<?xml version="1.0" encoding="UTF-8" standalone="no"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:gd="http://schemas.google.com/g/2005" xmlns:georss="http://www.georss.org/georss" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-3677928</atom:id><lastBuildDate>Wed, 25 Sep 2024 23:55:59 +0000</lastBuildDate><category>12 Days of Christmas</category><category>Parasite</category><category>Blackest Night Hal</category><category>news</category><category>Lobo</category><category>Release Watch</category><category>Ice</category><category>Strong Guy</category><category>Sinestro</category><category>Scruffyversary</category><category>video</category><category>12Days2009</category><category>Green Lantern</category><category>12Days2007</category><category>12Days2010</category><category>Lex Luthor</category><category>12Days2011</category><category>DC vs Marvel</category><category>Elektra</category><category>Savage Hulk</category><category>Meta</category><category>Mandarin</category><category>Marrow</category><category>Invisible Woman</category><category>Spoiler Alert</category><category>Superboy</category><category>12Days2008</category><category>Bizarro</category><category>reviews</category><category>tutorials</category><category>DevPlan</category><category>Flash</category><category>Human Torch</category><category>Silver Surfer</category><category>tools</category><category>vlog</category><category>Community</category><category>Doomsday</category><category>Links</category><category>Poison Ivy</category><title>Buyog's Lair - RSS Feed</title><description>News and release announcements for Buyog2099's MUGEN creations</description><link>http://buyogslair.blogspot.com/</link><managingEditor>noreply@blogger.com (Rylee Corradini)</managingEditor><generator>Blogger</generator><openSearch:totalResults>323</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-6412440492000283588</guid><pubDate>Wed, 17 Jul 2013 07:02:00 +0000</pubDate><atom:updated>2013-07-17T03:03:54.692-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">DC vs Marvel</category><category domain="http://www.blogger.com/atom/ns#">Meta</category><title>Just an Idea I Had Today</title><description>&lt;p&gt;So we're mostly moved in here in beautiful northern California, and my new job is going well, thanks for asking. Today, on the drive into the office, I was listening to &lt;a href="https://www.facebook.com/pages/JBBlake-Music/130861866990859"&gt;J.B. Blake&lt;/a&gt;'s awesome soundtrack he made for &lt;a href="http://buyogslair.blogspot.com/search/label/DC%20vs%20Marvel"&gt;DC vs Marvel&lt;/a&gt;, and I thought (as I often do when I listen to his awesome album) about how I wish we could actually, y'know, &lt;em&gt;finish&lt;/em&gt; the game.&lt;/p&gt;

&lt;p&gt;(Trolls, start your engines...)&lt;/p&gt;

&lt;p&gt;Yeah, I know. I wish we'd gotten it done a long time ago too, back when the fire and the enthusiasm (and the spare time!) were flowing freely. I can't help that now; what's past is water under the bridge. What I &lt;em&gt;can&lt;/em&gt; do, though, is try and find a way forward, and another old idea came back to me:&lt;/p&gt;

&lt;h3&gt;DC Super Heroes&lt;/h3&gt;

&lt;p&gt;I'm not sure if I've ever publicly talked about this, or if it was always just a topic of private conversation among my fellow Scruffy Dragons. The idea was this: "Marvel Versus Capcom 3" didn't just spring, fully formed, from Capcom's skunkworks. In fact, even the first MvC was the culmination of many years' effort, and many games: X-Men: Children of the Atom, Marvel Super Heroes, X-Men vs Street Fighter, and Marvel vs Street Fighter. Not to mention the Capcom fighters! Yes, there were a few new characters and new mechanics introduced in MvC, but a lot of the content was carried over from previous games. So my thought went, why not do the same with our project? DC vs Marvel was always an audacious plan, and history has proven it to be more elusive than Duke Nukem Forever (a game that I never thought I'd mention on this blog, but there you go) -- why not start smaller? Especially given all of the DC-focused work that myself, my fellow Dragons, and others in the MUGEN community have produced over the years, it's actually pretty surprising that nobody's done this yet.&lt;/p&gt;

&lt;p&gt;The original Marvel Super Heroes (hereafter MSH) had 10 playable characters (6 heroes and 4 villains), a sub-boss (Dr. Doom), and a main boss (Thanos). If anyone wanted to do this (I'm not sure anyone ever did), you could re-create that game by:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;creating a screenpack&lt;/li&gt;
&lt;li&gt;creating (or getting permission to use other creators' versions) the 12 characters&lt;/li&gt;
&lt;li&gt;creating 12 stages (one per character)&lt;/li&gt;
&lt;li&gt;making 10 simple game ending animations (one per playable character)&lt;/li&gt;
&lt;li&gt;modifying the 12 characters to add support for the Infinity Gems mechanic that's unique to the game&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Okay, not exactly the work of a lazy Saturday afternoon, but for some reason, that feels a little more doable to me. A DC analogue might look something like this:&lt;/p&gt;

&lt;dl&gt;
&lt;dt&gt;Premise:&lt;/dt&gt;
&lt;dd&gt;storyline loosely based on &lt;a href="http://www.dccomics.com/graphic-novels/jla-vol-3-rock-of-ages"&gt;JLA: Rock of Ages&lt;/a&gt;&lt;dd&gt;

&lt;dt&gt;Playable characters (heroes):&lt;/dt&gt;
&lt;dd&gt;Superman, Batman, Wonder Woman, Green Lantern, Flash, &amp;amp; Plastic Man&lt;/dd&gt;

&lt;dt&gt;Playable characters (villains):&lt;/dt&gt;
&lt;dd&gt;Parasite, Etrigan, Lobo, Mongul&lt;/dd&gt;

&lt;dt&gt;Bosses:&lt;/dt&gt;
&lt;dd&gt;Lex Luthor and Darkseid&lt;/dd&gt;
&lt;/dl&gt;

&lt;p&gt;What's interesting about this roster is that it's almost all done already. The &lt;a href="http://buyogslair.blogspot.com/search/label/Flash"&gt;Flash&lt;/a&gt; and Plastic Man betas need to be finished, and Parasite needs to be cleaned up (the version for a closed-roster game like this would naturally only include power sets for the other 11 characters on the roster). That just leaves coming up with a good unifying game mechanic to bring these 12 characters together, making a screenpack, then making sure the characters all have stages &amp;amp; logical endings that fit in with the overarching storyline of the game (Grant Morrison's JLA comic had some good world-shattering story arcs that could work. I like &lt;a href="http://www.dccomics.com/graphic-novels/jla-vol-3-rock-of-ages"&gt;Rock of Ages&lt;/a&gt;, and it has the benefit of having the bad guys that already exist for MUGEN: Luthor and Darkseid.&lt;/p&gt;

&lt;p&gt;Also -- I remember now -- we actually &lt;em&gt;did&lt;/em&gt; talk about this as a team a while ago, and DNGR made a screenpack for us and everything. We even had a &lt;a href="http://youtu.be/u3n7uelspcA"&gt;video showing it off&lt;/a&gt; as part of Scruffyversary that year, and had grand plans. Unfortunately, the team was already kind of semi-retiring at the time, so that never went anywhere.&lt;/p&gt;

&lt;p&gt;So am I actually going to do this now? What's different this time?&lt;/p&gt;

&lt;p&gt;I don't know. I'd need to get buy-in from the creators of the characters that I didn't make (Magus, Alucard, Loganir, Mambojambo, and Wucash), not all of whom are still around anymore, and not all of whom even seem to like each other much anymore. -_- Plus, I'd need to either make my own screenpack, or use DNGR's. Still seems like a lot of work...&lt;/p&gt;

&lt;p&gt;But maybe it's a small enough project that it could be done by one person with a vision.&lt;/p&gt;

&lt;p&gt;We'll see.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/07/just-idea-i-had-today.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>23</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-105143502363838522</guid><pubDate>Mon, 24 Jun 2013 02:42:00 +0000</pubDate><atom:updated>2013-06-23T22:42:42.645-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Meta</category><title>Moving</title><description>Nothing new to say because we're in the middle of executing a 3000-mile move from the U.S. East Coast to the West Coast. Should have plenty to say next week, if I get the down time I'm expecting.</description><link>http://buyogslair.blogspot.com/2013/06/moving.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>6</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-9070774092671199572</guid><pubDate>Sat, 15 Jun 2013 14:09:00 +0000</pubDate><atom:updated>2013-06-15T10:09:38.056-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Mandarin</category><title>You'll never see him coming.</title><description>&lt;p&gt;The eagle-eyed among my readers may have noticed that I created new projects this week on &lt;a href="https://github.com/buyog"&gt;my Github page&lt;/a&gt; for Mandarin and Sinestro. The even more watchful may have noticed in a feed reader that I just created &lt;a href="https://github.com/buyog/Mandarin/issues"&gt;19 issues&lt;/a&gt; on the Mandarin project.&lt;/p&gt;

&lt;p&gt;Yes, that means I'm working on him.&lt;/p&gt;

&lt;figure&gt;
&lt;img src="http://buyog.com/MUGEN/images/khan_freeze.png" alt="Mandarin freezing Parasite with a cold ray" /&gt;
&lt;figcaption&gt;Freezing Ray special&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;I felt like it was his turn.&lt;/p&gt;
</description><link>http://buyogslair.blogspot.com/2013/06/youll-never-see-him-coming.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>8</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-1848841857185059403</guid><pubDate>Sat, 08 Jun 2013 00:51:00 +0000</pubDate><atom:updated>2013-06-07T20:51:52.655-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Parasite</category><title>Getting tired of Parasite posts?</title><description>&lt;p&gt;One more post on Parasite, then I think I can move on and start talking about something else again. Promise.&lt;/p&gt;

&lt;p&gt;This week I've been looking around the community, downloading a ton of Marvel/DC characters, and trying to figure out which, if any, to support in Parasite's power system. I've got a long text file with all of my notes, but I haven't made any long-term plans yet, because really, there's plenty still do with with the half-finished power sets he's already got. &amp;lt;_&amp;lt;&lt;/p&gt;

&lt;p&gt;I am starting to get comfortable with the idea of certain &lt;em&gt;classes&lt;/em&gt; of power sets -- for example, right now he has separate power sets for Plastic Man and Mr. Fantastic, who basically have exactly the same powers, and there are places all over the code base that have to change if I ever add a third "stretchy character" power set, since it affects all of his basic attacks. Right now he only has one super-speedster power set, for Flash, and adding support for new speedsters like Quicksilver and Jay Garrick should be as simple as adding their names to the state controller that grants that one.&lt;/p&gt;

&lt;p&gt;On the other hand... there may be times when otherwise-similar characters have a signature move (Hulk and Thing are very similar, for example, but Thing doesn't ever do the Thunder Clap that's such a common Hulk visual), or a particular passive (Ice can wall-jump, for example, but Iceman can't), and if we lump all "Hulking characters" and "Ice characters" into single power sets, we lose those distinctions. I don't know, maybe that's okay.&lt;/p&gt;

