YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Project.13 is Offline
Contact Project.13:

Project.13

Contributor

Messages by Project.13

    

Re: Sean Matsuda released (updated) + other chars update (02/22/14)

 February 24, 2014, 12:57:47 am View in topic context
 Posted by Project.13  in  Sean Matsuda released (updated) + other chars update (03/08/14) (Started by Víctorys February 11, 2014, 04:28:34 am
 Board: Your Releases, Mugen 1.0 +

Well in Juggernaut's config, his alternate stance is defaulted, but it still shows his regular stance, as the same goes for Takuma. Also, the palette selector still isn't there for any of the characters.
    

Re: Sean Matsuda released (updated) + other chars update (02/22/14)

 February 24, 2014, 12:39:39 am View in topic context
 Posted by Project.13  in  Sean Matsuda released (updated) + other chars update (03/08/14) (Started by Víctorys February 11, 2014, 04:28:34 am
 Board: Your Releases, Mugen 1.0 +

The config files don't seem to work for some odd reason.
    

Re: SF3 Strider

 February 23, 2014, 07:26:39 am View in topic context
 Posted by Project.13  in SF3 Strider (Started by ink July 24, 2012, 09:41:20 pm
 Board: Projects

On the topic of sound effects, this is just out of my own curiosity but what sounds will you use for the Cypher attacks? If memory serves right, I don't think there were any "slashing" sound effects used in SF3.
    

Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014

 February 23, 2014, 12:36:58 am View in topic context
 Posted by Project.13  in Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14 (Started by ~Hale "R@CE" Caesar~ February 12, 2014, 10:37:21 pm
 Board: Your Releases, Mugen 1.0 +

So far the only thing I've managed to notice is when you super cancel Zenkai Kiai-Dan into anything, the projectile will continue to hit during the superpause. Loving this Batsu.
    

Re: Kyo Flame [2014 Edit]

 February 07, 2014, 08:57:41 pm View in topic context
 Posted by Project.13  in Kyo Flame [2014 Edit] (Started by AddiK February 06, 2014, 11:32:23 am
 Board: Your Releases, Mugen 1.0 +

Error message: Invalid varname info.name in: Stagevar
Error parsing PlaySnd
Error parsing [State 6010, PlaySound]
Error in [Statedef 6010]
Error in Kyo-KOFM.cns
Error loading chars/Kyo_Of_Flame/Kyo_Of_Flame.def
Error loading p1

Library error message: Died parsing ifelse(Stagevar(Info.name)!="Boss",1,7)

This shows up whenever I start my mugen with him.. What the deal? .___.
    

Re: Quickzzanova / Chazzafist WIPS: The Flames of Destiny

 January 27, 2014, 12:23:18 am View in topic context
 Posted by Project.13  in Quickzzanova / Chazzafist WIPS: The Flames of Destiny (Palette Template Added) (Started by Chazzanova January 18, 2014, 06:31:43 pm
 Board: Projects

Just out of curiosity, are the flames in the first font animated? I mean either way for me, I like those ones the best. Just asking for clarity, I suppose.
    

Re: Kazama Jin.

 January 11, 2014, 11:25:30 pm View in topic context
 Posted by Project.13  in Kazama Jin. (Started by DKDC February 19, 2013, 09:19:48 pm
 Board: Projects

After a while some of the effects stop showing up entirely.
I don't have that. Mugen version, enemy, particular conditions ? If it happens again, can you hit ctrl+D a few times and see the name of the player (helper) that won't disappear ? I gave an explicit name to all of my helpers, if one of mine won't go away it should be noticeable.

Now here's the weird part about it..Nothing shows up o.o I did this in training mode too,and it does take a bit of a while,but it does happen.There's no debug flood or anything like that,so I don't know exactly what causes it either,just when you use a lot of the attacks.
    

Re: Kazama Jin.

 January 11, 2014, 10:28:13 pm View in topic context
 Posted by Project.13  in Kazama Jin. (Started by DKDC February 19, 2013, 09:19:48 pm
 Board: Projects

After a while some of the effects stop showing up entirely.
    

Re: Kazama Jin.

 January 11, 2014, 08:00:49 pm View in topic context
 Posted by Project.13  in Kazama Jin. (Started by DKDC February 19, 2013, 09:19:48 pm
 Board: Projects

With all due respect, why worry about a start-up animation in the first place? It's not a necessity.
    

