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Bloodly

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Messages by Bloodly

    

Re: Sexy Fighter Girls ! :NWSafe

 April 06, 2010, 08:28:21 pm View in topic context
avatar  Posted by Bloodly  in Sexy Fighter Girls ! :NWSafe (Started by Warner February 02, 2010, 06:36:00 pm
 Board: Graphics

That was her character design from original Dragon Ball, when she was five or so.  It was disconcerting the first time, and it's more so now.
    

Re: Sexy Fighter Girls ! :NWSafe

 March 17, 2010, 09:15:16 pm View in topic context
avatar  Posted by Bloodly  in Sexy Fighter Girls ! :NWSafe (Started by Warner February 02, 2010, 06:36:00 pm
 Board: Graphics

I did it just for fun, sorry if u dislike it.

btw. here´s another sexy girl.

           

I realise you have a bunch of requests in line, so you can do this any time.  I'm curious.  Tifa's an easy target to sexify.  I wonder how you'd do with Yuffie and Aeris, whilst still keeping them...'them'?
    

Thoughts on HnK?

 February 25, 2010, 04:19:54 pm View in topic context
avatar  Posted by Bloodly  in Thoughts on HnK? (Started by Bloodly February 25, 2010, 04:19:54 pm
 Board: Fighting Games

I refer to the more recent fighter by Arc System Works.  It's loved as a love story to Hnk; practically every punch and kick can be referenced to the show or manga.  This is great.

My question is this: as a fighting game, do you feel it is good?  Do you feel it is fair, balanced,too much damage, too little, too much comboing?...

Basically, I'm asking the hardcore whether you feel it stands well alone?  If it wasn't such a love story, would it still be seen as 'good'?
    

Re: Automatic Stage Creation Tool (Compatible Mugen 1.0) - UPDATED !!!

 February 22, 2010, 08:36:44 pm View in topic context
avatar  Posted by Bloodly  in Automatic Stage Creation Tool (Compatible Mugen 1.0) - UPDATED !!! (Started by Cybaster February 18, 2010, 02:43:29 pm
 Board: Your Releases, older Mugen

Imagine a stage with lighting but a mirrored floor/side(glass or some such).  Shadow exists, but also reflection.
    

Can't use anything....

 February 18, 2010, 09:49:59 am View in topic context
avatar  Posted by Bloodly  in Can't use anything.... (Started by Bloodly February 18, 2010, 09:49:59 am
 Board: M.U.G.E.N Discussion

I feel I need to understand something.

People have issues with people using 'their' sprites, and will raise hell, credited or not.
People have issues with using 'their' sounds, and will raise hell, credited or not.
People have issues with using 'their' coding, and will raise hell, credited or not.

If you can't look and use sprites, sound or coding to build off....what can you do?
    

Re: Kotiya Sanae by Dolein (beta)

 February 04, 2010, 06:55:03 pm View in topic context
avatar  Posted by Bloodly  in Kotiya Sanae and Udonge by Akakedama updated 03/16/10  (Started by ☠Guardian Angel★☃ October 28, 2009, 06:46:35 am
 Board: Found Releases

Ok I have to ask. What is the point of releasing a beta? Why not just release it when you feel it's complete to the best of your ability? Is it so you can get alot of negative feedback and fix it or what?I don't mean to sound ignorant but I'm just tired of betas and want to know what people are thinking.

Outsiders can often see or find more than you do, by doing and trying things that you may not have tested or even considered.  This is why betas exist in general.  The same applies to MUGEN.  He puts it out, we give feedback, he takes in the feedback and adjusts.
    

Re: Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e

 January 06, 2010, 08:27:19 am View in topic context
avatar  Posted by Bloodly  in Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e (Started by The_None December 24, 2009, 10:34:30 pm
 Board: Your Releases, older Mugen

@Bloodly: You can always turn story mode off for my Giygas if you don't wanna go meta. >>
I personally like The_None's Giygas because there's so much "visual vomit" going on. It's also well executed, IMO, and for me it makes the fight properly chaotic. It's pretty dang fun.
And what else would you expect from the same guy who had a hand in creating Omega Tiger Woods?