&lt;p&gt;Needless to say, I'm still of two minds about the long-term plan. The short term plan is the same, though -- 30 power sets for DC, 30 for Marvel, all with finished, non-buggy moves. That'll keep me plenty busy for a while.&lt;/p&gt;

&lt;p&gt;Of course, I also just added a Cable power set, because I thought it would be pretty easy to code (and it was):&lt;/p&gt;

&lt;figure&gt;
&lt;img src="http://buyog.com/MUGEN/images/rudy_cable1.png" alt="Parasite and Cable fighting in the dark" /&gt;
&lt;figcaption&gt;Psimitar!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;On another topic...&lt;/p&gt;

&lt;p&gt;I've been using &lt;a href="http://github.com/buyog"&gt;Github&lt;/a&gt; for several years now to host my open-source code (mostly web stuff), and a few years ago, I stuffed a couple of my MUGEN projects in a single Github project (which, in retrospect, was a pretty dumb idea), but never really used it. These days, I'm on different machines all the time -- my Windows7 laptop at home, my MacBook at work, and my Windows PC when I need to use a mouse (it's slower than the laptop, but better for sprite editing and that kind of thing). I've been using Dropbox to keep my MUGEN projects in sync across all those devices, and it works well enough, but is kind of a pain for other reasons: most of the time when I'm working on a character on my laptop, it's code-only, and the code of a character takes up a LOT less space than the entirety of one of my WIP folders (which are full of sprite rips, half-finished edits, sound rips, reference videos, etc), so putting everything in Dropbox is a bit of a waste, and a drain on performance when all that stuff has to get synced across all my devices, even though I never actually need it on most. So, long story short, I've come back around to the idea of hosting my MUGEN work on Github. I put &lt;a href="https://github.com/buyog/Parasite"&gt;Parasite&lt;/a&gt; up there a few days ago, and plan to do the same with my other unfinished characters like Sinestro and Mandarin. So expect more on that soon.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/06/getting-tired-of-parasite-posts.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>4</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-2865631747641028473</guid><pubDate>Fri, 31 May 2013 07:28:00 +0000</pubDate><atom:updated>2013-05-31T03:28:51.454-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Parasite</category><title>There are HOW many Capcom-original Marvel characters?!?</title><description>&lt;p&gt;So last week, in talking about the long-term plan for Parasite's stolen-power moves, I said I was planning to support:&lt;/p&gt;

&lt;blockquote cite="http://buyogslair.blogspot.com/2013/05/powerset-drain.html"&gt;&lt;p&gt;
&amp;hellip; a plurality of DC and Marvel heavy-hitters, hopefully all Capcom-produced Marvel characters and all the great MUGEN-only ones. Then I'll do like TwinImage suggested, and implement a handful of generic power sets for all other characters he might encounter, including things like strength, speed, super-armor, etc.
&lt;/p&gt;&lt;footer&gt;&amp;ndash; Buyog, &lt;a href="http://buyogslair.blogspot.com/2013/05/powerset-drain.html"&gt;Powerset Drain&lt;/a&gt; (May 24, 2013)&lt;/blockquote&gt;

&lt;p&gt;Seems reasonable, right?&lt;/p&gt;

&lt;p&gt;Earlier this week I actually sat down and compiled the rosters of all the Capcom-produced fighting games with Marvel characters, and guess what I learned?&lt;/p&gt;

&lt;h3&gt;All Capcom Marvel characters (to eventually support...? Eeek!)&lt;/h3&gt;

&lt;dl&gt;
&lt;dt&gt;X-Men:Children of the Atom&lt;/dt&gt;
&lt;dd&gt;Cyclops, Psylocke, Wolverine, Storm, Colossus, Iceman, Omega Red, Sentinel, Spiral, Silver Samurai, Juggernaut, Magneto&lt;/dd&gt;

&lt;dt&gt;Marvel Super Heroes&lt;/dt&gt;
&lt;dd&gt;Hulk, Wolverine, Spider-Man, Iron Man, Captain America, Psylocke, Magneto, Shuma-Gorath, Blackheart, Juggernaut, Dr. Doom, Thanos&lt;/dd&gt;

&lt;dt&gt;X-Men vs Street Fighter&lt;/dt&gt;
&lt;dd&gt;Cyclops, Wolverine, Rogue, Gambit, Storm, Sabretooth, Juggernaut, Magneto, Apocalypse&lt;/dd&gt;

&lt;dt&gt;Marvel Superheroes vs Street Fighter&lt;/dt&gt;
&lt;dd&gt;Cyclops, Spider-Man, Captain America, Wolverine, Hulk, Shuma-Gorath, Blackheart, Omega Red, Apocalypse&lt;/dd&gt;

&lt;dt&gt;Marvel vs Capcom&lt;/dt&gt;
&lt;dd&gt;Captain America, Gambit, Hulk, Spider-Man, Venom, War Machine, Wolverine, Onslaught&lt;/dd&gt;

&lt;dt&gt;Marvel vs Capcom 2&lt;/dt&gt;
&lt;dd&gt;Cyclops, Doctor Doom, Sentinel, Blackheart, Captain America, Gambit, Hulk, Iceman, Iron Man, Juggernaut, Magneto, Silver Samurai, Omega Red, War Machine, Rogue, Sabretooth, Colossus, Shuma-Gorath, Wolverine, Cable, Storm, Thanos, Psylocke, Spider-Man, Marrow, Wolverine (Bone Claws), Spiral, Venom&lt;/dd&gt;

&lt;dt&gt;Marvel vs Capcom 3&lt;/dt&gt;
&lt;dd&gt;Deadpool, Doctor Strange, Dormammu, Galactus, Ghost Rider, Hawkeye, Iron Fist, MODOK, Nova, Phoenix, Rocket Raccoon, She-Hulk, Super-Skrull, Taskmaster, Thor, X-23&lt;/dd&gt;
&lt;/dl&gt;

&lt;p&gt;WOW.&lt;/p&gt;

&lt;p&gt;So then I filtered through all of that and got a single list of all Capcom-created Marvel characters:&lt;/p&gt; 

&lt;ol&gt;
&lt;li&gt;!Apocalypse&lt;/li&gt;
&lt;li&gt;*Blackheart&lt;/li&gt;
&lt;li&gt;*Cable&lt;/li&gt;
&lt;li&gt;#Captain America&lt;/li&gt;
&lt;li&gt;*Colossus&lt;/li&gt;
&lt;li&gt;#Cyclops&lt;/li&gt;
&lt;li&gt;#Deadpool&lt;/li&gt;
&lt;li&gt;Doctor Strange&lt;/li&gt;
&lt;li&gt;Dormammu&lt;/li&gt;
&lt;li&gt;#Dr. Doom&lt;/li&gt;
&lt;li&gt;!Galactus&lt;/li&gt;
&lt;li&gt;*Gambit&lt;/li&gt;
&lt;li&gt;#Ghost Rider&lt;/li&gt;
&lt;li&gt;Hawkeye&lt;/li&gt;
&lt;li&gt;#Hulk&lt;/li&gt;
&lt;li&gt;#Iceman&lt;/li&gt;
&lt;li&gt;Iron Fist&lt;/li&gt;
&lt;li&gt;#Iron Man&lt;/li&gt;
&lt;li&gt;#Juggernaut&lt;/li&gt;
&lt;li&gt;MODOK&lt;/li&gt;
&lt;li&gt;*Magneto&lt;/li&gt;
&lt;li&gt;#Marrow&lt;/li&gt;
&lt;li&gt;Nova&lt;/li&gt;
&lt;li&gt;#Omega Red&lt;/li&gt;
&lt;li&gt;!Onslaught&lt;/li&gt;
&lt;li&gt;*Phoenix&lt;/li&gt;
&lt;li&gt;*Psylocke&lt;/li&gt;
&lt;li&gt;Rocket Raccoon&lt;/li&gt;
&lt;li&gt;@Rogue&lt;/li&gt;
&lt;li&gt;Sabretooth&lt;/li&gt;
&lt;li&gt;*Sentinel&lt;/li&gt;
&lt;li&gt;*She-Hulk&lt;/li&gt;
&lt;li&gt;*Shuma-Gorath&lt;/li&gt;
&lt;li&gt;*Silver Samurai&lt;/li&gt;
&lt;li&gt;#Spider-Man&lt;/li&gt;
&lt;li&gt;#Spiral&lt;/li&gt;
&lt;li&gt;#Storm&lt;/li&gt;
&lt;li&gt;$Super-Skrull&lt;/li&gt;
&lt;li&gt;Taskmaster&lt;/li&gt;
&lt;li&gt;#Thanos&lt;/li&gt;
&lt;li&gt;#Thor&lt;/li&gt;
&lt;li&gt;#Venom&lt;/li&gt;
&lt;li&gt;%War Machine&lt;/li&gt;
&lt;li&gt;#Wolverine&lt;/li&gt;
&lt;li&gt;^X-23&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;That's a &lt;em&gt;big&lt;/em&gt; list!&lt;/p&gt;

&lt;p&gt;Looking over this list, I had several observations:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;# &amp;ndash; These are the ones I support already; 18 out of 45... :-P&lt;/li&gt;
&lt;li&gt;* &amp;ndash; I've had tentative plans to support these ones in the future, and in many cases have ripped sprites / drawn (or been given) power set icons, etc&lt;/li&gt;
&lt;li&gt;! &amp;ndash; These ones are huge boss characters; maybe I won't support them, since even though they may be playable, they're not going to be common&lt;/li&gt;
&lt;li&gt;$ &amp;ndash; Super-Skrull I can kind of punt on, and just cough up a random FF-based power set ;)&lt;/li&gt;
&lt;li&gt;% &amp;ndash; War Machine is more or less just a copy of Iron Man, so maybe I can cheat and use the same power set for both...?&lt;/li&gt;
&lt;li&gt;^ &amp;ndash; X-23, I might be able to get away with just treating like Wolverine... #maybenot&lt;/li&gt;
&lt;li&gt;@ &amp;ndash; ... and then there's Rogue. I really have no idea how to deal with the Rogues out there, since, as a power-drainer herself, she doesn't have many original attacks. Ranked easiest to hardest, here are my options:&lt;ol&gt;
&lt;li&gt;ignore her / treat her like an unpowered opponent (i.e. just get a random health/power boost)&lt;/li&gt;
&lt;li&gt;treat her like my MarvelTemplate character, and get a random Marvel power set&lt;/li&gt;
&lt;li&gt;create a custom power set based on her few non-stolen moves&lt;/li&gt;
&lt;li&gt;try and figure out what power set she's got and copy it (ugh, &lt;em&gt;HARD&lt;/em&gt;)&lt;/li&gt;
&lt;/ol&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This week, I went ahead and added support for Super Skrull, giving up a random power set from one of the Fantastic Four:&lt;/p&gt;

