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Starlogical

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Messages by Starlogical

    

Re: Bringing Reu's characters to the new Mugen

 January 09, 2010, 10:05:03 pm View in topic context
 Posted by Starlogical  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

    

Re: Ryuuguu Rena by Hyperhiroro(?)

 January 09, 2010, 03:33:29 am View in topic context
 Posted by Starlogical  in Ryuuguu Rena by Hyperhiroro Officially Released 1/9/10 (Started by Starlogical January 05, 2010, 04:04:33 am
 Board: Found Releases

    

Re: new ideas

 January 08, 2010, 10:08:22 pm View in topic context
 Posted by Starlogical  in new ideas (Started by glide January 08, 2010, 09:07:46 pm
 Board: Idea Engineering

i got some great ideas for mugen characters.
it looks like a pretty good set list.

List Of Characters/Ideas:
God Nash (CVS)
Shin Nash (CVS)
Shin Kyo (CVS)
Orochi InuYasha (Anime)
Master Gouki (CVS)
Demon Dan (SFA)
Evil Zangief (CVS)
Hybrid (A Cyber Gouki Edit) (MVC)
God Ryo (CVS)
Orochi Kim (KOF XI)
Rain (CVS/Mortal Kombat)
Noob (CVS/Mortal Kombat)
Ermac (CVS/Mortal Kombat)
Chameleon (CVS/Mortal Kombat)
CVS Robert (CVS)
Hell Sagat (CVS)
Hyper Ken (CVS)

What Do You Think.  ;D
Lol.
You have a God and Shin nash.
You honestly want pallate swap ninjas CVS style?
Sooooo
God Shin Orochi Master Demon Evil Hybrid God Orochi Pallate Swap Ninja CVS Hell Hyper characters?
No wai.
    

Re: ice gouki

 January 08, 2010, 10:05:24 pm View in topic context
 Posted by Starlogical  in ice gouki (Started by glide January 08, 2010, 08:51:19 pm
 Board: Requests

Wait there's an Ice gouki?
    

Re: Ryuuguu Rena by Hyperhiroro(?)

 January 06, 2010, 10:11:41 pm View in topic context
 Posted by Starlogical  in Ryuuguu Rena by Hyperhiroro Officially Released 1/9/10 (Started by Starlogical January 05, 2010, 04:04:33 am
 Board: Found Releases

I tried her out. X,Y,C is an odd control setup. I guess she plays okay, but for me, I had to be precise to pull off a special move (probably just me, though).
Could be you.
I have no trouble doing special moves.
    

Re: Ryuuguu Rena by Hyperhiroro(?)

 January 06, 2010, 12:17:21 am View in topic context
 Posted by Starlogical  in Ryuuguu Rena by Hyperhiroro Officially Released 1/9/10 (Started by Starlogical January 05, 2010, 04:04:33 am
 Board: Found Releases

But does she play well?
I downloaded her.
I kinda like her. (Could be favoritism from loving Higurashi)
She doesn't speak.

She uses 3 buttons (X, Y, C, very troublesome for my configuration.)
She has 5 powerbars.
She has a very restricted moveset IMO.
Spoiler, click to toggle visibilty
She has limited comboing without doing a roman cancel type move (B)
Of course, if you want a better idea of how she plays, you get her.
    

Ryuuguu Rena by Hyperhiroro Officially Released 1/9/10

 January 05, 2010, 04:04:33 am View in topic context
 Posted by Starlogical  in Ryuuguu Rena by Hyperhiroro Officially Released 1/9/10 (Started by Starlogical January 05, 2010, 04:04:33 am
 Board: Found Releases

    

Re: God Akuma's Ai

 January 01, 2010, 09:45:20 pm View in topic context
 Posted by Starlogical  in God Akuma's Ai and playable version (Started by -_Shadow_- December 31, 2009, 06:38:01 pm
 Board: Your Releases, older Mugen

no one's denying that. but he said stupid shit like "effects look bad", and then finished off by saying how's it's mostly a copy-paste. how about what effects look bad, what exactly is this "computer control glitch"? other than that his posts have been a series of asinine statements like "LOL feedback is baaaaaad round here" but his idea of feedback is "broken" and "poorly made edit". admittedly, trickles of actual feedback are scattered among the flames, but not enough to warrant the abusive castigation.


