Tekken - The Devil's Rage

Canceled Tekken: The Devils Rage 6

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Project is halted prior to completion and will not receive further updates.
riccochet said:

wow kazuya looks great in mugen and I can see they have made some new animations but the bulk of the character is mine yet not any mention of my name they are taking full credit don't know if I should be offended or proud of that video.

What do you think I should do as I cant speak Mexican ? if I post there it will be in English should I bother ?
 
Yeah, I don't know how you should take it... ???

BTW this character seem to be sprite-swapped from another existing Kazuya.
I'm not sure...
So the author have not made code ansd sprites neither...
 
It's a sprite swap of chuchoryu's CVS Kazuya.
I've already sent the guy a message on youtube.

I find it ironic, back in the day it was mugen people crapping on the bor community for taking their things, seems to be reversed now.
 
So this happened...
TSGK7aj.png


based on
mugen079.png

by jonathanS
 
upper body seems too bulky and demitris head just dont fit right ! but the lower half looks fine !

sorry about the negative feedback !
 
Feedback is always appreciated, regardless of positive or negative. Was just a quick thing I put together.
 
malik4ever said:
riccochet said:

wow kazuya looks great in mugen and I can see they have made some new animations but the bulk of the character is mine yet not any mention of my name they are taking full credit don't know if I should be offended or proud of that video.

What do you think I should do as I cant speak Mexican ? if I post there it will be in English should I bother ?

Emm... It's called "Spanish". There's no language called "Mexican".
 
This Demitri-headed character looks good, but as an original character, not for Kazuya incarnation.

Good job.
 
With a Demitri head, his hair at the back will need to be edited to match Kazuya's look of his hair. Even a little bit of edit of his face. For those of you who remember my crappy Kazuya sprite I posted back in Lavalit probably 5 years ago, you guys know already I think. For those who haven't, it's similar to that 'cause I used a Demitri head along with Mr. Big upper body and Geese lower body. I believe old and regular members might remember this. I did post my other edits too.
 
i remember your edit it was the suited version of kazuya!

i was thinking of using mr big as a template to make heihachi as he looked in tekken 3 its a close match but the fact he is holding sticks would have made it hard work !
 
just noticed that i have a 3 player mod with only 3 heroes so if all 3 players jump in on the select screen they are stuck on the character they have highlighted.

im thinking of 3 ways to resolve this add a 4th player to the game, reduce it to a 2 player mod or make it possible to pick the same character.  if i do enable same character will the engine force the 2nd and 3rd player to use remaps ?
 
For adding 4th player, you need to consider how long it would take to make him/her.

if i do enable same character will the engine force the 2nd and 3rd player to use remaps ?

For 2nd player yes but for 3rd and 4th, I don't know.
A simple script could be added in SPAWN and RESPAWN to force remap though.
 
Malik, on Kazuya's jumpattack2, which script are you using? animationscript? keyscript?
I already have an animation script, so, if it's possible for you to guide me on which is the function you are using for your jumpattack2? so I can declare as @script

this is the one I'm talking about:
Code:
anim jumpattack2
	loop    0
	delay   10
	offset  35 98
        followanim 13
	followcond 3
        hitfx   data/sounds/beat2.wav
	  @cmd	stop
         @cmd    degravity 1
	frame	data/chars/1kazuya/ak01.png
	    delay	40
           @cmd    dasher 5 -3 0
	  attack  36 43 57 33 6 1 0 0 13
	frame	data/chars/1kazuya/ak02.png
	   attack 0 0 0 0
          @cmd    degravity 0
	 delay   15
	frame	data/chars/1kazuya/ak01.png
	delay   500
	frame	data/chars/1kazuya/ju05.png
thanks in advance  :)
 
Die_In_Fire said:
Malik, on Kazuya's jumpattack2, which script are you using? animationscript? keyscript?
I already have an animation script, so, if it's possible for you to guide me on which is the function you are using for your jumpattack2? so I can declare as @script

this is the one I'm talking about:
Code:
anim jumpattack2
	loop    0
	delay   10
	offset  35 98
        followanim 13
	followcond 3
        hitfx   data/sounds/beat2.wav
	  @cmd	stop
         @cmd    degravity 1
	frame	data/chars/1kazuya/ak01.png
	    delay	40
           @cmd    dasher 5 -3 0
	  attack  36 43 57 33 6 1 0 0 13
	frame	data/chars/1kazuya/ak02.png
	   attack 0 0 0 0
          @cmd    degravity 0
	 delay   15
	frame	data/chars/1kazuya/ak01.png
	delay   500
	frame	data/chars/1kazuya/ju05.png
thanks in advance  :)

Stop, degravity, and dasher are all animation scripts!
 
thanks, I added the functions, but on my case, the character keeps going up and up when I press again the jump button...

btw, I just noticed that the colour hair of Kazuya on the block animation (blk01.png) is all black, without shading. I don't know if you already fix that.
 
yeah fixed his hair if you check my updated kazuya sprite shreet.

to stop the player floating away you have to add @cmd degravity 0 for any other animations your player could move into after the move you want to preform.
 
Just suggestion, don't use degravity for temporary air time. Use this function instead:

void floater( int Time )
{// Floats in Time centiseconds
    void self = getlocalvar("self");
    int eTime = openborvariant("elapsed_time");

    changeentityproperty(self, "tosstime", eTime + Time*2);
}

This function is run, will stop gravity effect for Time (in centiseconds), great for stopping in mid air moves!
The float effect will wear off immediately if entity is hit.
 
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