&lt;figure&gt;
&lt;img src="http://www.buyog.com/MUGEN/images/rudy_superSkrull.png" alt="Parasite fighting Super-Skrull"/&gt;
&lt;figcaption&gt;I &lt;em&gt;love&lt;/em&gt; the "Elastic Slam" special from Mr. Fantastic's power set. I especially love the irony that I got the idea from Super Skrull's MvC3 move. :)&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Even with all of these caveats and special-cases, that leaves me with more power sets to add than I a) have room for in my power-stealing code, and b) have time to actually implement! Plus, it completely leaves out any of the other community-created Marvel characters that I'd like to support, like Luke Cage, Scarlet Witch, Wasp, Giant Man, etc.&lt;/p&gt;

&lt;p&gt;So I guess I'm going to have to think long &amp;amp; hard about this.&lt;/p&gt;

&lt;p&gt;Meanwhile, there's plenty to fix in the power sets he already has! Guess that means it's time to get back to work!&lt;/p&gt;
</description><link>http://buyogslair.blogspot.com/2013/05/there-are-how-many-capcom-original.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>9</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-1167164749472182764</guid><pubDate>Fri, 24 May 2013 21:18:00 +0000</pubDate><atom:updated>2013-05-24T17:18:05.935-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Parasite</category><title>Powerset Drain</title><description>&lt;p&gt;&lt;a href="http://buyogslair.blogspot.com/2013/05/parasite-says-whats-new-on-menu.html"&gt;Last week&lt;/a&gt;, I asked for ideas on new power sets to give to Parasite, and you guys came through, thanks!&lt;/p&gt;

&lt;p&gt;Two commenters, one anonymous and one my friend TwinImage, pointed out that I can't keep adding power sets forever, or else Parasite will never be "done". They're both right, but I don't want to pull out all the power sets I've put in, because I've grown quite attached to some of them. I think what I'm going to end up doing is this: I'll provide complete support for a plurality of DC and Marvel heavy-hitters, hopefully all Capcom-produced Marvel characters and all the great MUGEN-only ones. Then I'll do like TwinImage &lt;a href="http://buyogslair.blogspot.com/2013/05/parasite-says-whats-new-on-menu.html?showComment=1368997668789#c7022658939992388056"&gt;suggested&lt;/a&gt;, and implement a handful of generic power sets for all other characters he might encounter, including things like strength, speed, super-armor, etc.&lt;/p&gt;

&lt;p&gt;I'd hoped to have some screenshots of new stuff to show this week, but I've been working out of town, and MUGEN doesn't work on my Mac. So next week, we'll see what we see.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/05/powerset-drain.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>6</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-1985283428198053217</guid><pubDate>Fri, 17 May 2013 19:36:00 +0000</pubDate><atom:updated>2013-05-17T15:39:36.684-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Parasite</category><title>Parasite says, "What's new on the menu?"</title><description>&lt;p&gt;Someone mentioned last week in the comments to my previous post that they're excited to see if I add support for any new DC/Marvel characters to Parasite. At first, I kind of mentally resisted the idea, thinking that I had a huge list of buggy &amp;amp; incomplete moves to finish before I think about anything new.&lt;/p&gt;

&lt;p&gt;And that's true. &lt;em&gt;BUT...&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;This isn't a promise that I'm going to actually implement any new power sets, but I'm asking you all to comment below: what's new and cool in the past few years in the DC/Marvel MUGEN world? Also, what characters have you downloaded that you think Parasite should already support, and doesn't? (for example, I'm pretty sure if I tried to power drain Verz &amp;amp; Loganir's new &lt;a href="http://loganir.blogspot.com/p/loganir-mugen-projects-character_9.html"&gt;Astonishing Cyclops&lt;/a&gt; that I wouldn't actually get a Cyclops power set in return)&lt;/p&gt;

&lt;p&gt;As a reminder, here's his current 60 power sets (30 DC, 30 Marvel):&lt;/p&gt;

&lt;div class="char_sshot"&gt;&lt;img src="http://buyog.com/MUGEN/images/rudy_powerIcons.png" alt="Parasite power sets"/&gt;&lt;br/&gt;&lt;span&gt;Parasite's power sets&lt;/span&gt;&lt;/div&gt;

&lt;table&gt;
&lt;thead&gt;&lt;th&gt;DC&lt;/th&gt;&lt;th&gt;MARVEL&lt;/th&gt;&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;Superman&lt;/td&gt;&lt;td&gt;Captain America&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Batman&lt;/td&gt;&lt;td&gt;Savage Hulk&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Wonder Woman&lt;/td&gt;&lt;td&gt;Thor&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Flash&lt;/td&gt;&lt;td&gt;Spider-Man&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;GL&lt;/td&gt;&lt;td&gt;Iron Man&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Ice&lt;/td&gt;&lt;td&gt;Crystal&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Lobo&lt;/td&gt;&lt;td&gt;Sandman&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Plastic Man&lt;/td&gt;&lt;td&gt;Wolverine&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Etrigan&lt;/td&gt;&lt;td&gt;Carnage&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Lex Luthor&lt;/td&gt;&lt;td&gt;Dr. Doom&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Darkseid&lt;/td&gt;&lt;td&gt;Ghost Rider&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Superboy&lt;/td&gt;&lt;td&gt;Strong Guy&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Sinestro&lt;/td&gt;&lt;td&gt;Thanos&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Bizarro&lt;/td&gt;&lt;td&gt;Deadpool&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Aquaman&lt;/td&gt;&lt;td&gt;Juggernaut&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Doomsday&lt;/td&gt;&lt;td&gt;Mr. Fantastic&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Poison Ivy&lt;/td&gt;&lt;td&gt;Invisible Woman&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;The Atom&lt;/td&gt;&lt;td&gt;The Thing&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Martian Manhunter&lt;/td&gt;&lt;td&gt;Human Torch&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Shazam/Captain Marvel&lt;/td&gt;&lt;td&gt;Silver Surfer&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Starfire&lt;/td&gt;&lt;td&gt;Venom&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Bane&lt;/td&gt;&lt;td&gt;Cyclops&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Eradicator&lt;/td&gt;&lt;td&gt;Elektra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Vixen&lt;/td&gt;&lt;td&gt;Nightcrawler&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Mongul&lt;/td&gt;&lt;td&gt;Marrow&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Red Lantern (Atrocitus)&lt;/td&gt;&lt;td&gt;Songbird&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Agent Orange (Larfleeze)&lt;/td&gt;&lt;td&gt;Omega Red&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Indigo Lantern&lt;/td&gt;&lt;td&gt;Rhino&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Star Sapphire&lt;/td&gt;&lt;td&gt;Iceman&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Black Lantern&lt;/td&gt;&lt;td&gt;Storm&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;

&lt;p&gt;I've got room for 20 more from each side (not that I'm going to tackle 40 more, sheesh), so let the suggestions fly!&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/05/parasite-says-whats-new-on-menu.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>6</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-5149768364625466842</guid><pubDate>Sat, 11 May 2013 03:55:00 +0000</pubDate><atom:updated>2013-05-10T23:55:52.172-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Meta</category><category domain="http://www.blogger.com/atom/ns#">news</category><category domain="http://www.blogger.com/atom/ns#">Parasite</category><title>Refocus (Maybe?)</title><description>&lt;p&gt;It's no secret to anyone that I'm fighting a bad case of MUGEN burnout. I &lt;em&gt;thought&lt;/em&gt; when I quit my job back in February to follow my passion and join an exciting new startup in Silicon Valley, I'd have way more free time for MUGEN and freelance game development than I did before. Turns out I've been so excited about the stuff we're building (hopefully more on that soon), that I haven't done much else, code-wise.&lt;/p&gt;

&lt;p&gt;Plus, getting a house ready to sell is a HUGE time-sink.&lt;/p&gt;

&lt;p&gt;Anyway, I wanted to say that I'm going to try something that I haven't attempted for a few years: making myself a blogging schedule.&lt;/p&gt;

&lt;p&gt;Like here, my writing over on &lt;a href="http://www.buyog.com/code/"&gt;my other blog&lt;/a&gt; has crawled to a standstill, but like here, I want to keep blogging, and keep doing interesting work worth blogging about. Here's what I've started trying to do this week, after my sweetheart &amp;amp; kids are in bed (so far so good):&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Monday &amp;amp; Wednesday: MUGEN character work&lt;/li&gt;
&lt;li&gt;Tuesday &amp;amp; Thursday: Web work (mostly JavaScript game development lately)&lt;/li&gt;
&lt;li&gt;Friday: new post here on my &lt;a href="http://www.buyog.com/MUGEN/"&gt;MUGEN blog&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Saturday: new post on my &lt;a href="http://www.buyog.com/code/"&gt;Palagpat Coding&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Sunday: rest&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;So, with that bit of site news out of the way, what did I work on this week? Two words: Parasite bugs. Namely, play testing the most current version of his code, identifying issues, and starting to fix them. He's slowly but surely getting better, which makes me happy.&lt;/p&gt;

&lt;p&gt;I've also got an idea for a new &lt;a href="http://buyogslair.blogspot.com/search/label/Spoiler%20Alert"&gt;Spoiler Alert&lt;/a&gt; (if you remember that old feature of the blog, you've been around here a while), inspired by my going to see the awesome Iron Man 3 with &lt;a href="https://plus.google.com/110121263665124745799/posts/XeRRMqSkLaJ"&gt;my comic-loving kids&lt;/a&gt; last weekend. I think it'll be fun. :)&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/05/refocus-maybe.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-4746270238662459706</guid><pubDate>Fri, 22 Feb 2013 11:50:00 +0000</pubDate><atom:updated>2013-02-25T09:34:45.066-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Community</category><category domain="http://www.blogger.com/atom/ns#">Meta</category><title>Doucheness</title><description>&lt;p&gt;So I got a message from a friend the other day, talking about how mistreated he felt he'd been on a prominent MUGEN forum he helped to promote and popularize.&lt;/p&gt;

&lt;p&gt;I can't say I was surprised, knowing what I do about the guys that call the shots over there, but it still gives me a headache.&lt;/p&gt;

&lt;p&gt;I think part of the reason I haven't been active in the MUGEN community for a while now is because of exactly this sort of drama. Why is it that the Internet amplifies people's bad characteristics? I mean, have you ever met a person in real life that behaves half as badly as a YouTube comment troll?&lt;/p&gt;

&lt;p&gt;Anyway, I won't name names, but the forum formerly linked in my sidebar, which was only there for the sake of my friend, has been removed. It's the least I could do.&lt;/p&gt;

