July 27th, 2007 by VinnyJ

Version:
Beta
Date Updated:
July 27th, 2007
Comments:
I started an Inuyasha character back in 2003, but scrapped it.
Afterward, I forget the exact timeframe I decided to make Kagome as a test after learning more about Artmoney
and nailing down the ripping method.
When Kagome was at 50%, I decided to give Inuyasha another shot, this time with the Artmoney knowledge and a style to stick to.
He has his respective special moves from ‘Feudal FairyTale’ such as, Kaze no Kizu (WindScar), Hijin Ketsu (Blades of Blood), and Sankon Tessou (Iron Reaver, Soul Stealer), Yasha Combos as well.
Like Kagome, he also has his English voice, in addition to his default Japanese voice set.
Thus the reason why his archive contains 2 SND files. You need to edit DogBoy.def to use the other.
(Called him “DogBoy” to be unique, his Displayname is still “Inuyasha” :p)
The reason, he is still beta is because I have not implemented any supers, another special, more intros and a proper winpose.
Be sure to read the Readme.txt to see what is in and what is not.
Screenshot:


Download/Comment:
Download Inuyasha BETA
Download Extra Inuyasha Palettes
The Included palettes:

Credit goes to Psicoso for the Dark Blue Palette & LegatoB for the Dan Palette

Credit goes to Maria-Azul
Extra Palettes:

The files inside the archive have the same name as the original .act files in the dogboy beta archive.
Back up the old .act files, if necessary.
Thanks again to Haruko/Nono/Maria-Azul (So many aliases.. :P)
Posted in Inuyasha | 10 Comments »
July 14th, 2007 by VinnyJ

Version:
1.6+
Date Updated:
July 14th, 2007
Update History:
=============
WIP Updates
=============
-Removed an infinite in one of her Yasha combos
-Fixed Kagome Explosion spark, bound it to Kagome
(Thanks Kung Fu Man for spotting that)
- Added Hyper Image (Purely Cosmetic)
=================
1.6 Updates
=================
-Changed Volume to 0 from 255 in CNS
(I don't think it makes a difference)
-Changed Max Power stock to 3000 from 1000
(Back to MUGEN's default :P)
-Fixed Sound Trigger for DrLight palette
(it kept looping, and overlapping itself.)
-Fixed Sound Trigger when partner gets KO'ed
-Tiny .cmd fixes
-Changed a few sounds (English Sounds mostly.)
-Added Winane's AI activation code(XOR version)
-Added a few simple AI Commands using the above method.
(She should put up a better fight.)
-Small Poweradd bugfix. -Thanks RicePigeon
=================
1.5 Updates
=================
-Added Air Throw
-Tweaked some velocities and other small details
-Hit/Guard sounds from game of Origin
-Added Sit Throw vs Inuyasha
-More Sounds added (both Japanese and English)
-Added Intro Storyboard from PSOne Fighter (ADX Sound)
=================
1.02 Updates
=================
-Slightly upped walk velocities
-Fixed Clsn1Default for Arrow Projectile
(I had only one CLSN1 for 1 of 3 frames,oops)
-Sacred Arrow Super subtracts power when arrow
is shot, not during attempt.
(It's more fair for her this way.)
-draw.offset Y changed by 1 pixel
(She was floating off the ground by 1 pixel. FIXED.)
==========================
1.01 Updates
==========================
-Fixed Triggers for Winpose -Thanks Swamphunter
-JPN voice (edit .def file to use)
-Fixed transparency error during her Intro.
-Other small tweaks
Comments:
This is would be my 7th MUGEN character, I believe.
I am more or less proud of this character, because I managed to recreate something using Artmoney unlike my previous works.
I managed to keep her Yasha combo system intact, and most of her basics.
What you won’t find in the character is the parry-like push, since it seems point-less to include it, to me at least.
She has her special moves from the game of origin, being her arrow-shooting move, Energy explosion move, and hand energy ball.
I felt that this character needed to have her English voices, in addition to her default Japanese voice set.
So, I have compiled and included an English SND file in the archive.
You need to edit Kagome.def to use them.
Screenshot:


Video:
Download/Comment:
Download Kagome
Workfiles for Kagome
Posted in Kagome | No Comments »