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Author Topic: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)  (Read 10288 times)

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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #495 on: November 05, 2009, 01:49:42 AM »
Like i said personal opinion and i respect it.
 :P
you can rely on vans/kod for a 2k2/98 joe in the future  :P
« Last Edit: November 05, 2009, 01:51:05 AM by Ðshiznetz »
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #496 on: November 05, 2009, 06:55:15 PM »
Update:
ripped advance and extra mode selection sprites
finished organizing his .snd file(source from where i got kof 97 sounds http://downloads.khinsider.com/game-soundtracks/album/king-of-fighters-97 )
ripped all hit sparks aswell as grab spark, ground spark and dust
(click to show/hide)

also high res his effects for his golden heel attack
(click to show/hide)

The only thing left to do before i code is rip the gauge bars/meter.
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★Dan Hibiki!

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #497 on: November 07, 2009, 04:22:25 PM »
I'm also a bit displease too about making a 1997 Joe. No disrespect or anything, (Beside, I used too be a 97 nut myself last year) but really? I think you should at least make an EX making him 1998 or 2002, or something...
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CrazyKoopa made it...

zombieplasticclock

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Re: Blaziken
« Reply #498 on: November 08, 2009, 01:08:55 AM »
Heh. I have too many projects. Working on Bowser, Kirby, MAYBE Marth, and now Blaziken. What have I sucked myself into. :sugoi:

Oh well. It'll be fun working with ya Dshiznetz.

Marth? That's something to look forward to! :D
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #499 on: November 10, 2009, 06:27:17 PM »
^wtf why are you quoting something from last year

anyways
Update:
ripped extra and advance mode bars and timers, figured that i didn't need to rip the whole process i could use angel draws or something i guess. So all i had to do was separate them.
ripped super hitsparks, charge fx, some dust and slam fx(no more ripping for me)
and lastly i highres his effects for his super screw upper attack
(click to show/hide)

let the coding begin  >:D
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #500 on: November 11, 2009, 01:14:44 AM »
punching bag


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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #501 on: November 12, 2009, 09:58:28 PM »
all basics done(accurate kof 97 timing)


 working on supers right now.
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Rajaa

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #502 on: November 14, 2009, 07:27:44 AM »
That 3rd picture looks like Yoga Strike! You should make a pararody mode! Pokemon Mode.
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #503 on: November 14, 2009, 02:13:11 PM »
yea no. :genie:
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #504 on: November 14, 2009, 06:53:10 PM »
nothing much



(click to show/hide)
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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #505 on: November 19, 2009, 12:36:37 AM »
supers done, currently working on bakuretsu ken(?) and its variations.

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Ðshiznetz

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Re: Ðshiznetz W.I.P's(currently Cumbusken&Breloom)
« Reply #506 on: Today at 01:23:32 AM »
yo whats up
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