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Private Mucho

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Posts posted by Private Mucho

  1. 14 minutes ago, Solid Snivy said:

    It's literally just a mediocre edit of Kyo Kusanagi in terms of sprites.

     

    And fighting him without lowering his attack in the CNS isn't any better.

     

     

    And for some wondering: yes, Roy's Critical Hit would be an instant kill at that attack. 

    It was set to deal 1100 damage(at 100 attack), as well as to be unblockable on top of having huge hitbox. And one of his attacks multihit while dealing as much damage per hit as one that doesn't.

     

    Talk about not bothering to balance. Trust me, I was playtesting, and even delved into his code.

  2. Ten-hut, soldiers! I am back in action after a whole year!

     

    I have just finished with the basic actions, and also finished half of the moveset. I mean, standing, crouching, aerial attacks, target combos and throws. Not all of them look good, but then again, I'm just a Private, first time recruitee. Speaking of throws, let's see them in action:

     

    flozo8D.gif

     

    Hmmmmmm... Looks like I got good throwing hands. Also, while I didn't use a character with a proper face-down animation, the forward throw does faceplant the opponent.  I think of it as a personal achievement.

     

    Now it's time to work on my special moves. This will be a short work, I think.

  3. Akuma is a Warrior before Demon. So, a Deserted Temple makes more sense for him than fiery cave, and also, ever since Street Fighter 4, Akuma was always fought in a temple of some sorts.

     

    P. S.: Can I have that very first Waterfall stage?

  4. 14 hours ago, Weiss_Circal said:

    Let me guess: frame-whore AI is an AI that abuses invincibility frames.

    And enemy recovery frames. Actually, there are several variations of it. For example, chucho Kazuya's AI and MMV community Sinestro's AI makes them spam their Light attacks(and any similarly fast attacks, and we all know that every attack of characters created by MMV community is as fast as Light attack) near you when you're down, so that you have very little option to retaliate if you aren't playing right charecter for that. The more refined variation of such AI actually times their attacks so that, if you lie down, you are hit the very first frame you are vulnerable after you finish getting up, unless you are blocking.

     

    There are also range-whore AI that calculates their attacks' hitbox range. They will use their longest poke against you when the very first pixel of your hurtbox enters it. But that can be countered with Hadouken-type attacks, if you have one and AI isn't coded to respond on these.

     

    Anyways, let's just admit that any type of AI whoring is bad, and an adequate AI coder should refrain from that.

     

    And by the way, we're going off-topic here...

  5. There was ~3 months since first few reports of progress, and now it's time for a new one.

     

    Do you remember how I said back then, that there was an issue with my sprites in the form of black color always being chosen as background color?

    Well, after several failed experiments, I finally realized that there is one trick I could use!

    All I was needed is Paint.NET and Fighter Factory 32, inherited from a man brought Saikyo-Ryuu to this world!

    Spoiler

    (And who actually tried to create a character of his own, but after several issues, that exercise lost it's charm, so he left it in favor of what he liked to do more: Teaching others the arts of Saikyo-Ryuu! That's according to my data acquired.)

     

    So what exactly I did? In Paint.NET, I changed outline color to not being black, while filling background color with black. In Fighter Factory 32, I recolored outline color back to black, while to actually see the outline, I changed background color.

     

    G6KkgTm.png

     

    The results were remarkable! Now things can actually go forward with the use of this little trick! Below is how it actually looks in M.U.G.E.N engine.

     

    UOpeoWh.png

     

    Now to make more sprites(guard and hitstates are next), and to fix Y-axis. Since so many time has passed, I wonder if I still got it.

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