&lt;p&gt;On a happier note -- it looks like I'll be having &lt;a href="http://www.buyog.com/code/post/on-leaving-woti"&gt;more free time&lt;/a&gt; to work on Parasite and Mandarin soon. So there's that to look forward to. :)&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/02/doucheness.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>8</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-8955569189282410071</guid><pubDate>Tue, 08 Jan 2013 15:57:00 +0000</pubDate><atom:updated>2013-05-10T23:49:08.140-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">12 Days of Christmas</category><category domain="http://www.blogger.com/atom/ns#">Meta</category><category domain="http://www.blogger.com/atom/ns#">news</category><title>New Year, New Focus</title><description>&lt;p&gt;So...&lt;/p&gt;

&lt;p&gt;2012 wasn't much of a year for me, MUGEN-wise.&lt;/p&gt;

&lt;p&gt;I mean, don't get me wrong, I'm proud of what McCready and I accomplished with the &lt;a href="http://buyogslair.blogspot.com/2012/02/on-groundhog-day.html"&gt;Strong Guy revamp&lt;/a&gt;, but that was about it, wasn't it?&lt;/p&gt;

&lt;p&gt;We didn't even give you the traditional &lt;a href="http://buyogslair.blogspot.com/search/label/12%20Days%20of%20Christmas"&gt;12 Days of Christmas&lt;/a&gt;, which I know probably disappointed some of you. I'm really sorry about that one.&lt;/p&gt;

&lt;p&gt;There are plenty of reasons why, but the most important can all be boiled down to one simple truism: there is paid work, and there is unpaid work, and if I have to choose between them, I prefer to get paid.&lt;/p&gt;

&lt;p&gt;Please don't misunderstand me. I'm not saying I want people to pay me to release characters from my "secret hoard." Understand me clearly: &lt;em&gt;no such hoard exists&lt;/em&gt;. Even long-in-development Scruffy characters like War Machine aren't sitting in a folder somewhere, waiting for some arbitrary brown-nosing quota from our fans. They're just unfinished and unpolished, and if there's one thing Scruffy has tried to stand for over the years, it's quality.&lt;/p&gt;

&lt;p&gt;I'm also not saying that I won't do fan / for-fun projects anymore. That's clearly not the case, because last year saw the release of &lt;a href="http://www.buyog.com/code/post/happy-zelda-day"&gt;Infinite Dungeon&lt;/a&gt;, my love letter to the original Legend of Zelda game.&lt;/p&gt;

&lt;p&gt;The truth is that I've spent most of the past year trying to improve my skills in my core area of interest: the creation of JavaScript-powered web games. For years, Flash and other browser plugins have been the platform of choice for that sort of thing, but the technologies collectively known as HTML5 are &lt;a href="http://www.netmagazine.com/features/top-10-html5-games-2012"&gt;starting to change that&lt;/a&gt;. So I've been tinkering a lot in that space, and even though I have 15 years of experience in normal development, professional game dev is something I've wanted to do since I was a kid with the family &lt;a href="http://en.wikipedia.org/wiki/ColecoVision"&gt;ColecoVision&lt;/a&gt;, so it feels fresh and new to me in a way that a lot of modern web development doesn't.&lt;/p&gt;

&lt;p&gt;So, what's a MUGEN creator with HTML5 gaming aspirations to do? My current answer looks like it's going to be a little side project I'm calling &lt;a href="http://www.buyog.com/fenjin/"&gt;Fenjin&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Stay tuned for details; I'll try to blog more about this soon. Meanwhile, if you're on Github, you may want to watch &lt;a href="https://github.com/buyog/fenjin"&gt;this repository&lt;/a&gt;.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2013/01/new-year-new-focus.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-2800060709622191498</guid><pubDate>Tue, 16 Oct 2012 15:34:00 +0000</pubDate><atom:updated>2012-10-24T15:53:43.729-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Bizarro</category><category domain="http://www.blogger.com/atom/ns#">Flash</category><category domain="http://www.blogger.com/atom/ns#">Savage Hulk</category><category domain="http://www.blogger.com/atom/ns#">Sinestro</category><title>What's Next? (Part 2 of 2)</title><description>&lt;p&gt;I got some good response to &lt;a href="http://buyogslair.blogspot.com/2012/10/whats-next-part-1-of-2.html"&gt;Part 1&lt;/a&gt; of my "what's left to do with my MUGEN characters" update. Here's the rest.&lt;/p&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/hulk"&gt;Savage Hulk&lt;/a&gt;&lt;UL&gt;
&lt;LI&gt;MUGEN 1.0 compatibility&lt;/LI&gt;
&lt;LI&gt;need to incorporate SethZ's balance/changes&lt;/LI&gt;
&lt;LI&gt;New/improved moves:&lt;/LI&gt;
&lt;UL&gt;
&lt;LI&gt;Gamma Tornado (spin-around-the-head throw)&lt;/LI&gt;
&lt;LI&gt;Counter&lt;/LI&gt;
&lt;LI&gt;Gamma Charge&lt;/LI&gt;
&lt;LI&gt;Push-block&lt;/LI&gt;
&lt;LI&gt;Tank Smash hyper -- Hulk reaches offscreen, grabs the barrel of a nearby tank, and starts beating the snot out of P2&lt;/LI&gt;
&lt;LI&gt;Hulk Crush -- Hulk superjumps off screen, grabs a passing jet, and drops it on his opponent (MASSIVE damage, MONSTROUS lag)&lt;/LI&gt;
&lt;LI&gt;Skulk Smash! (Amalgam hyper)&lt;/LI&gt;&lt;/UL&gt;
&lt;/UL&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/sinestro"&gt;Sinestro&lt;/a&gt;&lt;UL&gt;
  &lt;LI&gt;MUGEN 1.0 compatibility&lt;/LI&gt;
  &lt;LI&gt;I've got a bunch of stuff finished that I haven't released yet:&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;added taunt&lt;/LI&gt;
    &lt;LI&gt;added fwd/back jumps&lt;/LI&gt;
    &lt;LI&gt;tweaked FX for strong standing punch&lt;/LI&gt;
    &lt;LI&gt;tweaked strong standing kick damage (does more with construct)&lt;/LI&gt;
    &lt;LI&gt;added weak &amp;amp;amp; medium crouching punches&lt;/LI&gt;
    &lt;LI&gt;tweaked crouching strong punch (adjusted hitspark, added construct effect)&lt;/LI&gt;
    &lt;LI&gt;tweaked weak air punch (more damage with construct, less vertical bounce)&lt;/LI&gt;
    &lt;LI&gt;added construct effects to air punches&lt;/LI&gt;
    &lt;LI&gt;added superjump follow to launcher (press up immediately after hitting)&lt;/LI&gt;
    &lt;LI&gt;added collision boxes to Deadly Stare ending&lt;/LI&gt;
    &lt;LI&gt;lose/draw game anims&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;one or two more intros:&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;re-create his first oath scene from Sinestro Corps War #1&lt;/LI&gt;
    &lt;LI&gt;vs Hal, Guy, John, Kyle, etc&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;a couple of outros&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;stand &amp;amp;amp; laugh&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;custom gethits&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;shocked&lt;/LI&gt;
    &lt;LI&gt;burned&lt;/LI&gt;
    &lt;LI&gt;stoned&lt;/LI&gt;
    &lt;LI&gt;frozen&lt;/LI&gt;
    &lt;LI&gt;fix SFF issues with linked images&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;basic attacks:&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;some attacks still need powered-up alternate versions with constructs&lt;/LI&gt;
    &lt;UL&gt;
      &lt;LI&gt;weak &amp;amp;amp; medium crouching punches&lt;/LI&gt;
      &lt;LI&gt;crouching kicks&lt;/LI&gt;
      &lt;LI&gt;air kicks&lt;/LI&gt;
    &lt;/UL&gt;
    &lt;LI&gt;add missing weak &amp;amp;amp; medium crouching kicks&lt;/LI&gt;
    &lt;LI&gt;at least one throw&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;special attacks to be done&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;Morningstar&lt;/LI&gt;
    &lt;LI&gt;Armored Assault (low-damage Psycho Crusher style move)&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;hyper attacks&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;Sinestro Corps Attack!&lt;/LI&gt;
    &lt;LI&gt;Parallax Unleashed&lt;/LI&gt;
    &lt;LI&gt;Master of Fear (yellow core hyper assist)&lt;/LI&gt;
  &lt;/UL&gt;
  &lt;LI&gt;bugs to fix&lt;/LI&gt;
  &lt;UL&gt;
    &lt;LI&gt;hair gray streak in most palettes should be toned down&lt;/LI&gt;
    &lt;LI&gt;teeth in most sprites should be white, not yellow/green/gray&lt;/LI&gt;
    &lt;LI&gt;falling axes in Fall Before Me don't have hitsparks&lt;/LI&gt;
    &lt;LI&gt;some moves need collision boxes (so he's less cheap):&lt;/LI&gt;
    &lt;UL&gt;
      &lt;LI&gt;standing medium &amp;amp;amp strong kicks&lt;/LI&gt;
      &lt;LI&gt;strong air kick&lt;/LI&gt;
    &lt;/UL&gt;
    &lt;LI&gt;some construct sprites need to be folded into the core palette so they can be recolored&lt;/LI&gt;
    &lt;LI&gt;medium &amp;amp;amp; strong crouching kick are too similar&lt;/LI&gt;
  &lt;/UL&gt;
&lt;/UL&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/bizarro"&gt;Bizarro&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;Hmm. Me am totally sure about this guy!&lt;/li&gt;
    &lt;li&gt;Seriously. I have no solid plans yet, only that I know he's not done yet. Any suggestions?&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/flash"&gt;Flash&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;Like Bizarro, Wally needs more specials &amp;amp; hypers, but I honestly haven't thought much about the movelist yet. Thoughts?&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;p&gt;I hope to have some new screenshots to show off soon.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/10/whats-next-part-2-of-2.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>15</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-4234839690135619153</guid><pubDate>Fri, 12 Oct 2012 20:03:00 +0000</pubDate><atom:updated>2012-10-16T11:37:41.813-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blackest Night Hal</category><category domain="http://www.blogger.com/atom/ns#">Elektra</category><category domain="http://www.blogger.com/atom/ns#">Green Lantern</category><category domain="http://www.blogger.com/atom/ns#">Ice</category><category domain="http://www.blogger.com/atom/ns#">Invisible Woman</category><category domain="http://www.blogger.com/atom/ns#">Lex Luthor</category><category domain="http://www.blogger.com/atom/ns#">Lobo</category><category domain="http://www.blogger.com/atom/ns#">Mandarin</category><category domain="http://www.blogger.com/atom/ns#">Marrow</category><category domain="http://www.blogger.com/atom/ns#">Parasite</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>What's Next? (Part 1 of 2)</title><description>&lt;p&gt;So this took me a while to get back to. Sorry, I'm kinda preoccupied with things I'm not prepared to talk about here (yet).&lt;/p&gt;

