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The 100 Mega Shock!

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Re: Pokken Tournament [Arcade]

 August 27, 2014, 11:25:06 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokken Tournament [Arcade] (Started by Girard August 26, 2014, 03:09:52 pm
 Board: Fighting Games

I'd rather see raichu except it's just a spriteswap of blanka.
Take the secret TxSF resources, Harada
    

Re: Pokken Tournament [Arcade]

 August 27, 2014, 12:24:10 am View in topic context
 Posted by The 100 Mega Shock!  in Pokken Tournament [Arcade] (Started by Girard August 26, 2014, 03:09:52 pm
 Board: Fighting Games

They should remake Tekken Force mode in it
    

Re: Pokken Tournament [Arcade]

 August 26, 2014, 09:34:46 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokken Tournament [Arcade] (Started by Girard August 26, 2014, 03:09:52 pm
 Board: Fighting Games

except not way too focused on ruby/sapphire
    

Re: Who's Your favourite MECH IN ANY Super Robot TAISEN

 August 26, 2014, 08:25:02 pm View in topic context
 Posted by The 100 Mega Shock!  in Who's Your favourite MECH IN ANY Super Robot TAISEN (Started by SROG SAGA August 24, 2014, 11:42:07 pm
 Board: Gaming

When you get Master Asia as a permanent team member like in A or R
    

Re: Pokken Tournament [Arcade]

 August 26, 2014, 08:02:47 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokken Tournament [Arcade] (Started by Girard August 26, 2014, 03:09:52 pm
 Board: Fighting Games

it might end up being like a year later lol since that was the case for TTT2 and Gundam Extreme VS going from arcade -> console

doubly worse if it's on the same machines as T6 or TTT2 and therefore not PC-based (but it would be kinda funny cause those cabinets are basically a giant PS3)


e: give me weird gimmicky stuff like cofagrigus, ledian or seperior
    

Re: Recommended Computer Spec for Mugen creation

 August 16, 2014, 06:29:08 pm View in topic context
 Posted by The 100 Mega Shock!  in Recommended Computer Spec for Mugen creation (Started by tehdevil August 14, 2014, 05:16:54 pm
 Board: M.U.G.E.N Discussion

It's a mobile i5 so it's dual core
    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 August 13, 2014, 12:22:37 am View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

The symbols are present in English screens of the previously unvieled Megas, and Audino's name is unchanged in that screenshot from the base form's Korean spelling 다부니.

It could be a debug picture, idk whether they wanted to release those far in the future or not.
    

Re: CLSNs for KoF XIII discovered.

 July 03, 2014, 12:03:23 am View in topic context
 Posted by The 100 Mega Shock!  in CLSNs for KoF XIII discovered. (Started by Niitris January 28, 2014, 07:09:56 pm
 Board: Development

Does that priority thing in mugen even do anything?

If one hitdef has a higher priority value than another then attacks simply don't trade, the higher priority will still hit and the other one is ignored. so nothing like conventional games
    

Re: [Theme Thread] Pokémon Style Sprite thread

 June 22, 2014, 11:38:02 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Pokémon Style Sprite thread (Started by Blizzard Negatrix March 25, 2013, 04:33:53 am
 Board: Graphics

more stuff i did today
    

Re: [Theme Thread] Pokémon Style Sprite thread

 June 22, 2014, 01:19:43 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Pokémon Style Sprite thread (Started by Blizzard Negatrix March 25, 2013, 04:33:53 am
 Board: Graphics

In terms of DS-style sprites (which are similar to GBA ones but with a larger canvas, simpler shading and much less use of highlights) black is commonly used for the strongest outlines, often around the bottom of the body/limbs and parts in shadow or when you need to distinguish overlapping body parts like hands and fingers.


I'm sure it's a parody of newbie Pokémon spriters and their lack of .png master race knowledge...

...maybe.


It's Sweet Bro and Hella Jeff
    

Re: [Theme Thread] Pokémon Style Sprite thread

 June 22, 2014, 12:38:10 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Pokémon Style Sprite thread (Started by Blizzard Negatrix March 25, 2013, 04:33:53 am
 Board: Graphics

That's the joke


I also do serious works occasionally but most of them are 2x DS resolution
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 June 21, 2014, 11:10:46 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

Do the Cps2 sprites uses anti aliasing ?

