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LaQuak

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Messages by LaQuak

    

Re: All Characters Updated - March 3, 2011

 March 05, 2011, 04:46:15 am View in topic context
 Posted by LaQuak  in All Characters Updated - March 3, 2011 (Started by Rajaa March 04, 2011, 12:04:14 am
 Board: Your Releases, Mugen 1.0 +

No! You don't understand I dont have any ideas at all what so ever anymore.
Spoiler, click to toggle visibilty
Like right now my hand is shaking because I can't think for piss.
    

Re: All Characters Updated - March 3, 2011

 March 04, 2011, 04:05:40 am View in topic context
 Posted by LaQuak  in All Characters Updated - March 3, 2011 (Started by Rajaa March 04, 2011, 12:04:14 am
 Board: Your Releases, Mugen 1.0 +

SF4 hit sounds are nice maybe you can change to that. I was thinking of borrowing MVC3 and getting hit sounds from that game one day. As far as ideas on Vigor Mode? *thinks* To be honest, my thought process has been failing me lately. :'(
    

Re: KILLER INSTINCT - Eyedol's Colosseum - FINAL BUILD

 February 27, 2011, 11:07:46 pm View in topic context
 Posted by LaQuak  in KILLER INSTINCT - Eyedol's Colosseum - FINAL BUILD (Started by MaxBeta February 23, 2011, 09:06:00 pm
 Board: Your Releases, older Mugen

Very nice to see you're finishing these classic stages. I see it's for old Mugen why not do it for new mugen? not that it really matters. I already checked out Riptors stage and it looks great on my end. Very solid stage work as usual.
    

Re: Marvel vs. Capcom 3 (first post updated at 01/18)

 February 22, 2011, 10:26:42 pm View in topic context
 Posted by LaQuak  in Marvel vs. Capcom 3 (first post updated at 03/10) (Started by Titiln October 03, 2010, 06:33:36 am
 Board: Fighting Games

    

Re: [SFOne] Metro City Limits

 February 18, 2011, 01:37:52 am View in topic context
 Posted by LaQuak  in [SFOne] Metro City Limits (Started by Valkyrie_Project February 13, 2011, 04:32:36 am
 Board: Your Releases, Mugen 1.0 +

Very cool stage. The evening feel by the water front and city lights of the stage feels relaxing. Thanks for sharing.
    

Re: Marvel vs. Capcom 3 (first post updated at 01/18)

 February 16, 2011, 12:51:08 am View in topic context
 Posted by LaQuak  in Marvel vs. Capcom 3 (first post updated at 03/10) (Started by Titiln October 03, 2010, 06:33:36 am
 Board: Fighting Games

Can I ask somebody to confirm a possible loop with Morrigan for me please as I dont own the game. Standing Light -> Medium -> Heavy (the somersault flip kick -> repeat. I was able to get out 2 at work but it was on a 360 pad so I am thinking with proper timing on a stick it could add up to more. Unless if she always had this type of deal (never been a fan of crossover so I dont know)
    

Re: Jmorphman's WIP thread

 February 15, 2011, 04:01:13 am View in topic context
 Posted by LaQuak  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

That looks cool. Never thought of having the two attack together before for some reason

Lil' crossover style action there. Just for funsies he'll probably toss Akuma in there *shrugs in a "here's a tip type of way"*
    

Re: Marvel vs. Capcom 3 (first post updated at 01/18)

 February 14, 2011, 02:43:59 am View in topic context
 Posted by LaQuak  in Marvel vs. Capcom 3 (first post updated at 03/10) (Started by Titiln October 03, 2010, 06:33:36 am
 Board: Fighting Games

Were you using the analog stick?

No DPad (which is probably why but it was brand new also so it wasn't tampered by the mass amounts of customers who want to try out our demos at work). Felt comfortable with a stick at arcade when I gave it a shot. Also had to hold my fingers how you would with a stick because I dont think 360 pad are really meant for fighters. Fun game, though not my immediate style but I can definately see why it's a hit + milestone release. *shrugs* Kinda glad we put it out before the official release. I didnt think managment would approve this one really.
    

Re: Marvel vs. Capcom 3 (first post updated at 01/18)

 February 14, 2011, 12:08:11 am View in topic context
 Posted by LaQuak  in Marvel vs. Capcom 3 (first post updated at 03/10) (Started by Titiln October 03, 2010, 06:33:36 am
 Board: Fighting Games

Very different feeling from playing this on a stick and on a default 360 pad today at work. Feels like I had to pre-block using 360 pad. I dont know just weird *shrugs*
    

Re: easier combos

 February 13, 2011, 11:56:16 pm View in topic context
 Posted by LaQuak  in Re: easier combos(solved till I find a work around) (Started by Lost_Avenger February 13, 2011, 10:35:54 pm
 Board: M.U.G.E.N Development Help

In .cmd you can try MoveHit && Time > X (where X is the ticks) in your changestates.