1. Accepted.
2. I'm not convinced.  The 'death traps' are interesting, the intro's good, as is the outro, but there's too much of an 'Interface screw' to this, and not in a good way.
3. I see.  I've seen videos of that.(It's like everyone and his dog had to video it.  It's worrying.)  I didn't like THAT either.  Guess his works and me just don't mix.  It happens.
    

Re: Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e

 January 03, 2010, 07:59:33 pm View in topic context
avatar  Posted by Bloodly  in Gi̛yg͏as̵ ̨by ̢Th̨e_No̶n̢e (Started by The_None December 24, 2009, 10:34:30 pm
 Board: Your Releases, older Mugen

Frankly, the character outright upsets me, given the videoes I've seen of it.  Too much visual vomit blocking your view, unclear what the target is even when you can see(which is not often).  It's too random.  This is effectively one of those 'all flashy explods and random crap' characters, but it's apparently getting a free pass because it appears to be Giygas.

Explain to me what you see of worth in it, please.  It does not feel funny or clever.

Despite the issues with the initially created Giygas requiring you to go meta to finish the job, it's still preferable to this, simply because there's less visual vomit going on.
    

Re: "Cheapness" in fighting games

 December 28, 2009, 09:21:11 am View in topic context
avatar  Posted by Bloodly  in "Cheapness" in fighting games (Started by Uche_of_MFG August 18, 2009, 07:47:02 am
 Board: Fighting Games

    

Re: A poll about your oppinion about COMBO

 December 20, 2009, 10:49:06 pm View in topic context
avatar  Posted by Bloodly  in A poll about your oppinion about COMBO  (Started by kakkoii superhero December 20, 2009, 03:55:01 am
 Board: Fighting Games

Depends on the nature of the combo-light combos aren't a problem, 80% damage ones more so.  Because whilst it's fun on your end, it sucks when it happens to you, especially when it looks like you should be able to recover, but cannot.  There should always be a recover or a break or a dampener or SOMETHING.

We've seen long combo chain characters in MUGEN.  They're fun to watch, not necessarily to fight.  When you can put the keyboard down and just watch your character die, there's a problem.  Even if it's source-accurate.
    

Re: Favorite Fighting Game Music

 December 20, 2009, 07:03:27 pm View in topic context
avatar  Posted by Bloodly  in Favorite Fighting Game Music (Started by gqsuperstar November 19, 2009, 12:19:31 pm
 Board: Fighting Games

    

Re: Giygas

 December 10, 2009, 05:41:01 pm View in topic context
avatar  Posted by Bloodly  in Giygas (Started by fhqwhgads7 December 07, 2009, 02:54:39 am
 Board: Your Releases, older Mugen

Would flow better if Pokey's taunt/hint was at the start of Part 2 rather than at the end of part one.  Or perhaps split his big speech up between the win of part 1 and the start of part 2.  It's pretty silly to have him going on and on and ariston whilst the character's in victory pose.  This is nit-picky, however.

Giygas is now acting far faster.  I already was concerned with potential 'block-lock'(In this case, being unable to advance the stage) because the requirement is the basic crouch state, NOT Crouch-Guard, which you're going to be forced into...a lot.  On the other hand, it seems the time it takes to advance has also decreased.

When you finally recieve the cue 'Now's your chance!'(Seemingly signifying you can attack now)...there's nothing to hit...which is odd, given at EVERY OTHER POINT he's been strikeable.  And crouching at that point is also a death trap and seems to do nothing.
    