Re: Bluecross' Project: Ultimate Zero (Megaman Zero) Revamp!! Video Preview

 January 02, 2014, 12:26:18 pm View in topic context
 Posted by Project.13  in Bluecross' Project: Ultimate Zero & Ultimate X Update 2 Video preview! (Started by Bluecross December 27, 2013, 04:40:52 am
 Board: Projects

Quote

Heres the image of the mistery Fighter who will make his debut along side Ultimate Zero. You'll probably know who it is but let the public !


It's the 24th letter of the ABC.

Dunno why it double posted the quote xox Fixed anyway.
    

Re: Juggernaut (Palette Template Up)

 December 23, 2013, 06:46:12 pm View in topic context
 Posted by Project.13  in Victorys Wips (Evil Ryu Beta Up) (Started by Víctorys July 27, 2013, 08:00:39 pm
 Board: Projects

In my opinion,a good idea for a level 3 would be something like that "Nail Grab" that was suggested earlier,except a lot more beatdown-y.Also this might be just me,but Juggernaut Punch looks a bit off.

Another thing worth noting is while you have it set as a half-circle motion,Earthquake was a DP-motion attack in source.I'm not sure if it's like this in other games as I've only played Juggs in XvSF,but I felt like it should be pointed out.
    

Re: Juggernaut (Palette Template Up)

 December 23, 2013, 10:51:29 am View in topic context
 Posted by Project.13  in Victorys Wips (Evil Ryu Beta Up) (Started by Víctorys July 27, 2013, 08:00:39 pm
 Board: Projects



    

Re: The CS Discussion Thread

 December 17, 2013, 12:11:59 am View in topic context
 Posted by Project.13  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 am
 Board: Sprite Projects

Decided to contribute here and post a few palettes.



AltDefault [DefALT,if you will =P]



Omega Rugal Inspired.Didn't touch the skin or effects cause I'm not necessarily good when it comes to either.



And finally,a custom palette: Elegant Bastard.
    

Re: Ash Crimson Released

 December 06, 2013, 01:46:21 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

Now sometimes winposes don't seem to play at all.Perfect winpose still won't play,same with the winpose against Kyo,also the super BG name thing [Not 100% sure what it's called]won't play with MAX Thermidor if the opponent is finished by the last few hits..The MAX Germinal issue IS fixed,though.
    

Re: Ash Crimson Released

 December 06, 2013, 12:47:24 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

So now anytime he performs MAX Germinal,the opponent will either have a delayed fall,and then not get up [JMorphman's Kyo and Divine Wolf's KFM] or loop the collapse animation [Quickfist's Ioris].

Additional Edit: Ash himself doesn't seem to collapse as well.

Additional Edit Sequel: Neither the perfect winpose,nor the winpose against Kyo seem to play.He's just always in his stance animation.
    

Re: Majin Vegeta Z2

 December 03, 2013, 02:38:46 pm View in topic context
 Posted by Project.13  in Majin Vegeta Z2 (Started by Balthazar October 29, 2012, 02:20:10 pm
 Board: Projects

Just a suggestion for the EX Painbringer,[though I personally like the Fuck-You Combination better =P]maybe 'Geta could throw in a few kicks in between each punch,make it a five hitter?
    

Re: Ash Crimson Released

 December 03, 2013, 06:07:41 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

Ah,alright then.Seeing as how I never use Sans Cullotes anyway,I might just change the commands myself lol =P

Edit: Another thing with Thermidor I found, though not sure who's [for lack of a better term] fault it is.
    

Re: Ash Crimson Released

 December 03, 2013, 05:51:42 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

Sans Culottes removes the charge time from Ash's attacks (among other things, which result in him being able to combo a lot of stuff into other stuff.

So,it's essentially Dark Ash mode?
    

Re: Ash Crimson Released

 December 03, 2013, 05:41:35 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

How exactly was it rendered next to useless?I haven't played Ash since..at all before this one .___.
    

Re: Ash Crimson Released

 December 03, 2013, 04:29:18 am View in topic context
 Posted by Project.13  in Ash Crimson Released (Started by Chazzanova November 30, 2013, 05:51:28 pm
 Board: Your Releases, Mugen 1.0 +

Also,a bit of a suggestion..Any chance you guys could add a Neo Commands kind of thing to Ash like Infinite did with Kain?