May not be the best method but it can give you time before you perform a chain(link). Like take your hitting frame thats on tick 17 lets say and use that as the X for that && Time trigger. Even though I dont think MoveHit works that way its how I control my links when I dont want it to chain. Unless you want to use variables for your chains/links aznperson569M pretty much summed it up (and you knew that aswell ;)) Mugen speed settings also plays a role into how fast chaining/linking is performed so experiment on Normal and Fast1 (dont go over Fast1 as thats too much in my opinion). Links happen unintentionally and are generaly not specified by the system...so they say.
    

Re: GokuZ2 *TEASER GAMEPLAY VIDEO ADDED*

 February 11, 2011, 07:47:44 pm View in topic context
 Posted by LaQuak  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

(since the cpu doesn't seem to block projectiles as often as physical attacks). :-\

Thats because different people will code projectiles differentely/properly/not properly/for lols/just to piss people off/adding their own custom block states/all of that together, which ends in that. There are tons of ways to "cheat" around this system and there is no real universal coding(ish) unless it's for a full game.
    

Re: Rolento

 February 11, 2011, 07:12:32 pm View in topic context
 Posted by LaQuak  in Rolento (Started by BC January 21, 2011, 03:16:18 pm
 Board: Street Fighter Alpha 4 (Archived)

Explosive rage potential? *thinks* You could attach a ton of bombs to p2 and have them explode similar to Stryker fatality in MK3+ (might have to tweak some sprites though). For some reason I am also drawing a weird blank because all of Rolentos supers are pretty strait forward as far as look and damage. Hmmmm.
    

Re: GokuZ2 *TEASER GAMEPLAY VIDEO ADDED*

 February 11, 2011, 07:05:01 pm View in topic context
 Posted by LaQuak  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

Where are you guys going to be getting voice sounds from?
    

Re: GokuZ2 *TEASER GAMEPLAY VIDEO ADDED*

 February 10, 2011, 02:58:40 am View in topic context
 Posted by LaQuak  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

Not sure of the total progress till the release but I'd hold out till MVC3 gets caved in enough that people will be able to provide feedback since alot of us are going to be mia from Mugen probably for atleast 2 months. Even though this will definately be one of the healthiest relesases this year I am just throwing that out there.

I, for one, can already see it how I, and who, and where this will be handled. Wood just thinking about it. 8)
    

Re: GokuZ2 *TEASER GAMEPLAY VIDEO ADDED*

 January 31, 2011, 10:20:31 pm View in topic context
 Posted by LaQuak  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

Are you guys planning to give him any CC's? The off the ground into continuation combo could be debetable  (I shouldn't even be allowed to talk on this matter) but some may dislike it. Then again....to hell with it. Long chains for the win!
    

Re: Pocket Ryu by MGMNZX

 January 31, 2011, 04:08:26 am View in topic context
 Posted by LaQuak  in Pocket Ryu by MGMNZX (Started by Alex-Sinigaglia-ME-AND-EXTASIS-want-to-suck-your-dick January 30, 2011, 07:26:52 pm
 Board: Your Releases, Mugen 1.0 +

Alot of infinites, mainly standing mp and crouching lp.
Oh yeah and I forgot. Your turning animation needs to be faster because if you jump over your opponent you still face forward instead of turning around. Light cosmetic fix.
    

Re: GokuZ2 *GAMEPLAY VIDEOS ADDED* by Cybaster and Balthazar

 January 24, 2011, 10:05:26 pm View in topic context
 Posted by LaQuak  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

Noticed in the video that there was a 2 hit combo counter showing when Goku got hit by a reflected fireball although it was still reflected back. It's an issue all characters have when that happens when using Helper/Projectiles so what I would recommend is eather move the clsns a little out farther and/or put in a NotHitBy for that reflecting frame(s).
    

Re: Vanessa Released

 January 20, 2011, 02:15:58 am View in topic context
 Posted by LaQuak  in Vanessa Released (Started by Koop January 20, 2011, 01:00:31 am
 Board: Your Releases, older Mugen

Two positive things in this thread. Vanessa and Dead or Alive Fan's Signature!
    

Re: Valodim's Thread

 January 19, 2011, 11:34:27 pm View in topic context
 Posted by LaQuak  in Valodim's Thread (Started by Titiln December 09, 2008, 06:39:29 am
 Board: Feedback

    

Re: Valodim's Thread

 January 17, 2011, 06:20:28 am View in topic context
 Posted by LaQuak  in Valodim's Thread (Started by Titiln December 09, 2008, 06:39:29 am
 Board: Feedback

Sites running really slow on my end right now. Searching also returns in odd results like html code, very different.