If this is true , can you show me an example ?

It's very common on outlines in SFA style but much less for shading since there isn't much space to fit extra transition colours in the usable palette once you have all the colors for light (sometimes highlight too) - shadow - extra shadow and very dark outlines
    

Re: [Theme Thread] Pokémon Style Sprite thread

 June 21, 2014, 10:27:57 pm View in topic context
 Posted by The 100 Mega Shock!  in [Theme Thread] Pokémon Style Sprite thread (Started by Blizzard Negatrix March 25, 2013, 04:33:53 am
 Board: Graphics

i cant wait to be a useless piece of shit all day and play alpha sapphire
    

Re: gaming news that don't deserve their own thread

 June 18, 2014, 06:44:13 pm View in topic context
 Posted by The 100 Mega Shock!  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

Yeah most of the non-storyline dungeons were generated from groups of blocks automatically placed together to create a structure, and quest objectives may be placed randomly in spots depending on what chunks are being used.
    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 June 16, 2014, 12:10:41 am View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

Wasn't there a fake mega evolutions poster doing the rounds last year?

Granted, that had an absurd amount like 60 Mega Evolved pokemon including all 5 stater trios.
    

Re: Pokemon X & Pokemon Y (3DS)

 June 05, 2014, 09:43:17 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokemon X & Pokemon Y (3DS)  (Started by videoman January 08, 2013, 12:51:00 pm
 Board: Gaming

I always play SF2 with the you-throw-me-i-get-a-throw-back rule too

it's really hard to enforce on ggpo
    

Re: Sceptile Mugen Character

 June 01, 2014, 06:31:02 pm View in topic context
 Posted by The 100 Mega Shock!  in Sceptile Mugen Character (Started by MMidiotshock April 01, 2014, 12:15:21 am
 Board: Projects

With the exception of his crouching basics, which are about normal (if a little bit too fast for crouching light slash - he should still have some recovery frames after throwing out an attack instead of going straight back into the crouch), the startup and hitstun times on his basic attacks are very slow and quite long (more accurately, he recovers very quickly after striking somebody, though the long startup times makes natural combos almost impossible), respectively.

In most games an average character will execute a standing jab with much less than 8 frames startup. You can cut a lot of frames to make the attacks faster and easier to read in most cases - a short wind-up pose followed by the attacking frame is clean and clear for the player. It's also a general rule of thumb that you don't regain control from before opponent does a few frames later with strong attacks compared to light ones - since the pushback often keeps you a safe distance away from them anyway.
 
Like garchompmatt said, the velocity changes on his air basics feels VERY strange and counterproductive to almost every fighting game i've played - most jump-in attacks are meant to get you to close in on the opponent while striking from above, not send you falling to the ground like a rock, or even somehow cancelling all momentum and going backwards. Also echoing the comment about CLSNs - a good guide (generalizing here, the excact specifics can vary wildy between games in the same series even) you can have red boxes extending further than the blue, but ensuring the blue boxes are taller than red so there's still space for the opponent to counter-attack.

The sprite alignment is also all over the place, even lifting off the ground in a few cases.
    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 May 27, 2014, 07:16:59 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

There was that guy who blabbed all the stuff in XY from his room-mate who was a playtester or something, but that was just text and I'm sure they're both under NDA and barred from the industry at this point.
    

Re: One game with another's graphics

 May 17, 2014, 06:49:35 pm View in topic context
 Posted by The 100 Mega Shock!  in One game with another's graphics (Started by NoxusPain May 07, 2014, 03:57:51 pm
 Board: Gaming

KOFXIII done in the style of Street Fighter The Movie

Bringing back the cast of the KOF film of course.
    

Re: Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS]

 May 16, 2014, 08:44:52 pm View in topic context
 Posted by The 100 Mega Shock!  in Pokémon Omega Ruby and Pokémon Alpha Sapphire [3DS] (Started by D.Magician May 07, 2014, 07:41:11 pm
 Board: Gaming

I think there's been more change recently though, several new composers joining since HG/SS and B/W and the departure of others.

By the looks of things Go Ichinose doesn't appear to have worked on the XY music at all which is interesting if he's not with the studio anymore - that would make Masuda the only one left of the three composers that originally scored Ruby / Sapphire.

Masuda still appears to compose almost every single battle theme though.