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Kamekaze

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Messages by Kamekaze

    

Re: Captain Falcon Released

 February 27, 2010, 02:10:07 am View in topic context
avatar  Posted by Kamekaze  in Captain Falcon updated 2/27/2010 (Started by Kamekaze February 27, 2010, 01:19:39 am
 Board: Your Releases, 1.0+

He's heavy because his awesomness uses alot of space on any computer, or it could be his fx. Who's to say.
    

Re: Captain Falcon Released

 February 27, 2010, 01:54:20 am View in topic context
avatar  Posted by Kamekaze  in Captain Falcon updated 2/27/2010 (Started by Kamekaze February 27, 2010, 01:19:39 am
 Board: Your Releases, 1.0+

refresh the page. then try again.
    

Captain Falcon updated 2/27/2010

 February 27, 2010, 01:19:39 am View in topic context
avatar  Posted by Kamekaze  in Captain Falcon updated 2/27/2010 (Started by Kamekaze February 27, 2010, 01:19:39 am
 Board: Your Releases, 1.0+



changelog:
-Intro bug fixed
-Throw escape bug fixed
-added super jump sound

http://kamekaze.clubsyn-x-treme.net/

Oh man, where to begin. I guess it all started back when G.M. spectre release those falcon sprites as open sourced. I was approached by Shwa on whether i should do something with them. I agreed to, this was about 2 months ago. I started on falcon 3 times. The first 2 I stopped because I noticed he was missing several important anims and frames. Little did I know that Shwa would make those very frames. Which jump started my third attempt in which, after about 3 weeks, led to this.

Anywho, as I know many of you are thinking, how does Cpt. Falcon play? Well to sum it up, I combined some elements from BlazBlue, and Guilty Gear. Then mixed in alot of my original ideas to make him both easy to learn yet hard to master. So before anyone brings this up ,HE DOES NOT PLAY LIKE ANY VERSION OF SUPER SMASH BROTHERS AND HE NEVER WILL!!!!

Secondly, he uses the button mapping scheme of BlazBlue, which means 4 buttons, one being the main button that uses most of his special attacks. I use the notation ABCD, in my readme. However, I also spell out what buttons they actually are. The reason behind this is because people can and will change the button mapping to fit thier style, so its easier to put a global command list to adjust.

Finally, I am only taking feedbacks and comments, no suggestions please, at least if you do make it a pm!. Also, if you want to use him in winmugen, change his foldername to this: "C.FalconW"

Also I'd like to thank all the beta testers for their work.
    

Re: Foxy Roxy

 February 24, 2010, 03:35:49 pm View in topic context
avatar  Posted by Kamekaze  in Foxy Roxy (Started by Xinos February 21, 2010, 12:19:02 am
 Board: Projects

I remember that game, not sure if I was really bad that days or the game sucks!!
but it's cool to see you will add your own style to her!!
 :sugoi:

Nah, the game was not that good. the Snes version especially was rather bad compared to other fighters of that time. Oh well, maybe this guy will get her right even though im not sure what she was supposed to play like in the first place seeing i never used her.
    

Re: MS Paint Mugen Thingy Beta 1

 February 23, 2010, 07:48:33 pm View in topic context
avatar  Posted by Kamekaze  in MS Paint Mugen Thingy Beta 1 (Started by Bea February 23, 2010, 12:30:30 am
 Board: Your Releases, 1.0+

make the characters do more damage

I'm able to do 55% comboes with just about everyone on the game.

-Yeah, stick to 1 button but maybe add some vary into it like charge commands and things.
-Nice to see your adding 2 supers. Sounds a bit like SF3, lol.
-The commands are fine imo
- no it doesnt. sorry, but that one bothered me. SF3 is not a bit like any of this.
    

Re: Nicktoons Super Brawl

 February 22, 2010, 03:48:58 pm View in topic context
avatar  Posted by Kamekaze  in Nicktoons Super Brawl (Started by Russell_0010 February 13, 2010, 03:33:41 pm
 Board: Fighting Games

nice color loss on that pic. :-/
    

Re: King Of Fighters 13?

 February 19, 2010, 08:59:47 am View in topic context
avatar  Posted by Kamekaze  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

this is a good new  because the kof12 was a bullshit and ugly sprites and wtf the boss  :-X, i hope this version being so nice and have good sprites and stages

Clearly this man has played kofXII.
    

Re: M.U.G.E.N Screenshots V2

 February 14, 2010, 12:59:28 am View in topic context
avatar  Posted by Kamekaze  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

FALCON OVERRIDE




THIS THREADS WINNER IS, CAPTAIN FALCON.
    

Shin Vega Updated.

 February 09, 2010, 09:21:06 pm View in topic context
avatar  Posted by Kamekaze  in Shin Vega Updated. (Started by Kamekaze February 09, 2010, 09:21:06 pm
 Board: Your Releases, 1.0+



whats changed:
AI updated
Bug fixes.
Added Damage Dampener
Complete compatibility with mugen 1.0

http://kamekaze.clubsyn-x-treme.net/

To use in winmugen, just add "W" at the end of the folder "shinvegaW"
    

Re: CvS2 Mike Bison Updated, Toguro 80% and 100% updated.

