Jump to content

Staubhold

Evaluator
  • Posts

    396
  • Joined

  • Last visited

Everything posted by Staubhold

  1. Oh, very nice! Didn´t knew DJ Van made a Sin City stage! Cool.
  2. Oh lord... Yeah, the Sheldon Cooper voice rips from the show are nice, but that´s about it! ROFL. btw... has an unfunny SGS...
  3. 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?!?
  4. 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?
  5. 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!
  6. 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.
  7. You have to hear some of the Streets of Rage 1-3 tracks. They are great! Yuzo Koshiro composed them, he´s a legend...
  8. Looks like no one got my reference... Well, look at the bar sign. http-~~-//www.youtube.com/watch?v=2oT40UiNmY0
  9. 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.
  10. Oh please no. Don´t use this as a base for anything! Bad sprites, bad coding, bad everything... Urkss...
  11. Not bad... but no... Has something to do with what you can see in your stage...
  12. 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...
  13. Looks like a very nice WIP... Keep up the work! Wanna test Byakki.
  14. 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...
  15. Most childish post I read in a long time! Good luck with your intro...
  16. I love this char! Was beta tester for Hadoabuser and gave a lot of feedback/ideas/suggestions for his Hadouken.
  17. 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...
  18. Very nice! Not "perfect" but close enough. Hope to see more progress on him in the future!
  19. 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...
  20. IMO does filtered chars all look very ugly... ...and just for the lol... Hitboxes
  21. 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.
  22. 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.
×
×
  • Create New...