&lt;p&gt;Anyway.&lt;/p&gt;

&lt;p&gt;As &lt;a href="http://buyogslair.blogspot.com/2012/07/standing-still-but-still-standing.html?showComment=1348848246205#c3841124333917183246"&gt;Acey predicted&lt;/a&gt; in the comments on my last post, my enthusiasm for MUGEN creation has returned this week, at least in part because I had to go and test all of my unfinished characters so I could write this post about what they still need. So without further ado, here's the first part of the list (more coming soon; I have a few characters still to evaluate):&lt;/p&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/bnhal"&gt;Blackest Night Hal Jordan&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;I'm pretty happy with him as he is. I just went back and added a Black Lantern power set to Parasite (see that below), and the test fights I staged between those two were a ton of fun. This is probably the creation I'm proudest of (well, Luthor is probably a close second :) ).&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/elektra"&gt;Elektra&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;intros&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;"Skrullektra" (a la Secret Invasion)&lt;/li&gt;
        &lt;li&gt;vs Daredevil&lt;/li&gt;
        &lt;li&gt;vs Wolverine&lt;/li&gt;
        &lt;li&gt;vs Catwoman&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;winposes&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;add transition frames to current turn-and-pose&lt;/li&gt;
        &lt;li&gt;take a cue from Marrow's "perfect" winpose (sai throw at screen)&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;basics&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;swap medium &amp;amp; strong standing punches&lt;/li&gt;
        &lt;li&gt;animate / tweak vertical jump&lt;/li&gt;
        &lt;li&gt;strong standing kick&lt;/li&gt;
        &lt;li&gt;crouching medium punch / medium kick&lt;/li&gt;
        &lt;li&gt;weak air punch / air kick&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;special attacks&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;air sai throw&lt;/li&gt;
        &lt;li&gt;spin kick (like chun-li's)&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;hyper attacks&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;finish Death's Touch (hyper sai throw): better FX, knock-back, recovery time, etc&lt;/li&gt;
        &lt;li&gt;finish Ninjitsu (Parasite's version is better right now)&lt;/li&gt;
        &lt;li&gt;Focused Chi - temporarily boost damage, speed, and reduce damage taken&lt;/li&gt;
        &lt;li&gt;Inner Calm - temporarily raise attack damage&lt;/li&gt;
        &lt;li&gt;Catsai &amp;amp; Dare (Amalgam hyper)&lt;/li&gt;
    &lt;/ul&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/hal"&gt;Green Lantern&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;Blackest Night Hal basically has all the Green Lantern stuff &amp;mdash; with SethZankuten's balance tweaks to boot &amp;mdash; so I'm not going to do anything else to this old version.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/ice"&gt;Ice&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;finish Iceberg (Amalgam) hyper&lt;/li&gt;
    &lt;li&gt;Pillar of Ice hyper&lt;/li&gt;
    &lt;li&gt;Fire &amp;amp; Ice team hyper&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/sue"&gt;Invisible Woman&lt;/a&gt;
&lt;p&gt;(I'm taking my cue for her movelist from Avengers Alliance; there are a ton of great ideas in that game, and if you're not playing it, you should be)&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;Basics&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;her stance and jump anims should be redone&lt;/li&gt;
        &lt;li&gt;standing medium/hard punch &amp;amp; kick&lt;/li&gt;
        &lt;li&gt;all crouching attacks&lt;/li&gt;
        &lt;li&gt;air medium/hard punch &amp;amp; kick&lt;/li&gt;
        &lt;li&gt;One or more throw(s)&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Specials&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;Change Bubble to be more like Force Spheres (Avengers Alliance move)&lt;/li&gt;
        &lt;li&gt;Force Field&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Hypers&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;Rename Bubble Storm to Force Volley (and tweak it for better FX)&lt;/li&gt;
        &lt;li&gt;Force Cage (Avengers Alliance move)&lt;/li&gt;
        &lt;li&gt;Fantasticar charge? (meh, maybe not...)&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Required sprites&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;her get-hits / being thrown sprites need quite a bit of polish. -_-&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Custom intros&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;vs Dr. Doom&lt;/li&gt;
        &lt;li&gt;vs Namor&lt;/li&gt;
        &lt;li&gt;vs Reed&lt;/li&gt;
        &lt;li&gt;vs Johnny&lt;/li&gt;
        &lt;li&gt;vs Ben&lt;/li&gt;
    &lt;/ul&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/lex"&gt;Lex Luthor&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;I'd like to add a few more helper characters to the Personal Superhero hyper, for non-Orange Lantern palettes (e.g. Bizarro, Mercy Graves, maybe Luthor-Superboy or Everyman)&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/lobo"&gt;Lobo&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;Lobo the Duck (Amalgam) hyper&lt;/li&gt;
    &lt;li&gt;more intros &amp;amp; winposes, maybe...&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/khan"&gt;Mandarin&lt;/a&gt;&lt;ul&gt;
&lt;p&gt;(Most of this movelist was actually planned out by McCready a looooong time ago)&lt;/p&gt;
    &lt;li&gt;Basics still missing&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;fwd/back jumps&lt;/li&gt;
        &lt;li&gt;standing medium punch&lt;/li&gt;
        &lt;li&gt;weak &amp;amp; medium standing kick&lt;/li&gt;
        &lt;li&gt;all air &amp;amp; crouching basics =P&lt;/li&gt;
        &lt;li&gt;finish the rest of the get-hits&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Specials&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;freezing ray -- stand = freezes&lt;/li&gt;
        &lt;li&gt;electro blast -- stand = shocks&lt;/li&gt;
        &lt;li&gt;flare burst -- crouch = burns&lt;/li&gt;
        &lt;li&gt;holographic illusions = creates 2 doppelgangers...the 3 attack (the real one that hits is determined by button)&lt;/li&gt;
        &lt;li&gt;light blast -- stand = knocks P2 back to the wall&lt;/li&gt;
        &lt;li&gt;sonic wave -- air = makes P2 dizzy&lt;/li&gt;
        &lt;li&gt;teleport&lt;/li&gt;
        &lt;li&gt;solidify gas = rocks appear on air and fall (different distances)&lt;/li&gt;
        &lt;li&gt;force field generator = superblock, repels P2&lt;/li&gt;
    &lt;/ul&gt;
    &lt;li&gt;Hypers&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;Mental Paralysis.... hyper level 1, stand, = paralyzes P2 and hits him on walls and floor&lt;/li&gt;
        &lt;li&gt;black light.... hyper level 1 = screen goes dark(palfx) and mandarin gets in custom combo mode&lt;/li&gt;
        &lt;li&gt;desintegration beam.... hyper level 3 = big beam&lt;/li&gt;
        &lt;li&gt;vortex ring (flight).... flight mode&lt;/li&gt;
        &lt;li&gt;force blast.... hyper level 1, stand, air = hit w/ knockback&lt;/li&gt;
        &lt;li&gt;magnetic waves.... hyper level 1 = like Magneto's&lt;/li&gt;
        &lt;li&gt;poison gas.... hyper level 1 = P2 loses energy by degrees&lt;/li&gt;
    &lt;/ul&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/marrow"&gt;Marrow&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;I still want to replace her sprites and recode her moves, but realistically, I think this may not happen. -_-&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/parasite"&gt;Parasite&lt;/a&gt;&lt;ul&gt;
    &lt;li&gt;MUGEN 1.0 compatibility&lt;/li&gt;
    &lt;li&gt;Then, it's all about the power sets!&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;Flash: finish Speed Force hyper&lt;/li&gt;
        &lt;li&gt;Lobo: Rotgut special&lt;/li&gt;
        &lt;li&gt;Plastic Man: Stone Fists special&lt;/li&gt;
        &lt;li&gt;Etrigan: Dancing Blazes hyper&lt;/li&gt;
        &lt;li&gt;Darkseid: Omega Sanction hyper&lt;/li&gt;
        &lt;li&gt;Aquaman: whale/shark summon hyper&lt;/li&gt;
        &lt;li&gt;Doomsday: adaptive evolution special / asteroid smash hyper&lt;/li&gt;
        &lt;li&gt;The Atom: Subatomic Adventure hyper&lt;/li&gt;
        &lt;li&gt;Shazam: Electric charge special / lightning strike hyper&lt;/li&gt;
        &lt;li&gt;Starfire: Koriand'r Special&lt;/li&gt;
        &lt;li&gt;Bane: charging fist special / bat-breaker hyper&lt;/li&gt;
        &lt;li&gt;Vixen: Elephant Charge hyper&lt;/li&gt;
        &lt;li&gt;Mongul: Earthquake special / Mongul's Insanity hyper&lt;/li&gt;
        &lt;li&gt;Orange Lantern: Orange Corps hyper&lt;/li&gt;
        &lt;li&gt;Star Sapphire: Love Conquers All hyper&lt;/li&gt;
        &lt;li&gt;Black Lantern: Corrupting Touch special / Lifeforce Boost hyper (DONE THIS WEEK, WOOHOO!)&lt;/li&gt;
        &lt;li&gt;Hulk: Super Armor&lt;/li&gt;
        &lt;li&gt;Thor: Mystic Rainfall hyper&lt;/li&gt;
        &lt;li&gt;Spider-Man: finish/fix Maximum Spider hyper&lt;/li&gt;
        &lt;li&gt;Iron Man: finish/fix Nano Assault hyper&lt;/li&gt;
        &lt;li&gt;Crystal: Element Storm hyper&lt;/li&gt;
        &lt;li&gt;Wolverine: Weapon X hyper&lt;/li&gt;
        &lt;li&gt;Dr. Doom: finish/fix Photon Array hyper&lt;/li&gt;
        &lt;li&gt;Thanos: Stone Walls hyper&lt;/li&gt;
        &lt;li&gt;Juggernaut: Power Up hyper / Super Armor&lt;/li&gt;
        &lt;li&gt;Mr. Fantastic: finish Elastic Slam special / Pliable Pounder hyper&lt;/li&gt;
        &lt;li&gt;Venom: Venom Fang special / Death Bite hyper&lt;/li&gt;
        &lt;li&gt;Nightcrawler: Triple Threat Teleport hyper&lt;/li&gt;
        &lt;li&gt;Songbird: finish Decibel Barrage special / Shatter Scream hyper&lt;/li&gt;
        &lt;li&gt;Rhino: Rampage hyper&lt;/li&gt;
        &lt;li&gt;Storm: Lightning Storm hyper&lt;/li&gt;
        &lt;li&gt;Daredevil: finish Radar Sense special / ??? hyper&lt;/li&gt;
    &lt;/ul&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;li&gt;&lt;a href="http://www.buyog.com/MUGEN/guido"&gt;Strong Guy&lt;/a&gt;&lt;ul&gt;
  &lt;li&gt;Nothing; I'm satisfied. :)&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;