 February 07, 2010, 07:42:10 am View in topic context
avatar  Posted by Kamekaze  in CvS2 Mike Bison Updated, Toguro 80% and 100% updated. (Started by Kamekaze February 01, 2010, 11:16:01 pm
 Board: Your Releases, 1.0+

I just wanted to give some feedback on Balrog

-Some of the CLSN is questionable
-For some reason,. the AI can super cancel, yet the player cannot
-BAD infinite here: Standing High Punch at any distance, Dash Upper, repeat. It is not damage dampened. Furthermore, teh hitbox on Dash Upper means they can't crouch to avoid it

- fixed.
- fixed.
-I only can get two hits out of it. besure you have my most recent version of him.

If I dont get any more feedback within a hour im gonna update.
    

Re: CvS2 Mike Bison Updated, Toguro 80% and 100% updated.

 February 06, 2010, 07:09:41 am View in topic context
avatar  Posted by Kamekaze  in CvS2 Mike Bison Updated, Toguro 80% and 100% updated. (Started by Kamekaze February 01, 2010, 11:16:01 pm
 Board: Your Releases, 1.0+

didn't know there was a cvs2 bison, but this one lacks the cvs2 templates by warusaki3, and isn't very accurate

Then get JZ's boxer. :U Mine has no groove's yet it works in similar ways (as long as you dont hold start) It's not forced as you have complete controll over a good deal of his abilities. And yes when i released him back in 2k8 i knew that groove bars were probably never going to be added in. Essentially if you had my boxer before and or knew about it when i released it this would be a non-issue.
    

Re: CvS2 Mike Bison Updated.

 February 05, 2010, 06:50:10 pm View in topic context
avatar  Posted by Kamekaze  in CvS2 Mike Bison Updated, Toguro 80% and 100% updated. (Started by Kamekaze February 01, 2010, 11:16:01 pm
 Board: Your Releases, 1.0+

Updated check first post.
    

CvS2 Mike Bison Updated, Toguro 80% and 100% updated.

 February 01, 2010, 11:16:01 pm View in topic context
avatar  Posted by Kamekaze  in CvS2 Mike Bison Updated, Toguro 80% and 100% updated. (Started by Kamekaze February 01, 2010, 11:16:01 pm
 Board: Your Releases, 1.0+


http://kamekaze.clubsyn-x-treme.net/

Whats changed:
Fixed infinite
fixed bug cybaster mentioned

It will be 2 years on the 10th for this guy, so I figured I'd update him.

What's updated on the Toguros:
Tweaks and bug fixes
Fixed display bug on 1.0 mugen

    

Freezeman's BlazBlue sprites

 February 01, 2010, 03:28:25 pm View in topic context
avatar  Posted by Kamekaze  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources


You guys are mean.  :'(
Baw. You should have seen that coming if you post a possible wip thats nothing more but a palette swap using the dizzy stance. It didn't contribute to the topic and was totally the wrong place to even post that.
    

Re: Jin FROM YU YU HAKUSHO released

 January 31, 2010, 06:41:08 am View in topic context
avatar  Posted by Kamekaze  in Jin FROM YU YU HAKUSHO released (Started by Kamekaze December 05, 2009, 12:19:07 am
 Board: Your Releases, older Mugen

Put a "O" at the end of his name on the folder. example "JinO" and in the select.def it would look like this:

JinO,random,order=0
    

Re: Winmugen Plus Random Crash?

 January 30, 2010, 06:53:17 am View in topic context
avatar  Posted by Kamekaze  in Winmugen Plus Random Crash? (Started by Tomoyasu January 25, 2010, 02:54:40 am
 Board: M.U.G.E.N Configuration Help

@Tony 3rd
Upgrade to 1.0? Hmm...
I guess I'll stick with this bug for now, since some of my roster didn't work in the RC5... :(

Anyways, much thanks for the help so far...

Then get RC6
    

Re: anyone know how too make hi rez characters in fighter factory

 January 28, 2010, 05:29:56 pm View in topic context
avatar  Posted by Kamekaze  in anyone know how too make hi rez characters in fighter factory  (Started by zurn5000 January 26, 2010, 02:41:57 am
 Board: Development

    

Re: CHANGE BAD!!You go too far!!You am play Gods!!

 January 28, 2010, 05:26:44 pm View in topic context
avatar  Posted by Kamekaze  in CHANGE BAD!!You go too far!!You am play Gods!! (Started by walt January 26, 2010, 05:00:11 pm
 Board: M.U.G.E.N Discussion

Anyone else who has something ignorant and non-researched to say about 1.0 mugen say it now. It will save us time to cover all stupid questions/statements at once. :U
    

Re: True Geese & Mai Shiranui

 January 25, 2010, 03:17:25 pm View in topic context
avatar  Posted by Kamekaze  in True Geese & Mai Shiranui (Started by Hiram Yagami January 24, 2010, 09:38:54 pm
 Board: Projects

    

Re: Difference between old and new Mugen

 January 24, 2010, 03:03:44 am View in topic context
avatar  Posted by Kamekaze  in Difference between old and new Mugen (Started by Duo Solo January 24, 2010, 01:48:44 am
 Board: Development

the old FF does not include the newer syntax's and sctrls that the new mugen has. But generally theres no reason why you cant use FF to make a char for 1.0 mugen unless you are trying to use .sff2