Re: Blaz Axelay

 December 08, 2009, 01:04:33 pm View in topic context
avatar  Posted by Bloodly  in Blaz Axelay (Started by Ryon December 06, 2009, 07:33:42 am
 Board: Your Releases, older Mugen

Impressive.  Almost feels like you have to fight the thing...
    

Re: Giygas

 December 07, 2009, 05:32:49 pm View in topic context
avatar  Posted by Bloodly  in Giygas (Started by fhqwhgads7 December 07, 2009, 02:54:39 am
 Board: Your Releases, older Mugen

That could work.

The issue, effectively, is this: by the time you realise that it's one you need to dodge/parry/whatever rather than block, it's too late.  And I'm not even sure Rockin' can be dodged.  It's not that they're bad, but final victory effectively depends on him not doing the moves for the entire duration of Stage 2.  Those are really bad odds.EDIT: Belay that.  I understand how to avoid them.

Odd question: The second half of the fight advances in stages.  Though the 'stage layout' changes and stays, it's not clear whether progress is kept if you die.

Watch out.  Randomly his AI does not activate.  This means Stage 2 will not activate.

Also, how long is Stage 2 meant to last?  I spent a good long time on it playing in Watch mode.  Avoided/blocked his attacks, going through it 'properly', advancing through the different stages.  It just never ended.
    

Re: Giygas

 December 07, 2009, 04:01:07 pm View in topic context
avatar  Posted by Bloodly  in Giygas (Started by fhqwhgads7 December 07, 2009, 02:54:39 am
 Board: Your Releases, older Mugen

...I went hunting around in the code to understand what was going on in the second form.  That is a DIRTY trick, especially given he has two insta-kills(Rockin can't be blocked and kills you, Starstorm has some homing, can't be blocked and will juggle you to death thanks to it's high damage) that he WILL use and can't really be defended against.

I suggest that some clue be given in the fight in some way.  Otherwise he will be seen as unbeatable, which is also 'uninteresting'.

Spoiler, click to toggle visibilty
    

Re: Viewtiful Joe [Alpha Release 1]

 November 24, 2009, 12:00:23 pm View in topic context
avatar  Posted by Bloodly  in Viewtiful Joe [Alpha Release 1] (Started by Nestor November 15, 2009, 10:17:14 pm
 Board: Your Releases, older Mugen

is missing a statetype =  S otherwise ai can perfor it in the air (least it did for me)

Except Voomerang has always been usable in the air in the games.  Making it grouc only is being less true to Viewtiful Joe.
    

Re: Dragon Ball Multiverse

 November 12, 2009, 01:36:05 pm View in topic context
avatar  Posted by Bloodly  in Dragon Ball Multiverse (Started by Cybaster July 15, 2009, 02:50:11 pm
 Board: Entertainment

It'll work better when it's done.  It's paced like a book rather than a webcomic.  Part of the griping is merely the waiting time between pages.
    

Re: Bringing Reu's characters to the new Mugen

 October 26, 2009, 05:50:03 pm View in topic context
avatar  Posted by Bloodly  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

Change the Krizalid intro for EK.  Use the Form 2 intro(Coat burns off), THEN kill him.  As it is, it seems flawed.  Bonus points if you had his music going then suddenly stop as he dies.
    

Re: Harry Potter and the Legendary Super Saiyan.

 October 21, 2009, 05:37:35 pm View in topic context
avatar  Posted by Bloodly  in Harry Potter and the Legendary Super Saiyan. (Started by Metroid Budgie September 22, 2009, 06:44:55 am
 Board: Graphics

    

Re: Bringing Reu's characters to the new Mugen

 October 12, 2009, 03:05:20 pm View in topic context
avatar  Posted by Bloodly  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

Two changes;

Make the A.I not use teleport QUITE so much(They do it in response to everything, meaning you can hardly hit them.  You can imagine the characters going 'STAND STILL, dammit!").

Check their pushing.  Though it may only with a problem with Souther, I've notived they get pushed back far further than they 'should' after some attacks.