&lt;p&gt;Stay tuned for part 2; I promise it won't take me 3 months to write it!&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/10/whats-next-part-1-of-2.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>10</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-784987319703453921</guid><pubDate>Tue, 24 Jul 2012 15:30:00 +0000</pubDate><atom:updated>2012-07-24T11:30:18.228-04:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Meta</category><category domain="http://www.blogger.com/atom/ns#">Scruffyversary</category><title>Standing Still, but Still Standing</title><description>&lt;p&gt;So this post will come as no surprise to anyone who's still paying attention (is anyone still paying attention? I have no idea...). I've done virtually &lt;em&gt;nothing&lt;/em&gt; MUGEN-related since &lt;a href="http://buyogslair.blogspot.com/2012/02/strong-guy-21.html"&gt;releasing Strong Guy&lt;/a&gt; back in February. The reasons for this are too complicated (and, frankly, personal, so none of your business, dear readers) for me to go into here. Suffice it to say that I haven't felt inspired for a long while now.&lt;/p&gt;

&lt;p&gt;I just popped in to the ScruffyDragon forum yesterday for the first time in a while (I drop in every week or two to check my private messages, but that's really been about it), and found what amounted to a flamewar between Magus and somebody that was asking, basically, where all the cool stuff was that we were supposedly working on. July has come and nearly gone with nary a sign of ScruffyVersary, and I'll admit that makes me sad. But not sad enough to kill myself to release stuff that gets very little attention, feedback, or gratitude, mind you.&lt;/p&gt;

&lt;p&gt;That was the gist of Magus and this guy's dispute. Magus's argument boiled down to this, basically: why should we (the Scruffy Dragon team) kill ourselves to release stuff when only the smallest handful of people give us any kind of feedback at all, other than to say "meh, okay, what's next?" Of course the other guy misinterpreted him (Magus gets misinterpreted more than anyone else I know) as saying that people should be kissing our butts and paying us money to keep working on stuff. Um, no, that's not what he's saying at all. What he's saying, and I agree with it, is that quality MUGEN creation takes a &lt;em&gt;TON&lt;/em&gt; of effort when done right, and most of us senior Dragons have lost sight of the fun. It's become a freaking &lt;em&gt;JOB&lt;/em&gt; to maintain a quality pipeline of output, and when the job takes us away from our families, doesn't pay, and &lt;em&gt;isn't fun anymore&lt;/em&gt;, why on earth should we keep doing it? No one in their right minds would. That's why Loganir, Wucash, McCready, Seth Zankuten, and now Magus and I have all pretty much come to a standstill.&lt;/p&gt;

&lt;p&gt;Oh, sure, occasionally we'll all still crank out something for the sheer fun of it (witness &lt;a href="http://loganir.blogspot.co.nz/2012/05/its-time-for-change-of-heart.html"&gt;Loganir's recent reappearance&lt;/a&gt;), but the days of us sacrificing our lives, health, and time with those we love for the resounding "MEH" of the Internet are probably done.&lt;/p&gt;

&lt;p&gt;I have a post in draft that I'll try to finish in the near future, detailing all of my not-yet-finished MUGEN projects, and what my plans are for each. See you then.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/07/standing-still-but-still-standing.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>30</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-5671859475316225001</guid><pubDate>Sun, 19 Feb 2012 17:57:00 +0000</pubDate><atom:updated>2012-02-19T12:57:02.715-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Meta</category><category domain="http://www.blogger.com/atom/ns#">Sinestro</category><title>The Outer Limits</title><description>&lt;p&gt;It's been an... &lt;em&gt;interesting&lt;/em&gt; couple of weeks. Work at my day job has been busy (and mildly stressful), I've had to drive to work several times recently (eliminating &lt;a href="http://buyogslair.blogspot.com/2010/04/carpooling-more-mugen-time.html"&gt;that carpooling time&lt;/a&gt; I use to work on stuff like MUGEN), our family vehicle was at the mechanic for a few days, and to top it all off, my (rather expensive) smartphone got stolen right out of my rental car last Friday! AARRRGGGHHHH!&lt;/p&gt;

&lt;p&gt;So, yeah, MUGEN has taken a bit more of a back seat this month than I had hoped. &lt;a href="http://buyog.com/MUGEN/sinestro"&gt;Sinestro 1.0&lt;/a&gt; is still coming &amp;mdash; relatively soon, but I'm not going to give a target date. Instead, I'll get back to posting a &lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;Release Watch&lt;/a&gt; for him as he progresses. Look for that later this week.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/02/outer-limits.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-6789326973827226373</guid><pubDate>Fri, 03 Feb 2012 01:23:00 +0000</pubDate><atom:updated>2012-02-02T20:23:55.935-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>Strong Guy 2.1</title><description>&lt;p&gt;Yesterday Snakebyte and Oldboy alerted me to a couple of playability issues with our recent Strong Guy release. I've updated the download to address these problems, so you'll probably want to grab the new version from &lt;a href="http://buyog.com/MUGEN/guido"&gt;his page&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;Change list&lt;/h3&gt;
&lt;pre&gt;
* 2 Feb 2012: v2.1
  - minor patch release to address bugs reported in 2.0
  - Megaton Fury and X-Factor Attacks both prevent premature KOs now (which can cause weird end-of-round timing issues) (thanks, Snakebyte!)
  - Megaton Fury now works properly when triggered in a corner (thanks again, Snakebyte!)
  - fixed victory portrait &amp; added win quotes (thanks, oldboy!)
&lt;/pre&gt;</description><link>http://buyogslair.blogspot.com/2012/02/strong-guy-21.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>10</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-3526472186827135703</guid><pubDate>Thu, 02 Feb 2012 03:01:00 +0000</pubDate><atom:updated>2012-02-01T22:45:22.458-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">12Days2011</category><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>On Groundhog Day...</title><description>&lt;img alt="HAHA NOT" src="http://buyog.com/MUGEN/images/12Days11/Day09Guido.png" /&gt;&lt;br/&gt;
&lt;p&gt;Yeah, not so much for Christmas... this may as well be a &lt;a href="http://en.wikipedia.org/wiki/Groundhog_Day"&gt;Groundhog Day&lt;/a&gt; release! =P  I know that &lt;a href="http://buyogslair.blogspot.com/2012/01/on-17th-day-of-christmas.html"&gt;I said a few weeks ago&lt;/a&gt; that any additional releases I made in January as belated parts of our &lt;a href="http://buyogslair.blogspot.com/search/label/12%20Days%20of%20Christmas"&gt;12 Days of Christmas&lt;/a&gt; event would get sarcastic titles like "on the 36th day of Christmas," but I managed to drag the polishing and beta cycle into February, so here we are. :-\ (note: I do still have two more holiday gifts, which I'll blog about soon)&lt;/p&gt;

&lt;p&gt;Anyway, after a couple of weeks of beta testing with McCready and a few of my other &lt;a href="http://http://scruffydragon.com/forum/"&gt;ScruffyDragon&lt;/a&gt; teammates (thanks, guys), I'm proud to present Strong Guy 2.0! He's been almost completely restructured from bottom to top, with new sounds, effects, intros &amp;amp; outros, attack chains, and special &amp;amp; hyper moves:&lt;/p&gt;

&lt;div class="char_sshot"&gt;
  &lt;img alt="'Up You Go' special" src="http://buyog.com/MUGEN/images/guido_upyougo.png" /&gt;&lt;br/&gt;
  &lt;span&gt;"Up You Go!" anti-air special&lt;/span&gt;
&lt;/div&gt;
&lt;div class="char_sshot"&gt;
  &lt;img alt="Spinning Piledriver hyper" src="http://buyog.com/MUGEN/images/guido_spd2.png" /&gt;&lt;br/&gt;
  &lt;span&gt;Spinning Piledriver hyper&lt;/span&gt;
&lt;/div&gt;
&lt;div class="char_sshot"&gt;
  &lt;img alt="X-Factor Attacks hyper" src="http://buyog.com/MUGEN/images/guido_xfactor4.png" /&gt;&lt;br/&gt;
  &lt;span&gt;X-Factor Attacks hyper&lt;/span&gt;
&lt;/div&gt;
&lt;div class="char_sshot"&gt;
  &lt;img alt="Megaton Fury hyper" src="http://buyog.com/MUGEN/images/guido_megaton2.png" /&gt;&lt;br/&gt;
  &lt;span&gt;Megaton Fury hyper&lt;/span&gt;
&lt;/div&gt;

&lt;p&gt;Here's the (abridged) change set from his readme file:&lt;/p&gt;

&lt;pre&gt;* 1 Feb 2012: v2.0
  - revamped all basic attacks (changed the chain order, timings, etc)
  - MUGEN 1.0 compatibility
  - new voice samples
  - new intro w/ Lila Cheney
  - new KO animation (heart attack if KO'ed by health loss due to kinetic overload)
  - new "nearly heart attacked" winpose
  - new lose / draw game animations
  - new round-end effects (especially if winning by hyper)
  - heavily tweaked combo code
  - tweaked Touchdown hyper damage, movement, timing and kineticE effects
  - new special: Up You Go (anti-air) (F,D,DF + P)
  - new hyper: Spinning Piledriver (F,DF,D + PP)
  - new hyper: X-Factor Attacks (QCB + P and K of equal strength)
  - new hyper: Megaton Fury (F,DF,D + KK)
&lt;/pre&gt;

&lt;p&gt;Anyway, we hope you enjoy him, and as always, feel free to let us know (here or over at Scruffy) if you find any bugs or unexpected behavior.&lt;/p&gt;

&lt;p&gt;You can get Strong Guy v2.0 &lt;a href="http://buyog.com/MUGEN/guido"&gt;here, on his page&lt;/a&gt;.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/02/on-groundhog-day.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>9</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-2723663685834157870</guid><pubDate>Tue, 31 Jan 2012 13:42:00 +0000</pubDate><atom:updated>2012-01-31T08:43:16.462-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Sinestro</category><title>[Release Watch] Sinestro, Day 1</title><description>&lt;p&gt;Now that I'm all but done with &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy 2.0&lt;/a&gt; (expect a release very soon), it's time to turn my attention back to &lt;a href="http://buyogslair.blogspot.com/search/label/Sinestro"&gt;Sinestro 1.0&lt;/a&gt;, so welcome to my next 
&lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;Release Watch&lt;/a&gt;!