Computer Control Glitch - It's when the AI takes control of the player's character. It's happened to me a couple of times as other characters. Which is why if the character's AI patch comes as a different DEF, put both defs in the select screen. And pick the regular AIless character

Oh, and for some reason, when I try to include this in my select.def, I end up getting a blank space instead.
    

Re: God Akuma's Ai

 January 01, 2010, 01:06:45 am View in topic context
 Posted by Starlogical  in God Akuma's Ai and playable version (Started by -_Shadow_- December 31, 2009, 06:38:01 pm
 Board: Your Releases, older Mugen

That certain MUGEN character is broken and appears to be a poorly made edit of POT Shin Akuma
I can understand why he's broken. (Lol, lvl2 full screen attack that can only be crouch blocked).
But that doesn't stop G. Akuma from being put into certain people's rosters.
    

Re: God Akuma's Ai

 January 01, 2010, 12:41:35 am View in topic context
 Posted by Starlogical  in God Akuma's Ai and playable version (Started by -_Shadow_- December 31, 2009, 06:38:01 pm
 Board: Your Releases, older Mugen

    

Re: God Akuma's Ai

 December 31, 2009, 07:40:33 pm View in topic context
 Posted by Starlogical  in God Akuma's Ai and playable version (Started by -_Shadow_- December 31, 2009, 06:38:01 pm
 Board: Your Releases, older Mugen

Finally.
I was wondering why God Akuma lacked this insane AI.
God Akuma has now been promoted to Final Boss.
    

Re: Ryu v1.1 now taking ideas for 1.2

 December 31, 2009, 03:37:41 am View in topic context
 Posted by Starlogical  in Ryu v1.1 now taking ideas for 1.2 (Started by BC December 06, 2009, 02:05:48 pm
 Board: Projects

I have a question about the rage system does the rage system only actives during  ultras or combos and my suggestion is you should make the rage system active when ryu suffers enough damage like when half his health is depleted it should active and I think you should add a aura lighting effect like akuma have that should appear when rage is actived
The rage in 1.1 activates when he has 1/4 health.
And if I saw correctly, it uses all of whatever power is available.
    

Re: Ryu v1.1 (NEW)

 December 31, 2009, 03:33:31 am View in topic context
 Posted by Starlogical  in Ryu v1.1 updated 1/6/10 (Started by BC September 10, 2009, 10:11:42 pm
 Board: Your Releases, older Mugen

hey guys, im currently thinking of things to add for v1.2 now 1.1 has just been released so i'll be taking suggestions/ideas now.

one thing i thought about implementing is a move list when you press start for quick access
yes i know theres a file called readme :P but fighting games have had a pause menu for years as well as include the info in the manual as i said "quick access during gameplay" not that most experienced players will ever need it though.
I've had bad experiences with a character that used start for quick access to a moveset.
Namely Insane Hiryu by Syn.
Hopefully you can code the AI not to taunt (press start).
another feature but probably shouldn't be classed as an individual character feature more like a full game feature is a grade system.
like after the match is over the character will get a grade and rank eg: D (then underneath) Rookie or whatever, the grade will depend on a few factors like damage taken, counter attacks(sfa3 counter system already implemented comes in handy), combo count and so on.


anyway yea if you have any suggestions and ideas feel free.

EDIT: really this should be in my wip topic.


ok so suggestions here please http://mugenguild.com/forumx/index.php?topic=109204.0
Kohaku's characters do this pretty well.

Yeah I F1'd, but I had to show you a screenshot.
You can also ignore the Boost Bar.
I was fighting a Hokuto No Ken Character.
    

Re: HR-Training [Color 3 Added]

 December 30, 2009, 09:25:39 pm View in topic context
 Posted by Starlogical  in HR-Training [Color 3 Added] (Started by Flamekyo December 29, 2009, 03:48:02 am
 Board: Your Releases, older Mugen

I have some feedback.
From the screenshot of the metallic stage.
The stage's shading seems like the light source is coming from the background.

