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Project.13

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Messages by Project.13

    

Re: Ash Crimson Released

 December 02, 2013, 04:43:37 pm 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 +

Found another bug with Dark Ash mode.If the opponent fires a projectile and you use Thermidor right after,Thermidor stops dead in its tracks and will no longer hit the opponent.But it does act as an anti-projectile barrier.

Video of the bug here:
    

Re: Ash Crimson Released

 December 01, 2013, 08:48:59 pm 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 +

This was probably intentional, but you can't select Dark Ash in teams mode.
    

Re: MugenX000's Soundpack releases.

 November 29, 2013, 01:01:24 am View in topic context
 Posted by Project.13  in MugenX000's Soundpack releases. (Started by Project.13 January 19, 2013, 02:20:35 pm
 Board: Edits & Add-ons

REVIVAL!

Sorry for not having posted here in a while. Kinda ran out of ideas xOx But I'm back now with a few new things in the first post. Enjoy.
    

Re: Gohan Z2

 November 25, 2013, 12:37:36 am View in topic context
 Posted by Project.13  in Gohan Z2 (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Projects

Oh,man Kiai's are my favorite kind of DBZ moves,honestly <3
    

Re: West City - Dragon ball capcom style

 November 08, 2013, 11:20:35 pm View in topic context
 Posted by Project.13  in West City - Dragon ball capcom style (Started by Daeron November 05, 2013, 09:24:34 pm
 Board: Your Releases, older Mugen

I suppose there is a bit of a technicality in how you can,by putting the sound effects into the MP3 or such you're using for the stage..But as far as putting the sounds in for two separate music files,I don't think there's any way just yet.
    

Re: Gohan Z2

 November 08, 2013, 01:21:27 am View in topic context
 Posted by Project.13  in Gohan Z2 (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Projects

That outfit on the left.You,my good man,are platinum.
    

Re: Girard's CS WIP Thread: Yamazaki

 November 02, 2013, 01:04:26 am View in topic context
 Posted by Project.13  in Girard's CS WIP Thread: Shermie Template Up (Started by Girard March 12, 2013, 06:49:26 pm
 Board: Sprite Projects

That Yamazaki template looks beautiful.
    

Re: Quickfist WIPs:Poll Up

 November 02, 2013, 01:02:48 am View in topic context
 Posted by Project.13  in QuickFist WIPs: Retiring MUGEN - Read First Post (Started by QuickFist August 05, 2013, 02:08:04 am
 Board: Projects

More people need to vote Nameless..He needs a lot more love.
    

Re: Shine! Iori Yagami Released!

 October 16, 2013, 03:13:21 am View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

If you super-cancel from Aoi Hana,the super won't connect at all.Also,there are still no level 2 cancels from special attacks,unless that was intentional?
    

Re: Shine! Iori Yagami Released!

 October 08, 2013, 04:16:45 am View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

I honestly like the idea of canceling Kototsuki into almost anything.Adds more opportunities and it could give a taste as to how truly vicious Iori is.Admittedly it's a bit glitchy in it's current state,but it could definitely be fixed to work a lot better.
    

Re: Chazzanova's WIPs - Infinite Ash with Quickfist - Palette Template here!

 October 07, 2013, 07:03:34 am View in topic context
 Posted by Project.13  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects



Another palette to contribute to this awesomesauce..Still not sure what to call it again.
    

Re: Chazzanova's WIPs - Infinite Ash with Quickfist - Palette Template here!

 October 07, 2013, 05:12:07 am View in topic context
 Posted by Project.13  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects



Custom palette.Not sure what name to give it .__.
    

Re: Shine! Iori Yagami Released!

 October 07, 2013, 01:37:35 am View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

Also,Saika's flame pillar still comes out too soon,so it still looks like they land on the flame tower rather than be launched by it.

And not to be nit-picky,but you didn't add my palettes D:
    

Re: Shine! Iori Yagami Released!

 October 06, 2013, 10:46:43 pm View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

Tch, well, I see you completely ignored what I said about Shiki 306: Saika. In the update, you can still juggle from it.

That combo I did in that video is still very much possible.

And, Max Shiki 1201: Ya Otome still only does 9 points more damage then Shiki 1201: Ya Otome Saika.

So... Yeah, there's still no real reason to even use Max Shiki 1201: Ya Otome at all.


Also, EX Oniyaki still feels odd in how it hits. Still doing that 2, 1, 2 hitting. The move just feels unnatural.


Yeah..With all due respect,it doesn't feel like much was changed in this update..
    