&lt;p&gt;Late last year I posted a &lt;a href="http://buyogslair.blogspot.com/2011/11/dev-plan-sinestro.html"&gt;Dev Plan&lt;/a&gt; for Sinestro. That, plus a few other things I've since added to the plan, will form the outline I'll be tracking here:&lt;/p&gt;

&lt;h3&gt;Sinestro 1.0 progress&lt;/h3&gt;

&lt;h4&gt;Dev Plan&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;s&gt;forward jump&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;&lt;s&gt;backward jump&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;&lt;s&gt;taunt&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;new intro: oath scene from Sinestro Corps War #1&lt;/li&gt;
  &lt;li&gt;new intro: ???&lt;/li&gt;
  &lt;li&gt;new win pose: stand &amp;amp; laugh over P2&lt;/li&gt;
  &lt;li&gt;lose / draw game animations&lt;/li&gt;
  &lt;li&gt;add missing basic attacks:
  &lt;ul&gt;
    &lt;li&gt;&lt;s&gt;crouching weak punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;&lt;s&gt;crouching medium punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;crouching weak kick&lt;/li&gt;
    &lt;li&gt;crouching medium kick&lt;/li&gt;
    &lt;li&gt;at least one throw&lt;/li&gt;
  &lt;/ul&gt;&lt;/li&gt;
  &lt;li&gt;add "powered" versions (with constructs) for basic attacks that don't have them yet:
  &lt;ul&gt;
    &lt;li&gt;crouching light punch&lt;/li&gt;
    &lt;li&gt;crouching medium punch&lt;/li&gt;
    &lt;li&gt;&lt;s&gt;crouching hard punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;crouching light kick&lt;/li&gt;
    &lt;li&gt;crouching medium kick&lt;/li&gt;
    &lt;li&gt;crouching hard kick&lt;/li&gt;
    &lt;li&gt;&lt;s&gt;air light punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;&lt;s&gt;air medium punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;&lt;s&gt;air hard punch&lt;/s&gt;&lt;/li&gt;
    &lt;li&gt;air light kick&lt;/li&gt;
    &lt;li&gt;air medium kick&lt;/li&gt;
    &lt;li&gt;air hard kick&lt;/li&gt;
  &lt;/ul&gt;&lt;/li&gt;
  &lt;li&gt;special attacks to be done:
  &lt;ul&gt;
    &lt;li&gt;Morningstar&lt;/li&gt;
    &lt;li&gt;Armored Assault (low-damage Psycho Crusher style move)&lt;/li&gt;
  &lt;/ul&gt;&lt;/li&gt;
  &lt;li&gt;hyper attacks:
  &lt;ul&gt;
    &lt;li&gt;Sinestro Corps (helper gang attack)&lt;/li&gt;
    &lt;li&gt;Parallax Unleashed&lt;/li&gt;
    &lt;li&gt;Master of Fear (yellow core hyper assist)&lt;/li&gt;
  &lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h4&gt;Bugs&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;s&gt;sound for standing hard punch sometimes doesn't play&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;&lt;s&gt;Tweak basic attack damage to be stronger with the constructs&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;&lt;s&gt;Launcher needs superjump follow&lt;/s&gt;&lt;/li&gt;
  &lt;li&gt;no landing sound on jump&lt;/li&gt;
  &lt;li&gt;hair gray streak in most palettes should be toned down&lt;/li&gt;
  &lt;li&gt;teeth in most sprites should be white, not yellow/green/gray&lt;/li&gt;
  &lt;li&gt;falling axes in Fall Before Me don't have hitsparks&lt;/li&gt;
  &lt;li&gt;cpunch3 and taunt constructs need to be folded into the core palette so they can be recolored&lt;/li&gt;
  &lt;li&gt;Some animations need collision boxes:
  &lt;ul&gt;
    &lt;li&gt;240 (skick2)&lt;/li&gt;
    &lt;li&gt;260 (skick3)&lt;/li&gt;
    &lt;li&gt;660 (akick3)&lt;/li&gt;
    &lt;li&gt;1120 (deadly stare end)&lt;/li&gt;
  &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 9 of 29&lt;br/&gt;
&lt;strong&gt;Fixed bugs&lt;/strong&gt;: 3 of 9&lt;br/&gt;
&lt;strong&gt;Total tasks remaining&lt;/strong&gt;: 26
&lt;/p&gt;

&lt;p&gt;Still a lot to do, but my ScruffyDragon teammate Bizarro Toro is helping a lot. I'll show off some of his contributions soon.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-sinestro-day-1.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>6</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-4965575449911871194</guid><pubDate>Tue, 31 Jan 2012 10:37:00 +0000</pubDate><atom:updated>2012-01-31T05:37:19.773-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 12</title><description>&lt;p&gt;Guido's officially in private beta! I've gotten feedback from McCready, Magus, and BizarroToro, all of which I will be using tonight to make a final beta. Then when I have the Big Mac's sign off, maybe by tomorrow, he'll go up for download here and on Scruffy! :)&lt;/p&gt;

&lt;p&gt;Stay tuned later for the first Release Watch for Sinestro.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-12.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-4108482797801441721</guid><pubDate>Sat, 28 Jan 2012 06:01:00 +0000</pubDate><atom:updated>2012-01-28T01:01:09.724-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 11</title><description>&lt;p&gt;I finished the camera trickery for Strong Guy's hypers today. He's in McCready's hands now for final review, beta testing, and approval; I expect this to break loose in a day or two.&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-11.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-6653528722226209356</guid><pubDate>Fri, 27 Jan 2012 04:18:00 +0000</pubDate><atom:updated>2012-01-27T08:18:42.210-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 10</title><description>&lt;p&gt;So, this is likely going to be the last installment of &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy&lt;/a&gt; &lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;Release Watch&lt;/a&gt;! I've got the perfect sound effects for Havok and Polaris now, and have revamped how the Quicksilver part works as well. Then this morning I did an audit through all of his hypers to add the KineticE damage multiplier apply to all of his physical force-based hypers: Touchdown, Cannonball (Hyper Blanka Envy), and Pinhead. Finally, I've revamped Touchdown (again) to make it more visually appealing and to distinguish it a bit more from Hyper Pinhead in terms of how it affects player 2.&lt;/p&gt;

&lt;p&gt;That just leaves the tweaks to camera behavior for Megaton Fury and Piledriver.&lt;/p&gt;

&lt;h3&gt;Remix tasks&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;code cleanup (move basics/specials/hypers to their own .st files)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add lose on time over anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add draw game anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;fix hypers to not give back power meter&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp Kinetic Energy Bar (new sprites &amp; code tweaks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;De-cheapify basic combo chains&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Fix kinetic energy effects of grapples&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new special: Up You Go&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak damage/effects of Run Deep special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new intro: Lila Cheney teleport&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak Touchdown hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add recovery roll&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new audio for jacket-ripping intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new winpose: fatigued when kinetic energy level too high&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add dizzy state &amp; effects&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;improve heart attack (KO via heart damage from too much kinetic energy)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Spinning Piledriver&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;"Hyper Combo Finish" hyper names displayed when win by hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Megaton Fury&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: X-Factor Attacks
&lt;ul&gt;
&lt;li&gt;Quicksilver entrance/attack/get-hit/exit/sound&lt;/li&gt;
&lt;li&gt;Wolfsbane entrance/fastball special/sound&lt;/li&gt;
&lt;li&gt;Madrox drop-kick/exit&lt;/li&gt;
&lt;li&gt;Polaris entrance/attack/exit/sound&lt;/li&gt;
&lt;li&gt;Havok entrance/attack/exit/sound&lt;/li&gt;
&lt;/ul&gt;&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;Bugs reported in beta testing&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;Change Touchdown hyper's custom hit states&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Add better camera control for Megaton Fury startup&lt;/li&gt;
&lt;li&gt;Better camera control for Piledriver&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Bug: Lila isn't casting a shadow in the intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Tweak Touchdown hyper to a 2-hit attack: grapple, carry, smash into the wall&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 24 of 26&lt;br/&gt;
&lt;strong&gt;Tasks remaining&lt;/strong&gt;: 2
&lt;/p&gt;

&lt;p&gt;I'll be giving it over to McCready tonight for final review. And then... :)&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-10.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-9118289920785574704</guid><pubDate>Thu, 26 Jan 2012 07:28:00 +0000</pubDate><atom:updated>2012-01-26T02:28:26.668-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 9</title><description>&lt;p&gt;Welcome back to our ongoing &lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;Release Watch&lt;/a&gt; for &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy&lt;/a&gt;! I had to drive to work Monday, effectively eliminating my MUGEN time for that day. Yesterday, I spent some time tweaking things here and there, adding missing "lost by timeout" anims, aligning messed-up custom hit animations for the Piledriver hyper, that sort of thing. As for the final remaining hyper, X-Factor Attacks, I've been hunting down appropriate sound effects; developing during my commute means I've been testing him with the sound off, and didn't even notice how quiet the attack seemed until last night! :-P  I've got Polaris's and Havok's part done, so the sound effects are all that's left there. So close now I can almost taste it!&lt;/p&gt;

&lt;img src="http://buyog.com/MUGEN/images/guido_xfactor4.png" alt="X-Factor attacks! Lorna and Alex put the finishing hurt on Guido's foe."/&gt;

&lt;p&gt;This puts my remaining task count at 0.2 subparts of the hyper (sounds for Quicksilver and Wolfsbane), and 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):&lt;/p&gt;

&lt;h3&gt;Remix tasks&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;code cleanup (move basics/specials/hypers to their own .st files)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add lose on time over anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add draw game anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;fix hypers to not give back power meter&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp Kinetic Energy Bar (new sprites &amp; code tweaks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;De-cheapify basic combo chains&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Fix kinetic energy effects of grapples&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new special: Up You Go&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak damage/effects of Run Deep special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new intro: Lila Cheney teleport&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak Touchdown hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add recovery roll&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new audio for jacket-ripping intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new winpose: fatigued when kinetic energy level too high&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add dizzy state &amp; effects&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;improve heart attack (KO via heart damage from too much kinetic energy)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Spinning Piledriver&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;"Hyper Combo Finish" hyper names displayed when win by hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Megaton Fury&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;new hyper: X-Factor Attacks
&lt;ul&gt;
&lt;li&gt;Quicksilver &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;attack&lt;/s&gt;/&lt;s&gt;get-hit&lt;/s&gt;/&lt;s&gt;exit&lt;/s&gt;/sound&lt;/li&gt;
&lt;li&gt;Wolfsbane &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;fastball special&lt;/s&gt;/sound&lt;/li&gt;
&lt;li&gt;Madrox &lt;s&gt;drop-kick/exit&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Polaris &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;attack&gt;&lt;/s&gt;/&lt;s&gt;exit&lt;/s&gt;/&lt;s&gt;sound&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Havok &lt;s&gt;entrance&lt;/s&gt;/attack/&lt;s&gt;exit&lt;/s&gt;/&lt;s&gt;sound&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;Bugs reported in beta testing&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;Change Touchdown hyper's custom hit states&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Add better camera control for Megaton Fury startup&lt;/li&gt;
&lt;li&gt;Better camera control for Piledriver&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Bug: Lila isn't casting a shadow in the intro&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 22.8 of 25&lt;br/&gt;
&lt;strong&gt;Tasks remaining&lt;/strong&gt;: 2.2
&lt;/p&gt;