But the shadows say the light source is coming from the foreground.

Hm.....
    

Re: Saki Mitonoya (Major update)

 December 30, 2009, 06:23:06 pm View in topic context
 Posted by Starlogical  in Saki Mitonoya (Major update) (Started by Speedy9199 December 25, 2009, 04:10:57 pm
 Board: Your Releases, older Mugen

- p2 can block the last 2 hits of QCF+PP
 - Also, it should knock the opponent.
 - And the recovery time should be smaller, pulling it leaves completly open to attacks for more than 1 second.
- Parry's (or shield, or whatever is called) pausetime is to long and dosen't give any real advantage.
- Z causes debug flood
- "Bouncing after getting knocked " (damm, I can't think of a way to call this) animation is heavily misaligned.
- Inconsistent fx. cvc sparks popping every now and then, vp sparks,rotd background, etc.
- Supers should not give power back.
- Should not be able to crouch while running.
- OHKO are a big nono. Make it available only when p2 has little life remaining.
- The weak charge super is practically useless. It should have better range for all the time it takes to charge
- The medium charge super should do constant damage, at the moment it delivers dino damage from a distant and barely scratches at close range.
- The loli gangbang super causes a lot lag.

What is debug flood and how do I fix it?
Debug flood is if some people have their debugging messages on, it spams error problems within the flood.
Enable them, and read what they have to say.
    

Re: [HR STAGE] Fukken Disco by Melchior M. Philips

 December 29, 2009, 03:42:36 pm View in topic context
 Posted by Starlogical  in [HR STAGE] Fukken Disco by Melchior M. Philips (Started by Melchior M. Philips December 27, 2009, 04:36:51 pm
 Board: Your Releases, older Mugen

Is that another Vanguard Princess Character I see there?

Lol, it's a pretty good stage.
    

Re: Hadouken version 2

 December 28, 2009, 09:28:12 pm View in topic context
 Posted by Starlogical  in Hadouken version 2.1 (Started by Hadoabuser December 25, 2009, 07:39:08 am
 Board: Your Releases, older Mugen

Yea I realized that it would be next to impossible for Attack Clash to happen, but that is due to no standardization of attack priorities, if there is one somebody point me to the link. 2 red clsns wouldn't do anything, it'd be like hitting air.

Staubhold found some problems that I fixed, just redownload cause it involves all files. Plus a bonus palette made by him  ;P
Some Basara X characters manage to make sparks and sounds happen when red clsns hit.
Of course it might not work out for Hadouken.
    

Re: Saki Mitonoya (Major update)

 December 27, 2009, 03:49:36 pm View in topic context
 Posted by Starlogical  in Saki Mitonoya (Major update) (Started by Speedy9199 December 25, 2009, 04:10:57 pm
 Board: Your Releases, older Mugen

    

Re: How do you cut out characters out of the (team) arcade mode?

 December 27, 2009, 03:44:51 pm View in topic context
 Posted by Starlogical  in How do you cut out characters out of the (team) arcade mode? (Started by Dawngaward0110 December 19, 2009, 04:32:03 pm
 Board: M.U.G.E.N Configuration Help

Same way you cut characters out of regular arcade.

If your character has his own theme, and his own stage, follow this format

charname, stages/something.def, music=sound/music.mp3, order=x

Oh, and I discovered for the order thing to work for me, you have to assign a character to a stage.
It can even be random.

charname, random, order=x

Keep order as X
    

Re: Asura

 December 27, 2009, 02:19:28 am View in topic context
 Posted by Starlogical  in Asura (Started by The Lord of the Flies December 24, 2009, 05:36:08 am
 Board: Projects

Sheeeeit. I already updated all my screenpacks and lifebars for 1.0, so I ain't trippin about that.
How do you go about doing this for lifebars?
I really didn't go for 1.0 because of lifebars.

Not to mention there's an EVE HD screenpack.

Oh, and maybe if you kill Asura in the 2nd/final round, you should make gouki and rugal split apart.