:              c.SK:
     
    And of course, the download link: Download WarioRMH_beta.zip
     
    P.S. Here's that suggestion I was hoping someone could pass to VirtualTek:
     
     
  24. Upvote
    RobotMonkeyHead reacted to Gaulbetti in Wario WIP by RobotMonkeyHead   
    Nah, I turned Dark Wario on. I tried him on like 7 different stages, as well as with different characters each time. Mostly, if you press Start after K.O. he'll freeze in whatever animation he was in last and generate clones, I did it with his taunt, Piledriver, grab, Focus Attack as well as some others. The motorcycle thing turns out like this and seems to happen every time it happened, no matter who I tested it on:

     
    The taunt freeze only seemed to happen that once, though. Every time Odd Swoosh finishes, Wario gets frozen, though. I use 1.0, not sure which sub-version.
  25. Upvote
    RobotMonkeyHead reacted to Gaulbetti in Wario WIP by RobotMonkeyHead   
    Awesome! Nice job on making him seem like a completely different character. Although, he freezes up in a lot of states, like dashing, the Odd Swoosh Attack, and his taunt. His motorcycle also causes enemies to freeze up if they are hit by it, too, and if blocked, it would turn into Wario. And, he has a ground pound air hyper that doesn't really hurt all that much, too. It doesn't seem to be listed in the Move List file, either, and I was able to do it out of hitstun. Also, after winning with his new focus attack, this happened:
     
    He kept slowly sliding left, too. Sometimes, the clones would vanish and a new set would appear. Another thing is that a little before I won, the 100 Hand Wimp Slap became electric based. Was that intentional? But, thanks for all of the edits. so far.
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