&lt;p&gt;I may have good news for y'all tomorrow or Friday. :)&lt;/p&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-9.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-1484543070746251678</guid><pubDate>Sat, 21 Jan 2012 20:06:00 +0000</pubDate><atom:updated>2012-01-21T15:07:05.292-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 8</title><description>&lt;div&gt;&lt;p&gt;Welcome to today's &lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;Release Watch&lt;/a&gt; update for &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy&lt;/a&gt;. I've finished the segment of the X-Factor Attacks hyper involving the Madrox clones, tweaked Quicksilver's (again, I think for the last time now), and started building out the stubs for the final segment of the hyper, with Havok and Polaris, which should be pretty straightforward, because they're both just beam attacks, and I've done plenty of those. Oh, and as I promised yesterday, I have screenshots of the finished portions of the hyper:&lt;/p&gt;

&lt;img src="http://buyog.com/MUGEN/images/guido_xfactor1.png" alt="X-Factor attacks! Quicksilver first."/&gt;&lt;img src="http://buyog.com/MUGEN/images/guido_xfactor2.png" alt="X-Factor attacks! Now Rahne's version of the Fastball Special."/&gt;&lt;img src="http://buyog.com/MUGEN/images/guido_xfactor3.png" alt="X-Factor attacks! A couple of Multiple Man clones join the fray."/&gt;

&lt;p&gt;This puts my remaining task count at 1.6 of 5 sub-parts to the hyper, and the 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):&lt;/p&gt;

&lt;h3&gt;Remix tasks&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;code cleanup (move basics/specials/hypers to their own .st files)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add lose on time over anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add draw game anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;fix hypers to not give back power meter&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp Kinetic Energy Bar (new sprites &amp; code tweaks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;De-cheapify basic combo chains&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Fix kinetic energy effects of grapples&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new special: Up You Go&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak damage/effects of Run Deep special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new intro: Lila Cheney teleport&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak Touchdown hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add recovery roll&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new audio for jacket-ripping intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new winpose: fatigued when kinetic energy level too high&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add dizzy state &amp; effects&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;improve heart attack (KO via heart damage from too much kinetic energy)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Spinning Piledriver&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;"Hyper Combo Finish" hyper names displayed when win by hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Megaton Fury&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;new hyper: X-Factor Attacks
&lt;ul&gt;
&lt;li&gt;Quicksilver &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;attack&lt;/s&gt;/&lt;s&gt;get-hit&lt;/s&gt;/&lt;s&gt;exit&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Wolfsbane &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;fastball special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Madrox &lt;s&gt;drop-kick/exit&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Polaris &lt;s&gt;entrance&lt;/s&gt;/attack/exit&lt;/li&gt;
&lt;li&gt;Havok &lt;s&gt;entrance&lt;/s&gt;/attack/exit&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;Bugs reported in beta testing&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;Change Touchdown hyper's custom hit states&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Add better camera control for Megaton Fury startup&lt;/li&gt;
&lt;li&gt;Better camera control for Piledriver&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Bug: Lila isn't casting a shadow in the intro&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 22.7 of 25&lt;br/&gt;
&lt;strong&gt;Tasks remaining&lt;/strong&gt;: 2.3
&lt;/p&gt;

&lt;p&gt;Nearly there, folks. :)&lt;/p&gt;&lt;/div&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-8.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>6</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-6091194575016884634</guid><pubDate>Fri, 20 Jan 2012 04:41:00 +0000</pubDate><atom:updated>2012-01-20T00:48:02.367-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 7</title><description>&lt;div&gt;&lt;p&gt;Today was a reasonably productive day for progress on &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy&lt;/a&gt;. I've finished Wolfsbane's part of the X-Factor Attacks hyper, tweaked Quicksilver's, and made the changes McCready suggested for the Touchdown hyper. That puts the remaining task count at 3 of 5 sub-parts to the hyper, and 2 bug fixes:&lt;/p&gt;

&lt;h3&gt;Remix tasks&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;code cleanup (move basics/specials/hypers to their own .st files)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add lose on time over anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add draw game anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;fix hypers to not give back power meter&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp Kinetic Energy Bar (new sprites &amp; code tweaks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;De-cheapify basic combo chains&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Fix kinetic energy effects of grapples&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new special: Up You Go&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak damage/effects of Run Deep special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new intro: Lila Cheney teleport&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak Touchdown hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add recovery roll&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new audio for jacket-ripping intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new winpose: fatigued when kinetic energy level too high&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add dizzy state &amp; effects&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;improve heart attack (KO via heart damage from too much kinetic energy)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Spinning Piledriver&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;"Hyper Combo Finish" hyper names displayed when win by hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Megaton Fury&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;new hyper: X-Factor Attacks
&lt;ul&gt;
&lt;li&gt;Quicksilver &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;attack&lt;/s&gt;/&lt;s&gt;get-hit&lt;/s&gt;/&lt;s&gt;exit&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Wolfsbane &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;fastball special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Madrox drop-kick/exit&lt;/li&gt;
&lt;li&gt;Polaris entrance/attack/exit&lt;/li&gt;
&lt;li&gt;Havok entrance/attack/exit&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;Bugs reported in beta testing&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;Change Touchdown hyper's custom hit states&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Add better camera control for Megaton Fury startup&lt;/li&gt;
&lt;li&gt;Better camera control for Piledriver&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Bug: Lila isn't casting a shadow in the intro&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 21.5 of 25&lt;br/&gt;
&lt;strong&gt;Tasks remaining&lt;/strong&gt;: 2.6
&lt;/p&gt;

&lt;p&gt;Tomorrow I should be able to post another screen shot or two.&lt;/p&gt;&lt;/div&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-7.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-7919552108023837162</guid><pubDate>Thu, 19 Jan 2012 11:44:00 +0000</pubDate><atom:updated>2012-01-19T07:32:07.938-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Release Watch</category><category domain="http://www.blogger.com/atom/ns#">Strong Guy</category><title>[Release Watch] Strong Guy, Day 6</title><description>&lt;div&gt;&lt;p&gt;I've been busy dealing with non-MUGEN stuff the past few days, so haven't had a ton of time to work on our &lt;a href="http://buyogslair.blogspot.com/search/label/Strong%20Guy"&gt;Strong Guy&lt;/a&gt; release. That said, I've finished the Quicksilver part of the X-Factor Attacks hyper, coded most of Guido's part, and started doing the segment with Wolfsbane. So now I'm down to 3.5 of 5 sub-parts to the hyper, and 3 bug fixes:&lt;/p&gt;

&lt;h3&gt;Remix tasks&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;s&gt;code cleanup (move basics/specials/hypers to their own .st files)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add lose on time over anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add draw game anim&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;fix hypers to not give back power meter&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp Kinetic Energy Bar (new sprites &amp; code tweaks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;De-cheapify basic combo chains&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Fix kinetic energy effects of grapples&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new special: Up You Go&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak damage/effects of Run Deep special&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new intro: Lila Cheney teleport&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;tweak Touchdown hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add recovery roll&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new audio for jacket-ripping intro&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new winpose: fatigued when kinetic energy level too high&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;add dizzy state &amp; effects&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;improve heart attack (KO via heart damage from too much kinetic energy)&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Spinning Piledriver&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;"Hyper Combo Finish" hyper names displayed when win by hyper&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;&lt;s&gt;new hyper: Megaton Fury&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;new hyper: X-Factor Attacks
&lt;ul&gt;
&lt;li&gt;Quicksilver &lt;s&gt;entrance&lt;/s&gt;/&lt;s&gt;attack&lt;/s&gt;/&lt;s&gt;get-hit&lt;/s&gt;/&lt;s&gt;exit&lt;/s&gt;&lt;/li&gt;
&lt;li&gt;Wolfsbane &lt;s&gt;entrance&lt;/s&gt;/fastball special&lt;/li&gt;
&lt;li&gt;Madrox drop-kick/exit&lt;/li&gt;
&lt;li&gt;Polaris entrance/attack/exit&lt;/li&gt;
&lt;li&gt;Havok entrance/attack/exit&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;Bugs reported in beta testing&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Change Touchdown hyper's custom hit states&lt;/li&gt;
&lt;li&gt;Add better camera control for Megaton Fury startup&lt;/li&gt;
&lt;li&gt;Better camera control for Piledriver&lt;/li&gt;
&lt;li&gt;&lt;s&gt;Bug: Lila isn't casting a shadow in the intro&lt;/s&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
&lt;strong&gt;Completed tasks&lt;/strong&gt;: 21.5 of 25&lt;br/&gt;
&lt;strong&gt;Tasks remaining&lt;/strong&gt;: 3.5
&lt;/p&gt;

&lt;p&gt;Tonight should be a good, productive night. As always I'll post my progress as I go.&lt;/p&gt;&lt;/div&gt;</description><link>http://buyogslair.blogspot.com/2012/01/release-watch-strong-guy-day-6.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3677928.post-571322884367578834</guid><pubDate>Wed, 18 Jan 2012 11:27:00 +0000</pubDate><atom:updated>2012-01-19T07:15:19.705-05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Meta</category><title>SOPA/PIPA and MUGEN</title><description>&lt;div&gt;&lt;p&gt;You may have noticed that my site was offline yesterday in support of the protests against the SOPA/PIPA &lt;s&gt;internet censorship&lt;/s&gt; anti-piracy legislation being drafted in the U.S. Congress. If you're an American citizen and you haven't gotten involved yet, please &lt;a href=" http://americancensorship.org/"&gt;consider doing so&lt;/a&gt;. If these bills pass, there's a very real chance that fan gaming &amp;mdash; including everything we do at ScruffyDragon &amp;mdash; would suddenly become illegal under U.S. law, and we'd be shut down. :(&lt;/p&gt;

&lt;p&gt;I know a lot of my readers are &lt;em&gt;not&lt;/em&gt; U.S. citizens, and you might be a little irritated with all this nonsense. Why should you care? Well, the fact is, other nations often take cues from the United States on this type of law, so if these bills pass here, there's a nonzero chance that your country will consider &lt;a href=" http://www.guardian.co.uk/technology/2012/jan/05/us-pressured-spain-online-piracy"&gt;passing something similar&lt;/a&gt;. And the Internet would be a sadder, grimmer place if that happens.&lt;/p&gt;

&lt;p&gt;We now return you to our regularly scheduled broadcast, &lt;a href="http://buyogslair.blogspot.com/search/label/Release%20Watch"&gt;already in progress&lt;/a&gt;.&lt;/p&gt;&lt;/div&gt;</description><link>http://buyogslair.blogspot.com/2012/01/sopapipa-and-mugen.html</link><author>noreply@blogger.com (Rylee Corradini)</author><thr:total>2</thr:total></item></channel></rss>