Re: Shine! Iori Yagami Released!

 October 05, 2013, 07:00:43 am View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

Contributing another palette.

Iori Brando.


Edit: Just noticed the fucking flame effects got fucked..Dunno how that happened,but IDraw's kind of goofy with things like that..Fucking hell.

Secondary Edit: More things I wanted to point out about Iori.

-Whenever finishing a round with Ya Otome,normal or MAX versions,the flames always appear on Iori after the enemy hits the ground.
-Homurabotogi almost always seems to miss the opponent if they aren't at full screen range,usually landing right behind them instead of on top or in front of them.
-I haven't gotten this to happen a second time as of yet,but if you air parry a standard attack,Iori seems to disappear for a moment.
    

Re: Shine! Iori Yagami Released!

 October 04, 2013, 10:10:59 pm View in topic context
 Posted by Project.13  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

This Iori is definitely one of my favorites now.Though,there are a few things that could be worked on.

-During Homurabotogi,it looks weird having the flame tower there,but you can obviously see the opponent still on the ground.You could either launch them when the flame appears,or hold off on the flame for "suspense".

-The timing on the flame tower during Saiki could be fixed...It looks and feels more like the opponent just "lands" on the flame tower,rather than being struck by it.

-Whenever finishing a match with Chi no Bousou,the round ends on the finishing slash,and you can see the characters blackened out during and a little after the super text.

Also,I'm not sure if it's too late to do so [I hope not o.o;] but I wanted to contribute a palette that I wasn't able to in time xox
I'm also not good with effects at all..Can someone make the flames red,please?
    

Re: Gohan Z2

 September 26, 2013, 03:55:34 am View in topic context
 Posted by Project.13  in Gohan Z2 (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Projects

Just curious,is the SF4 Ryu stance our of sheer preference,or a callback to the fact that they shared the same English VA?
    

Re: Dragon Ball All Stars: Cell

 September 07, 2013, 02:01:01 am View in topic context
 Posted by Project.13  in Dragon Ball All Stars: Cell (Started by Neocide September 01, 2013, 09:44:19 am
 Board: Your Releases, Mugen 1.0 +

- fair enough, I made it like dictators, which acts the same, what would you suggest? them falling afterward?
-it's based on terry's. works the same exact way. I don;t know where you could get more hits from that other than maybe the khh hitting a few more times, I could do that
- ehh, like vegeta? he doesn't have a move like this? And a spin wouldn't make much sense. And the opponent DOES hit the ground I could add envshake to the opponent smacking the ground though
-I had that animation before for it, but it missed shorter characters because cell is too tall, also he does the same in the anime, So does frieza, it's always a casual looking "Imma fire a lazer shot at you" Thats just cell's MO
- Having them all at once doesn't work for me, I don't like them flying off at the same time, looks like one giant projectile attack.

Thanks for going into detail though I will try to improve on the things you suggested that I agree with.

-I mainly meant giving his legs a bit of a "thrust" motion as he lands,if at all possible.
-Yes,more hits on the KHH.
-I meant how Vegeta just sunk to the floor in the anime.
-Ah,fair enough..He just looks so stiff during that move,it's kind of awkward.
-It feels more powerful when it's all at once,in my opinion.
    

Re: Dragon Ball All Stars: Cell

 September 07, 2013, 01:01:53 am View in topic context
 Posted by Project.13  in Dragon Ball All Stars: Cell (Started by Neocide September 01, 2013, 09:44:19 am
 Board: Your Releases, Mugen 1.0 +

Could you be a little more specific so I could Y'know, maybe use some of the feedback to make him better? Saying he's underwhelming doesn't really help me make him better.

Sorry..Was kind of half asleep when I wrote that,so I just wanted to get to sleep.Right

-Head Stomp feels like it lacks impact. It looks like it should be called Head Land instead..It doesn't look too much like a stomp.
-Busta Wolfhameha could use some more hits,imo.
-The Rising Tackle/Power Dunk could maybe make the character spin as a reaction to the hit,or just sink straight to the ground,like Vegeta did.
-Death Beam's animation just looks rather bland,honestly.The animation you used for the Cell Junior attack would have worked better.
-Also on the Cell Junior super,it seems underwhelming not to have them all charge at once,instead of just one at a time.
    

Re: Gohan Z2

 September 05, 2013, 11:16:27 am View in topic context
 Posted by Project.13  in Gohan Z2 (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Projects

The very punch that Gohan used to re-kill Frieza in "Fusion Reborn" I believe it was? Tasty callback, Mr. Balthazar.