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Everything posted by Staubhold
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Oh, very nice! Didn´t knew DJ Van made a Sin City stage! Cool.
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Oh lord... Yeah, the Sheldon Cooper voice rips from the show are nice, but that´s about it! ROFL. btw... has an unfunny SGS...
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Is it really necesary to open up a new thread for EVERY AVGN vid? I merged all of your 28 threads into one.. 28?!? Really??! 28?!?
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Very good work! New intro with Okuni is nice, new win animation too! New slide HK is perfect. Just little things that I would change... - dunno why you changed the y pos of the summons. Old version was better/not so high on the ground... OLD: NEW: OLD: NEW: - new crouching LP is "ok" I guess... he has no low punches... - Infinite priority on all attacks. Please read this short tutorial... Basic CLSN Tutorial by K.O.D. : http://mugenevolution.co.uk/Forum/index.php?topic=952.0 - Will you add the fireballs to the Meikai no Ikari hyper? Would be just for cosmetic purpose. Other then that, really cool! Can´t wait to see/test the rest of your Sengoku 3 cast. Will you create "Evil" too?
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Hmm, could be darshades Hageshii Akuma...
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This... Is there any indication that he´s getting "better" with his creations for MUGEN? I don´t think so... ...and he won´t listen to feedback. Lost cause!
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ROFL!!! Very nice aperson!
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Very nice, love the work. Some quick feedback... - Dash costs power...because of the combo restart, but you could mention it in the readme. - please add a taunt... small suggestion - you should mention that d+y is a command move with a second hit if you press y again... - croucing LK looks strange/to quick - you could easily add a crouching HK by using the same animation for LK but slower or use it with a slide - typo in the readme... your "Super Moves" are "Special Moves" - "Meikai no Ikari" demon should move out of the portal, not in front of the portal - what about his Sengoku 3 hyper bg? Very good job, I like it! If you can add some more intros/win animations.
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Club Illusions by Vegaz and MarkPachi
Staubhold replied to LightFlare_Da_Realest's topic in Reign Of Kreation
Blasphemy!! -
Club Illusions by Vegaz and MarkPachi
Staubhold replied to LightFlare_Da_Realest's topic in Reign Of Kreation
You have to hear some of the Streets of Rage 1-3 tracks. They are great! Yuzo Koshiro composed them, he´s a legend... -
Club Illusions by Vegaz and MarkPachi
Staubhold replied to LightFlare_Da_Realest's topic in Reign Of Kreation
Looks like no one got my reference... Well, look at the bar sign. http-~~-//www.youtube.com/watch?v=2oT40UiNmY0 -
Ah come on Ultimecia! Don´t feel sorry. I know that somebody can build a nice, interesting & creativ char even with GBA sprites. ...but this "Jasmine" is only a lazy attempt.
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Oh please no. Don´t use this as a base for anything! Bad sprites, bad coding, bad everything... Urkss...
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Club Illusions by Vegaz and MarkPachi
Staubhold replied to LightFlare_Da_Realest's topic in Reign Of Kreation
Not bad... but no... Has something to do with what you can see in your stage... -
Club Illusions by Vegaz and MarkPachi
Staubhold replied to LightFlare_Da_Realest's topic in Reign Of Kreation
I really enjoy the update. Good job on the stage and nice selection of tracks! Mona & Lisa have to be there somewehre dancing too... If you get my reference you´re good... -
Looks like a very nice WIP... Keep up the work! Wanna test Byakki.
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I know you guys don´t know me that much, but I read some of the stuff that´s going on here... I think I have to make a statement... Indeed! RP a dick char... doesn´t it mean you wanna be a DICK? So very true... Again, very true. So, I wish you the best of luck Laharl. Change yourself for the better...
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Most childish post I read in a long time! Good luck with your intro...
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I love this char! Was beta tester for Hadoabuser and gave a lot of feedback/ideas/suggestions for his Hadouken.
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Nice work on the animations... One little thing. boundleft & boundright should be even or one player get´s an unfair advantage - one player can "easier" press/push the other player into the corner...
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Very nice! Not "perfect" but close enough. Hope to see more progress on him in the future!
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Dunno if somebody here can help you with the coding, but since it´s a throw problem I recommend you to ask for help at http://mugenevolution.co.uk ... it´s BCs/boverys site...
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IMO does filtered chars all look very ugly... ...and just for the lol... Hitboxes
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Thanks guys, I do this kind of feedback when I see potential, that´s right. I´ve done some detailed feedback at MUGEN Evolution a couple of times. Just ask Hadoabuser about my feedback on Time Flux Sonic or his Hadouken... or BC and his SFA4 chars.
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Again, I really like what you did with good ol´ Burnov. Nice to see that you can hadle some feedback. Blue CLSN looks "ok", sometimes is still jerky looking, but it´s not as bad as it was. Very good. You forgot some CLSNs... Standing x Standing a Standing b Red CLSN... well... p.e. Crouching a Same attack, changing CLSNs in some ticks of the animation... DON´T USE AUTO CLSN!! Is really bad! By reading the tutorial you can even get rid of the "infinite priority" in your attacks. Vanishing/reappearing sound (181/0 and 182/0) are too long. Try to lengthen the actual animations for it. The laugh is a very nice sound addition, even if the quality is rather poor. Laser eye move is cool (it does look like Burnov is wearing Cyclops visor...), but it does give a debug error message. In a certain distance to p2 Burnov does vanish for a tick or two and you can hear the laser sound again... Very strange. The laser beam projectile needs a blue CLSN too. Projectiles need to have a CLSN2 (Blue CLSN) box covering the CLSN1 (Red CLSN) box for getting hit by other projectiles/blocking other projectiles depending on what type of projectile you are coding. Throw is very misaligned... I recommend the BC/bovery "Throw Tutorial"... IMO he´s the master of MUGEN throw coding. http-~~-//www.youtube.com/watch?v=zfJLDyGVOrU http-~~-//www.youtube.com/watch?v=sFHyNc5LLIA http-~~-//www.youtube.com/watch?v=t2q4miqtAz0 http-~~-//www.youtube.com/watch?v=II0QQjwq3B4 If I remember correct Burnovs throw goes like this - Burnov holds p2 and punches him in the face several time and then throws him. Burnov´s lay down animation after a knock down is too deep into the ground... It does look like it´s the wrong sprite you used... Like I said, a readme would be very good. I like that you used KFMs hitsounds, IMO it´s not needed. Use the oldschool Double Dragon hitsounds. You can get them in Leonardos classic arcade style Billy & Jimmy Lee or Doppelgänger: The ex moves are nice, but if you use ex moves you should give every special move an ex variation (p.e. the laser beam). I really like that the qcf/d,df,f + punches ex shoulderblock does a wall bounce! Really nice! I do have a suggestion... Maybe you could use the wall bounce effect for the stationary ex shoulderblock (qcb/d,db,b + punches) and give the traveling ex shoulderblock (qcf/d,df,f + punches) a "Street Fighter 4"-like one hit super armor. This way he could travel "through" fireballs (I dunno, it does remember me of Balrog/Boxer in SF4) Ok, that´s my feedback.